11/23 | Cataclysm
From here on out, as was warned, all information will be strictly in regards to Cataclysm and level 85. Between the new patch, the holidays, the change in Invincible's drop rate, and other such factors, it's likely most people are basically done with Wrath raiding, at least progression-wise. It would just be silly to continue bothering with exploring level 80 theorycraft when in less than two weeks it's rendered irrelevant, and in those two weeks it will hardly benefit anyone anyways! Focusing on level 85 is just much more productive... not to mention it means the second you hit 85 you know how to spec, how to gear, how to play, and so on, and can immediately focus on progressing knowing that all the math has already been done and you're doing everything as it should be done as the spec.
That said, although everything in the thread is perfectly accurate (to the extent of the community's current knowledge), I still plan to add plenty more between now and December 7th. I do plan to add stat weights for other gear points aside from the current ilvl 359 one; ilvl 333 (normal dungeon), ilvl 346 (heroic dungeons/rep), and ilvl 372 (hard mode raids) are all on my agenda once I can get them refined. The reforging section needs to be redone, although I can't quite decide the best way to go about it, nor can I decide whether it's even worth bothering as there are several intelligent individuals working on reforging optimizers anyways. Trinkets will be added to their respective area as I can confirm uptimes. I do plan to do a Cataclysm DK FAQ, although that will be a separate thread most likely, primarily due to length issues and Unholy overlap.
Aside from that, I can't think of much else useful to add, although I'm always open to advice, suggestions, and feedback in general.
A reminder to anyone new to how I do things: whenever I make a noticeable update (meaning something more substantial than fixing a broken link or what have you!), the thread title changes, so you can know if anything is different and whether there's any need to even open the post. It's always a different song each edit.
Otherwise, enjoy the guide, and hopefully it's as useful as ever.
[top]Abbreviations
| Abbreviation | Meaning |
|---|
| AMS | Anti-Magic Shell |
| AotD | Army of the Dead |
| AoE | Area of Effect |
| BA | Bladed Armor |
| BB | Blood Boil |
| BiS | Best in Slot |
| BP | Blood Plague |
| BS | Blood Strike |
| BT | Blood Tap |
| DG | Death Grip |
| DK | Death Knight |
| DnD | Death and Decay |
| DPS | Damage per Second |
| DS | Death Strike |
| DSim | Dark Simulacrum |
| DW | Dual Wield |
| ERW | Empower Rune Weapon |
| FF | Frost Fever |
| FP | Frost Presence |
| FS | Frost Strike |
| GCD | Global Cooldown |
| GoX | Glyph of X |
| HB | Howling Blast |
| HoW | Horn of Winter |
| IBF | Icebound Fortitude |
| ICD | Internal Cooldown |
| IT | Icy Touch |
| KM | Killing Machine |
| MF | Mind Freeze |
| MotFW | Might of the Frozen Wastes |
| NS | Necrotic Strike |
| Ob | Obliterate |
| PoF | Pillar of Frost |
| PS | Plague Strike |
| RD | Raise Dead |
| RE | Runic Empowerment |
| RP | Runic Power |
| RPM | Runic Power Mastery |
| SF | Scarlet Fever |
| TX | Tier X |
| UP | Unholy Presence |
[top]Generalized Spec
On the upside, both dual-wielding and 2-hander versions of Frost are alive and well, even if the dps isn't quite competitive with one another at the moment. On the downside, unlike many other trees in Cataclysm – such as Death Knight’s own Unholy – Frost unfortunately doesn’t actually offer you much in the way of individual choice. The below “cookie-cutter” specs are basically your only options, as there’s nothing beyond tier 2 which is debatable, and you’re left with absolutely zero remaining points at your discretion.
[DW; The Winner] |
7/31/3
The best Frost dps spec, and the only real choice for Frost DW. In tier 1, you can freely choose between two points in Runic Power Mastery and two points in Icy Reach: it makes no noticeable impact on dps. As well, in tier 2, you can split three points between Lichborne, Endless Winter, and On A Pale Horse at one’s own best judgment, as it’s similarly unimportant what you choose. Aside from that, everything is essentially set in stone: you grab every DW-relevant dps talent in reach! DPS as this spec is done in Frost Presence. Obliterate will be the largest fraction of your total damage, followed closely by Frost Strike and then your auto-attack. Obliterate and Frost Strike may swap places depending on specific level of mastery.
[2H; The Loser] |
7/31/3
About 10% or so behind it's DW counterpart, but otherwise perfectly functional. The two hander build isn’t radically different than the dual wielding build. You lose any semblance of choice in tier 1; you have to max out both RPM and Icy Reach, on account of Nerves of Cold Steel being utterly worthless. You have the same three points in tier 2 to distribute between whatever talents there that you would like. You grab Might of the Frozen Wastes instead of Threat of Thassiran, which I would hope is common sense! Nothing else to note. DPS as this spec is done in Unholy Presence (which will be discussed later; that isn’t a typo, I assure you). Frost Strike will be the largest fraction of your total damage, followed closely by Obliterate and then your auto-attack. Frost Strike and Obliterate may swap places depending on specific level of mastery.
