Lichborne: Analyzing the proposed patch 4.3 death knight tanking changes

So recently, Lead Systems Designer Greg "Ghostcrawler" Street posted a new Dev Watercooler discussing the ins and outs of the new active mitigation tank philosophy. Since he dedicated a whole section to proposed death knight changes in patch 4.3, I figured it would be a good idea to take a look at the stuff and see what it does.
My preliminary verdict would be pretty simple: It's a pretty big help. It fixes or mitigates a lot of our quality of life issues, it makes a little less squishy, and it nullifies rune tetris nicely. I can't really disagree with the individual changes or the rationale behind them. That said, it doesn't completely solve our problems, and there are probably one or two more little things to be done before stuff looks really good. Let's take a look at the specifics.
The skills, they are a-changing'
Outbreak The dev team has realized that we have a unique issue when it comes to applying the standard tanking debuffs offered by our diseases. Because they generally use the same runes as our main defensive ability, Death Strike, we leave ourselves uniquely vulnerable to damage by applying them, leaving us vulnerable to extra damage for the 8 seconds or so it takes those runes to refresh. Outbreak could, in theory, fix this by allowing a rune-free way to apply diseases, but at a 1-minute cooldown, it's not viable for long stretches of time.
In patch 4.3, we'll see that cooldown reduced to 30 seconds for blood death knights. This should handily take care of most issues, since Pestilence should take care of spreading diseases where needed while Outbreak is on cooldown. It's a quick, dirty fix, but it works. I think the only other idea I'd have would be to make Blood Boil a Thunder Clap-style move and allow it to spread our diseases, if only because Outbreak has the issue of not doing much up-front threat. That said, that's probably not as huge of an issue with the recent threat changes. Two global cooldowns and 1 blood rune to put our diseases on a large group is a pretty solid Band-Aid fix.
Blade Barrier Blade Barrier is one of the two issues that keep us in the involved and distracting task of rune tetris, in which we keep our blood runes juggled just so so that we can keep as many Runic Empowerment procs refreshing Death Strike runes as possible. The dev team currently plans to make Blade Barrier into some sort of passive ability, just to prevent the issue of pooling blood runes, while they figure out a more elegant solution.
In the short term, while this will get rid of rune tetris as we know it, what it will leave shaky is the status of Runic Empowerment. Since Runic Empowerment refreshes a random rune, what we will probably see is death knights avoiding using blood runes at all. If Blade Barrier lasts 30 seconds, we'll only see death knights using blood runes every 30 seconds. If it's completely passive, we'll only see them using blood runes when absolutely needed, such as for Pestilence or in an extreme AOE situation. A spent blood rune is one that could regenerate on a Runic Empowerment proc instead of a rune used by Death Strike.
In other words, it's just plain time for Runic Empowerment to go. I'm in favor of making Runic Corruption's rune haste proc baseline, or at least giving it to blood. You still have the basic runic regeneration factor, but a death knight isn't punished by spending all their runes by having a less desirable one regenerate.

This has bought up some concern in some corners that it may create a scenario where it's more useful to miss Death Strike. Since Death Strike currently doesn't spend runes when it misses, you could conceivably stack huge amounts of healing and damage absorption simply by missing multiple times in a row.
It's more than possible that Blizzard might fix this on the patch 4.3 PTR by simply making Death Strike spend runes even if it misses, but that brings up the hairy question of death knight threat deficiencies. If Death Strike misses, you gain no threat, since 500% of zero is still zero.
This is where math comes to our rescue. Death knight guru Pennyrush offered this post on the official forums with the basic math: Even with the bare minimum of 0 hit and six expertise, a blood death knight has only a 6.5% chance to miss two Death Strikes in a row. Once you hit four missed death strikes in a row, that chance is under 1%. With that in mind, it may be that the scenario of the unlimited blood shield due to Death Strike misses is so unlikely as to be not worth risking death knight threat numbers.
Bone Shield Here's where the changes get really interesting. Ghostcrawler specifically made it clear that this change is in the early testing stages and may very well be scrapped, but it's a great change that I hope sees the light of day. Death knights are very prone to spike damage, moreso than shield-bearing tanks for sure, and a missed or unused Death Strike can completely ruin the day of a death knight where a paladin or warrior would have survived thanks to a high passive block rate.
This is where Bone Shield comes in. Blizzard is considering changing Bone Shield such that it reduces any hit that takes away more than X% of your health by Y damage, only taking away a charge when it does that. This simultaneously makes Bone Shield a style of passive blocking and an emergency savior for those times when you can't fit in enough Death Strike to your rotation due to misses or the need to use your runes for other threat or disease-spreading purposes.
