Lichborne: New Mists of Pandaria talent updates for death knights

As I'm sure you've heard by now, Blizzard treated us to a nice new chunk of news this past week with an update to the Mists of Pandaria talent calculator. Death knights received some new talents and new skills as well as adjustments to old ones that definitely deserve some analysis. We'll start by looking at the talent tiers, then move on to some of the new modified skills we're seeing in this build.
Level 15 begins our journey with a couple pieces of very welcome news. Outbreak is back to a general class skill, once again taking its place at level 81 for all three specs. In its place for tier 1 talents is the old-school Unholy Blight, in all its AoE glory. That's right, you can once again have that awesome semi-permanent damage aura. Alas, this welcome change is accompanied by the similar removal of Corpse Explosion in favor of Vile Spew, an ability that will explode an undead minion for AoE damage and disease infection.
A spark of good news
Vile Spew seems a bit iffy for sure, since it's unclear why a death knight would sacrifice a minion at all and lose the DPS it provides, but there is a spark of good news. Blizzard has noted that it might bring back some abilities via glyphs (which reminds me a bit of the Diablo III rune system, in a good way), so it may be possible we'll see a glyph that will turn Vile Spew into Corpse Explosion. Still, I'll probably take Unholy Blight on pretty much all my specs, if only because I missed it so much. Don't judge me.
Up at level 30, Bone Shield has been removed and given back to blood as a skill. This is sad news for unholy and frost death knights who wanted the cool look and the easy damage reduction, but it's good news for blood death knights who no longer have to feel like the skill is mandatory. The replacement talent on tier 2 is Icy Grip, which reduces the cooldown on Death Grip and adds a small movement speed debuff. This should be excellent news to death knight PvPers, although I could still see some taking Lichborne for the crowd control breaker. For PvE death knights, the choice is probably going to boil down to Lichborne for the Death Coil healing trick or Anti-Magic Zone for a handy raiding cooldown.
Up at level 60, Vampiric Blood is probably going to remain a lock for raiding tanks, but the other two healing abilities here have gotten some very interesting changes. Death Pact is now confirmed to no longer kill your ghoul. Instead, it only drains it for 50% of its health while healing you for 50% of your health. A 50% health heal for a single global cooldown is nothing to sneeze at, especially since you can throw a few Death Coils at your ghoul to heal it if needed afterwards, and it seems likely we'll see most unholy death knights take it.
At the same time, though Death Siphon no longer costs a death rune and remains with no cooldown, suggesting you could in fact spam it up to full health at the cost of greatly reduced DPS. I would not expect this to last and imagine it will receive a cooldown, get a cost (of runes or runic power), or both. Then again, it doesn't do that much damage and does even less healing, so maybe it will stay as is. Overall, it does look like DPS death knights will be able to choose from two solid self-heals at level 60, offering a welcome return, at least in part, to the glory days of Wrath self healing.
Tweaks and tuneups
Other changes are mostly minor numbers tweaks or expected adjustments. Runic Corruption once again has a 45% chance to trigger its haste effect, which is expected and still leaves it the superior DPS choice on its tier unless you really, really like rune tetris. Death's Advance no longer requires depleted runes to work, which should be a nice bonus for PvP death knights. Interestingly enough, Remorseless Winter's damage was slashed considerably, making it now inferior to Desecrated Ground in pure damage potential. This was probably to be expected, as Remorseless Winter comes with some heavy short-term crowd control. It'll be hard to judge if it's overdone or underdone until we have some understanding of the numbers involved once beta rolls around, of course. It's worth noting that Remorseless Winter has a quicker cooldown, which may help keep it relevant as well. Probably the big concern with these two skills is how they interact with frost and unholy masteries. Will those masteries keep them competitive with each other or just widen the gap even more?
On the skills side, we finally have our new level 87 skill, Soul Reaper, which is essentially our own version of Execute. It does 50% weapon damage and applies the Soul Reaper debuff, which does massive shadow damage if the subject is below 35% health after 5 seconds, or grants 50% haste to the death knight for 5 seconds if the target dies before the debuff expires. This looks like it should be a lot of fun, though the haste buff will likely only be useful on trash unless we get a lot of bosses with add phases in Pandaria. Since it doesn't cost any runes, you should safely be able to use it in between other strikes as long as you aren't GCD-capped (which of course can be a problem for death knights, so we'll see how useful it actually is in beta).
