Lichborne: 3 predictions for death knights in Mists of Pandaria

Let's face it. The Mists of Pandaria information drought is ongoing and likely to keep up for quite some time. As a result, we're stuck in a holding pattern. We know the class needs some changes. We know we have been promised (or threatened with, depending on your viewpoint) changes for blood death knights, if only via a general change to the tanking paradigm. None of that information is forthcoming, however, and the blues lately have indicated it won't be coming for a while.
With that in mind, what we're left with is speculation. Today, I'd like to discuss three major changes I think we'll probably see with the new patch 5.0, one for each death knight tree. We already know change is a pretty huge constant for our class. It comes with the territory. We'll roll with the punches, as always, but it's nice to know what's coming. It helps you brace for it.
Blocking goes bye-bye
The first thing I'm going to discuss is technically not directly related to death knights, but I think it's a long time coming and it needs to come. Block needs to either leave the game or somehow be changed in a major way. This has been an issue since the day that druids first become semi-viable endgame tanks, to the point I was honestly staggered that they put in another non-blocking tank class. Considering that it looks very likely monks are going to be yet a third non-blocking tank class, warriors and paladins need to loosen the choke hold.
We already know Blizzard is planning to redesign tanking for patch 5.0, and blocking really is the elephant in the room. There are various reasons that blocking is the superior form of tanking damage, but the major reason -- the one that keeps popping up year after year -- is that it's powerful enough to allow tanks who have it to reach the avoidance cap. The magical number of 102.4% avoidance, a combined total of blocking, parrying, and dodging, will essentially prevent a tank from taking any hit they cannot parry, dodge, or block. That is, of course, the basic layman's definition of the issue, but it gets the point across well enough for our purposes.
Generally, in the last couple tiers of an expansion, it is possible to hit that cap, but only if you're a blocker class. If you only have two avoidance stats like death knights and druids (and like presumably monks will have), you're in trouble. Blizzard has said it plans to revamp tanking to be more active, to require more work to keep yourself up. If it does this, the avoidance cap just has to go. Sure, abilities like Blood Shield and Savage Defense are supposed to pick up the slack, but those really have not quite worked. At this point, I expect that block will go. It has to, to make sure all five tank classes work from an even playing field.
With block gone or the block tank's ability to cap avoidance removed some other way -- I've heard the idea of removing dodge from block tanks (which I rather like) from some quarters -- the dev team should hopefully be free to tweak balance a bit more so that non-block tanks like death knights don't find themselves inexorably losing ground at the end of an expansion. Is it the only change that needs to happen to make that a reality? Probably not, but it's been the most obviously needed fix, and one that will boost death knights and, even if it nerfs warriors and paladins, may eventually allow for more flexible balance decisions for all five classes.
Two-handed frost joins frost tanking in the trash heap
I don't like making this prediction. I like two-handed frost's playing style. It's fast and furious and requires some whack-a-mole gameplay that can be surprisingly fun without being out of control, even more so than dual wield frost. That said, Blizzard's been trying and failing to balance it all expansion. Might of the Frozen Wastes has ridden a buff and nerf roller coaster, and currently, it's pretty much fallen off. Two-handed frost is at the bottom of the barrel, and there's no current indication Blizzard cares to scrape it off until at least patch 5.0.
This is why, much like we lost all types of tanking but blood at the beginning of this expansion, the beginning of the next will see us losing access to two-handed weapons as frost. Blizzard does make this type of flexibility experiments, but it almost always reverts to one weapon type per tree. Warriors have two-handed for arms and dual wielding for fury. Enhancement shaman get to dual wield and dual wield only, even if they once wielded Sulfuras to the dismay of Alliance PVPers everywhere.
