Killing A Death Knight In PvP
Posted on January 22nd, 2009 by Lithanial under Death Knights, PVP, World of Warcraft, WotLKHow to counter a Death Knight in PvP Combat.
If there is one aspect of game play that Death Knights are truly dominating it is player versus player combat, a fact that is mostly due to players not being used to a Death Knights capabilities and counters; while those who play Death Knights themselves know much more about the class and how to counter all other classes in the game.
But for all the outbursts of the term “overpowered” that are thrown around by many players, Death Knights have weaknesses aplenty when you learn more about them. In general there are two types of Death Knights you will encounter in PvP; Unholy and Blood. Frost spec Death Knights are quite rare in PvP due to the fact that without the support of a healer they are exceptionally fragile in comparison to the other two specs.
The primary weakness of a Death Knight is their susceptibility to snare and root effects; they have no means of escaping crowd control such as a Paladins hand of Freedom or a Druids shape shifting and must rely instead upon either Death Grip to close the distance gap or their own snare Chains of Ice.
Due to this weakness it is very easy to keep your distance from a Death Knight as a ranged class if you simply save your main escape tools such as disengage, blink, fade etc. until after the use of Death Grip.
For melee classes this snare vulnerability can be exploited by employing hit and run tactics; feral druids and rogues can dump an entire energy bar of attacks onto a death knight before dancing out of range again with impunity while their energy regenerates. This “Lancing” tactic is even more effective when used in combination with stuns and disarm effects to prevent reprisal attacks.
The second main weakness of a Death Knight is their reliance upon cool downs for their defense; abilities such as Icebound Fortitude and Bone Shield provide significant increases to their defense but are easily surmountable when you take their weakness to snares into account. After a Death Knight utilizes a strong cool down, simply back off and wait for it to expire before re-engaging. In the case of Bone Shield which lasts until it runs out of charges simply kite while throwing the odd ranged attack to steadily remove the buff.
Once these defensive cool downs have been used, a Death Knight is actually rather fragile and vulnerable to burst damage.
As their final main weakness, Death Knights are exceptionally disease dependent for their damage with between a quarter and a third of their strike damage coming from them; these diseases can be removed by any healer in the game except Druids. By combining kiting with disease removal it becomes exceptionally hard for a Death Knight to kill a good healer without assistance or a lot of skill, especially when you factor in that Death Knights have no healing reduction debuff and their only stun comes from their fragile pet and is of a short duration.
By keeping these three simple weaknesses in mind it becomes a lot simpler to fight and win against Death Knights; it is key to remember that for a smooth kill you will require patience and timing, there is no speedy way to dominate a Death Knight in the same way traditional classes were doing in The Burning Crusade.
















As a hunter on a PvP server, I have had a fair amount of dealing with Death Knights.
I can fully confirm what you say here- If Disengage is saved until AFTER the DK uses Grip, it has a shorter CD and should always be avalible for your use.
As a BM spec hunter (giving me a 3 second stun, plus brief snare immunity), I happily munch on DKs for breakfast, lunch, afternoon snack, and dinner.
You’re forgetting about death knight’s pets. Their pet does a lot of damage if you just let them beat on you. I noticed that on my arcane mage, I can easily kite a DK around BUT I let their pet beat on me and before the duel is over, I’m almost dead myself. If it goes down to 1v1, try to kill their pets first. My strategy for arcane mage is to slow the DK, kill the pet, spam arcane barrage, if I get death gripped the I blink (It is very important that a mage blink right away because a DK can melee hit you for 5k if you are next to him/her), if I get chains of ice then I use icy veins right away (with icy veins glyph), if you don’t have the icy veins glyph then use your pvp trinket but I don’t advise using that in arena.
Frost spec is just as useful as any of the other specs. It has a high output of damage, when the extra talent skills are combined properly. Plus, the added bonus of Death Runes from blood runes help to make it stand on its own.
I have countless times outdone Unholy specced DKs with my frost spec, simply because the amount of crit damage and the rate that it happens caps out my dps far more than what they can do in a short amount of time. Paladins are having a rough time with us right now.
Nice. Concise. Good job.
