Lichborne: A look at the death knight tier 13 set bonuses
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
We got a nice bit of weekend news a few days ago, as Zarhym unveiled the tier 13 class set bonuses for all to see. Tier 13, of course, will come to us with patch 4.3. They've definitely provoked a lot of discussion and debate, and the death knight bonuses are no exception. Unfortunately, the early consensus on the status of the bonuses leans toward "failed experiment." After the break, we'll delve in a bit deeper and discuss how the bonuses fail and succeed.
DPS set bonuses and the global cooldown conundrum
Zarhym
So the two-piece bonus, at first glance, looks pretty sweet. Who can say no to more free attacks? It's (in theory) even better for unholy, since more Death Coils mean more chances for your ghoul to Hulk out.
But here's the thing. There ain't no such thing as a free lunch, the saying goes, and it's definitely true here. Sure, you don't pay any runes or runic power for that Howling Blast or that Death Coil, but you do pay in the form of one extra global cooldown. For death knights, this could be pretty close to a deal-breaker. We have a serious problem with GCD capping. It's the reason Unholy Presence has been so dominant in the Cataclysm era -- we need that reduced GCD just to keep up with our attacks. A Free Howling Blast or a Death Coil won't mean much if using the proc means we leave unspent resources on the table. If all it does is push back our resource spending by a couple of seconds, we aren't getting a free attack in actual practice because the proc just forces us to leave resources on the table, unspent.
It's possible that Blizzard is using this bonus to try to nudge us away from stacking haste, which is still far and away the best death knight DPS stat across the board. I'm not optimistic that it will work. The mudflation of patch 4.3's new item level alone may push us into GCD capping without even trying.
For the four-piece deal, it's honestly pretty hard for me to figure out what Blizzard's going for here other than "extremely underpowered." While mastery is not a completely horrible stat for DPS death knights, it's again not tops unless we're possible talking frost AOE. What makes this proc bad, though, is that the uptime is going to be pretty abysmal, meaning that in the long run, we won't be getting very much bonus mastery out of this. A 25% or 40% chance on a 45% chance is just not going to keep this proc up long enough to make a huge difference in our DPS. Depending on the itemization of the off-set pieces in the Deathwing raid, this may be the tier in which we don't need to bother getting our four-piece bonus.
Tank bonuses as an experimental playground
Zarhym
I'm going to be honest -- it's a bit perplexing how much the blood two-piece bonus is worse than any other tank's bonus. The other tanks get some sort of absorption shield or absorption shield bonus that can be easily triggered at any point. We get half of a Death Strike, and only if we're near death and only once every 45 seconds.
That one death rune will only really get us a new Death Strike if we have Blood Tap handy and off cooldown, and of course, we then still have to spend a global cooldown and eschew using those runes for anything else they could have been used for. It's a little disconcerting how this seems to play right into our complaints about Runic Empowerment. The death knight feedback thread over on the official forums has been an almost constant litany of tanks complaining about the damage Runic Empowerment does to any flexibility in rune usage, so this set piece might be a last ditch attempt to make us use our blood runes without taking out Runic Empowerment altogether.
The one positive thing I can sort of hope for here is that Blizzard is expecting that our tanking buffs will be so amazing in patch 4.3 that we won't need that absorption -- or that it is testing Blood Shield-like absorption for the other classes, something we already have without a set bonus. Regardless, our two-piece bonus is incredibly lackluster in comparison to other classes, and chances are we're essentially going to have bend over backwards to use that extra death rune anyway.
The four-piece bonus is interesting in a few ways. At first, it seems like a decent stopgap answer to a semi-common blood tank complaint, in that we really do not have a decent raid wall cooldown like some other tanks have. This, however, is where we do equal the other tank cooldowns. Every tank spec has a raid-wall-type cooldown four-piece set bonus where one of their defensive cooldowns is transferred to their entire raid (except for paladins, who get a cooldown reduction on Divine Guardian, their existing raid wall cooldown). This one could be, rather than an attempt to shore up a death knight tank deficiency, a sign of things to come in the Deathwing raid. A return to massive, raid-wide damage? It's possible. Of course, since this raid cooldown is now attached to a single-person defensive cooldown, will we be forced to save it until it's needed for the whole raid?