I believe we'll see the same thing with death knights. If you want to tank, you pick up a two-handed sword. If you want to dual wield tank, you're out of luck. Taking this philosophy to the DPS tree is the next step. If you want to dual wield DPS, you go to the frost tree. In both cases, Blizzard has actively quashed any attempts at dual wield tanking or dual wield unholy DPS for many patches. Frost is the next victim of this philosophy. If you want to do two-handed frost, you will be bottom of the barrel. Might of the Frozen Wastes will be gone, and there will just simply be no way to overcome dual wield's superior weapon damage.
If you want to DPS with a two-handed weapon in Pandaria, you'll need to learn to live with inferior AoE, pet management, and a rune rotation that's different from the other two trees in some pretty basic ways. ... unless, of course, my third prediction comes true.
An extensive revamp for unholy
Unholy has been on a huge roller coaster for quite some time. It started when Scourge Strike was changed from a frost and unholy rune spender to unholy only, and a completely new strike, Festering Strike, was created just to allow that to work. The ghoul pet has been buffed, then nerfed, then buffed again, and Scourge Strike and Death Coil have seen similar nerfs. Runic Empowerment was found to clash with unholy so badly that Runic Corruption was created and proved effective enough that probably everyone and his mother will take it in Mists of Pandaria if it remains in the talent tree.
Still, unholy has lagged behind frost in damage and popularity for much of Cataclysm, ever since the infamous patch 4.0.6 hot fixes. There are a variety of reasons for this. There's the trouble of dealing with a pet. There's a rune spending rotation that goes against the other two trees. There's the lack of weapon scaling due to so much damage being wrapped up in Death Coil and the ghoul. There's the lack of burst damage due to the long ramp-up time for said ghoul's damage and power moves. There's the lack of decent AoE damage, certainly nothing close to Howling Blast.
Now, two-handed unholy is currently doing pretty well, but that's primarily because the proc on the top DPS weapon of this tier stacks with unholy mastery. That isn't going to carry over into Mists of Pandaria, so something else obviously needs to be done.
I think the first step is to put Scourge Strike back on a 1 frost, 1 unholy rune cost. You'd then either make Festering Strike a blood rune strike, or bring back Blood Strike. This would put unholy back in sync with the other trees, making it easier for an inexperienced or new death knight to slip into unholy from another tree -- something that might be extra needed if Blizzard removes all support for two-handed DPS from the frost tree. This doesn't solve the DPS problems, per se, but it does the make the tree more intuitive and easier for new players to grasp, something Blizzard really should do to attract new players.
Fixing the actual rest of the tree is going to be a taller order. At the least, I suspect we'll see Dark Transformation get unlinked from Shadow Infusion in order to give unholy death knights another burst button to push, or we may see Shadow Infusion take fewer stacks to cap out.
Blizzard will also need to find some new solution for AoE damage. In theory, the AoE abilities in the top tier of the new talent trees might fix that, but seeing as the devs will need to balance those abilities around the fact that frost DPSers will take them and pair them with Howling Blast, they'll probably need to give something else to unholy death knights to bridge the gap. I doubt we'll get the original AoE Unholy Blight back, but a boy can dream.
Regardless, if any tree gets changed extensively in patch 5.0, expect it to be unholy. The disease and pet-centric game play will remain at the core, but everything around has to changed if it's going to be competitive without relying on gimmicks (no matter how fun they are) like the Gurthalak proc.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
Heii Jan 24th 2012 8:31PM
If they remove 2h frost, it would leave me very sour.
I hate unholy with a passion. I can live with the rotation. I can live with the slower pace it has next to frost.
What I CAN'T live with is Timmy the Ghoul. To me, babysitting a single undead creation is just so not Death Knightly that it drives me nuts.
But alas; even though I end up DW-frost, sometimes I'd like to swing a 2hander and Unholy just doesn't work for me. And Blood's a different matter because it's a tanking tree and not DPS.
