Showing posts with label Death Knight. Show all posts
Showing posts with label Death Knight. Show all posts

Wednesday, April 7, 2010

Blood Tanking

female_dk After weeks of waiting, Ghostcrawler has finally dropped the bomb on death knight tanks and how we will fundamentally change in Cataclysm; we will all be converted into the Blood tree. Yes, you heard me right, we are finally getting a dedicated tanking tree, in the same spirit as paladins and warriors have the Protection tree. A lot of people did not believe such a thing could happen and even personally, I was skeptical, though I hoped, and seems Blizzard has prove us all wrong, for better or for worse. Ghostcrawler will be posting more news on the death knight changes, tomorrow on 8th of April which is when we will be getting more details but we can still collect our thoughts on this change.

After all, this is probably the biggest change to the class that we will see. The actual details of how the class will work are interesting, but just this knowledge, of one, the dedicated tree, changes everything for us and it is not difficult to begin seeing the consequences up ahead.

Was this a surprise? Not really. If you look at the history behind DK tanking in WotLK, there has always been one, the best tanking tree and it has usually always been Blood. Sure, all three trees are viable but Blood has always been the best, thanks to self-healing abilities that it provides and that really is the bottom line when tanking big and hard hitting encounters. It is difficult to describe just how valuable that is sometimes.

Originally, when the class was released, death knights were balanced as having larger health pools and the ability to regenerate it with their special abilities. Much like druid tanks, we needed it because we did not carry shields for extra mitigation. This is something I hope Blizzard can bring back to us, not how we were overpowered back then, but a level of equilibrium between the classes. Today DKs are squishy and it takes a lot of experience and skill to play the class because we rely heavily on our cooldowns to provide what other classes get for granted. Relying solely on death strikes to equal it out is a bad idea, at least in the current game because the fact that you can regenerate %5 (or ever 10%) of your hit points AFTER a boss takes away 80% of them with one hit, is not helpful. But perhaps this is an element that will balance out better in Cataclysm, where we are being told health loss is not quite such unforgiving. Death strike becomes only truly useful in a setting where attacks nibble your health down at a slower rate, where there is more chances to resist the loss and the road from 100 to zero takes longer.

Another big question becomes, how will they now balance the tanking elements from all three trees into one. In its current configuration, the Blood tree has a big drawback, which is AoE. Even a deep frost spec requires a special glyph to speed it up to the level that warriors and paladins run it. Compared to them, in standard AoE setting, we are crawling because we need to setup diseases before we can actually create viable threat. With a total revamp of the trees, this can of course be solved rather easily and my guess is we will perhaps get a glimpse of the mechanic that they are working on. However, regardless of how it is fixed, the point is, it needs to be fixed.

What about dual-wielding? Again, we will see tomorrow but I think we can safely assume DW is an element that will continue to stay in the frost tree. It could become a viable tanking spec, if the necessary talents are somewhere very low in the frost tree and Ghostcrawler did not provide any hints as to the state of this possibility. We shall see what information they decide to provide us tomorrow.

Sunday, February 21, 2010

3.3.3 for Death Knights

Seems perhaps the dawn is finally rising for us death knight tanks, for Blizzard is blessing us with some more buffs on this patch. Concerning our class, the changes, which seem rather significant, are almost entirely tank related – a much welcome change for we have been under the wind for a long time.

The first and biggest joy for me personally, is the change to Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.

Why, you ask, am I so glad about this? Because as a DK tank, it is mandatory to spend the first 3 seconds of the fight assigning diseases on your target. This slows your initial aggro considerably because in 3 seconds, your dps can fire out minimum two spells. With this change, the first spell we land, already starts the process. Also makes grabbing stray mobs up a bit easier, if your taunt and death grip are on cooldown.

Some other highlights…

Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.

Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.

Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.

Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.

It is hard to not get excited about these changes. It also really pleases me that Frost spec is getting some attention, because it is still my favorite spec, and dual-wielding is becoming more and more incentive with upped threat and a better cooldown.

Ofc, these changes are not permanent and might change or get updated at anytime. Suggest everyone keeps an eye on the patch notes. The PTR is naturally up so you can go test it out yourself.

Tuesday, February 16, 2010

Vulnerable

It is common knowledge that death knights are more squishy by nature than our warrior and paladin counterparts. The trick is, how to counter-balance it; which we can do to a length, through game mechanics but it is always going to hurt us and I figured it would serve well to right down something on the subject, to all those of us who, at times, struggle to live up to our peers.

