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
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Reader Comments (Page 2 of 3)
thedollmaker Jan 25th 2012 3:21AM
As a pet class lover myself and someone who has no issue wrecking Frosties my main issue with UH is its damage. I think the pet management issue could be fixed by Blizz giving out pet more tools to work with much like Hunter pets. We require a great deal of target swapping, so let us spec him for dash and more speed because teh last thing you need is to have a chunk of our DPS trying to catch up.
Average Joe Jan 25th 2012 9:33AM
@thedollmaker:
For Unholy our little ugly buddy does have a dash ability, Leap, but he's kinda dumb about using it (you know, rotted brain and all). I have mine as a non-active ability, and cast it manually when needed. It's especially useful when he's transformed, as it becomes a charge/stun.
cyancyde Jan 31st 2012 3:41PM
If you're pooling RP "in case" you need to Battle Ress, you're doing it wrong. It takes almost no time at all to get to 50 RP in any spec, and freshly dead players usually shouldn't accept a ress immediately anyway.
As for the article, I hope UH spec doesn't change much (other than being more competitive). I adore Unholy; I played it almost exclusively throughout Wrath. As much as I dont want to see 2h Frost go away, for the convenience of switching specs without having to change out weapons, I think we might be better as a class if it were to happen.
What I fervently hope for DK's is for Blizz to nerf the rollercoaster a bit. Buffs and nerfs are bound to happen and are usually good (apart from ninja/hotfix nerfs) for us; completely relearning and regearing are not.
Quasimofo Jan 24th 2012 10:55PM
Whatever man, corpse explosion is back in MoP, nothing else matters.
krislen Jan 24th 2012 11:47PM
Unholy's AE is actually extremely strong, even stronger than frost's AE for prolonged instances of AE damage. What unholy lacks is burst AE.
Pyromelter Jan 25th 2012 4:13AM
World of Logs statistical data mining does not back that up, at least based on raid boss encounters. Otherwise why would the top DK's all be going frost for AoE heavy encounters?
byronius_prime Jan 25th 2012 8:18AM
What he says makes total sense if AoE doesn't last long enough for DPS to get higher. Frost unloads up front, Unholy takes it's time - and since AoE is mostly on trash (who are meant to NOT last long) Frost takes the cake for being bursty.
byronius_prime Jan 25th 2012 8:19AM
Fail - I meant that AoE SHOULD take long enough so that UH dps catches up.
krislen Jan 25th 2012 11:34AM
http://worldoflogs.com/rankings/players/Dragon_Soul/Yor'sahj_the_Unsleeping/25H/Unholy_Death_Knight/
the only real "AE heavy" fight this tier, unless you count padding meters on HC Spine (which isn't why DKs are going frost for that fight) these are medium health adds that don't really stay up long enough for an unholy dk to get full effect (talking of course about black ooze) even in these unfavorable conditions unholy is keeping up with frost quite handily.
p.s. the only reason people go frost for spine is for on demand burst on the tendons
matthewlamotta Jan 25th 2012 2:42AM
to be honest i predict that they may remove dw for frost dk. Going off their idea to "make it easier" it makes more sense that they would just change it so that all of the dk specs can use the same weapon i mean they didnt even make a "tanking" wep from Deathwing for blood dks. Gurthalak is for ret, arms, fury and unholy so it just a make do weapon for tanks
Ballmung Jan 25th 2012 3:05AM
Burn for suggesting the reversal of unholy style. Daniel you lose me almost every article when you start talking about unholy. Frankly when Scourge Strike became unholy rune only and Festering Strike was introduced to fill the void, I saw it as something that made some sense. Keep diseases going with Festering and lay on the hurt with Scourge. Yes it's backwards and you can't get a Death Strike out but I worry about damaging stuff as unholy and if I want to self heal I go blood. That simple. Yes there have been pet issues and a slight lack of AoE outside baseline spells. But that's why we have the pet and diseases. Yes the last tier of talents in Mists should be changed a bit to be more on par. But numbers can change. It's all pre-alpha. Frankly, though, when I play frost on occasion to keep tabs or tanking Deathwing with blood I actually think those are clunkier spells that seem to just be thrown out there. Heart Strike can get away with being the cleave but even I can get a little irked waiting for that second death rune to appear. And I can never get the balance idea of Obliterate being allowed 3 times since Blood of the North was added and still have their second strike, Frost Strike, not cost a damn rune but instead runic power. If anything frost probably has too many spells to choose from and relies on procs to tell people what to cast next. I can grant there are people who like this style of play. It's not for me and clearly unholy isn't for you. In that case find someone else to write for them because I'm actually tired of all you're complaining about unholy. I actually hate playing a mage but I actually read the mage article fairly regularly because I love the enthusiasm for every spec displayed in there.
David Cool Jan 25th 2012 3:50AM
No, just target yourself and use death coil after you've cast Lichborne !
http://acaiultraleansite.com
Dude Jan 25th 2012 4:42AM
Corpse exploding panda's? Noooo.
healer_dione Jan 25th 2012 7:56AM
1) DKs are NOT for everyone. They are currently the ONLY HERO class. You must have a level 55 character just to create one. If you are really serious about creating one, you will do your homework before hand or just delete it because you will not be able to deal with needing to press more than 2 buttons at times.
