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Are Death Knights auto win in PvP?

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Here's a question I'm sure a lot of players have asked themselves when faced against those dreaded Death Knights. Critical QQ wrote an interesting post in his blog theorizing that the side with the most number of Death Knights will win. Think Ret Paladin during the first week or so of Patch 3.0. He posits that Death Knights are such a powerful PvP class that they tend to turn the tide of a battle. To a degree, it's actually true. The very first Arena Master was a Death Knight.

The blog post plays out several scenarios where Death Knights make a difference but doesn't get into too much detail. But the point he makes is clear, and some of you might have actually felt it whenever you played some Battlegrounds -- whichever side has the most Death Knights wins. I've never actually stopped to figure out the ratio of Death Knights in all my Battlegrounds games, but there's no question a Death Knight is a force to be reckoned with in PvP. But are they unbeatable?

The obvious answer, of course, is no. But they sure are damn hard to put down. Blizzard was aware of this and severely nerfed Unholy in Patch 3.0.8, cutting down the duration of Anti-Magic Zone, lowering the mitigation of Bone Shield and Icebound Fortitude, and putting an unnecessarily long cooldown on Shadow of Death as well as removed it from Arena play. The last change was needed, but the 15 minute cooldown is probably too long considering Blizzard also nerfed the duration to 25 seconds. They also toned down the class' burst damage somewhat, including the amazing Gargoyle talent.

The non-healer healing class
So how come Death Knights are still extremely powerful in PvP despite the mitigation nerfs? Have you ever fought a Death Knight and wondered to yourself why your health keeps getting low while theirs is getting high even after you've hit them with everything you've got? Something that's been overlooked for the most part in the spate of recent balance changes is the sheer awesomeness of Death Knight self-healing. Mitigation on separate cooldowns and a variety of self-heals make Death Knights one of the most resilient classes in the game.

As a baseline ability, Death Knights have Death Strike, a melee strike that heals them as long as they have stacks of diseases on their target. Once Death Knights have set up, it becomes very difficult to stop them because they'll wear you down while they pump themselves up. Then there's Death Pact, the legacy Warcraft III ability, that sacrifices an undead minion such as a ghoul or gargoyle in exchange for health. Note that Death Pact works off maximum health and not current health, which means it's an excellent ability to use when their pet is about to die.

Blood has access to Rune Tap, as well, which when improved can heal them for 20% of their health every 30 seconds. Prior to the nerf, the most popular PvP builds were a mix of Blood and Unholy which had access to frightening healing as well as mitigation. Blood / Unholy Death Knights will use either Scourge Strike or Death Strike depending on whether they need healing. Because both strikes use Unholy and Frost runes, this leaves a Blood rune or two for Rune Tap at a moment's notice. That's not even the best part. Rune Tap is off the GCD. Insane? Sure it is.

While not a popular build for PvP, some pick up talents like Bloodworms, Blood Aura, and Vampiric Blood, which add to self-healing. Vendetta is awesome for a continous grind -- not just for mobs, but in Battlegrounds PvP or Wintergrasp. Sure they'll need to land the killing blow to proc it, but they're Death Knights. Killing blows are second nature to them.

Now, although Unholy is still the PvP tree, it's now more common to complement it with Frost all the way up to Killing Machine. Players speccing Frost / Unholy pick up Lichborne along the way, which is an incredible anti-CC ability on a three minute cooldown. Aside from breaking Charm, Fear, and Sleep effects, it provides immunity to it for 15 seconds. Guess what? Just like Rune Tap, Lichborne is off the GCD, as well. Here's another Death Knight trick -- when under the effects of Lichborne, they can heal themselves with Death Coil. So you can add that to the list of effective self-heals.

Understand that these heals can tick for a lot. Death Strike can crit, which sometimes results in heals upwards of 5,000 hp. This means that while they're dealing damage, they're healing themselves at the same time. Because Unholy Presence cuts the GCD by .5 seconds, Death Knights can blow two Death Strikes in quick succession to heal themselves for a considerable amount. If they have a lot of diseases stacked, that's a lot of healing. Ten seconds later, they'll be able to do it again.