I also like it because it puts one of the few remaining unique, iconic death knight abilities from the old days back front and center. Sure, we've lost auras, Corpse Explosion, AOE Unholy Blight, and the rest, but Bone Shield, at least, can still be an iconic, easily noticeable, central ability to a death knight's oeuvre.

Thus, Blizzard is actively looking into making Blood Shield a pool that you can build up and use across multiple hits. If you've been following this column and the death knight tanking community in general, this is definitely a familiar idea to you. As a pool, Blood Shield would in theory only absorb a given amount of any hit but would stick around longer, over many hits, meaning you take the damage on a more gradual downward slope rather than suddenly falling to 10% health because your Blood Shield absorbed 100% of one hit but 0% of another two or three hits.
If there's any fix on this list that should stick around past patch 4.3 as more than a simple temporary Band-Aid, it's this one. The one downside would be that it might make the proposed changes to Bone Shield redundant and/or overpowered, but it's probably the better long-term solution that ties in with gearing and scaling via mastery on a much more consistent basis.
So where do these changes leave us?
As you may have noticed, many of these changes are Band-Aids -- things that fix our problems in arguably inelegant ways, or at least ways that contradict Blizzard's active mitigation philosophy, and probably won't stick around too long. In addition, Ghostcrawler talked a lot in this blog about long-term changes and ideas for mitigation models. This makes me strongly suspect that patch 4.3 won't be the patch in which we see the big switch-over to active mitigation described in the threat Dev Watercooler he wrote. In other words, expect the big patch to be 5.0, in which we see the other three tank classes adjusted to active tanking models, and death knights themselves tightened up, with many of the patch 4.3 fixes being rolled back or undone, replaced by newer, more dynamic methods of dealing with our shortcomings.
In patch 4.3, though, I do expect these changes to make death knights a less tedious, frantic class to play in relation to the other tank classes. I still think Blizzard needs to replace Runic Empowerment to really make these changes work, but for the most part, we'll see a lot of our quality of life issues mitigated, and with the death of rune tetris and a couple of less spiky methods of tanking damage, we should hopefully get to stop looking at rune addons, stop worrying so much about maximizing our Death Strikes per minute, and start looking at the actual big, wide World of Warcraft once again.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
PattestdaBad Sep 6th 2011 6:19PM
I've got an awful feeling that Death Knights are going to be active tanking crash test dummies for every weird mechanic out there until 5.0.
Snuzzle Sep 6th 2011 6:32PM
I really hope they don't put off the active mitigation until 5.0. Tanking without having to really worry about active mitigation or active threat is... well, pretty boring. Not quite Wrath boring yet but next tier I can almost guarantee it will be.
rapsam2003 Sep 7th 2011 1:45PM
I think active tanking should be phased in for ALL tanks by 4.3.
Also, in response to the article, there will always be 1 or 2 issues. Always gonna be something than can be improved. I honestly don't see that as an issue, for two reasons: 1) Good tanks don't let their minor limitations become an issue (even now, most good Blood DKs are quite good at dealing with rune tetris and other issues) AND 2) the devs are humans, therefore they don't have the ability to make *everything* 100% perfect. Furthermore, even if 99% of people thought it was perfect, there'd be that 1% of people who disagree.
Wallahalla Nov 9th 2011 11:28AM
Bring on the crash test-yness. Tanking has become one of the least exiting roles in the game. I switched over to tank on my DK from my Paladin because I could pretty much nap through most boss fights and the dps was terrible. I heard DK's were having some taking issues so I did the only logical thing, leveled up my DK tank. It is by far the most exiting class to tank with. It does have it's issues, but if you know what you're doing you can really reduce the spike damage to a minimum, and if you do get spiked, then hit the damn boss with a death strike, its usually up and you can blood tap if it isn't. Worst case scenario for me would be homogenization of the tanking classes. I think that tanks have the best class diversity right now, and it would suck to see that go.
vegetto375 Sep 6th 2011 6:24PM
This changes are good short term that helps us get in par with the other tanks. As this article states Runic Empowerment is the one thing that needs to be change for our runes to become more valuable. The change to blood shield will most likely have us leave our blood runes alone as a blood rune can't be used for death strike. This is one of the major problems but one that could be very easily solved, by just changing one small thing about runic empowerment. If runic empowerment where to convert a fully depleted rune into a death rune that we would never have a blood rune or any other rune unused.
