3.3.3 Frost DW Spec
April 6, 2010 by Xeeon
Home // Death Knight Tactics

Frost has received the most changes in 3.3.3. These changes make Frost Death Knights both attractive and powerful. You’ll notice there’s been a nice bump in the amount of high-end Death Knights that have chosen to raid as frost. I really enjoy frost because the style suits me. Its been my favorite spec since the beginning.
Raid Utility
Frost will enjoy improved raid utility now that he raid buff Improved Icy Talons is now a passive ability as of this patch, instead of having its uptime linked to an ability. The upside to these changes is that it now provides even more haste to the you. With Improved Icy Talons, you now have a permanent passive haste buff of 25%. When you use Icy Talons, you gain an additional 20% for a total of 45% haste buff. However, the finally 20% in raids still does not stack with Windfury. This is still an additional 20% haste that you didn’t have before. For more specifics, see this post where I explain the changes more thoroughly.
This puts Frost Death Knights in an attractive raiding position because you now provide similar buffs to an enhancement shaman, but those buffs are passive and not dependent on attacks or uptime.
Talent Changes
The talent Endless Winter was mostly pvp-centric. It has been redesigned and is now part of the standard Frost build. It used to be “Your Chains of Ice has a 100% chance to cause Frost Fever and the cost of your Mind Freeze is reduced to no runic power”, but is now “Your strength is increased by 4% and your Mind Freeze no longer costs runic power” … yes plz.
Nerves of Cold Steel has been buffed. It previously granted 5/10/15% off-hand damage. That increase has been raised to 8/16/25%.
Ability Changes
Icy Touch now causes a very high amount of threat while in Frost Presence. I’ve heard a lot of people say that this really isn’t that super, but it’s an improvement. This change will help Death Knights tanks to retain a little more threat on the pull. Also, Chains of Ice now innately applies Frost Fever instead of merely being a talented effect. This makes a useless ability a little more worthwhile (I’m not a Pvp’er, maybe this change means a little more to you guys than me).
Another notable change is that the effect of the Rune of Razorice has been changed so that it applies its full effect faster and its chance is now 100%. Instead of applying 10 1% stacks of Frost Vulnerability, it now applies 5 2% stacks.
What does this all mean?
These changes are good news for Frost which has been lacking some punch in ICC. The priority list on your abilities pretty much stays the same as well, so you’re not going to have to alter your playing style.
Spec: [0/53/18]
Glyphs: Obliterate, Frost Strike, Disease (ugg, I hate this one, but it’s recommended)
Stats: Hit (till capped 164 rating with full Nerves of Cold Steel), Expertise (till capped 172.2 with full Tundra Stalker), Strength, Crit Rating, Armor Pen.
Ability Priority
Killing Machine -> Frost Strike
Keep Frost Fever up
Keep Blood Plague up
Obliterate
Blood Strike
Frost Strike
Rime
Horn of Winter
About the Author
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Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
Will Icy Talons Changes Revive Frost?
February 26, 2010 by Xeeon
Home // Death Knight Tactics

Greetings Deathlings and Deathnooblettes. We have a lot of chatter about Death Knights on our favorite news sites this week. The two biggest items to cover are the buffs to Icy Talons and Will of the Necropolis.
Frost DK’s will be happy to hear that Icy Talons and Improved Icy Talons are getting buffed. This new change will add approximately 20% extra melee haste to your attacks. I’ll let Ghostcrawler tell it like it is:
You put 5 points in Icy Talons. While fighting (and applying Frost Fever), you swing 20% faster. If you have talented Windfury Totem on you, you swing a total of 40% faster.
You now put a 6th point in Improved Icy Talons as well. You have a passive personal 25% haste at all times. When you engage in combat and apply Frost Fever, you now have 45% melee haste. If you have Windfury also, you still only have 45% haste since Windfury and Improved Icy Talons are exclusive.
This is basically a 20% haste buff to any DK who has Icy Talons and Improved Icy Talons.
- Ghostcrawler ( Source )
What this means to you is that if you have 5 points in Icy Talons, you gain 20% melee haste, and this haste now stacks with Windfury Totem, providing a total of40% melee haste as long as Frost Fever is up and active.
Now, when you add a point to Improve Icy Talons, the effect of that talent is now passive, apply a passive personal melee haste of 25% at all times. So when your frost fever is up, Improved Icy Talons provides a total of 45% melee haste, 20% of which is debuff dependent; 25% which is passive and always up.