[top]Optional Talents
Although you don’t have any leftover points when everything is said and done, you do have to two points in the first tier (for DW) and three points in the second tier (for both specs) which have to be spent on talents which don’t directly affect your dps; and thus enters this section. None of the following options will do much of anything for your damage, and which you opt to take is as much individual choice as you’re likely to get in this game for speccing purposes!
- Runic Power Mastery
RPM isn’t that attractive of an option, unfortunately. Between Revitalize/ Rapture no longer providing unpredictable small bursts of runic power and Anti-Magic Shell no longer generating runic without the Unholy-only talent, you should never go above 100 RP, or even close. It just won’t happen; all your RP gains are tied to using an active ability (remember, this is DW only we’re talking – 2H does have MotFW, yes, but they have to pick up RPM, and thus are irrelevant to this discussion). As unspectacular as other options may be, RPM is even worse!
- Icy Reach
Icy Reach isn’t that horrible of a talent; increased range comes of use whenever you’re running to/from a mob, or when you’re locked out of melee range entirely for one arbitrary reason or another. The weak part is it affects only one of our abilities when you consider the fact that IT has no place on Frost’s actionbar and Chains of Ice nerfed are all but meaningless in PvE. Honestly though, all that matters is whether or not it’s better than RPM - it is, and because of that, I can’t see any DW spec passing this up. Still, hardly matters either way, so if one disagrees, there’s nothing wrong with that.
- Lichborne
Minimal PvE benefit: it allows you to self-heal, but only at a rather high dps cost – simply Death Striking in place of Obliterate is nearly as good in terms of healing-per-damage-lost. The side benefit of being able to break/immune fears, charms, and sleeps is great when a fight actually involves one of those three mechanics, but that’s rather rare to say the least. Not a bad option, but not the best, in my opinion.
- On A Pale Horse
Increased mount speed is absolutely incredible in terms of convenience. Sure, it doesn’t have any important raid implications, but everyone can appreciate getting from point A to point B quicker… and, more importantly, the snare duration reduction aspect can be of great value in PvE. Yes, it’s certainly situational, but when you do benefit, it’s huge – as valuable as an increased run speed talent would be at those times. This is a perfect example of a desirable but non-dps-affecting talent.
- Endless Winter
Oh, Endless Winter. If it still had the 2/4% strength bonus tacked on from Wrath, there would be no question – this would be a must have. Without that perk, however, it’s much more open to debate. If you do have to constantly interrupt, then this talent saves you 20 RP each cast, which could add up to over a dozen additional Frost Strikes on a fight such as Vezax. The obvious issue is that most fights just don’t require interrupting and even if one does there’s nothing stopping you from passing off the burden to another member of the raid. The epitome of situational talents.
PrimeMajor- [Individual's Choice]
- [Individual's Choice]
- [Individual’s Choice]
Minor
This goes for both DW and 2H; nothing changes for glyphs when transitioning from one spec to the other.
When it comes to the Prime glyphs, nothing here should be a huge surprise. Glyph of Obliterate and Glyph of Frost Strike have long been essentials to the spec, and that doesn’t change. Glyph of Howling Blast may raise some questions, but I assure you, it is superior to the single target alternative (Glyph of Icy Touch) – partially due to the fact that diseases scale impressively terribly on the way to 85, and partially due to the fact that HB just hits so much harder than IT. GoIT is still worth using when there are at least three mobs present; GoOB is the best option to sacrifice (GoHB has its own increased value on AoE, due to the Pestilence nerf, and GoFS is just plain superior regardless). GoDnD isn’t justified using unless it’s an Onyxia Whelp type situation.
As far as major glyphs go, there's little of interest. Glyph of Pestilence and Glyph of Blood Boil and both completely useless, as neither spell has a place in one's AoE rotation these days. Glyph of Pillar of Frost can be great in theory – picture a boss which doesn’t move but somehow CCs you. The Glyph would then buy you 20 seconds of free dps time. The two obvious drawbacks are that most bosses don’t actually do any sort of CC, and that even when they do, if a boss moves, then you’re no better off! As for other options GoAMS, GoCoI, GoHC… they're all relatively unnoticeable, so up to the player.
Minors don’t actually matter, but using process of elimination there are only three options of even the slightest value in PvE - Path of Frost, Blood Tap, and Horn of Winter. Death’s Embrace is irrelevant for Frost unless you actually take Lichborne, Raise Ally is all but meaningless, and Resilient Grip is more for PvP/tanking. Reduced fall damage, less damage taken, and ensuring your HoW not getting the “a more powerful buff is already active” message beats nothing.
[top]Single Target
Say good bye to the rigid, fixed rotations of the past, and hello to the priority-based playstyle of Cataclysm:
Diseases > Ob if both Frost/Unholy pairs and/or both Death runes are up, or if KM is procced >
BS if both Blood Runes are up > FS if RP capped > Rime > Ob > BS > FS > HoW.