All in all i like the proposed changes and I'm excited to see how the whole active paradigm shift will affect not only us but the other tanks as well.
bean Sep 6th 2011 6:50PM
I really like the idea of RE giving a Death rune; they could also balance it by removing death strike creating death runes. "Hey, you just used your bread & butter move, now they're DEATH runes, even though we both know they're just gonna be used for death strike again!"
Fletcher Sep 6th 2011 6:25PM
So come 5.0, (blood) Death Knights are almost certainly getting another major overhaul.
We can't stop here! This is pally country!
Circus Sep 6th 2011 6:30PM
I still wish they would let me tank in Frost.
Matt Sep 6th 2011 6:40PM
I actually miss Frost tanking. Sure Blood is fun with it's self healing, but Frost was more fun for me. Unholy was by far my favourite though. Perfect for a magic heavy fight, and there was a lot of magic going around in 3.3.3.
blue.dragon32 Sep 6th 2011 6:52PM
I miss Frost tanking
Circus Sep 6th 2011 7:01PM
When I started my DK, I had all sorts of frost gear ready for it at various levels, with my weapons all being dual 1H swords (Since I like swords best). Before I could even make it to Northrend, Bam! Cata hit. My poor DK has been deleted and remade 3 times since then, each time I promise myself I'll get to 85, but I just can't enjoy blood enough to do it.
Byron Sep 7th 2011 3:02AM
Frost tanking was so explosive. BAM! Howling Blast multi-crit, BAM! Blood Boil, WHOOSH! drop a D&D, POW! Obliterate Obliterate Frost Strike crits, BAM! HB again, POW! Blood Boil, repeat.
There was no futzing about with Plague Slap and Pestilence, or Rune Tetris, and runes recovered faster back then. It was sooo much fun.
I finished off Wrath as a Blood Tank and did enjoy the self-healing, but now the only tank with the explosiveness of old Frost is Prot War, and that's my main now.
Dakyn Sep 6th 2011 6:49PM
Well, this will give me a reason to stack mastery instead of balancing it out with the other mitigation stats. Im sure I will get flamed for this thinking, but I currently run a higher parry % then any of the others with a trinket that procs a huge dodge % as I parry. I get an electronic sigh when i queue up as a tank, but after a few pulls in a pug I often hear how easy I am to heal. That is if I hear anything at all, with the people who haven't quit group yet. My in game friends all say the same thing and appreciate that I did not follow the full raiders theory on how to dk tank by pooling all mastery stats as my choice reforge. While, I think a lot of the changes are potentially good, the one I am most excited to see happen is not being left with no runes 3/4 of the way through a pull because I am doing the death strike/blade barrier dance.
Løkii Sep 7th 2011 7:48AM
I have a similar setup atm.I did the mastery stacking thing to start with and had it up to about 122% but read an article on switching to avoid with high health pool.
I am really hopiong they go with the bone shield idea and not the blood shield one in the article as I dont want to have to stack mastery again as the avoidance model is pretty awesome.
I also get healers saying the same thing and how they normally hate DK but I am easy to heal :)
(ps I bet I use that same dodge proc trinket - throngus finger? its awesome with high parry rating)
dodgeballer2005 Sep 6th 2011 7:54PM
I think they should take Rune Strike off the GCD, or at least half the GCD for it.
PeeWee Sep 7th 2011 4:16AM
That would be pretty OP, being able to macro Rune Strike with every ability you have.
But wait, that's what I do with Revenge on my warrior today O.o
Killik Sep 7th 2011 8:12AM
Revenge is off the GCD? O.o
Narshe Sep 6th 2011 8:23PM
I thought GC worded it in a way that said if Death Strike misses, that it wont heal but would still apply a blood shield, not have both happen. Personally I dont see why they dont make DS have a 100% chance to hit regardless of hit and expertise rating.
Narshe Sep 6th 2011 8:24PM
I was wrong, ignore my bad memory all, sorry.
Darksentinel Sep 6th 2011 8:35PM
I still don't like the issue of blood tanks' reactive heal actively overlapping with the healer's job.
If a tank takes a big hit, and their health drops low, the healer(s) will most likely bomb a heal (and possibly even pop a cooldown). If the tank then death strikes and regains a chunk of health, then the healer either overheals, or has to cancel at the last moment.
If the relationship between healer(s) and tank is good, then the healer can develop a feel for when the tank is likely to be able to death strike, but this is still reliant on rune cooldowns, tank positioning, etc.
Of course the other issue with reactive healing is that if the big hit kills the tank, then there's no reactive healing to be had, whereas a mitigation-based tank would still be alive.
Reactive healing (death strike) as a core mechanic of the tank just seems like a generally worse deal than passive/active/reactive mitigation (shield block).