Lichborne: 2011 in review for death knights

As 2011 draws to a close, we have come to an end in some places. Patch 4.3 has been confirmed as the last major raid patch for the Cataclysm expansion. Certainly, Blizzard could always change tracks and create another raid or two if it can't get Pandaria up and running fast enough, but we can probably assume that most new class balancing will be put off.
With that in mind, it's a good time to look back on the year that was 2011 and see what death knights have been up to, what's happened with our class, and maybe make a few guesses about what we can expect going forward. 2011 was strange for us. We were never, perhaps, horribly underpowered, but we had some weird quirks, some strange deficiencies, and a lot of mechanical stuff to worry about. If I had to give it a title, perhaps I'd call it the year of contradictions.
Blood reacts to rune tetris
Blood death knights were in a very strange situation. As Blizzard claimed our tanking model was very close to its chosen ideal, we found that it left us uniquely disadvantaged. Our reactive tanking model, combined with low armor, left us susceptible to spike damage and two-hit kills at a level that patch 4.0 was supposed to remove from the equation.
That said, we also started off the year in a very exciting situation. Simply put, we were genuinely unsure as to what was the best tanking stat for death knights. Mastery and avoidance competed with strong advocates in each corner, and even math didn't seem to have an answer. Unfortunately, that debate has devolved somewhat into bitterness, as many point out that avoidance and mastery actually work against each other -- you can't heal yourself if you don't actually take hits, and our Blood Shield technically gets better the more hits we take.
Other general tweaks also affected us in 2011. Agility's granting of dodge rating was removed, making every death knight tank who spent Tol Barad commendations on a Spear of Trailing Shadows perhaps a bit peeved. The Dungeon Finder Call To Arms probably made more than a few DPS death knights consider a tanking off spec. The Dungeon Finder Call to Arms probably also helped contribute to an eventual decision by trivializing threat, something that arguably made our job easier by allowing us to Death Strike spam without worrying as much about threat. Of course, the idea that Death Strike spam and gaming Runic Empowerment procs was the best way to play our class didn't sit well with many people.
By patch 4.2, however, the issues with Death Strike spam, rune tetris, and the lower survivability were coming to a head, to the point that Ghostcrawler made a Dev Watercooler post that specifically address blood tank issues. We saw some of the promised changes in patch 4.3. While we have somewhat fixed the worst of the rune tetris issues, the Death Strike spam issue is still around in many ways.
It's a little weird figuring out where Blizzard wants to go, as it still seems dedicated to the idea of active tanking despite its very problematic and mixed reception in death knights. So far, patch 5.0 hasn't revealed any major changes, so we're essentially on the edge of our seats. We're more or less kind of sort of surviving through patch 4.3, but right now we just want to know what the developers have under their belts for patch 5.0 so we can properly prepare.

Unholy seems to have spent 2011 as the awkward stepchild of the death knight trees. Coming into 2011, it already saw the strange combination of Festering Strike and Scourge Strike setting it as diametrically opposed to the other trees, but patch 4.0.6 bought another blow, with massive nerfs to the ghoul and general damage scaling that would leave it reeling until arguably as late as patch 4.3. The devs said unholy's single-target damage was too high, which bought on the nerfs.
Unfortunately, this helped bring on a rather long period of drought for unholy, as we found that our ghoul's damage, which already took a long time to build up, was also rather anemic, and that the drop in our disease damage was not bumped up by the slight increase in Scourge Strike damage. Blizzard would try over the next few patches to fix this by slowing adding more and more bonus strength to Unholy Might, but that couldn't fix weapon scaling, the lack of decent AoE, and the need for extreme ramp-up time on things such as ghoul damage.
The turning point for unholy arguably came at BlizzCon 2011 and in the aftermath thereof, when death knights such as Heartless and Magdalena asked some tough questions about the unholy tree -- questions that had, perhaps, already been asked but were now addressed. Unholy still has issues with things such as ramp-up time, but we've finally gotten a fix to long-standing issues with our ghoul and gargoyle, which speaks well to our position going into 2011.

