Lichborne: 5 common death knight mistakes

A guide that tells you how to play is pretty helpful, don't get me wrong. But just reading that and following along often isn't enough. Sometimes, we make mistakes anyway. If it were simple as reading a guide, we'd all be in heroic raid groups never doing any less than 40,000 DPS on Madness of Deathwing and/or never dying due to our constant chain of Blood Shields while tanking. But human error will always enter into things.
Of course, realizing what mistakes you're making and getting them fixed is easier said than done, especially when they're being yelled at you by an irate guild leader or that especially grumpy member of your Raid Finder group. This week, we'll look at some of the most common mistakes death knights make and offer some short and sweet commonsense tips to avoiding them.
Misuse of Death Grip
If there's one complaint about DPS death knights I hear time and time again, it's probably this. Death Grip is an amazing tool that can help make fights simpler and easier to survive, but it's also a potent agent of chaos that can sow discord and make everything harder. The latter happens enough that DKs sort of have a rep from it.
Death Grip's main issue is that it both moves a mob from where your other group members are expecting it to be and taunts the mob so that it attacks you. If you're the tank, this isn't generally a big deal. You're the boss of the group, and you know (in theory) how to best position the mob so you can keep its attention.
If you're DPS, however, this can cause issues. If you pull the mob, the tank won't like that you're stealing their job, and you may mess up whatever pull methods they use. When you use it on a mob, you will taunt it, and though you may have the armor to take a few hits, you'll still be soaking up healing your healer could be using elsewhere, and they may not like you for it.
That said, there are certainly good reasons for DPSers to use it. Use it to pull a mob off the healer once it's obvious the tank isn't doing his job. Use it as an emergency interrupt on a caster if your other interrupts are down or otherwise unavailable. It also can help to ask your tank if you see a place where it may be useful to use Death Grip -- that way, your group at least expects that its coming.
For a more in-depth picture of when to use Death Grip, check out this back issue of Lichborne.
Misuse of Army of the Dead
Army of the Dead is one of our coolest buttons, no doubt. You get to summon your own army of lackeys who will fight to destroy your enemies. You become a true general of the undead, your own little lich king.
Unfortunately, this ability is more complicated than it first seems. The big issue is that these ghouls will run everywhere, and they will taunt. That means that they will pull mobs off the tank, they will drag these mobs everywhere, and they do have a chance of pulling extra mobs if you're fighting in a crowded area.
Generally, that means you probably shouldn't summon Army of the Dead unless you're looking at a possible wipe. Then, the ghouls' taunting action can help soak some damage while you try to recover (or at least try to burn down as much as possible before everyone dies). Other than that, you're playing with fire almost every time you summon your army. As a general rule of thumb, if the mob can be taunted (and almost every mob outside of raid bosses can), make sure it's OK with your group before you summon.
For a more in-depth look at the ins and outs of Army of the Dead summoning, be sure to check out this past Lichborne column.
Not using defensive cooldowns
As a death knight, you have a lot of defensive cooldowns, especially if you're tank-specced. There've been stretches of the game when we've specifically been known as the cooldown tanks. This moniker has fallen out of use with the more recent emphasis on mastery, but we still have those cooldowns. Here's a secret: If you don't use those cooldowns, it's basically like you don't have them. If you don't use them, chances are you are not playing your class to the fullest.
At the most basic phase of cooldown use, casting Bone Shield before every pull is a good place to start. It's a long-term, sustainable damage protection buff, and if you have a decent amount of avoidance, it will stay up through a surprisingly large portion of the fight. At the very least, it gives your healer a little breathing room while you spread diseases and set up to start using Death Strikes.
Icebound Fortitude is your next big cooldown, and this is one you can probably safely use as a tank almost every time it's up and you're in the middle of a battle that won't end before its duration finishes. You can then save Vampiric Blood for the periods where you're taking very heavy damage and Anti-Magic Shell for big windup magic spells or a channeled magical AoE.
DPSers, don't think you're off the hook here. If you're going to take some damage, consider hitting Icebound Fortitude or Anti-Magic Shell to take some heat off your healers. Sure, you'll "waste" a GCD and/or a bit of runic power that you could have used on a DPS move, but if you die, your DPS will go down to 0. If you're unholy DPS, you'll definitely want to do this, since Anti-Magic Shell can be talented to provide you with extra runic power.