Set bonuses as a crystal ball
What's interesting about these bonuses is that they in many ways seem highly experimental. The DPS bonuses seem designed to favor unholy DPS, which currently lags behind frost in most damage tests. The tank bonuses seem to play around blood's natural aversion to blood runes and add a raid-wide cooldown that we have, in theory, been missing. Perhaps that nature gives us some indication, at least, that Blizzard is aware of our problems but is choosing to continue with the stopgaps now, waiting for another big balance patch for patch 5.0. Certainly, when it does this, one hopes it won't make a habit of using tier set bonuses as a way to balance specs within a class.
Regardless, we probably do want to test these bonuses as much as possible on the PTR. On paper, they're not amazing, and hopefully if we can provide some real-world examples of just how they lag behind, we can get a little bit of buffing to them before patch 4.3 goes live. The PTR may be live by the time you read this, so that chance may come sooner than you think.
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We got a nice bit of weekend news a few days ago, as Zarhym unveiled the tier 13 class set bonuses for all to see. Tier 13, of course, will come to us with patch 4.3. They've definitely provoked a lot of discussion and debate, and the death knight bonuses are no exception. Unfortunately, the early consensus on the status of the bonuses leans toward "failed experiment." After the break, we'll delve in a bit deeper and discuss how the bonuses fail and succeed.
DPS set bonuses and the global cooldown conundrum
DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.
DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.
So the two-piece bonus, at first glance, looks pretty sweet. Who can say no to more free attacks? It's (in theory) even better for unholy, since more Death Coils mean more chances for your ghoul to Hulk out.
But here's the thing. There ain't no such thing as a free lunch, the saying goes, and it's definitely true here. Sure, you don't pay any runes or runic power for that Howling Blast or that Death Coil, but you do pay in the form of one extra global cooldown. For death knights, this could be pretty close to a deal-breaker. We have a serious problem with GCD capping. It's the reason Unholy Presence has been so dominant in the Cataclysm era -- we need that reduced GCD just to keep up with our attacks. A Free Howling Blast or a Death Coil won't mean much if using the proc means we leave unspent resources on the table. If all it does is push back our resource spending by a couple of seconds, we aren't getting a free attack in actual practice because the proc just forces us to leave resources on the table, unspent.
It's possible that Blizzard is using this bonus to try to nudge us away from stacking haste, which is still far and away the best death knight DPS stat across the board. I'm not optimistic that it will work. The mudflation of patch 4.3's new item level alone may push us into GCD capping without even trying.
For the four-piece deal, it's honestly pretty hard for me to figure out what Blizzard's going for here other than "extremely underpowered." While mastery is not a completely horrible stat for DPS death knights, it's again not tops unless we're possible talking frost AOE. What makes this proc bad, though, is that the uptime is going to be pretty abysmal, meaning that in the long run, we won't be getting very much bonus mastery out of this. A 25% or 40% chance on a 45% chance is just not going to keep this proc up long enough to make a huge difference in our DPS. Depending on the itemization of the off-set pieces in the Deathwing raid, this may be the tier in which we don't need to bother getting our four-piece bonus.
Tank bonuses as an experimental playground
Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
I'm going to be honest -- it's a bit perplexing how much the blood two-piece bonus is worse than any other tank's bonus. The other tanks get some sort of absorption shield or absorption shield bonus that can be easily triggered at any point. We get half of a Death Strike, and only if we're near death and only once every 45 seconds.
That one death rune will only really get us a new Death Strike if we have Blood Tap handy and off cooldown, and of course, we then still have to spend a global cooldown and eschew using those runes for anything else they could have been used for. It's a little disconcerting how this seems to play right into our complaints about Runic Empowerment. The death knight feedback thread over on the official forums has been an almost constant litany of tanks complaining about the damage Runic Empowerment does to any flexibility in rune usage, so this set piece might be a last ditch attempt to make us use our blood runes without taking out Runic Empowerment altogether.