Some of us remember the happy days, before the huge load of death knight nerfs that literally killed our health. I am not saying many of those nerfs were not warranted, but I said it then, and stand by my argument that there were too many cutbacks. From the start of the Wrath, death knights lacked shields, therefore the developers gave us higher health to balance it.

Now, we are on par with warriors and paladins, overpowered as they are, can even go beyond us when properly specced. So what can we do about it?

At this point I will ensure that you have a proper specc and at least moderate gear, concerning the level of content you are playing, and skip those parts. If you think you lack in these areas, have a look at Ensidia’s death knight tanking guide for 3.3. I had a look and it is really good and thorough.

I would bring attention to one piece of gear though, which is your sigil. It is very important that you use the right one. Right now, my personal choice is the sigil of insolence. I went by a dps sigil during ToC, for threat purposes, but now in ICC, insolence is the best.

Another piece that should belong in your inventory are potions; specifically Indestructible Potions. On my server they are very cheap and you should carry a truckload of them. In ICC in particular, even on trash because everything in that place hits rather hard. Pop one right before you enter combat to start the cooldown, and if the fight (doubtful with trash) lasts longer than that, pop another after it expires. Same goes for bosses and generally you will need to use two for every boss kill.

Next are your cooldowns, particularly as Frost or Unholy, you have the choice of Unbreakable Armor and Bone Shield, both which also help your initial aggro. I have personally noticed that before the first hit lands on the tank, healers can primarily only wait. So by reducing the damage that the first big hits deal, you are prolonging your life-expectancy.

Next comes Antimagic Shell, one of the cooldowns you are using near constantly in ICC and it never hurts to use it elsewhere either. The good thing is that when to use it, is also easily predictable because it usually involves casting, effects landing from the sky, or breath weapons. Magic damage is simply everywhere, and not only does it heavily mitigate the damage, it provides you with oodles of runic power.

Last I’ll bring attention to avoidance. While it is true that effective health outranks avoidance, little bit of extra cannot hurt, from wherever you can get it. I am still using the Heart of Iron trinket, thanks to the avoidance boost. You can also gem for dodge/stamina in gear, if the socket bonus supports it. A general rule is that if the socket bonus provides +9 stamina, you can go for it. Anything less is a waste.

Tuesday, February 2, 2010

Falric and Marwyn

icecrown_art The Halls of Reflection is are probably considered, by the World of Warcraft community as a whole, the most difficult and annoying heroic instance in the game. Frozen Throne has two other instances, but neither is really as frustrating as this one. The reason is because Halls of Reflection really stretches both the tank’s and healer’s skill, under a lot of pressure. Much like the original Oculus, back in the day, it is very hard to get through.

I have recently gone back and farmed myself some black icicle weapons for my dual-wield spec and watching some of my friends try get through it last night, decided I would put together this small overview and tips how I usually tank it.

Specifically, the first two bosses, Falric and Marwyn, in on themselves, are easy. The problem is the eight waves of mobs that spawn in between the boss fights; four waves before Falric and another four before Marwyn, each wave getting consecutively harder to get through.

In essence, the tactic is simple; there are two smaller chambers to the left and right from the entrance. It is, by far, easiest to control the mobs by bottling them at the small and narrow entrance. For us, as DKs, this is easy by laying a Death and Decay just few seconds before the next wave becomes active. Rest of the group should hide behind the small corners in the room, to prevent the mobs from targeting them first. Of course, they inevitably will but that is what the DnD is for. It will take the small initial aggro for you, while you group all the mobs and hit them with some real AoE.

I always tank this in my frost spec, because you really need to take everything out of your AoE in this encounter, and frost has the best AoE abilities from the three DK tanking specs. Each of the mobs have their special abilities, but only few are worth the mention.

Healers and casters, should, once the fight starts, back to the far wall of the chamber, to avoid silences and stuns (which can easily be a leading cause of tank death). There are two ranged type mobs, the dwarf rifleman and the human mage. As a tank, after laying down my DnD, I always back up a few steps, once the ranged type is within death grip range of the doorway, pull them in and rest goes smoothly.

Issues rise when eager dps starts on the mobs before I have a chance to pull the ranged in, because before that, there is no point wasting aoe spells on them. Another annoyance is when you have two ranged types, both the mage and rifleman. Usually then one gets left outside the chamber and a top dps dealer should run out and waste it as quick as possible. There just is no way to build aggro on it while you are dealing with rest of the group.

As for the rest, you want to focus the night elf priest first, if he is present. He can heal himself and his buddies. Next, I always go for the mercenary rogue, because he shadow steps and shanks people almost randomly. His poison ticks hit very hard, even on the tank, so kill him quickly. After that, it’s all the same and by that time, with only 2-3 mobs left, you healer should be getting some slack.