That also depends on whether the DK has acquired any of the crowd control escape pots or trinkets, as any good pvp DK should, and has them off cool down. basically it boils down to the DK managing his coold downs correctly. i wish good luck to those when they are available to them.
I can’t help but disagree with this “guide”. Completely and utterly.
The so-called counter you offer against DKs is based upon the expectation that you are playing against an utter idiot. And DK’s pet fragile? Pffft. Far from it.
A decently played DK is nearly unkite-able by almost all classes. Between Icebound Fortitude, Lichborn, Anti-Magic Zone, and Bone Shield, you have to literally be completely inept to be kited by any class. Not even hunters in TBW, the so-called king of kiting, can successfully kite a decent DK.
Futhermore, you are forgetting DK’s ability to self-heal relatively well. Runetap, Mark of Blood, Death Pact, and Vampiric Blood, if spec’d deep into Blood.
And let’s not forget Strangulate & Mind Freeze for easy silence, and Chain of Ice, the best slowing ability in-game.
Can’t help but wonder if you are one of those Death Knights, looking to claim otherwise to your class’s apparent overpowered status.
But I digress.
Silence also works.
just one question where have all the podcasts gone??? would love to hear about endgame content now. wether warriors and paladins are still great tanking options? and any gold making tips as they are always helpful.
“The primary weakness of a Death Knight is their susceptibility to snare and root effects; they have no means of escaping crowd control”
You seem to have forgotten “Insignia of the Scourge”, the first trinket a DK gets.
Also, I would LOVE to see a podcast that talks about 3.1. There is a lot of new info, and it would be great to learn about it in-depth! Thanks.
I just have to say. Since WotLK came out, i have shelfed my 3 main 70’s (rogue,Hunter and Pally) in prefrance of playing a DK. I have played all 3 specs of DK and think this is a great guide for those people who are having problems with DK’s. Of course there are good DK’s out there who cant be kited, hey it happens, but for the most part this is a correct guide. I will add a little nugget of info myself thou, for those who dont know, and it seems alot dont. DK’s pets are considered, UNDEAD, pallys/priests can take them out in mili-seconds, and for Unholy DK’s who turn into Gouls, just CC them and walk away, or if you a pally, its time to bring back a great spell and use it here TURN UNDEAD. I am currently a unholy DK and hate turning to a goul when pallys or priests are around cause i drop so damn fast
With the latest patch, the frost spec talent “killing Machine” now has a better crit chance. I easily get a 3k AoE crit with howling blast every 2 or 3 times I use the ability. Mind freeze and strangulate are also very important to use while destroying healers. the only class that might be able to withstand a DK barrage is a paladin who can bubble till he can get some help from someone else, of course that usually only works for multi player situations like BGs and arenas or small groups. Also, at lvl 80, death knights have “Army of the Dead” which puts out amazing dps especially against clothes.
Although you maybe right about DK’s in pvp mainly being Blood and Unholy but that is for the simple fact that people a gone back to how the game used to be plzyed before the dawn of the hybrid class. Frost is good spell dps but they aren’t “seen” as the big threat because most frost are normally followed by a healer etc…. but their is a very simple solution to that tiny problem. Do what i have done in many different battle groups. Hybrid, Frost for the spell resist and spell dmg increase but have your off or “2nd” spec as blood because as it was said in the post before they have great healing abilties when confronted in pvp its just a matter of letting loose the right blood spell at the right time.
i cannot play my blood DK very well, aqnyone have any tips or shot rotation for me? thanx in advance.
I would have to totally disagree with the fact that frost isn’t good for pvp. First off unbreakable armor(along with its glyph) gives the Death Knight great damage reduction(most of the time I just absorb all the damage while under the affect of unbreakable armor) for 20 seconds, and not to mention on top of the huge damage reduction the frost tree offers, it also offers high amounts of burst damage if setup right along with your glyphs you can get up to 4 frost strikes which for me can crit from anywhere from 4-7k and along with howling blast critting for around the same amount, I have played all the trees for a death knight in pvp and I definitly think frost has the most pvp potential. As far as the death knight being kite able I couldn’t disagree any more, My unholy death knight with full pvp gear is unkitable I can litterally spam chains of ice all day long making it impossible to kite me, and along with my ghoul wailing on my oppenent I can easly take down any hunter or mage trying to kite me.