The one positive thing I can sort of hope for here is that Blizzard is expecting that our tanking buffs will be so amazing in patch 4.3 that we won't need that absorption -- or that it is testing Blood Shield-like absorption for the other classes, something we already have without a set bonus. Regardless, our two-piece bonus is incredibly lackluster in comparison to other classes, and chances are we're essentially going to have bend over backwards to use that extra death rune anyway.
The four-piece bonus is interesting in a few ways. At first, it seems like a decent stopgap answer to a semi-common blood tank complaint, in that we really do not have a decent raid wall cooldown like some other tanks have. This, however, is where we do equal the other tank cooldowns. Every tank spec has a raid-wall-type cooldown four-piece set bonus where one of their defensive cooldowns is transferred to their entire raid (except for paladins, who get a cooldown reduction on Divine Guardian, their existing raid wall cooldown). This one could be, rather than an attempt to shore up a death knight tank deficiency, a sign of things to come in the Deathwing raid. A return to massive, raid-wide damage? It's possible. Of course, since this raid cooldown is now attached to a single-person defensive cooldown, will we be forced to save it until it's needed for the whole raid?
Set bonuses as a crystal ball
What's interesting about these bonuses is that they in many ways seem highly experimental. The DPS bonuses seem designed to favor unholy DPS, which currently lags behind frost in most damage tests. The tank bonuses seem to play around blood's natural aversion to blood runes and add a raid-wide cooldown that we have, in theory, been missing. Perhaps that nature gives us some indication, at least, that Blizzard is aware of our problems but is choosing to continue with the stopgaps now, waiting for another big balance patch for patch 5.0. Certainly, when it does this, one hopes it won't make a habit of using tier set bonuses as a way to balance specs within a class.
Regardless, we probably do want to test these bonuses as much as possible on the PTR. On paper, they're not amazing, and hopefully if we can provide some real-world examples of just how they lag behind, we can get a little bit of buffing to them before patch 4.3 goes live. The PTR may be live by the time you read this, so that chance may come sooner than you think.
Filed under: Death Knight, (Death Knight) Lichborne







Reader Comments (Page 1 of 2)
arcady Sep 27th 2011 2:18PM
One wonders if the thought was 'there are too many DK tanks, lets smack them around for one tier and see how many give up.'
Bellajtok Sep 27th 2011 2:34PM
If that's the case, the problem would have been better solved by saying "Let's hugely buff druid tanks for one tier and see how many reroll."
matticus Sep 27th 2011 4:21PM
Feral Tanks have been quietly OP for the better part of three patches now - that plan has been tried and failed.
rapsam2003 Nov 29th 2011 12:40PM
Apparently, you've not read the patch notes and seen that Blood DKs got several buffs. Most are QoL buffs, but they will lead to increased survivability. Provided, of course, you actually know your stuff.
The buffs won't make it so new DK tanks can just be awesome.
Zankoku Sep 27th 2011 2:27PM
A good note to add is that the set bonuses were released without the patch notes. Good money says that there will be changes to all classes and core abilities, based off of the tier bonuses.
Take the prot Pally 2pc. A physical damage shield equal to 30% of a (currently) weak hitting ability that has a 8sec cd. Mathed out with current values, it is a 3-4k shield every 8 secs. 5man bosses destroy it in one swing. Without an overall to Judgement, the bonus is beyond weak.