Tauren Fan Jan 24th 2012 9:11PM
Agreed Heii. I like weilding a 2h weapon, and with DK's having access to cheap weapon chants via the runeforge, it made it fairly easy to look for a single weapon upgrade while leveling or just starting out in max-level dungeons. I'm not a huge fan of managing pets in a group, and unholy just felt clunky to me. I'm usually playing blood, but I do like to dps instead if I don't know the dungeons well, and I found 2h frost to be quite fun. I definitely hope ths prediction does not come true.
Looking forward to the new tanking paradigm, though, whatever it ends up being.
lazymangaka Jan 24th 2012 9:12PM
I'm glad that 2H Frost still works as well as it does for PVP. I'd hate to maintain 2 1Hs and a 2H just for occasional Blood soloing and casual tanking. If it does go DW only, I'd be a pretty sad panda.
Pyromelter Jan 24th 2012 9:47PM
Also agreed. I just don't like dual-wielding 1hand weapons unless i'm a rogue (or the occasional enhancement shaman when I'm not feeling elemental on him).
I think I never understood the original decision to move dual wielding to the frost tree in the first place. It always felt more in-line with the unholy playstyle, and I think it still does. I can't speak for you guys, but getting those mega 2handed obliterate crits always made me smile.
Plus... Obliterate. It's just such an awesome name. I wanna Obliterate stuff with 2 hander blizz - don't take that away from me!
EverythingRuned Jan 24th 2012 10:41PM
I like bold predictions, but I think this one is too bold. They're just as likely to remove Titan's Grip from fury warriors as they are to remove Might of the Frozen Wastes. Well, maybe not, but they're in the same family.
I think it's more likely that they'll just revamp the way dual wielding works. Should just have one-handers do half the dps and grant half the stats of an equal two-hander. Have strikes add main hand and off hand dps to calculate damage of abilities. Have them either proc things half as often or combine their attacks into one timer/strike. Some combination of the above really is the best solution.
Could just remove autoattacks. They've been "talking" about it for a while. I still don't think that's going to happen, as it was just a reactionary announcement to SWTOR's system. Kinda like how they announced "yeah, we'll have later bosses require more hit and expertise" reactively when RIFT said they were doing things that way.
Meccaryn Jan 25th 2012 8:30AM
i'm on a different page here - the death of blood DPS leaves me sour for long, and the drama on 2H Frost just adds agony to my injury
and i agree with Heii - managing/dealing with a pet is, as quoted before, 'not everyone's cup of tea'. from my personal experience, one of the major contributing factor in PuG wipes would be pet aggro. while we always 'expect' pet classes to handle their pets well, most of the time they dont.
here's what i like to see:
1, since they put so much work to emphasize DW in frost - lets take it 1 step further. they either DW fast 1 handers, or 2 big 2-handers. sure, TG is a trait for Fury warriors; but i'm sure it could be rework to fit DK as well. gear competiton? with LFR being introduced, i cant see how getting weapon upgrades can be as 'punishing' as before.
2, allow Blood to be a hybrid of tank and DPS, or at least a new Blood DPS tree that emphasizes on 2H. call it Onslaught, Purgation or wutever - we need a clearly defined, iconic 2H DPS spec that rings well with DK, not a psedo-rework 2H gimmick. and no offense to unholy - your playstyle simply rings more about pet management than your weapon in hand.
Blood DPS was a iconic trait for DK - some may scream how 'liable' it is for raiding, or how hard it is to compete in it. but lets not forget: it was a prime choice for most DK, with survivability unparalleled by other specs; something which every DPS dk been struggling since cataclysm.
i appreciate their noble effort to make 2H DPS a viable choice for DK - but honestly, that didnt happen in cataclysm. and apparently their idea of reworking Frost to be 2H savvy simply brings more frustration instead.
Zaet Jan 24th 2012 8:48PM
I hope they dont redising UH, a lot of efort went into the redising in cata that look like just a waste of time.