First thing first: as stated toward the beginning of this post, dual-wielding will perform this in Frost Presence while those using a two-hander will be best off using Unholy Presence. The reason for this difference is due almost entirely to MotFW; not only does the talent substantially increase the value of quicker attack speed, but it also GCD caps the spec by a moderate margin, thereby making the 1 second globals of UP priceless.
Beyond that, everything is identical between the two, and relatively straightforward:
Diseases come first, as always, with Frost Fever being applied by Howling Blast and Blood Plague being applied by Outbreak/Plague Strike. With Rime, you should never have to worry about FF… the odds of going without a Rime proc in a 33 second window are absurdly low. BP maintenance is simple enough – if you have an Unholy rune come up from an RE proc when diseases have about 6 seconds or less left, then go ahead and use it on PS, otherwise just use the next rune that regularly respawns, be it Unholy or Death. When doing so, you may be left with a Frost rune sitting by itself; it's best to go ahead and just use it on Howling Blast, whether or not you need the disease from it, unless an Unholy/Death rune is soon to pop, in which case hold off to Obliterate.
After that, you prioritize Obliterate and Blood Strike if both runes of the relevant cost (UF/D or B) are up. The reason for this is the same as it’s always been – you don’t want to “waste” runes by sitting on them, when you could have them cooling down. On top of that, if KM is up, it's always better to use it on Obliterate than on the alternative of Frost Strike. Ob simply hits harder, and always will in any realistic gear set up.
Similarly, you want to FS if RP capped, as wasting runic is just as undesirable as wasting runes.
If Rime is up, then you obviously want to use it. There's no need to worry about KM: Rime neither benefits from nor consumes the buff any longer. You never want to Obliterate back to back without having used a Rime procced by the first – and if you’re following this priority, that won’t occur anyways, so not a worry.
If all of the above is taken care of – you have no more than one of each rune type up, KM isn’t active, you have less than capped RP, and Rime isn’t up – then you simply Obliterate and Blood Strike as you can.
Following that, Frost Strike. Make sure you're not Frost Striking when you don't actually have all six rune on cooldown, as if you only have three, they'll be recharging, and thus RE takes a hit. You need to have runes
fully depleted for to make the most out of RE. That is the reason why FS is prioritized last; although, yes, under the new rune system you aren't inherently punished for sitting on a single rune of a pair, you will lose benefit from RE, and thus rune abilities must come first as usual.
And, of course, when left with no other option… Horn of Winter.
[top]Multiple Target
The AoE rotation is actually quite different than the single target one or from what you might normally expect:
HB if both Frost runes and/or both Death runes are up >
DnD/PS if both Unholy Runes are up > BS if both Blood Runes are up >
FS if RP capped > HB > BS > DnD/PS > FS > HoW.
DW still dpses in FP while 2H still dpses in UP. Some might question the latter, but with HB no longer having a cooldown, it does indeed come out ahead. In fact, your rotation will end up being nothing but HB/FS spam 80% of the time in AoE scenarios, amusingly enough.
Anyways, there’s no need to specify applying diseases: you’ll constantly apply them with glyphed Howling Blast (which is your hardest hitting ability, of course) and PS (which you’re going to be tab “spamming” due to the fact that HB leaves you with leftover Unholy runes). Using Pestilence just isn’t worth it when you consider all of that, on top of the whole 50% penalty going on - you might use it when you have a dozen adds up, but such exceptions are quite rare. You’ll still prioritize DnD over PS whenever it’s off cooldown, of course, but that’s a given.
Following that, you still want to Blood Strike with your runes, not Blood Boil – the reason being BS converts to Death runes, while BB does not. Since a BS + HB > 2x BB, simple decision, although if you're in a scenario where you won't be AoEing for ~10 seconds (long enough for the Blood rune to come back up as a Death), then yes, BB does more immediate damage.
Then, of course, comes using runes on HB/BS/PS/DnD as appropriate, followed by the dumping of runic into Frost Strike for RE procs. Nothing fancy. Nothing which needs explaining, I hope.
[top]Stats and Gearing
[top]Stat Weights
The following chain of relative worth is accurate for level 85 in Cataclysm:
Dual Wield
Strength > Hit to cap >= Expertise to cap > Mastery > Crit > Haste > Agility > Hit to spell cap
Two Hand
Strength > Hit to cap >= Expertise to cap > Haste > Mastery > Crit > Agility > Hit to spell cap
There’s not a ton to say.
That strength is king should come as no surprise. All of the ratings severely depreciated in value from level 80 to level 85; the amount required per 1% of their respective stat quadrupled in nearly every case. Strength, on the other hand, still provides the same amount of AP, and that AP in turn still provides more-or-less the same amount of damage. You'll see in the example stat weights just how large the lead is.