Not using offensive cooldowns
As a DPS death knight, you will have useful offensive cooldowns depending on your spec, such as Pillar of Frost and Raise Dead for frost and Summon Gargoyle for unholy. You should keep track of these cooldowns and use them, because if you don't, you are leaving DPS on the table.
It's tempting to save the cooldowns until you are fighting a boss or your buffs are all lined up, and sometimes that can be nice if you need a burst of damage. If you know you'll be coming up on a fight where you need some burst damage, sure, save the cooldowns. For example, if I know my mage is going to cast Time Warp during a fight, I'll generally try to pop Pillar of Frost and Raise Dead just after she does, because I know that's going to bring out a much more powerful ghoul to add some extra damage. Just don't leave those cooldowns inactive for too long, or you will be losing DPS. Saving for a rainy day just doesn't work if that means your cooldown buttons are gathering dust.
Leaving resources on the table
If you look at most guides on death knight endgame DPS rotations, you will notice that they'll put up a priority system that, at the top, tells you to use a certain move if you are full on runes or full on runic power. This is for good reason. Your runes are constantly regenerating, and your runic power is constantly filling based on the moves you pull off. If you leave your runes off cooldown, or your runic power capped, you're missing DPS opportunity.
Tanks don't have to worry about this one as much. Tank DPS can be helpful, but it's more helpful to sometimes keep runes pooled for emergency moves. As a DPSer, however, one of the most important things you can master is keeping your runic power spent and at least one rune of each type on cooldown at all times. If you do that, you'll constantly be regenerating resources, which means you'll have more resources to use over the course of the fight -- so you do more damage.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Bapo Jan 31st 2012 6:21PM
While it isn't as much of an issue at end game...
Low level Deathknights staying in blood presence when dps... I hate that so much.
Also, the only time I've really come to use DG in an instance nowadays, is the rangers? from Hour of Twilight when they disengage backwards
Caelys Jan 31st 2012 6:32PM
When I'm tanking on my DK, I find it immeasurably satisfying to DG them back into the group as soon as they disengage. I don't know why, but IT IS. Everytime I cackle at my computer..
iain Jan 31st 2012 10:55PM
DGing those hunters in HoT is great fun. Even though they're then taunted onto you, it doesn't really matter, because... they're hunters! Some runs I'll focus my single-target attacks on them alone and just splash the rest of the pack with boil/DnD.
Gordal Feb 1st 2012 7:02AM
And then you'll have your actual party Hunter screaming at you because you've just pulled the enemy hunter off the trap/Wyvern Sting that they've dumped on their head to keep them out of the fight now that they're out of the AoE furball.
Death Gripping is cool an' all, but if you're breaking easy CC opportunities (Especially against a mob that has its OWN CC) then you're being detrimental to a group, not helping it.
byronius_prime Jan 31st 2012 6:26PM
Good article, I'll have to show it to a pal someday. Question: do AotD ghouls taunt raid bosses? I think I read somewhere they don't... it's certainly a neat *Oh-shit* button due to the minus damage part.
Tushar Bharadia Jan 31st 2012 6:38PM
They won't taunt 10- or 25-man bosses, but they will taunt bosses in 5mans. Makes killing dragons so much more fun :P
GhostWhoWalks Jan 31st 2012 6:52PM
They do not. Used to, but it caused so many problems that Blizzard had that part nixed. For good reason too: while letting the boss waste a few attacks on disposable minions might be marginally useful, playing "spin the dragon" and getting half of your raid killed by resulting cleaves and tail swipes completely destroys any value it might have. As it is now, the ability to toggle off the taunt so that Army can be used as a DPS cooldown on 5-man boss fights would give it a lot more use than it, unfortunately, currently gets.
Revynn Jan 31st 2012 7:00PM
Soooooo many wipes in Violet Hold early in Wrath because some idiot DK would blow Army on the last boss and get her to breathe all over the group.
Honestly, it's better to just take it off your bars. It's cool and it's fun, but More often than not causes more problems than it solves. Even a pre-pull cast on a raid boss is worth a negligible amount of damage.
Snuzzle Jan 31st 2012 7:27PM
Worst AotD wipe in Cata was the DK who blew it on the fire boss in BRC. The one the tank has to carefull drag through the fire. Needless to say, the ghouls parked him right in the middle of said fire and we promptly wiped due to the ridiculous AOE damge flying around.
If in doubt, always ask if you can AotD. If you don't know and don't want to ask, assume the answer is NO.