Dont get me wrong, I hate UH, i hate the pet giving u carry around, I hate runic corrupion to UH only, I hate the fact that t13 bonuses synergise well with UH leaving frost in the hanger suck, I hate it being a pet class, I just hate it because so muhc focus in UH leaves little yo no time to improve frost, leaving frost to have constants light nerfs (reduced HB aoe dmg, recuded 2H frost dmg and crit being really crapy and most t13 gear having crit on it ), having all our top frost 2h weapons drop from trash and being harder and expensive to get, and no one really caring because all the atention given to UH.
Just leave UH as it is correcting here and there but nothing mayor and give frost some love.
And just to be clear, frost has goten no dev love, just rouse to popularity since the nerfs to UH but frost has always be the forgoten child since wrath.
DarkFinch Jan 25th 2012 1:18AM
I'm sure you intend to make a good point, but I can't get past the horrific spelling.. pleas consider spellcheck. Kthnx
Hob Jan 25th 2012 12:13PM
"pleas consider spellcheck"
Best. Line. Ever.
Imnick Jan 24th 2012 8:53PM
I'd feel sort of pleased if Frost became Dual Wield only but pretty much purely because I am jealous that Frost DKs get a choice while Unholy ones do not.
WaffleKing Jan 24th 2012 8:55PM
*shrug* could always just replace perma-ghoul with a reflavored gurthalak-style proc - with ghoulish, skeletal limbs jutting from the ground to attack the unsuspecting... Would sorta give you the feeling that no ground is safe when an unholy dk is present. xD Could even have the limbs be detonatable for aoe.
pace9 Jan 24th 2012 8:58PM
Honestly, I too expect 2H frost to disappear. Why? Because unholy needs a place. Right now frost is THE dps spec. If Blizz made frost the dual wield spec and unholy the 2H spec, than unholy would have a place. On top of that, frost is a fast-paced rogue-esqe spec. a 2H just doesn't fit that kind of spec.
However, I don't see block disappearing. Changing? Almost defiantly. The reason is simple: block needs to stay in some form, otherwise, shields would be useless. However, block needs to change because of the unhittable quality is gives to top-teir warriors and pallys. I think the change may be something like making parry and dodge ratings give less dodge and parry % to warriors and pallys or giving more % to monks druids and DKs. I think removing dodge from shield tanks also seems a bit weird. I mean, would having a shield really stop a warrior from jumping out of the way? I kinda doubt it. But maybe, who knows? I mean blizz has created reasons for stranger things when they wanted to, just look at worgen dks, gnome priests and Nelf mages (all of which I have =D)
Additionally, it is also people that they could modify the stats so that no one can become unhittable. That way, warriors and pallys would always have a bit more predictable damage flows, but that could be made up by giving extra CDs or other abilities to other tanks. This would be much closer to the current design and may be feasible. They would probably need to slightly increase the tank health to incoming damage ratio so that the unpredictability wouldn't matter as much, but it is doable.
Imnick Jan 24th 2012 9:45PM
With the shift to "active tanking" they could simply make all the shield-related abilities the ones that give you your mitigation and remove block as a stat altogether, keeping the flavour but making dodge and parry equally valuable for everyone.
Pace9 Jan 24th 2012 11:14PM
Wow... I didn't even think of that. Guess I should have read that article. Okay never mind the stupid things I said, let's get rid of bl
Pace9 Jan 24th 2012 11:17PM
Wow... I didn't even think of that. Guess I should have read that article. Okay never mind the stupid things I said, let's get rid of block and make the shield for CDs! That's an awsome idea because, along with getting rid of an annouying situation wherein pallys and warriors have an inherent advantage, that makes using the shield something the user has to do instead of the random number generator.
Awsome idea. I love it!
eirinefrostblade Jan 24th 2012 9:12PM
I protest the idea of 2-handed frost going the way of frost ranking, if only because there are so few one-handed weapons available at lower levels that don't have Agi on them. Yes, my main is a DW frost spec, but all the little DK alts I run around on sometimes, when I need a break from my main server, cannot find two one-handed edge weapons with good stats. And I hate unholy with a virulent passion.