Of the secondary stats, hit and expertise to their respective caps are as important as ever for the same reasons as ever. Missing and being dodged are bad. Simple as that.
The order of value after that point then diverges pending on spec with DW going mastery, crit, then haste, and 2H going haste, mastery, then crit.
When you think about it, the differences are quite logical:
2H, thanks to MotFW and Unholy Presence, absolutely loves haste. It increases auto-attacks which means more MotFW and KM procs. It increases rune regeneration, which means more yellow damage - and, unlike DW, 2H actually has the available globals to make use of those additional abilities. It's truly the "master stat"... with the catch being that it has a "soft cap" (a point where its value slightly diminishes to be behind that of mastery and, potentially, crit). Fortunately such a point isn't yet reachable in T11 content. After that you have mastery which, with the vast reliance on FS which 2H specs have, is absolutely quite potent, and crit at the end, being rather lackluster due to Killing Machine's influence.
DW, on the other hand, places a premium on mastery. This isn't because it benefits more from the stat than 2H, but simply that it doesn't gain extra value from the other options! Crit is in second, with haste bringing up the rear. The reason why haste is so mediocre for the spec all comes down to the fact that DW, even in entry level gear, is GCD capped, and thus doesn't get the full benefit that it otherwise would.
And then, towards the end, it all comes together with both specs agreeing on the utter worthlessness of agility! The simple fact is that agility items will never be taken from now on, unless the ilvl gap between it and a strength piece is something ridiculous (i.e, at least two tiers – 26 ilvls – worth). Part of this is because agility items no longer have attack power, while another part of it is because we get 5% strength for free when wearing all plate.
Because Frost doesn’t have the points to spare to take spell hit, it is worth mentioning the stat – although there’s nothing much to say except for that it hardly matters! The only ability used which is affected by spell hit is Howling Blast which is, at most, 10% of your damage. Quite unimportant, and simply being melee capped will leave you with minimal resists anyways. You could, theoretically, swap the three points in Epidemic to Virulence. The dps loss is minimal, but it's unquestionably a loss, so why would you?
[top]Specific Stat Weights
I should have more diverse weights up soon, but for now:
| Stat | iLvl 359 DW | iLvl 359 2H |
|---|
| Strength | 2.40 | 2.04 |
| Hit Rating | 1.59 | 1.39 |
| Expertise Rating | 1.38 | 1.20 |
| Mastery Rating | 0.84 | 0.78 |
| Crit Rating | 0.64 | 0.66 |
| Haste Rating | 0.48 | 0.88 |
| Attack Power | 0.80 | 0.65 |
Do note that from this point in time and onward any and all stat weights presented by me will be in terms of dps, not attack power. There's numerous benefits to doing so: most notably the fact that when weights are in terms of dps, you can compare them cross-spec or even cross-class, allowing you to compare how different specs/classes scale relative to another, or permitting you to figure out who actually will benefit best from a specific upgrade. There's other factors in play, but that's one of the biggest motivators to switch. Besides, there's nothing you can do with weights-in-AP that you can't also do in weights-in-DPS.
If you really want the weights the old way, for some odd reason, simply multiply everything by the inverse of AP's dps weight; in DW's case that means 1/0.80 = 1.25 and in 2H's case that means 1/0.65 = 1.54.
Reforging takes 40% of a secondary stat* already on an item and converts it into a secondary stat not already on an item. This lets you optimize your gear to a level like never before, and diminishes the gap between the best items and their lesser counterparts.
Unfortunately, it's very difficult to reforge properly, and takes way more math than gemming or actually gearing itself could ever require.
At first glance, it may seem nothing more than taking the least valuable stat on each item and reforging it to the most valuable stat not already present on that item and, to be truthful, that really is all there is to it. The complexity comes when working around the hit and expertise cap: unfortunately, there's no simple way to explain how to handle that. You don't just reforge your weakest stats into those two until their respective caps, and then focus on everything else. Sometimes it's desirable to reforge away hit/expertise on one item, but then reforge to it on another. Sometimes you just reforge it away. Sometimes you just reforge to it. In essence, you want to get your hit/expertise as close to the caps as possible (slightly over or slightly under not being too important), and do so while maximizing the rest of your secondary stats.
How to do this simply depends on your specific set up of gear, and I haven't quite figured out a simple way to explain the exact process. Fortunately, Kahorie is currently working on adding a reforging optimizer to his renown simulator, and that should make the process as thoughtless as can be. It should be done by the time the expansion hits; meanwhile, just suffer through doing your best at manually calculating it.
*Secondary stats mean Spirit and all ratings except Resilience (which is oddly exempt from reforging for whatever odd reasons).
[top]Set Bonuses
Although specific EP values aren’t currently available, it doesn’t take any complex math to look at the T11 bonuses and know they're must haves:
- [T11 2P] Increases the critical strike chance of your Death Coil and Frost Strike abilities by 5%.
- [T11 4P] Each time you gain a Death Rune, you also gain 1% increased attack power for 30 sec. Stacks up to 3 times.