Unfortunately, the passive effects of Improved Icy Talons does not stack with Windfury because the two are mutually exclusive, however, as a Frost Death Knight with Improved Icy Talons, you are assured of having 45% melee haste.
You all got that? It’s a little complicated to think about. What it means for you is that we get more melee haste, essentially a 20% buff. This is awesome, especially if you don’t have a shaman backing you up (my guild really doesn’t). Some things to think about are this. There’s some buzz right now on the Death Knight forums that there’s a concern that the haste buff will cause problems with unused Killing Machine procs. The theorycrafters over at EJ’s are suggesting that the standard spec drop a point from Killing Machine as a result. After that, we need to free up a few points to put those into Endless Winter, which has been redesigned to increase strength.
PTR Spec:0/53/18
My blog is primarily about damage, but I’m going to take a second to talk about Will of the Necropolis. With this new patch, they’re removing the internal cooldown on the Will of the Necropolis effect. This is a significant buff to Blood Tanking. Many abilities in Wow have what is known as an internal cooldown. That is, that at most, there is a limit on the number of times within a given period that an effect can occur. For WotN, that internal cooldown was 15 seconds. This means that once Will of the Necropolis is triggered, it can’t be triggered again for another 15 seconds.
The cooldown was meant to counter specific fights were Will of the Necropolis gave Death Knights a singular advantage. Examples are melee-intensive fights like Patchwerk (in-fact, the cooldown was put in place because of Patchwerk). Because most fights are now designed with WotN as a factor, the designers felt that the internal cooldown was now unnecessary and confusing to players. As of 3.3.3, this cooldown has been removed, and the designers feel that this change won’t have an impact on the class of tanks that guilds choose to use on high-end content and heroic modes.
I dabble in the tanking a little bit. When I choose to tank, I usually use Blood or Frost, so I’m a fan of this, and we’ll see how this impacts those abilities.
Also, I plan to spend some time on the PTR. I hope to have some hard numbers to digest on Frost DPS performance.
About the Author
|
Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
3.3 Frost DW Tanking
January 28, 2010 by Xeeon
Home // Death Knight Tactics

Now that Dual-Wield dps is viable again, many people also want to extend the dual-wield happiness to tanking. There are many myths and misconceptions about dual-wield tanking throughout the wow community. When I heard dual-wield tanking, the next word that immediately pops into my head is deathn00b. The vast majority of death knights which I’ve run into while leveling tend to dps as dual-wield, many don’t understand the trees and assume they can just dual-wield with anything.
On the contrary, as of 3.3, Dual-Wield Frost tanking is a viable, though niche, option. Patch 3.3 adds new runeforges and allows Frost to attain above average threat performance.
The Spec: Frost DW Tanking
10/54/7
Deathn00bs aside, what’s the big problem with Dual-Wield tanking? The traditional issue is a mechanic known as parry-haste. When a boss parries one of your attacks, it gets a haste, or weapons speed, bonus to its next attacks. Keeping in mind that a dual-wield tank will probably be using a fast\fast combination of weapons; faster and more attacks equals a greater chance to be “parry-gibbed” (parry-gibbed = the chance your healers won’t be able to burst heal you through a parry-haste damage spike). You can’t eliminate the chance of being parry-hasted, but you can reduce the frequency by ensuring you have enough Expertise (Expertise reduces the chance that your target will be able to parry you). The numbers I’m seeing are in the order of 26-30 Expertise (note Expertise; not Expertise Rating).
Here is my checklist for Dual-Wield tanking viability:
1. Have excellent healers, above-average.
2. Have at least 26 Expertise, don’t try it without full raid gear.
3. Have two balanced high-level tanking weapons.
4. Don’t be a Deathn00b
So should you Dual-Wield tank? The official DKT ruling is POSSIBLY.
About the Author
|
Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
3.3 Tanking Specs
January 28, 2010 by Xeeon
Home // Death Knight Tactics

Now that the 3.3 DPS Specs are all but done, let’s talk a little about tanking. I was surprised that I pretty much like my tanking specs from 3.2, with the exception of Unholy. There’ve been some changes to Scourge Strike and some other abilities in Unholy, so it warrants a second look at the spec I picked out.
Blood
53/8/10
Blood hasn’t changed at all since I looked at it in 3.2. This spec provides strong regeneration and mitigation as well as nice utility talents in the top of the other two trees. I think Blood is a superior raid-boss tanking spec.