One other nice thing to note is that we still have Control Undead, now at level 69, which means leveling death knights may get some use out of it in Northrend. Of course, I'm still sort of hoping for some nice, juicy, Sha-controlled undead to use it on in Pandaria -- but either way, it's a fun and flavorful addition to our toolkit.
Still up in the air
Of course, some questions and concerns from our last look at Pandaria skills remain unanswered. Blood still lacks some key defensive skills like Sanguine Fortitude, and a lot of runic power generation skills are still plain gone. Still, they may be planning to deal with those deficiencies another way. Frost Presence just got a tweak to 100% runic power regeneration, which could concievably bring it back into vogue, and I could easily see Sanguine Fortitude as another ability that could come back via glyphs.
But regardless, we did get some great improvements with this build. With any luck, the March press event means the beta's imminent, so we'll soon be able to test the changes ourselves and see where it takes us as a class.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Matthew Feb 21st 2012 9:17AM
I'm sure this was written before most of the clarifications, but a direct quote:
"The death knight abilities Death Siphon, Soul Reaper, and Necrotic Strike cost 1 Death Rune. They are not free."
It should balance out their power quite well. I'm just curious about our new abilities and the DPS mastery bonuses. If they remain the same, unholy will significantly overshadow frost as the dominant DPS spec.
SR Feb 21st 2012 10:56AM
The rune cost for those abilities have been clarified since the first day they released the calculator.
bludytheclown Feb 21st 2012 9:31AM
Why did you make no mention of Tier 3? This one is a major problem to me. Having to chose from making CHAINS of Ice an actual root or having Force Choke (Asphyxiate)? Come on, that's slighting PvP DKs a good bit. I'm not going to get into the specifics of this, but these tools are both needed in PvP to combat casters and for peeling/gap closing.
Chains of Ice should be a 3 second root baseline, then modifiable into a 5-6 second root with a glyph or talent. So DKs FINALLY get a stun, and we have to give up having a root in order to get it? Not a good idea.
Ryan Feb 21st 2012 9:49AM
bludy, DKs don't have access to Asphyxiate *now*, and are among the better PVP classes. I don't think not having access to both is going to suddenly "gimp" the class.
Mike Feb 21st 2012 9:17PM
What's that? You want both? You really, truly do? And you have to make a big choice between them?
Someone on the systems team is smiling right now.
saregos Feb 21st 2012 9:20AM
Unfortunately, it's no longer a semi-permanent aura - 10 sec duration, 1.5 min CD.
Docseuzz Feb 21st 2012 9:23AM
Since control undead doesn't have a "can only control one undead at a time" note, I'm looking forward to the "create your own army of the dead" - would take great focus to maintain control over the masses - much like the lich king... ;)
Given their discussion around talents previously, their comment of 'needing a corpse seemed too restrictive' doesn't make sense. Many of the talents are supposed to be generally good, but swappable for maximum benefit. Fight with no adds - swap it out to something else - another culling of strathhome with corpse-a-palooza, swap em out and listen to the sloppy, squishy sounds of pain...
SR Feb 21st 2012 11:00AM
I still remember the glyph of Corpse Explosion, which caused enemies who died from Corpse Explosion to also cause a Corpse Explosion.
What I'm trying to say is, they heard we like exploding carcasses so they put a Corpse Explosion in a Corpse Explosion so we can blow up corpses while we cast Corpse Explosion.
Amanda A. Feb 21st 2012 11:56AM
I had the impression that it was channeled like a priest's mind control. I might see if i can fish for a blue clarfication....
bludytheclown Feb 21st 2012 9:38AM
Why did you make no mention of Tier 3? This one is a major problem to me. Having to chose from making CHAINS of Ice an actual root or having Force Choke (Asphyxiate)? Come on, that's slighting PvP DKs a good bit. I'm not going to get into the specifics of this, but these tools are both needed in PvP to combat casters and for peeling/gap closing.