The bosses themselves are fairly simple. Falric is a healer test because he does a lot of aoe damage and can chain fear you. Much of the damage actually get received while everyone is feared, so as a healer, you need to top everyone up between fears. Usually the healer performance drops towards the end, so any extra dps is welcome to bring Falric down fast.

Marwyn is barely a breather compared to everything before him. He creates evil purple circles on the floor, usually under random players but other than that, he is a puppy. His Obliterate ability hits pretty hard and he can make his targets take more shadow damage and lower their maximum health but to be honest, I never had an issue healing through him, even with substandard equipment.

Thursday, November 5, 2009

Chill of the Throne

When the news about this debuff came out, there was a visible shock among the tank community. What it essentially means is that when you enter the final raid instance, Icecrown Citadel, the dungeon will apply a constant debuff on everyone in the raid - lowering all dodge by 20%. While I am a stamina tank, all the way through (meaning I care a lot more about my total health than about my avoidance) it did make me stop on my tracks as well.

While going for mitigation, such as armor and health, is and has been more effective a long time now, tanks still need to rely on avoidance for much of their survivability. Now imagine that as a tank, your avoidance suddenly drops from 50% to 30%. That is pretty huge and makes you wonder what Blizzard is thinking.

However, once you reflect a bit, you begin to see the wisdom in it. The rattle among many tanks is still going but personally, I am not worried too much over it. The issue mainly stems from the cascading arms race, between tanks and raid bosses. Our gear, both health and avoidance have been steadily climbing, which forces Blizzard to create encounters that hit for more and more damage.

I am certain that many tanks will agree with my own frustration of tanking bosses where you are basically, constantly on the verge of dying. The rotation of two hits and a heal makes your health look like a yo-yo in desperate need of decaf. One slip, or just bad luck, gibs the tank, usually sending what's left of him rolling down hill - in seven pieces.

Now in Icecrown Citadel, Blizzard is attempting to rectify the problem by lowering our avoidance, so they can design more interesting encounters. I am all for this change and it is reassuring to know that this is also the way they will go with Cataclysm; encounters that have more interesting mechanics that affect way more whether you die or not, rather than just raw damage output.

This is not to say Icecrown Citadel will be easy. I imagine it will be the hardest of them all, for obvious reasons. The bosses still swing at the same rate, but will hit a lot more often, with less damage per hit.

However, I am greatly concerned by the fact that lowering avoidance will have a secondary effect on death knights; we rely on avoidance to give us rune strikes. This is our single-greatest threat generating ability. This is why, once we lose aggro, it is hard to get it back because when the boss is no longer swinging at us, we get no rune strikes, and also why we do not have snap aggro.

Reading the latest patch notes for 3.3 might see a fix for this issue, promising a 17% threat increase to rune strikes, to compensate. But still, I worry. Does 17% more threat compensate for the loss of 20% in avoidance? I hope so but will wait for the patch to go live before I count my eggs.

Thursday, October 8, 2009

Death Knight Tier 10 Review

Odds are I was the only person in the world who was clinging to the hope that we would not have to joggle yet another set of tier gear. Small hope I agree, but I believe justified because as a progression raider most of your game actually revolves around those blasted pieces and not sooner than you actually have managed to gather a set, you are already shopping for a new one next week.

But enough ranting and lets have a look what nice things we are getting this week.

The new death knight art actually looks very nice this time around. Tier 9 was fine but seemed a bit too contained, too neat and polished for someone who is essentially a warrior with a permanent bad temper. The new look is a return to tier 8; death motifs and rustic. Definitely a nice job by the designer.

The tier bonuses look slightly more dubious. Since I a tank night and day, I always look at those set bonuses first and I am getting mixed feelings this time:

2P Bonus: Increases the damage done by your Death and Decay ability by 20%.
4P Bonus: When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 seconds.

As always, the first set bonus is a threat amplifier but I am worried that the target this time is Death And Decay. True, it is my default opener to any fight, so a good choice, but the problem is integrating it neatly into your rotation. You will of course try to recast it during an encounter but odds are you will not be able to, at least not as often as you would prefer because it actually takes three different runes to use and getting all three refreshed at the same time is not an easy feat.

Also for highly mobile bosses e.g. Hodir, Ignis, and Dreadscale it is particularly difficult because you are then stuck tanking the boss within the confines of the spell.