Zankoku Sep 27th 2011 2:27PM
***overhaul... damn fingers working faster than the brain.
Pao Sep 27th 2011 3:12PM
I'm not sure where you're getting a 3-4k bubble from. As it stands right now on my prot pally on most heroic mode fights, thanks to vengeance and inquisition, judgement hits for ~20k and crits for ~40k, meaning a 6-12k bubble or roughly 8k on average adjusted for crit chance. I for one would LOVE an 8k bubble every 8 seconds, thats averaging out to 1k damage reduced every second, which basically halves the difference in tank damage between heroic ragnaros and normal ragnaros.
djsuursoo Sep 27th 2011 2:34PM
i admit i'm less than underwhelmed. expressing how underwhelming the bonuses are would probably take advanced mathematics.
it IS soothing to see these bonuses published before the PTR even lands. we could very well see some serious improvements.
rapsam2003 Sep 27th 2011 4:53PM
I really hope they do rework them, especially the dps 4p and the tank 2p. Honestly, I care more about the tank 2p than the dps 4p, but it'd be nice if both were buffed. My problem is (and I also find an issue with an tank trinks that have this) that, if you're falling below or at 35% enough times for the bonus/trink equip to be useful...then you're a bad tank. You should rarely fall that low. Yes, it's nice to have something help when you do, but I'd rather have a strength on-use (as 25% of strength = parry) or a dodge on-use. If it was something like decreasing the CD on IBF or DRW by a 10 seconds, that would be useful. It doesn't have to be uber-powered; it just has to be useful.
Also, looking at all the 4p tanking bonuses (check out the other tank class 4p bonuses, if you haven't), what I notice there all essentially either improving a raid wall CD or causing a raid wall CD. Does that mean there will be an encounter where a raid wall CD like that will be hugely beneficial?
Peter Sep 27th 2011 4:27PM
Dps, 2P will deal a double attack when proccing - so 2 x Death Coils. If it doesn't, it will completely lack any logic - so it will. It will work like the ele shaman's mastery, which procs a mirror cast of your chain lightning/lightning/lava burst.
So, you punch the button for a Death Coil - DPS 2P procs and you hit with 2 x Death Coils from that one attack.
rapsam2003 Sep 27th 2011 4:58PM
If that's the case, that would actually be quite awesome. Now, if we can get that dps 4p bonus looked at...
Bapo Sep 27th 2011 4:57PM
It's iffy, one would hope it does the double cast. The feral kitty 4 pc has pretty much the same proc too.
Stampede talent now grants two charges after using Feral Charge (Cat).
So unfortunately, at this time, we have to assume it's something you have to use, and not auto fires : /
This is the base update, so hopefully things will be subject to change
jwelch757 Sep 27th 2011 3:14PM
Set bonuses come and go, show me the visuals
macster Sep 27th 2011 3:18PM
Y'know what? I think it's gonna be skulls...
jwelch757 Sep 27th 2011 3:25PM
I like the warrior, pally, and ofc the rogue set looks great, even if it is skulls (God forbid ) I just hope we don't get "maged " O.o
kvanje Sep 27th 2011 5:15PM
If we're really lucky, we may get skulls AND spikes this time around!
ragnos Sep 27th 2011 3:41PM
blood 2p, yes it gives us 1/2 a death strike... the other half becomes auto generated by WotN. they have the same cooldown however WotN procs at 30% instead of 35% like the set bonus. perhaps they will be changing WotN in the patch notes to match.
it would have been nice to add a shield component to blood runes. for example "in addition whenever a blood rune's cooldown is activated the DK gets _____ blood shield."
Daniel Whitcomb Sep 27th 2011 4:07PM
WoTN hasn't given us an extra Death Rune for some time, unless I am forgetting something. Currently, it only refreshes the cooldown on Rune Tap.
dathi48 Sep 27th 2011 5:46PM
Even with WoTN the set bonus is beyond lackluster.
I would prefer something to help me NOT hit 30 or 35% health, or for an immediate bonus to keep me alive when I drop low, not a chance at Smacking Death Strike one more time
Brett Porter Sep 27th 2011 6:14PM
http://www.wowhead.com/spell=81164 for reference. But I do see where ragnos is going; same cooldown, and perhaps the talent will be re-worked to be triggered once Blood 2P13 activates? I agree that some of these are a bit meh (same goes for other classes) but we may only be seeing part of the puzzle.
Definitely looking forward to seeing what changes are ahead in the patch notes!