The two piece is an approximate 1% dps gain, while the four piece is more along the lines of a ~2% boost. Considering the set is well itemized even ignoring these bonuses, it would be silly not to get them, and undoubtedly suboptimal.
There's a common misconception that trinkets are somehow harder to evaluate than other items. They (generally) aren't. A trinket's value comes down to nothing more than:
| Trinket Value = | (Amount of Passive Stat x Passive Stat's Weight) + ((Amount of Proc/Use Stat x Proc/Use Stat's Weight) x Proc/Use Uptime) |
Simple, no?
Unfortunately, however, there is the reason I put generally in parenthesis earlier: Blizzard does not make internal cooldowns (and, thus, uptimes) visible from an item's tooltip or datamined information, which
can make trinkets difficult to eyeball in value. A good rule of thumb is that the ICD is equal to five times the duration of the proc, but that doesn’t always hold true, and hence why the following table is provided:
Proc/Use uptimes are approximate; they will vary based on specific fight mechanics, RNG, and such.
| Ranking | Trinket | ICD | Proc/Use Uptime | Notes |
|---|
| PHs | Are | So | Awesome | Am I Right? |
[top]Best in Slot
With Heroic Presence – the Draenei hit aura – being reworked to self-only, there’s no longer any real reason to differentiate between Alliance and Horde when it comes to Best in Slot sets, as one outfit will fit all… unless you’re a Draenei, in which case you can easily just reforge/enchant away some of the hit.
[DW Pre-Heroic]
[2H Pre-Heroic]
[DW Pre-Raid]
[2H Pre-Raid]
[DW Pre-Hardmode]
[2H Pre-Hardmode]
[DW No Restrictions]
[2H No Restrictions]
[top]Gemming and Enchanting
One of the most important changes to the gearing aspect of the game is the mix-up in gem colors: every single color has a stat of an interest to us, including blue:
| Color | Melee Stats Available |
|---|
| Red | Strength, Expertise Rating |
| Yellow | Crit Rating, Haste Rating, Mastery Rating |
| Blue | Hit Rating |
For Cataclysm, that leads to the following:
Obviously if you're not hit and/or expertise capped, remember, it's never worth going out of your way to gem to that point. Reforge to it if you must
Aside from meeting your meta gem requirements, you only bother to use orange/purple gems if the socket bonus is 20 strength, 30 of any secondary stat, or anything higher than that. Otherwise, simply go straight strength all the way.
Although the requirements are currently a ridiculously costly mandate of "having more blue gems than red" may make
[Chaotic Shadowspirit Diamond] appear undesirable - and, with those prerequisites, it certainly would be -
Daxxarri recently announced that it's being reverted to the previous cost of "at least two blue gems", ensuring it's place as our number one meta. The alternatives simply aren't competitive.
Fairly self-explanatory, as it’s simply a matter of applying the stat weights, but as some people are curious and/or confused and/or lazy:
Dual wielding will use
Rune of Razorice on their main hand, with
Rune of the Fallen Crusader on their offhand, as they always have. 2H will simply use
Rune of the Fallen Crusader.
Dual wielding will, if able, keep a third weapon enchanted with
Rune of Cinderglacier in their bags for use in AoE scenarios, as it's a large bump up from Razorice, assuming the ilvl difference between the weapons themselves isn't anything absurd.
The alternative enchants/runes do not even come close.
[top]Consumables and Cooldowns
[top]Consumables
Flask:
[Flask of Titanic Strength]
Potion:
[Golemblood Potion]
Food:
[Beer-Basted Crocolisk] /
[Fortune Cookie] /
[Seafood Magnifique Feast]
Not much to say here. Although we still have Bladed Armor, prepotting with an armor potion isn't worth it - their duration has been decreased substantially, such that they last no longer than a "real" potion.
As a Frost DK, you only have three cooldowns -
Army of the Dead,
Raise Dead, and
Pillar of Frost. Maximizing their use is essential to maximizing one’s dps.
[top]Army of the Dead
Army of the Dead will take a snapshot of your AP, haste, and hit at the time summoned. Changes in these stats after you have casted the spell will have no effect on the summoned minions, and other stats – crit, mastery, and the like – will have no effect period.
The most optimal time to use Army of the Dead will vary from boss to boss, but it is typically right before the beginning of an encounter. Using it mid-fight can lead to lost dps time, as the spell is channeled, and can also open the possibility of the spell getting interrupted by an npc mechanic, drastically lowering the value of the spell. That said, if you are unable to cast it before the fight begins it is still worth casting mid-fight – ideally during a phase transition or similar period of down-time – simply not as large a gain as using it immediately before the pull.
One note about Army of the Dead is that although the summoned ghouls will not taunt a boss, they will taunt most adds present on boss encounters. Keep this in mind as it can cause a wipe if used inappropriately… or prevent one if used intelligently.