Perks
Health Regeneration via Imp Death Strike, Imp Blood Pres, and Vampiric Blood
Enhanced mitigation via added Stamina, Armor, and Parry
Hysteria and Might of Mograine raid buffs
Improved Runic Power generation
Frost
10/51/10
From my experience, Frost is the superior Aggro spec. Along with other abilities; you get stronger initial threat thanks to Howling Blast. I use Frost the most for Heroic tanking and on raid trash, due to its snap-aggro on the pull.
Perks
Improved Avoidance and Mitigation via Frigid Dreadplate and Unbreakable Armor
Improved AoE threat via Howling Blast and Morbidity
Unholy
13/8/50
This unholy spec focuses more on raid tanking. It drops talents for magic immunity because they’re pretty much useless in a raid situation. Unholy focuses more on AoE threat and avoidance. I’d imagine it would be great for trash tanking, but I think it falls short on aggro generation for raid bosses.
Perks
Superior AoE Threat via improved diseases and wandering\ebon plague
Improved Avoidance via Bone Shield
About the Author
|
Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
3.3 Frost DW Spec
January 25, 2010 by Xeeon
Home // Death Knight Tactics

Frost DPS is my favorite spec, I guess I just like the style. It suits me.
Following Naxxramas, Blizzard pretty much killed Frost-based Dual-Wielding specs (and Unholy-Based Dual-Wielding specs). The problem was that these specs relied on Icy Touch spam to make ridiculously consistent Killing Machine procs. At the time, Killing Machine wasn’t really normalized, so the faster your weapons were, the more procs you could get, essentially buffing your crit percentages to insanely high numbers at the time.
In response to this, Blizzard nerfed Icy Touch, and some Sigils that took advantage of it. They also normalized Killing Machine to a procs-per-minute setup. The damage of Dual-Wielding specs was slaughtered, pushing most dps Death Knights to Unholy and Blood.
Popular demand forced Blizzard to redesign the Frost tree and make Dual-Wielding a viable option again. Nerves of Cold Steel, Threat of Thassarian, and changes to Obliterate were added to essential turn Frost into the Dual-Wielding tree. Frost is an iconic path for Death Knights in Wow Lore, while Dual-Wielding is a play-style that many players are drawn to. Part of it is rebellion against the norm and being different, part of it I believe is just personal preference.
The frost tree has always been more magic damage than melee. While Blood fills the melee-based roll, and Unholy is traditionally for AoE, Frost fills a spot in between. In a fight like Lady Deathwhisper a Death Knight can help kill those mobs that your Warriors, Paladins, or Hunters would be otherwise unable to kill effectively.
Strengths
* Frost excels at single-target damage, while still retaining competitive AoE damage via Howling Blast.
* Frost relies more heavily on magic damage than Blood.
* Frost provides raid utility in the form of Imp. Icy Talons, a haste buff similar to Windfury.
* Enhanced damage and survival via Unbreakable Armor.
Weaknesses
* Other classes can provide similar raid buffs.
* Weaker AoE damage performance.
* Weaker defensive capabilities, lacking the avoidance and mitigation of Blood or Unholy.
* At this time Blood or Unholy have a slight dps advantage.
Weapon Speed and Frost DPS
In previous incarnations, Dual-Wielding relied on Fast\Fast weapons or Slow\Fast weapons to achieve maximum dps. Since Killing Machine, one of Frost’s best procs is now based on procs per minute, slower weapon speeds are best. Get yourself a good 2.60 swords or axes (or maces if you’re a dorf) and you’ll achieve maximum dps. For best effect, you should use Fallen Crusader on your MH and Razorice on your OH.
Glyphs
Glyph of Icy Touch
Glyph of Obliterate
Glyph of Frost Strike
0/54/17 Rotation
Rotations for Frost are based on a priority system. Which will look kinda like this: Frost Strike (Killing Machine) > Diseases (IT, PS) > Howling Blast (if Rime and Killing Machine are up) > Obliterate > Blood Strike > Frost Strike. A priority system means that the priority queue is evaluated when deciding which ability to use; instead of following a set rotation. Please keep this in mind as you consider the rotation below.
General Frost rotations will look something like this.
Rotation 1
Dump(  )
Rotation 2
Dump(  )
NOTE: This ability list is prone to change based on your Killing Machine and Rime procs. For instance, when you have a Killing Machine and Rime proc, you should use Howling Blast. When you have a Killing Machine proc, you should use KM prior to hitting Icy Touch again. Also, I'm still trying to find some good stat weights for Frost.