2) I find my Unholy dk a lot of fun. To the point it was my first 60, 70, and 80 level toon. I adore hunters so the pet aspect of the class is extremely to my liking. And I've been Unholy since wrath launch night when the character was created. The only problem I have is yes, it takes WAAAY too long to get the transform on the ghoul and while leap is good, takes forever when changing targets.
I'm really worried about where the dk looks to be headed in Mists but am waiting for the beta before just going on a "oh god" rant. If things look to be going poorly, I'll leave feedback and pray that Blizzard listens and thinks about those of use who have helped to get the class going.
aliim9387 Jan 25th 2012 8:31AM
I love how the argument about AoE Unholy is "they don't have good parses on WoL." There's a good reason for that. The vast majority of players don't tinker with rotations, even the high-end raiders. They look at things like elitist Jerks, look up the "right" rotation, and just modify their UIs to make such rotations more fluid for them to utilize. The same thing happened back in Wrath when we had a rogue that was in ToC gear doing ICC damage as assassination, back when everyone said "Assassination is for n00bs" and "Combat is the only real spec". Difference is, he would go and spend about an hour a week on the raid target-dummies tooling around doing 5-min "fights" on the dummy making tiny tweaks eeking out a little bit of extra damage each time, to the point he was beating the rest of the DPS, including the "proper spec" rogue by 10-12% consistently.
derek9849 Jan 25th 2012 9:38AM
Frost: Big Crits fast instant damage but requires constant attacks from yourself
Unholy: Pet, disease constant damage and with pestilence great aoe constant damage.
I believe frost should stay DW because it's a fast paced. Unholy is more about what your pet is doing and are those diseases up, stack Shadow Infusion as fast as possible to boost your pet. The only problem I have with unholy is it takes too long to get them stacks up because of the lack of Runic Power. After finishing a full rotation you only get 3 shots off with Death coil then you have to do a second rotation (nearly full) to get the last 2 stacks. With Frost I struggle to use all my runic power up because of all the free Howling blasts you get creating yet more free runic power. Maybe Sudden Doom should be linked with pet attacks so it procs more often or even making death coil cost less runic power will help fix the stack issue. I know Contagion increases disease damage by 100% but if you look at how much damage diseases actually do it's only about 5% of your over all damage.
I believe diseases, and Death Coil Runic power or procs need to be looked at. I love Frosts fast paced action but if you get feared or have to get out of the fire running away from the boss your dps stops. This is where Unholy wins dieases still tick and Timmy is still mashing away! GO TIMMY !!
Oh and Diseases with Pestilence should be doing the same amount of damage 4 Howling Blasts do because as a Frost DK I spamming Howling blast for my main aoe
Oblivion, Aerie Peak EU
roblaughman Jan 25th 2012 10:26AM
2h frost is already DEAD. it sucks. And blocking goes bye bye? I just hope it doesnt take warrior rage gen with it.
krislen Jan 25th 2012 11:39AM
warrior rage gen is getting kicked they have already said it, they are going towards the D3 barbarian system with it
flash Jan 25th 2012 12:09PM
My three issues with Unholy, like said by others and by the article, is AoE damage, burst, and the ghoul.
The burst damage problem is something that we just have to live with, just like other classes and specs have to. Tried playing affliction in WotLK? It had painfully low burst. The only options really are to take some of the damage away from the ghoul and diseases and buff our strikes.
The AoE issue is something that needs to be dealt with. Our problem is that we have a lot of disease damage, so theoretically we should have good AoE damage over a long time. the problem is that Blood Boil isn't good enough and really should just be a tanking ability. Maybe give Unholy a Whirlwind ability (maybe Blood Strike?) to help with quick AoEing where there isn't enough time for our diseases to actually make an impact. Other than that, they could give our pet the whirlwind ability instead of cleave when under Dark Transformation. Another thing that could help is lowering the cooldown for DnD, however this won't help for adds that have a low health pool.
The ghoul problem is the worst. I'm someone who's always done raiding with a pet class. In TBC I was raiding with my hunter (and I was even BM for most of it), in WotLK I mainly played my Warlock (switched between Affliction and Destruction, never played Demo), and my Death Knight has been my main in Cataclysm. The other two pet classes ARE pet classes. I like the idea of a ghoul for a Death Knight and a permanent one for Unholy with some added abilities and a pet bar, but the problem in Cataclysm was the dependency on it. I'm not saying Dark Transformation and Shadow Infusion should be removed, but I'd like the option to bypass the talents and have a weak pet but hit harder myself, much like in WotLK. Frost has the choice between dual wield or two handed, Fury has the choice between Titan's Grip or Single Minded Fury, I want Unholy to have the choice between weak strikes and a strong pet, or strong strikes and a weak pet. Doing this would mean the two handed frost dilemma could be removed and put into Unholy, and they could make it similar to Blood DPS in WotLK to satisfy the people who preferred that.
Being DPS dependent on a pet really is a big issue in fights where the pet can bug.
flash Jan 25th 2012 12:31PM
Or possibly for AoE, the whirlwind type ability suggested uses RP, replacing Death Coil in AoE situations.