Raise Dead isn't terribly complex in its use. Similar to Army of the Dead, your Ghoul scales with your attack power, haste, and hit based on the moment it was cast, and will retain those exact stats for its entire duration. Try to wait on using it until all of your procs coincide, however, don't let this make you miss an opportunity to cast it. Summoning your Ghoul three times in a fight is better than only summoning it twice, regardless of procs. As such, figure out how many times you'll be able to use it based on the fight length. Try and use it at some point during Heroism's duration - it needs to be popped
after Heroism is cast, while the buff is active on you, to benefit.
There’s no way for a Frost DK to give commands to its Ghoul, so try to summon it after any large amounts of raid damage – such as Shock Blast – go out, otherwise you may simply enough up wasting the cast entirely.
[top]Pillar of Frost
Pillar of Frost is nothing short of amazing – 20% strength for 20 seconds, with a mere 60 second cooldown? Absolutely incredible, especially when one considers how simple it is to use: simply cast it whenever it’s up, ideally off either a Frost rune RE proc or a Blood Tap, and ideally lining it up with other cooldowns such as Raise Dead or Heroism.
Also take note of the knockback immunity – be sure to take full advantage of that aspect on any applicable fight.
[top]Basic Combat Mechanics
Some elementary numbers to remember when raiding.- Partial resists no longer occur against bosses.
- Glancing blows (only on bosses) happen 24% of the time on auto-attacks and cannot be critical hits. A glancing blow deals 70% damage.
- At level 85, you need 960 hit rating to be melee capped; 840 hit rating as a Draenei. This affects all of your melee attacks, white and yellow, preventing them from missing.
- At level 85, you need 1128 hit rating to be spell capped; 1025 hit rating as a Draenei. The only dps skills that are affected by this are Howling Blast, Outbreak, Death and Decay, Pestilence and Blood Boil.
- At level 85, you need 885 expertise rating (26 expertise) to hit the soft cap. This affects all of your melee attacks, white and yellow, preventing them from being dodged. You can still get parried if attacking a mob from the front.
- All melee classes suffer a 4.8% crit suppression vs bosses when using melee attacks.
- All spell attacks have a 3% crit suppression vs bosses.
[top] Dark Simulacrum
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[top]The Bastion of Twilight
[Halfus Wyrmbreaker]
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[Theralion and Valiona]
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[Ascendant Council]
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[Cho'gall]
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[Sinestra]
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[top]Blackwing Descent
[Omnotron Defense System]
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[Magmaw]
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[Atramedes]
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[Chimaeron]
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[Maloriak]
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[Nefarian's End]
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[top]Throne of the Four Winds
[Conclave of Wind]
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[Al'Akir]
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[top]Races and Professions
Worgen
The fact that they’re new is irrelevant; Worgen have, hands down, the best PvE racials of any Alliance (or, debatably, any) race. Visciousness provides a passive 1% crit, while Darkflight gives the utility of a 40% speed sprint every 3 minutes. The two just cannot be beat, and their value isn’t dependent on using a specific weapon type or gearing around a special stat cap.
Draenei
Heroic Presence – usually referred to as the “Draenei aura” – has been made self-only, as of patch 4.0.1, and thus the race can no longer claim supremacy. 1% hit still isn’t bad, however, and is stronger than any of the non-Worgen alternatives. Don't make the mistake of thinking 1% hit is better than 1% crit - with reforging, it's not. Gift of the Naaru is as laughably weak as ever, but a free heal-over-time at no cost of dps doesn’t hurt in an expansion where our self-healing capabilities in our dps spec is being severely reduced.
Human
Best case scenario, being human gives you 3 expertise and a free snare/CC break every 3 minutes. Although the second is quite useful, the first is worse than the equivalent passives of both Worgen and Draenei, and that’s not even considering the fact that you only get that expertise if you’re using a sword or a mace of some type. For PvE, humans are very middle of the line. Not bad, but far from the best.
Dwarf
Similar to Humans, Dwarves provide expertise; 5 when you’re using any sort of mace. Although this is slightly stronger than the human weapon bonus, it’s also more limited in use, and on top of that is the fact that Stoneform – a poison/disease/bleed clear and slight armor (and thus AP, via BA) on a 2 minute cooldown – is clearly inferior to Every Man for Himself. All in all, I would put Dwarves on par with Humans, although they're nearly equal.
Gnome
Gnomes are a relatively decent race for Frost DW DKs. Their weapon racial provides expertise, similar to Humans and Dwarves, but you need to be using a dagger or a one-hand sword to benefits. Escape Artist – a snare/immobilize break on a 1.75 minute cooldown – is actually quite decent, and certainly on par with EMFH or Darkflight in PvE. Not a bad option although, as always, the weapon racial is quite situational pending available itemization, and it's completely worthless if using a 2 hander.
