Blizzard have given a unequivocal statement that Frost is designed for dual-wielding. That two-handed Frost will not, and is not intended to, give the same DPS (for raiding) as dual-wield will.
In tanking, it’s the same: you get higher TPS in dual-wield. Just remember, you should have more expertise to tank dual-wield than two-handed.
What’s refreshing is a black and white statement about their design intent, from blue poster Zarhym.
Q u o t e: Just curious….are we ever
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I get a lot of questions like “what’s the rotation for that spec?” Rotation is like Death Knight basics, and since I write on more advanced tanking questions, it’s not content I usually include. Besides, a DK should think in terms of priorities and not rotations. More on that distinction later.
But then I started writing this, and realised… there’s some of subtlety here. I’ve played a DK since they WotLK was released, so it’s second-nature, but if you are new to the class there might be some crucial info in this post.
So, here are the answers which I can then refer people to for what’s the frost/unholy/blood rotation or priority.
Important context on being a DK
Parry/dodge: As a DPS, you attack the boss from behind and have enough hit and expertise so you do not miss. Tanks face the boss, so generally can be parried. This difference alone means a tank rotation has to be flexible because you will re-do a strike once in a while after being parried. DPS DKs, when well-geared, do not have this problem and can use a very tight rotation.
Priority/rotation: Tanks need to think in terms of a priority system. Rotations are a stepping stones towards achieving those priorities. The best DKs do not stick to a rigid rotation, they stick to a priority system. If you have to run away from a boss to avoid his Big AOE thing, then run back in, your rotation will be meaningless if the diseases have fallen off. DK damage requires diseases, so your first priority is to put them back up.
Unholy presence: some DPS specs use unholy presence to they can stuff more attacks into the 20 second rune recharge cycle. If you’re using such a spec, you must know the rotation too, since they’re intimately connected, or you’re ruining your own dps. I will not cover any of those rotations here.
Frost or blood presence: the rotation/priority are the same for dps and tanks, you just use different presences. The below details will work for both.
Tank specs: use my tank specs launch page to find frost, unholy and blood tank specs.
Blood runes and blade barrier: a tank needs to always have blood runes used up or recharging. Even if they’ve become death runes, spend them asap. You need that for blade barrier. A DPS DK does not have that priority. The priority systems written below have an overriding principle of keeping blade barrier up, but there isn’t a hard and convenient rule I can give you.
I do whatever I can to keep blade barrier up. I have it as a watched buff. I’ll notice its remaining duration. Even if the boss has no diseases but barrier is about to expire, I’ll spend blood runes on blood strike/ pestilence/ blood tap /rune tap / obliterate (whatever) to get barrier back up. Exception is if you’re just starting the fight, you’d open by running in with an icy touch, plague strike in melee range, then use blood strike twice.
Runic power dump: frosties use frost strike, the others death coil. Tanks keep 20 RP at all times; save that much for rune strike or IBF. Don’t use it on a dump. If you have a spare GCD and nothing to do, hit horn of winter for some free RP.
Unholy has gone back and forth so much.
- Recently, its threat sucked.
- Then it was Unholy Obliterate spec for deeps
- That got nerfed away.
- Today it’s no-reaping Unholy with no-epidemic
- and on 3.3 that’s being changed again.
- plus bone shield’s duration in patch 3.3 is now 5 minutes (for DPSers) but cooldown is 1 min (tanks). Nice.
On live, SS is a shadow-damage attack so it has scaled with different raid buffs.
Scourge Strike on the PTR has
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Runeforge Gossip have a good short article on how to use Rawr as a DPS DK. It can be a fairly confusing tool at first with all its options even though on the surface it appears simple. There are also optimisation and gear-search features which are worth understanding.
The DK tank module within Rawr is still being developed, but one thing I do like about it is their model for comparing weapons lets you weight threat or survival. It
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Found some great addons too, but first a snippet on levelling:
I ran the no-epidemic unholy dps specs in the simulator for L68, to see how it scales at low gear levels. Result is it checks out at the same dps as traditional. I updated my Death Knight levelling specs page with builds.
Having just got my new DK to L75 in blood, I’m going to try unholy for some variety and to get a feel for this short
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Here’s a guest post from a reader, who became a regular commenter, then blogger! – G
I AM DPS, HEAR ME ROAR!!!!!