About the Author
|
Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
Frost vs. Blood
January 13, 2010 by Xeeon
Home // Death Knight Tactics

First order of business, been having some server issues. It’s makes things a bit difficult to get more people to the site when things don’t work. It’s Vmware’s fault, and I’m trying to get it settled. If you’ve had issues getting on; I’m sorry about that. If you haven’t, forget this first paragraph. I’m a one man show here, I designed the site, I host the site, and I write content; sometimes the gnomes tinker with my hardware.
First bit of news is a big “I told you so”. According to Blizz, rogues are getting nerfed. They expect a 7% damage decrease to Assassination and a 2% decrease to Combat. Taking into account the meters from ICC, I’m not surprised at all. Take away 7% of our rogue’s damage and she’s still ahead, but not by quite so much compared to everyone else. We have good people with about equivalent gear and skill, if someone’s THAT far ahead, something is wrong with the class. This is the same argument other people used against Death Knights back in Naxx. The buff nerf game is part of the class-mechanics merrygoround that the devs use to keep everyone interested; deal with it. As expected some wonderful people of the WoW community have taken the news waaaay too far. Check out this read from Ghostcrawler on the forums:
It's amazing how the raiding guilds of the world went from stacking rogues to sitting rogues in one night.
Most of the estimates I've seen on the forums is around a 7% nerf to Assassination and a 2% nerf to Combat. That sounds about right. If you're arguing your raid can't handle that or offset it in other ways, I'm a tiny bit skeptical.
I know it's not fun to get nerfed. Believe me. I hear about it. But the whole moral of the "sky is falling" deal is that when you exaggerate the impact of every change we make, then it makes for it hard for us and everyone else to distinguish between things that are really a big deal versus you just venting a little bit. If the sky is falling let us know that, but save it up for those episodes when it really is.
In your eagerness to find a gotcha I think you misinterpreted me. You guys (the community) theorycrafted the nerf to be about 7% for Mutilate. For you guys (the community) to then complain that it's a massive nerf that will cost you a raid spot seems disingenuous. Either you don't believe those estimates, in which case I advise you to address those players who made them, or you're just being melodramatic.
We know how much we wanted to lower rogue damage, but we typically don't share our numbers. What happens is if we said "Rogue target damage is 7.5K dps" then every time players did less than that or saw other classes do more, they'd try and argue that we need to make changes instead of them trying to do better.
- Ghostcrawler (Source)
Don’t misunderstand me, I’m not trying to say that Rogues DESERVE to be nerfed, or that they shouldn’t be a little bit higher on the meters than a DK. What I am trying to say is that an equally geared and equally skilled rogue should not be topping the meters by as high of a margin as they are (or maybe were) currently. That turns into a class balance issue, and guilds start stacking rogues as they have stacked other classes in the past, and an overpowered class becomes a crutch.
As promised, I did a little comparison between blood and frost. These meters were taken on the same raid with the same raid members. I used my normal frost DW spec (0/53/18) and the top 2-hand blood dps spec (51/0/20). I think that the damage ended up being relatively the same. Blood scored a little less, but I chalk this up to less familiarity with the rotation. I was able to come up top on one of our attempts against Saurfang.
We killed Saurfang again, but we had to slightly modify our strategy. We had a hunter and a balance druid for ranged dps. We had the ranged, and one of our DK’s on permanent flesh duty, while myself, Kaali, and the rest of the melee dps focused totally on the boss. We were able to get to Frenzy just as Saurfang was using the first MoB. The strain on the healers was a lot less. Even though we had less overall dps, we still rolled the encounter. If we hadn’t made that change, we would have failed. So, if you’re raid is low dps-wise, you may want to consider a similar strategy.
That was it for the night unfortunately, we had some people bail before we could try the new wing, and then Yuriken and Kilios’ dad was rushed to the hospital, killing our raid night this week.
Got something you want me to talk about, feel free to drop me a line. Also, if you have a screen shot of someone being a Deathnoob, feel free to email it to me for our mutual amusement and their humiliation.
About the Author
|
Xeeon is a Death Knight badass and the author of our Death Knight Tactics column. He's been playing World of Warcraft since the beginning and is the master of the new Death Knight class. Xeeon and Torbin are the same person, but you didn't hear that from us. You can contact Xeeon at > Xeeon@deathknighttactics.com. |
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