GhostWhoWalks Jan 24th 2012 9:34PM
Mr. Whitcomb, I have to disagree with you about Unholy; it's got more quality to it than you seem to think, sir.
For one, Unholy actually has great AoE, stemming from the fact that Death and Decay benefits from our mastery and that Pestilence allows us to work around the AoE damage cap. 3 targets, 5 targets, 10, doesn't matter; in 2 or 3 GCDs, I can have DoTs running on every enemy within a 10-15 yard radius. Once DnD gets put down, the amount of AoE damage I can inflict is staggering, and operates without my having to control it, allowing me to follow a single-target rotation while the DoTs do their work. Don't forget that Corpse Explosion is being brought back in Mists, meaning that every enemy who dies to my diseases is another source of AoE damage that allows me to keep the DoTs rolling.
This ties into the second point, the issue Unholy has with burst damage, to which I say: so what? Why does every DPS spec in the game have to focus on burst? Why can't we have some that deal better damage over the short-term, blowing all of their resources on a massive burst and then slowing down, and others that deal better damage over long-term? I LIKE that Unholy has an emphasis on ramp-up, because it allows me to build up my procs to a point where I can put out heavy numbers on a consistent basis, rather than the highs and lows of other specs and classes.
Also keep in mind that the Ghoul and diseases gives me the option of multi-tasking; I can direct the Ghoul to attack one target, like the chains on Jin'do, while my own attention is elsewhere.
I also have to disagree with the removal of block. I've recently geared up a Protection Paladin alt, and the differences in tanking styles between Protection and Blood are significant: Paladins take less damage from hits, but have less of an ability to self-heal and prevent damage, while Blood might take bigger hits, but it's better at recovering from those hits too. Taking block away from Paladins and Warriors wouldn't make them feel like Paladins and Warriors anymore; the different tank classes wouldn't have as much setting them apart.
Pyromelter Jan 24th 2012 10:34PM
"Unholy actually has great AoE. stemming from the fact that Death and Decay benefits from our mastery and that Pestilence allows us to work around the AoE damage cap"
Unfortunately, compared to howling blast spam, this isn't as true as it used to be. I remember those days back in wrath on those huge trash packs in ICC where dps would spike way above everyone else. Or the DK in my main's (mage) raid who I could just never come close to on those AoE packs. I did a review of WoL logs for a previous dps post, and the only Unholy DK's parses that were doing top damage were on single-target, not AoE fights. Top DK parses were coming from howling blast spamming frost dk's on aoe fights.
It appears as though unholy has not completely recovered from the Great Nerf of 4.06.
Throm Jan 24th 2012 9:37PM
I never did get why the dual wield spec could even use two handers (well, anyway) in the first place.
Invictùs Jan 24th 2012 10:54PM
Block either needs to go bye-bye, or DKs need to be able to both use shields AND have their mastery benefit from blocking damage rather than taking a beating in hopes of healing one's self. This would take some of the pressure off worrying over DK self-healing in PVP, and it'd make more sense than currently stacking/reforging mastery while watching paladins and warriors just avoidance-stacking everything. (No hate here, just stating the comparison is there...)
As for the entire "pet management" yammering... The only issue I have with the ghoul is tied directly to runic power and the bloody cost of Raise Ally. If Raise Ally (the recently introduced DK battle res) didn't cost FIFTY runic power (half of a normal runic power pool, and just under for those putting points into Runic Power Mastery), it wouldn't be quite as bad an issue. Yet, we're forced to either (a) pump up our ghoul to get the transformation/subsequent damage boost and forgo having it available to battle res, or (b) horde runic power in the event the tank or healer goes down in order to have the battle res (Raise Ally) handy as quickly as possible and thus gimp ourselves of potential damage from the ghoul. I love pet classes, and the management's never been much of an issue to me beyond what I just stated - it's just that the above issue SORELY needs to be fixed in the near future/before MoP launches.
Fix BOTH of those issues and DKs will be much better off.