(meow)
I started my wow life as a rogue and loved putting up the huge dps numbers throughout the Burning Crusade. I found that as I progressed through BC raids and the expansion cycle, I enjoyed doing max dps with every class I tried and was really very good at it, whether I dps’d as rogue, lock, or enh shammy.
Along came LK and Death Knights. As I discuss in my blog, I wanted to have a class capable of tanking, but really, I just loved the mechanics and playstyle of DKs, so I became a DK convert. The guild I was in when LK dropped had a good number of tanks and I did top dps, so I was never asked to tank, and frankly, tanking made me very very nervous. I knew I was good at dps, but I also knew that at least initially I wouldn’t be stellar at tanking, so I never really ended up doing it. I still amassed some tanking gear when it would have been de’d otherwise though.
Lo and behold, when I returned to the game and found a new guild, they needed me to tank!
Now what?
Oh, shit…… they need me to tank.
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This deserves more discussion. One of the difficult balances a leader has to manage is the number of tanks required in a raid, or the guild, as a proportion of the total guild.
The problem is largely caused by the ratio required of tanks to others:
- In 5-mans, you need one tank (1:4 ratio).
- In 10-mans you need two (1:4 ratio again).
- In 25-mans, you need three (1:7.3 ratio), but mostly you need two tanks (1:11.5 ratio).
- I wrote about this in my Ulduar guide, highlighting the tank requirements varying between 10 and 25-mans.
That’s half as many tanks for 25-man raiding as for 10-mans.
The problems this brings are manyfold:
- if you are changing from being a 10-man to 25-man guild you need to make sure your tanks are the most hardcore reliable players, so you can swap in/out everyone else
- or you can have more tanks than you need, to allow for casual playstyle, yet accepting the consequence that each tanks’ gear will be lesser and possibly some will be benched on a night
- growing a guild from a 10-man raid to 25-man raid guild distorts your recruitment needs to not more tanks, but more of everyone else. So during the growth period you might run 10-man raids but not have enough for a 2nd 10-man, and get disgrunted players. You can’t just instantly go from a roster for 10s into 20s, so this growth period can be awkward.
- running two 10-mans in one night requires more tanks than you’d usually have in a 25-man raid, so sometimes a 25-man guild can’t do two 10’s because of tank shortages. This limits your options when laying out a raiding calendar.
Also tanks need to be amongst the better players in your guild. They need more situational awareness, better reaction time, often more leadership personal characteristics. Luckily, you don’t need a lot of tanks, but good ones can be hard to find.
Tanks tend to stick with their guild, they’re not chopped and changed so freely as deeps, which in turn means a tank will guard his raid slot more. He’ll try to attend more nights and be more active.
No doubt, dual-spec helps us all with this problem, but doesn’t solve it. Tanks want to tank. Personally, I don’t enjoy dps. So this complicates the roster management for leadership, since you are juggling people’s personal desires too.
Point is: the divergence of ratios between tanks:rest whilst a guild is growing from 5, 10 to 25 man raiding is a pain in the ass for guild leadership.
Here’s the blue post that reminded me of this prevalent issue. » continue reading
Verified for 3.22 plus commentary on no-epidemic unholy.
What are the specs and talent options for levelling up a Death Knight? Fortunately, they’re all good. Here are some templates to help you decide between unholy, frost and blood levelling specs.
I have had the (un)fortunate pleasure of levelling two DKs. As of writing, I’m L68. My previous main Gravity tanked Ulduar 25 in England but because of a move back to Australia, I decided to reroll. (You can’t transfer EU to Oceanic servers).
You can get to L68 in about 1 day and 12 hours played (I did) by using a flying mount at L60 (costs 620g with no faction discount).
I’ve included L68 and L79 versions of the specs so you can see how you build out the spec as you go. I even did some dps sims.
 A good quest for tankspot readers
The specs
First a few explanatory notes.
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This is just cool. DPS warriors will love this.
A good mate of mine Splug, who’s the GM and hardcore tank (named Spyte) in the US guild Angry (wowprogress | ranked world 91, USA 41) gave me some ridiculously awesome news.
Their fury warrior Nomepunter got two Voldrethars.
I just grin about with the idea of a massive Tauren wielding two pwnage weapons like that. That’s pwnwear!
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