Tanddori Feb 1st 2012 12:57AM
Pro Tip:
AotD will not taunt Murozond in End Time. Every DK I tell this to in that instance is just overjoyed by this news.
paul.morales91 Jan 31st 2012 6:26PM
"If you leave your runes off cooldown, or your runic power capped, you're missing DPS opportunity."
For Frost DK's, this means if Rime procs and you're runic power capped, DO NOT USE IT! I know it's tempting to get in that free Howling Blast, but by using it right away, you're missing out on bonus Frost Strikes. Besides, the proc lasts 15, plenty of time for you to spend some of that runic power.
vlad_dracul2k2002 Jan 31st 2012 6:40PM
I use DG to pull casters or other ranged mobs.
Jaq Jan 31st 2012 8:56PM
I called this "the Old Kingdom Shuffle" myself. So many tanks refused to pick up the caster mobs there, it became a habit for me.
Bronwyn Feb 2nd 2012 4:32AM
As a tank, I appreciate when a DPS DK does this, but of course your mileage may vary. Not every tank is adept at getting the add picked up right away once it's in the group, and some people get annoyed by that. I love it.
I don't like having a mob DG'd behind me, though, while I'm starting a pull.
GhostWhoWalks Jan 31st 2012 6:47PM
I'm going to add that Anti-Magic Shell is perhaps one of the Death Knight's most defining abilities, and the player should always be ready to use it at a moment's notice, for one primary reason: protection from application of magical debuffs. Dakaara's bear phase is one of the best examples of AMS' power; rather than having to rely on the healer to dispel Creeping Paralysis and save them from the resulting stun and damage, a Death Knight can simply pop Anti-Magic Shell and completely shrug off the effect. Baron Ashbury's Asphyxiate is another great example; rather then being incapacitated for several seconds and brought down to 1 hit point, a properly-timed AMS can prevent all of that and allow you to continue DPSing while the rest of the party has to just sit there and watch. It can prevent Asad's Static Shock, Erudax's Binding Shadows and prevent application of debuff stacks of Blight of Ozumat and Temporal Blast from Murozond. Going back into older content, AMS can prevent you from being disoriented by the Reliquary of the Lost's second phase's Spirit Shocks, a life-saver when trying to solo, 2 or 3-man the instance.
With all three points into Magic Suppression, this provides an even better tool for Unholy DKs, who can happily stand in fire that wouldn't otherwise bring them below half of their total health. Anraphet's Omega Stance becomes trivial, turning from a nasty party-wide AoE into infinite Runic Power for its duration. You can laugh off Godfrey's Cursed Bullets, ignore Echo of Jaina's Frostbolt Volley, any of the various magical hazards thrown out by Echo of Tyrande, a few seconds of Mannoroth's Fel Firestorm and a few seconds of the tornados from eagle-form Dakaara. In general, if a boss has some of magic-based attack that you would normally need to avoid, Rank 3 Magic Suppression and Anti-Magic Shell allows you to completely ignore it.
AMS: learn it, use it, love it, and be the envy of all of your melee DPS and tanking friends.
Bapo Jan 31st 2012 6:51PM
Baron Ashbury's Asphyxiate is another great example; rather then being incapacitated for several seconds and brought down to 1 hit point, a properly-timed AMS can prevent all of that and allow you to continue DPSing while the rest of the party has to just sit there and watch.
I feel like I'm cheating when I do that, especially when I get the first asphyxiate shielded, and do so with all the other ones too.
Zani Jan 31st 2012 7:03PM
I'll DG the trash before Ultraxion a lot. Sometimes the tanks are pretty on top of it, but in lfr sometimes they just stand there.... Because standing in a ton of purple fire is so fun!
slim1256 Jan 31st 2012 7:52PM
I use Dark Command on that pull... over and over... and over.
DPS means NOTHING in that pull to a class that can taunt. They should be taunting. The non-taunters can DPS and that will be plenty of damage to kill them. DG has too long a CD to make it worthwhile in that fight.
I basically just run back and forth across the platform taunting the whole time, dragging the taunted dragons into the middle for the tanks to pick up.
Zani Jan 31st 2012 8:36PM
Yeah thats pretty much what I do too. Especially because even if you try and dps on that fight, half the time the darn dragons are out of range of everything except howling blast and death coil. Even if you are standing right in front of them.
Billaos Jan 31st 2012 7:09PM
I think that woul actualy be a very useful column: endgame spells you can AMS out of or DS for you own benefit. Spellsteal addons were great on my mage, I wish there was something similar for DKs.