Night Elf
Hands down the worst Alliance race for PvE dps , for Frost DKs or any other class/spec! All Night Elves have going for them is a temporary aggro dump on a two minute cooldown. Even if we had threat issues, which we don’t, this would still be quite horrendous, considering all the threat is returned to us the second you break Shadowmeld. There’s no passive which provides any sort of dps in any sort of scenario. If you’re truly looking to min-max, this is the last race you want as a dps.
Goblin
It shouldn’t come as any huge surprise that Goblins, being a brand new race, are much better than average. 1% increased attack/cast speed is quite decent, and a resource-free nuke (or, alternatively, blink) on a 2 minute cooldown is free dps, pure and simple. Easily the best horde race for Frost, although the competition isn’t exactly stellar, and they would easily lose out to Worgen and, potentially, Draenei.
Orc
Orcs are decent, but nothing stellar. 3 expertise when using an axe, 5% pet damage, and a 15s boost to AP every 2 minutes. Although that may all look good on paper, when you consider that the expertise boost is based on weapon itemization available, the pet boost is essentially meaningless for us, and the AP cooldown scales with level (1170 at 85) and not gear... well, it's nothing too special to say the least. Still, second best is better than last, and Orcs handily beat the rest of the horde races.
Troll
Reduced snare duration and a 10s haste buff on a 3 minute cooldown. Trolls, and the remaining horde races, are a huge step down from the Goblins and Orcs. The dps benefit of these racials, although not nonexistent, are just so incredibly small it’s hardly worth analyzing.
Blood Elf
15 runic power every 2 minutes, which is essentially one free Frost Strike a fight. That’s hardly anything – about half of half of one percent of a dps boost. Barely noticeable. The lack of any sort of dps passive is what really hurts Blood Elves; and the remaining two races.
Forsaken
A charm/sleep/fear break on a 2 minute cooldown. That’s it. It will give you a couple extra seconds of dps time on the rare fight which involves a fear, but nothing more.
Tauren
Even worse than Night Elves, all Tauren bring is a 2second AoE stun. Utterly worthless for PvE dps. There’s literally no benefit to it.
[top]Professions
Leatherworking
Draconic Embossment - Strength which replaces the otherwise standard 65 crit/haste to bracer enchant of Cataclysm. Stronger than all of the other available professions due to the gap between primary stats (strength) and secondary stats (ratings), although the exact numerical dps gain isn't quite as simple to pinpoint as with the other professions, due to the fact that your comparing different stats. Best option at the end of the day.
Jewelcrafting
Bold Chimera’s Eye of which you can use three, coming out to a 81 strength gain. Ever so slightly superior to all of the below, but every bit helps. The second best available option.
Blacksmithing
Socket Bracer and
Socket Gloves, allowing for two additional
Bold Infernal Rubys. Thus BS is the same 80 strength gain as almost everything else. Tied with Alchemy, Enchanting, and Inscription for DW, although moderately superior to those three for 2H.
Alchemy
Mixology which, based off of
Flask of Titanic Strength, gives a bonus of 80 strength, on top of the convenience gained by longer duration flasks and elixirs. Tied with Blacksmithing, Enchanting, and Inscription.
Enchanting
Enchant Ring - Strength x 2. A straight up 80 strength gain, keeping in line with the majority of other self-perks. Tied with Blacksmithing, Alchemy, and Inscription.
Inscription
Lionsmane Inscription, which is a 80 strength gain over its Therazane exalted counterpart. Tied with Blacksmithing, Alchemy, and Enchanting.
Engineering
Personal dps benefit, aside from helmets, appears to be nothing more than
Tazik Shocker for melee, as well as the previous benefits of Saronite Bombs and Nitro Boosts. From a raw numbers perspective, that would put it about on par with Herbalism. The utility is difficult to objectively quantify, and thus one might rate it a bit higher depending how much value they believe the sprint of the boot tinker holds.
Herbalism
Lifeblood , which is now a haste cooldown with a minor self-heal attached. 480 haste rating for 20 seconds with a 2 minute cooldown comes out to 80 haste over time, although the actual value of the ability is a bit higher since you can line it up with cooldowns for a greater-than-normal benefit. Falls behind Skinning for DW, but superior for 2H.
Skinning
Master of Anatomy which is simply 80 crit rating. Surpasses Herbalism for DW, but inferior for 2H.
Tailoring
Swordguard Embroidery, grants 800 AP for 15 seconds, which with a 45s ICD gives it a theoretical maximum of 267 AP over time. When you subtract from this the lost crit of a normal cloak enchant, it comes out well behind all of the above professions.
Mining
Toughness, the self-only perk of Mining, provides 120 stamina and thus absolutely zero damage. Extra survivability never hurts, sure, but if you’re trying to optimize dps, this is the one profession to avoid like the plague.