In a lot of ways, frost was sort of the drama-free tree this time around. Nothing major changed about it. Rime and Killing Machine continued to work their magic. Probably the biggest see-saw was the fight between two-handed and dual-wield frost for damage king, most centered around Might of the Frozen Wastes and Killing Machine. Patch 4.0.6 added a damage bonus to Might of the Frozen Wastes, putting two-handed frost solidly in line with dual wielding -- in and of itself an amazing feat of engineering. This was also accomplished by the fact that Killing Machine applied only to swings from the main-hand weapon, taking away a huge advantage from dual wielding.
Patch 4.1 bought us another huge change in that our blood runes became permanent death runes. This perhaps not quite revolutionized our rotation, but it did remove the need for Blood Strike from the entire class almost completely and gave us a little more leeway in massaging Runic Empowerment procs. Howling Blast also received a nerf to AoE damage that kept the single-target damage high.
Patch 4.1 also made Mind Freeze impossible to miss, as part of a bid to make interrupting easier to use in the new, harder Cataclysm dungeons. In addition, our Raise Ally, instead of raising a group member as a ghoul, became a battle rez, giving us a new bit of group utility. Of course, I was still pulling for a single-target crowd control, but that's looking more and more like a pipe dream. Even patch 5.0 isn't promising to deliver that.
Patch 4.2 bought us a round of nerfs as Blizzard apparently decided to address unholy's flagging potential by bringing frost down to its level. An Obliterate hotfix nerf made a lot of death knights experiment with Howling Blast spam as a DPS method, something that eventually petered out but still sees some use for AoE situations. While this speed bump lasted only a bit and didn't affect us as drastically as we feared, it still fed into the frustration of many death knights over the constant changes that death knights experienced every patch, often resulting in drastic changes to rotations, gearing choices, and top specs. This was perhaps best summed by a post by Magdalena over on the Son of a Lich blog lamenting the issue of death knight flavor.
Hungering Cold also received the spotlight for a while, as Blizzard added a cast time to the spell due to PvP complaints. This bought up an interesting period for death knights. Many PvE death knights had complained in the past that it was annoying that Hungering Cold was required for Howling Blast, but as the nerf went down, it bought complaints that the PvP nerf would also affect PvE, depriving us of one the few decent utility tools we bought to a 5-man group. Either way, the complaints fell on deaf ears, and the cast time remains to this day. Interestingly enough, paladins are getting a Hungering Cold equivalent in patch 5.0 that remains instant-cast, but they'll have to wait until level 90 to get it.
The last bit of drama for Frost this year came from a Killing Machine buff combined with a Might of the Frozen Wastes nerf. Killing Machine began proccing from off-hand strikes again, giving dual wielders more procs and allowing for greater damage potential. This in itself might have been tolerable, but it came attached to yet another Might of the Frozen Wastes nerf that left two-handed frost in the dust, where it's remained for the rest of the year, the domain primarily of a few die-hards.
Where Frost goes in patch 5.0 is still up in the air. Two-handed frost still desperately needs a buff, for sure, but beyond that, it's unclear. Some argue that Howling Blast needs to or be extensively redesigned in order to prevent the constant rollercoaster of damage nerfs to prevent the Howling Blast Spam or shadowfrost style of gameplay. Some argue that Killing Machine is too streaky and needs a redesign to keep frost a bit more consistent in damage. Of course, some would argue that both abilities are iconic of the frost death knight tree and that if you don't like it, you should respec. How all this will play out in patch 5.0 remains to be seen.
Where we are and where we're headed
Death knights are as they have always been, really: a solid class with a decent middle of the road class that is plagued with some weird mechanics issues that sometimes lead to more changes mid-expansion that we'd like. It's true this expansion. Will it be true next expansion? That remains to be seen, but Blizzard is making some pretty drastic changes. We're set up to weather them well enough, if we're lucky, but patch 5.0 is definitely a key time to fix some key issues with the class, and we'll be watching to see if Blizzard's up to the challenge.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 1)
Sharky-Sharky Dec 27th 2011 3:11PM
Great summary article but I do want to add that I. 5.0 so far it looks like we will in fact be getting a single target CC in the form of "Control Undead." Even though it is VERY limited in use as there haven't been many undead mobs since Wrath, it is still something.
Sharky-Sharky Dec 27th 2011 3:12PM
*want to add that IN 5.0
WTB edit button pst
djsuursoo Dec 27th 2011 4:15PM
we also will get the option to turn strangulate into a CC.
Daniel Whitcomb Dec 27th 2011 4:24PM
Djsuursoo,
Actually, It's been confirmed that that will just be a 5-second stun, not an actual CC. Still nice, but not what we wanted.
Sharky,
I have mentioned Control Undead in past columns, but I don't know if I consider that a proper CC, unless Pandaria has a mess of undead mobs scattered around that have yet to be revealed.
Sharky-Sharky Dec 27th 2011 4:53PM
@Daniel
Yeah that's why I mentioned wrath with the levels of undead. Now if I can use it on other death knights or even Undead toons during duals/arenas then I'm ok with the "undead" restriction, but I'm not getting my hopes up at all. :)
butler_385 Dec 28th 2011 5:03AM
to be fair, if a death knight hits lichborne then surely you would be able to cc him with control undead? situational i agree but im a pvp centric person and i could see its uses
nicholas_911_99 Dec 27th 2011 4:01PM
You know, I really wish frost two handed was better than DW. I really hate DW but I love two handed stuff.
Kelly Dec 27th 2011 4:13PM
I couldn't agree more. When DW I'm always think, "I look like a lowbie fury warrior". I want to be a 2H wielding machine-o-death!
djsuursoo Dec 27th 2011 4:15PM
DW's superior output is really just a mechanical thing. the priorities for higher output favored the rapid attacking mechanism, the more attacking you're doing the more procs you get the more you can dump off.
2-h could be made more viable if you either cranked up the attack speed while wielding a 2h weapon, or bumped the proc rate significantly.
and gave frost presence the same global cooldown.
VegetaPrime Dec 27th 2011 6:30PM
I eventually caved and went back to DW midway through Firelands, but the downtime it is still prone to is irritating. I have yet to fully understand why Blizz didn't reverse the MotFW nerf when it appeared 2h was lagging so far behind. It's doubtful it would put 2H above DW but it would at least close the gap between the specs. I don't understand what possible reason there could be not to make the change unless there is just some reason to artificially make most players choose DW because of weapon drop distribution. Even then, it doesn't make much sense to offer the choice within the tree in the first place.
Tyson Jan 15th 2012 12:17PM
I'm still hating the nerf to death strike that happened to frost dks. In pvp that gives a lot less survivability in arenas for frost dks which are now by far the squishiest class in arenas. See a frost DK, kill it first.