Oct 7th 2010 9:58AM There were a few things you've missed:
Hungering Cold, albeit limited, is still *some* form of cc. My guess is, if you pull another pack of adds by accident, such as patrols, dk runs straight into them and uses Hungering Cold, giving the party 10 seconds to get them correctly CC'd and/or marked.
Anti Magic shell is also immensely useful, such as if fire spawns under you, especially if your an unholy dk with at least 1 talent in it.
Dark Simulacrum can be pretty helpful in the right situations - if it can be spell reflected by warriors's spell reflect, Dark Simulacrum can be used.
Death pact is going to be invaluable.
Glyph of Path of Frost - there are some fights where you get flung into the air and take fall damage, trash in Throne of Tides for example do this - this will significantly reduce damage taken (when on it gives the death knight the safe fall ability of rogues until the dk takes damage)
Glyph of Pillar of Frost - in some fights this can be useful, though will be a glyph which will be put on and off with different fights. With correct timing this can be very useful.
Raise Ally - Every little helps, especially with 10 mans being viable - the glyph will keep the player alive for longer too, but makes me sad that it has a better pve gap closer than a frost dk :'(
Glyph of Rune Tap is even more useful now since survival is more important.
Hope this helps
Sep 28th 2010 6:02PM I believe (though I might/probably am entirely wrong here) that Heart Strike does more threat while death strike makes the dk take less damage, thus giving tanks decisions to make. or something like that.
Also, another problem is that frost is completely undesirable as a subspec considering the first tier is veeery weak, even to frost death knights, particularly the 2h 1s. and hungering cold needs something done with it :P
Aug 24th 2010 9:27PM he knows about festering strike, frost merely swap Obliterate for Death Strike while unholy must change their scourge+festering strike rotation.
thinking ftw no?