The second set bonus does make me raise my eyebrows equally. Is this meant as an extra tank cooldown? Seems improbable because blood tap already plays a pivotal role as part of my normal rotation to get extra hits out on the boss. To be forced to save it as a damage mitigator seems out of this world to me.

I am thinking it might provide a nice respite to heavy damage during a fight though. Remember damage of Ulduar hard modes or ToTGC bosses like Gormak and Anub'arak? Using blood tap like I do, whenever possible to make use of a death rune will provide some amount of mitigation just randomly during a fight, and if available, as an emergency cooldown but there is a downside also; random damage mitigation means spiky damage and we all know how healers hate spiky damage.

Sure, you can use Ora2 to announce cooldowns and that way healers can know when you're using it but to me spells hard times for healers though.

Sunday, September 13, 2009

Death Knights in 3.2.2

I am the first to admit that I have not been keeping up with all the 3.2.2 PTR changes, until today, when I finally decided to see what is expected for the next patch. In fact, for the first time I had high hopes because so far death knights have not had a very graceful patch history and the rumor around the block was that we are getting actual buffs.

If you are doing the same, I suggest you do not trust (at least not at the time of writing this) what it says on the official World of Warcraft PTR patchnotes. They do not yet include the changes PTR testers are experiencing on the servers. Naturally, there were a lot of various changes but here I am limiting to are relevent to death knight tanking, since that is my real forte.
  • Heart Strike now has a its total damage increased by 10% for each of your diseases on the target to the primary target, and half that to the secondary target.
  • Vampiric Blood now lasts 10 seconds (down from 20 seconds).
  • Frost Presence now reduces damage taken by 8% (up from 5%).
  • Threat of Thassarian now also affects Rune Strike.
  • Unbreakable Armor now increases your armor by 25% and increases your Strength by 10% for 20 seconds.
Reading the above makes me personally happy for all those death knights out there, who like me, are tired of being nerfed and beaten to perform less and less. But, as always, I find something in these notes that I cannot quite understand and we will get to that soon.

But first, lets talk about the goods news. The two most exciting news for me, personally, are the buffs for Frost Presence and Unbreakable Armor. The first of course, is self-explanatory because as a class without block, death knights are extremely squishy compared to warriors or paladins. More mitigation will take us a long way.

The second is that Unbreakable Armor finally becomes a useful cooldown. Up until now, it has provided with a fixed damage mitigation, based on your armor: 5 * Ar *0,01. After the patch, it should get a major buff and become 25% increase to your total armor. Lets examine what this means for a typical DK tank with a healthy 25k armor.

In the current game, this will provide a 1250 points of mitigation from every hit that you take. Come 40k hits from General Vezax and it doesn't take a genius to figure using this talent is useless. True, it gives a strength bonus so it is good for threat but that is hardly a selling point. Now after the patch it will instead provide a nice 6250 armor increase. For anyone wondering how much this mitigates, on a level 83 raid boss it is an extra 27.3% of mitigation.

This makes frost death knights viable for a lot things, which includes tanking encounters where your life expectancy is depended on your cooldowns, the examples which are quite numerous, like Iron Council hard mode, General Vezax, or even tanking the adds on Anub'arak (that's in Trial of the Crusader ofc).

Alright, moving on.

The Threat of Thassarian is an obvious one, it never made sense why that talent would not include Rune Strike, considering the Blizzard ever had the intention of making two-weapon tanking viable for us again. No Rune Strike, no tanking. As simple as that.

Now for the nerfs. The first does not really hit me that hard personally, for I rarily find myself in a situation where I try to aoe tank anything in blood spec. True, when tanking the adds in Anub'arak (still in Trial of the Crusader) blood spec's cooldowns and self-healing are crucial, so the ability to hit for nice threat on both adds with the same strike has its benefits. But we will coup.

The nerf to Vampiric Blood definitely annoys me. Much less for fights where you only temporarily need a cooldown like surviving a surge of darkness on General Vezax but you will feel it for fights where the longer you can prolong your cooldowns, the longer you live. When in 25-man of Anub'arak (yeah I'm using this alot aren't I?) and when your debuff begin to stack 15+ the hits are coming down too hard to survive without cooldowns. If dps takes too long to bring them down, you die.

Naturally, both the Glyph of Unbreakable Armor and Glyph of Vampiric Blood have been updated to fit the new upgrades. For Vampiric Blood, I would say that even if you have not glyphed it up until now, it becomes almost mandatory after 3.2.2. For Unbreakable Armor, the increase of armor goes up an extra 20% so if you plan to take full advantage of this new cooldown, the glyph will be necessary.