[top]Macros and Mods
I'm not a huge macro fanatic, but as many find them useful, the following are ones of Frost DK interest:
| #showtooltip Horn of Winter |
| /cancelaura Battle Shout |
| /cancelaura Horn of Winter |
| /cast horn of winter |
Prevents you from getting "a stronger buff already exists" error message when attempting to cast Horn of Winter for runic power purposes. Unnecessary if your raid doesn't have a dps Warrior, but otherwise vital for preventing a dps loss.
| #showtooltip Howling Blast |
| /Startattack |
| /cast Howling Blast |
By default, Howling Blast - unlike, say, Icy Touch or any strike - won't actually activate your auto-attack, despite being an offensive ability. This macro si far from necessary; you can always simply right click the target before combat, or open up with another ability, but it can be of use, and certainly won't cost you damage.
| #showtooltip Pillar of Frost |
| /cast Pillar of Frost |
| /cast Raise Dead |
PoF has a 1 minute cooldown; Raise Dead has a 3 minute cooldown. Frost should never use the latter without first having used the former, and this macro just ensures that's the case.
| #showtooltip Mind Freeze |
| /cast [modifier:shift] Strangulate; Mind Freeze |
A handy interrupt macro. Casts MF, but if MF misses, is on cooldown, or you're at range, just hold down shift and it will cast Strangulate.
UIs are a very individualized aspect of the game. It’s extremely rare for two people to be using the exact same mods in the exact same layout with the exact same options… and that’s honestly as it should be. What works for one person may or may not work for another, and personal familiarity and habit can often outweigh the transition of switching add-ons (or keybinds, for that matter) just because someone says something else is better. Besides, you don’t even have to use mods at all, and I’m sure there are some out there who make do with the default Blizzard UI for one reason or another.
That said there is something almost any moderately competent DK would agree on, and that’s that the default rune display is absolutely atrocious. You have to stare at the upper-left corner of your screen to see it. You can’t tell how many seconds are actually left on a rune refresh. It handles Runic Empowerment and Runic Corruption procs poorly.
Can you play with it? Yes. Can you perform to the best of your ability? Unlikely or, at best, quite difficult.
Thus if there is one sort of add-on I would advise every single DK to pick up, it’s a rune mod. The following are some of the most popular and useful, any and all of which are leagues above the built-in display.
DocsDebugRunes
Developed by this forum’s own
dr_AllCOM3, DDR is my personal favorite and what I would highly recommend to any one new or old to the class. It does it all; clearly displays runes in a manner intuitive with the new rune system, highlights on RE/RC procs, shows time remaining on diseases, includes an icon for SD/KM, leeps track of SI stacks/DT time remaining, has a bar for runic power, and so on… all in a lightweight, unobtrusive little package. The only downside to the mod is the fact that it’s extremely limited in customization, but that’s only an issue if you don’t find the natural state absolutely perfect as I myself do!
MagicRunes
What I used for most of Wrath, and another popular choice, MagicRunes are extremely customizable. You can have your runes display as a single vertical bar, multiple vertical bars, a single horizontal bar, multiple horizontal bars, squares, circles, line graph, bar graph, and all sorts of different setups. You can make it as big or a small as you like, as bright or as dark as you please. Similar to DDR, this also can track diseases and runic power if you so choose; unfortunately, unlike DDR, it doesn’t cover any of our procs or things like Shadow Infusion stacks. Perfectly functional, and an attractive option for those looking for something thoroughly tweakable.
RuneWatch
Although I’ve never personally used it, seeing as how it’s the most popular rune mod download on Wowinterface, Runewatch must have something going for it. A quick look through shows it as having some options for different skins/layouts; more than DDR but less than MR. The display is a bit more garish and space intensive than most, but some may prefer that. As with the previous options, RW does include disease timers and runic power display, but as with MagicRunes, it lacks any sort of proc notification. Certainly better than the default, and a safe choice.
[top]Valuable Resources
Consider’s Blog
The analysis behind the numbers. Wanting to know why the latest changes have the sort of effect they do, and not simply what that effect is? Wanting to know the thoughts on a new patch from the perspective of a fellow DK with as much raiding experience as anyone? Wanting to know the general musings of yours truly? Then look no further; this blog is for you. Surely I’m allowed to plug my own work after having written this guide?
Kahorie’s DK Simulator
An amazing tool. Curious how much dps you should be doing relative to your gear level? Curious whether or not it’s time for you to transition specs? Curious what your personal stat weights are? The simulator can tell you all of that and more. It’s truly the best tool of its nature; its competitors don’t even come close in terms of accuracy or functionality.
Zerack’s DK Gear Optimizer
The spreadsheet ideal. Wondering whether or not you should bother getting hit/expertise capped, despite what it says here? Wondering what is Best in Slot of the items you already have or already have access to? Wondering whether it’s worth grabbing that socket bonus or not? These spreadsheets can tell you all of that and then some.
Pwnwear
A DK-centric community. Looking for information about the other aspect of the class; tanking? Looking to read more anecdotal and subjective accounts of the class, in contrast to the more factual and objective fare you’ll partake in here? Looking for another interesting site to read? Then Pwnwear is your place.
[top]Thread Change Log
[2]: 11.22.10 Cataclysm
[1]: 10.07.10 Thread Launched