The best (or worst, if you're up against a Death Knight) part is, all of these heals are instant. None of them have a cast time. Rune Tap is an instant heal off the GCD on a thirty second cooldown. Death Strike is a heal that is part of an attack, usable twice in succession every ten seconds. Death Pact is instant on a three minute timer. Bloodworms just happen. All Death Knights will have access to Death Strike and Death Pact, while the others are talents. Instant, uninterruptible self-healing on one of the most devastating DPS classes is equal to PvP godhood.

Mitigation and control

We've mentioned mitigation, but even if these were nerfed they still bear mentioning. The Unholy talent Bone Shield is a 20% mitigation that's undispellable because it's a physical buff. Most PvP Death Knights will have this. Then there's the obscenely overpowered -- even after the nerf -- baseline spell Icebound Fortitude. Aside from 20% mitigation again, that's a 12 second stun immunity every minute. It costs a mere 20 runic power, making it easy to have up at all times. Death Knights can theoretically be immune to stuns 20% of the time. Although you won't see it too often, Guile of Gorefiend deep in Frost makes it last 18 seconds, or roughly 30% uptime. It's also a physical buff, making it undispellable. Did I mention it's off the GCD? Yeah.

We've mentioned Lichborne, which is like the PvP trinket on steroids because it not only breaks but provides immunity as the Death Knight becomes Undead. Another talent that makes them Undead is Shadow of Death, which keeps them fighting. Even though no longer usable in Arenas, Unholy Death Knights in the Battlegrounds or in world PvP aren't just hard to kill, you have to kill them twice. If that's not survivability, I don't know what is.

Both Lichborne and Shadow of Death are talents, however, so not Death Knights will be unstoppable, un-CCable Undead machines of doom. On the other hand, Anti-Magic Shell is a baseline ability that makes every single one of them immune to most forms of crowd control for 5 seconds every 45 seconds. Hex, Sheep, Paladin stun, Fear... none of those will work. That's in addition to the 75% damage absorption. It probably won't surprise you if I told you this is off the GCD. Because it is.

The importance of speed
Speed is critical in PvP. This is why Unholy Presence is godly. It's great for DPS, sure, but being able to access important abilities at an instant is so powerful in an environment where everything happens within the blink of an eye. So while most classes lock themselves out of options for 1.5 seconds whenever they cast a spell or perform a strike, Death Knights are only locked out for 1. Furthermore, the good number of mitigation and anti-CC abilities they have off the GCD means that they can freely use special strikes while still having instant access to those spells. Not only do they have access to those spells, but if the situation calls for it, they can activate them all at the same time.

I don't think I need to spell out how stupidly powerful this is. Death Knights have powerful spells off the GCD on relatively short cooldowns. Meanwhile, something as simple as Paladin auras activate the GCD. The Death Knight version, the presences, are off them. Furthermore, Death Knights have access to instant heals. Hybrid classes in DPS specs such as Enhancement Shamans and Retribution Paladins don't have instant heals. Well, Paladins do when they pick up The Art of War. Except that The Art of War procs after a crit, and Flash of Light heals for considerably less than a Death Strike, even when it crits. Furthermore, an instant Flash of Light activates the GCD and resets the swing timer.

We won't even need to talk about the plethora of offensive abilities a Death Knight has access to. I'm sure many of you have tasted that first hand. The reason Death Knights are so powerful in PvP is an accident of design. Many of the mitigation abilities are intended for tanking, but they translate incredibly well for PvP, too. The change to Icebound Fortitude was made so that tanks with high defense could continue to have their own version of Shield Wall on a one minute timer. It's no longer as strong in PvP but you get the idea. The class is designed to tank while dealing good DPS, but the corollary is that the class will be devastating in PvP.

So are Death Knights autowin in PvP? Will the side that has more Death Knights win the match? It's definitely a stretch to proclaim that, but it does have some basis. The class in the hands of a mediocre player can do incredibly well. Now imagine that class in the hands of the best PvP players in the world. That, my friends, is an autowin.


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