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How To Play WITH A Death Knight Tank!
Myrx — Sat, 11/08/2008 - 12:42am
If you missed out on the Beta test, or you didn't get to play that much, I have some advice that might help you understand the way a Death Knight tank is going to interact with your group.
Trash:
It takes a few GCDs to establish threat on a trash pack. The Death Knight is likely going to open up with an Icy Touch and a Plague Strike on the "main mob". This will apply Frost Fever and Blood Plague (and Ebon Plaguebringer if he's Unholy). The Death Knight will then Pestilence to spread the diseases from the "main mob" to the rest of the mobs. The remaining three runes will likely be used on Death and Decay. Death and Decay can be used before the Pestilence combo for a little better initial threat, but if you spread diseases first it will hit harder.
What does this mean for a healer?
Give it a couple of GCDs before you drop a heal. Don't HoT the Death Knight up before the pull, or you're going to get agro on everything but the "main mob". When you see the Death and Decay go out you can likely begin healing. The Death Knight will probably use a short cool down defensive ability to mitigate damage at the onset of the pull anyways.
What does this mean for a DPSer?
If you're doing single target DPS you need to wait until the "main mob" has at least both diseases on it. If you're doing AOE DPS you should wait until everything has both diseases on it. Remember that Death Knights do not have an AOE Taunt so if you pull threat on multiple mobs they have no reliable way of grabbing everything off of you right away.
Bosses:
It takes about one rotation to establish threat on a raid boss. In that time the Death Knight will use Icy Touch and Plague Strike again, and follow that up with two Blood Strikes, and an FU ability (Obliterate, Death Strike, or Scourge Strike). This rotation will likely give the Death Knight enough Runic Power to use a Death Coil, Frost Strike, or Rune Strike as well. Healers should be able to heal right away, and DPS should probably wait until near the end of the first rotation to begin DPSing. After the first rotation threat should no longer be an issue. Misdirection and Tricks of the Trade add even more threat in a raid setting.
Cooldowns:
Death Knights have a lot of defensive cool downs. Unbreakable Armor, Lichborne, Bone Armor, and Icebound Fortitude to name a few. These are on short timers, and one of them will be up for every trash pack in an instance. They can be stacked which means during a strong Frenzy or Enrage the Death Knight will not take as much damage as you might expect. In combination with trinkets that provide mitigation cool down effects a Death Knight could theoretically "roll" all of his cool downs in to the next one so as to always have one up. Likewise the Death Knight can stack these for increased survivability with reduced uptime.
Hopefully this very brief overview helps you in future groups with Death Knight tanks.

Re: How To Play WITH A Death Knight Tank!
Anonymous — Sat, 11/08/2008 - 11:00amOne of the biggest issues I think groups will have when a DK is tanking is aggro'n too soon. It's not as easy as Shield to pull, then consecrate, and you can immediately blast away. Even a pull, shockwave ~> TC combo is much faster at locking in AE aggro. The lack of an AE taunt will also cause some wipes as people heal too soon or yank aggro before a DK is "setup".
One of the real benefits is the use of the cooldowns that you mention. Communicating with a healer that you'll be fine for a bit and using a cooldown or two + 2 or 3 DS is great to let the healer catch up on other players that might need some quick tending to.
There are a few rotation tweaks that would let a DK get AE aggro a bit faster, but would lower overall aggro. Might work better for swarm-type of AE instead of preset AE pulls. *shrugs*
Talking about this really makes me want some changes to hungering cold. The talent seems perfect for AE situations, but most of the times I'd use it in a rotation I don't have the resources and once I do the ability isn't as needed.
I'd really like to try a 1B1F casting cost, target able area HC. Being able to HC a pack that someone aggros "back there" or a pat that is roaming in would be great. Even the ability to HC ~> Howling blast to actually get some quick 2 ability AE aggro would be nice. That could be followed up with a blood boil or even a PS ~> Pest if longer term AE aggro were warranted.
Unholy blight also feels a bit quirky at times too as it isn't available until after a full rotation has been completed. Usually by that point the mobs aren't lasting another 20 seconds. Seems more useful on the "next" pull if the group is ready to have it available to use with runic power left over from the previous fight.
Re: How To Play WITH A Death Knight Tank!
Anonymous — Mon, 11/17/2008 - 2:56pmRather than changing the costs, I think they'd be better of changing a few abilities. I would personally rather see the change come in the form of pestilence. By the time you have casted that spell, you should have enough aggro that healers can heal without fear of pulling aggro. Maybe they could change pestilence to grant additional aggro (similar to thunderclap) when in frost presence? To me, that seems like a much better way of addressing the problem.
Re: How To Play WITH A Death Knight Tank!
Anonymous — Tue, 11/18/2008 - 1:18pmOverall they've tried to get away from just +threat mechanics.
Changing pest also doesn't address the issue of usability for two of the three DK 51 pt talents. Both unholy blight and hungering cold are AEs that take 6(ish)+ seconds to become available during a fight. If you have just finished one pull and are sitting at 80+ runic power it's not an issue, but starting from empty it can be very frustrating.
There are just a lot of cases I've already run into where I go to click HC/UB, but it isn't available. Almost every time I use UB it's for damage after threat is locked down and the fight is in "coast" mode. On some "trash" pulls the mobs die so fast I don't even get to UB, and often times I click it preemptively for the *next* pull. *shrugs*
My issue is that acceleration from 0 to Locked is skewed atm.
Warrior - TC ~> SW
Druid - SWIPE X infinity (really bleh, but oh well it works)
Paladin - Shield ~> Consecrate (holy shield + RA take care of the rest)
Death Knight:
IT ~> PS ~> Pest ~> BB ~> X ~> Finally enough for UB/HC
or
IT ~> DnD ~> PS ~> Pest -- This puts you to 60 runic power if you have the IT glyph otherwise you are now out of runes and short on runic power. A blood tap ~> Blood boil works well, but then you are losing (some) life or again factoring in a glyph.
Remember also that paladins can taunt 3 mobs, druids and warriors have AE taunt and DKs at best have DG on one and DC(command not coil) on another.
Also realize that by doing the above rotations and getting to UB/HC you are forgoing the use of Icebound Fortitude/Rune Strike and Anti-magic Shell (Though it's use would probably refund itself).
It really is this issue of "0 to Lock" is most troubling though. If someone pulls a pat or it's a swarm type of event like in Halls of Stone then I usually have diseases up that I can pest to spread and fire a HB or have enough runic power pumping to keep UB up, or drop a HC as desired. In situations where people just got back from AFK or someone died or whatever though I often go to the hit the button and it isn't available, then once it is I either don't want it (HC) or do it for a bit of extra damage (UB).
I'm not saying these abilities should be cornerstones of DK AE tanking (then blood would get shafted), but they are AE based 51 point talents and I think them having a bit more use in common AE situations is a pretty reasonable request. The fact that some builds ignore AE 51pt talents in builds even though they expect to AE is really silly.
Re: How To Play WITH A Death Knight Tank!
Anonymous — Wed, 02/18/2009 - 2:29amhi thnx for the info .... i would like from u to add the skills pic's and thnx again
your bro ... 6o6i