Chains of Ice should be a 3 second root baseline, then modifiable into a 5-6 second root with a glyph or talent. So DKs FINALLY get a stun, and we have to give up having a root in order to get it? Not a good idea.
Ullaana Feb 21st 2012 9:46AM
Only down-voting this because of the double post.
Comment system. Bwah-ha-ha!
vegetto375 Feb 21st 2012 9:42AM
Tier 4 still needs to be changed. Right now in live the only time i ever summon my ghoul as a Blood Dk is to use Death Pack right after it. If this goes live i will take Vampiric Blood becase is shorter CD is always better for a tank, however this will mean that as a Blood DK i now have absolutely no reason to summon my ghoul.
JattTheRogue Feb 21st 2012 7:22PM
Really? 0.o Your ghoul is a dps increase, there's no reason to not use it. Before people start talking about how tank dps doesn't matter, obviously you're not going to have DPS-level dps, but tank dps does add quite a bit of damage, especially over the duration of the fight. Most tanks can get at least 10k dps, depending on the fight; add the two tanks together and that's close to being another DPS player. There's no reason why you can't find a spare GCD to use a free ability.
Mike Feb 21st 2012 9:22PM
To be fair, I do the same thing as a Blood. It's not really about the DPS increase - I consider Death Pact to be one of my cooldowns. It'd go against every tanking bone in my body to use the ghoul for a DPS increase, and then end up needing the self-heal while it's on cooldown.
If anything, then, being pigeonholed into Vampiric Blood will make me actually use the ghoul for DPS, which isn't necessarily bad.
Swifteye Feb 21st 2012 10:45AM
The Death Pact change remains the one I am most excited about. Currently I have a love-hate relationship with that move... love to know that it's always there when I need it (since as Unholy my ghoul is *always* out), hate because I just plain don't like killing my little ghoul buddy! So getting a heal that is twice the size of the one I use now *and* doesn't kill my ghoul is just so win-win!
The one that's going to have me tearing my hair out is Anti-Magic Zone vs. Lichborne. At this particular moment in time I'm inclined to go with AMZ, simply because I'm used to using that all the time now, and I don't have Lichborne (and am obviously getting along sufficiently without it). However, the main reason I've learned to live without Lichborne is just that there were too many good DPS talents in the Blood tree for me to bother dipping into Frost far enough... but if I *was* able to get Lichborne without sacrificing those, I would certainly use it (with Death Coil) like crazy!
Gah... I hate being torn like this, but so far the talents look lovely, and having actual choices can hardly be called a bad thing! :)
focusdave01 Feb 21st 2012 11:20AM
Yay unholy blight !! Time to dig out the ol dk
Jaq Feb 21st 2012 11:46AM
The return of the old Unholy Blight pleases me, as does that new Soul Reaper skill. Always found it odd that DKs, of the plate melee classes, were the only one without an Execute type move. I somehow doubt the amount of damage it does when it expires will remain, that's insanely high.
I'm liking the new DK talents. When this version of the calculator came out I spent an hour making different trees based on my spec. Whatever style of utility you want to bring, you can make it. It beats "okay, where do I put my last two points" like we have now.
skiftor Feb 21st 2012 12:07PM
"Vile Spew seems a bit iffy for sure, since it's unclear why a death knight would sacrifice a minion at all and lose the DPS it provides, but there is a spark of good news."
The talent makes no mention of sacrificing your ghoul to perform this ability. The word erupt may sound like explode, but I think that if you had to sacrifice a pet, it would say so in the tooltip.
At least that's how I interpreted the talent.
vincentmagius Feb 21st 2012 12:43PM
From what I've seen on the forums, they'd agree with you. It looks like it'll be exactly as the talent name implies. Either the DK or the ghoul is going to spew and it will be vile.
Brett Porter Feb 22nd 2012 12:03PM
As an Unholy DK that was what I was hoping for, and how I read it as well. I'm hoping that remains true! UB is neat, but since I have Timmy, might as well make him more useful. :)