In the past two weeks I have been told I wasn’t going to be allowed to join Heroic PuGs three times. “DK’s just mess things up.” It wasn’t because of anything I did, but rather a general malaise towards the class because of the actions of a few players, known as “Deathtards”, which seemed to have made things rough on their groups. In today’s post, I will be talking about the basics of DPSing in a pick up group (PuG) and some of the Dos and Don’ts specific to the DK class. So let’s get to it…
1) DO Stay Alive!
I heard a saying once that I think still holds true (I would give credit to whomever coined the phrase, but I don’t know who it is).
“If the tank dies, it’s the healer’s fault.
If the healer dies, it’s the tanks fault.
If the DPS dies, it’s their own damned fault.”
The only reason you should die in a group is because the tank is already dead. If you die for any other reason, it’s probably your fault. Use Icebound Fortitude if you have to. Run away from the mob if you have to. Use a health potion and a healthstone if you have to. But it’s your responsibility to stay alive during a fight. If the healer can possibly keep you up, they will, but don’t blame them if you die just because you were too stubborn to run out of a Flamestrike.
2) DON’T pull aggro (unless you HAVE to)!
I know this sounds like it should be part of the first point, but I see them as slightly different. You can take damage without have aggro from a mob, which is what I am considering part of staying alive. This is more to the point of, keep the hate on the tank and things will go smoother. If you pull off the tank, he is going to try to get the mob back (unless you do it all the time in which case, he and the healer are likely to just let you die). If he is working on getting a mob off of you, he’s probably not building enough hate on the others in the pull and soon enough one or some of them is going to peel off and take out another DPS or worse yet, a healer. Don’t pull aggro. It just complicates things. Make sure you’re not in Frost Presence as this will get you aggro faster than a corn cob in a pig trough. Always assist the tank. If you don’t know what this means, there is a function built in WoW that allows you to basically hit the same target as someone else without having to tab through targets and try to work it out for yourself. I use a simple macro (although I know there are much more elegant ones out there).
/tar NAME
/assist
I just change the NAME whatever the tank’s name is in our group at the beginning of the run, and I’m all set. You can add the macro to your hot bar and use a hotkey to target his target whenever you want. It’s really helpful to get on track if things get a little sketchy and you’re not sure who to target next. Also, don’t start AoE too early, especially Death and Decay (DnD). On a typical pull, I start with Icy Touch on the tank’s target as they run to our group, then Plague Strike once they’re in melee range. Now that my diseases are up on that target, I use Pestilence to pass them around, THEN I use DnD. It has alot of threat built into it, so hold off as long as you can so the tank can wrangle all the mobs.
3) DON’T Break Crowd Control!
It’s the one caveat to the typical pull I listed in the last section. If there is a mob that is supposed to be cc’d, then RESPECT THE CC (Crowd Control)!!! That means, don’t Howling Blast it or use pestilence if you’re in range of it or dump
a DnD on it. With the change to Heart Strike (HS) hitting two mobs, it WILL hit sheeps and saps and such, so I generally turn my back to that mob so it can’t or avoid HS altogether till it’s not a concern.
Your personal DPS is secondary to the success of the group and if you break cc then you are making everyone’s life difficult by changing up the pull. Just don’t do it. I know that a DK’s DPS really shines with AoE, but it’s just not worth it in the long run. If you do break the cc, then you should be responsible for handling the mob till the tank can pick it up or it can be cc’d again (if possible). Otherwise, your mob is probably going to wait for the healer to get off one decent heal and head straight for them. So, make sure you use Chains of Ice if you need to lock it down for the tank to get it back or the healer to get away from it. Try not to use an attack that will put a damage over time effect on it, because then it can’t be cc’d again.
4) DON’T initiate pulls!!
I know it’s tempting to sucker punch a mob or Death Grip (DG) the first target smoothly through the air to start a pull, but if you’re not the tank, you’re just making things difficult. The tank will have to pull EVERY mob off of you before they get to you because you have the initial aggro and if your tank doesn’t have an AoE taunt available, then it’s gonna be a tall order. Then we’re back into the hassle of you getting hit HARD and needing heals and mobs maybe running to the healer if the tank can’t grab them all. It’s just unnecessary and drives healers and tanks crazy. It also makes it tougher on the other DPSers because the may not know who to attack. Just don’t do it.
5) DO Save the healer!!
I mentioned in my first point, not to pull aggro unless you HAVE to. If there is a mob racing to your healer, this is when you can use your DK uberness to save the day and everyone likes a hero class to play like a hero. The only time you should use Death Grip in a group (other than if it’s requested by the tank to get a pesky ranged mob closer or if there is a mob near death that’s running away, possibly to pull another group) is when mobs are running at your healer. I will use DG (since I am right next to the tank almost always) and then will use Chains of Ice to lock the mob in place so hopefully the tank can taunt it back. I then, run away screaming like a little girl, since DG is also a temporary taunt and the mob will punch me if I stand there. So, I’ve saved the healer, given the tank a chance to get a mob back AND stayed alive. That’s the kind of thing that will get you invited back, fo sho!
6) ZOMG DEE PEE ESS!!!
Yup… the very last thing you need to worry about in a PuG is doing the one thing you were invited to do. Wierd huh? If you can do all the things we’ve talked about up to this point, then this part is the easy one. Bash heads… ’nuff said.
Understanding what goes into a smooth run, and more importantly what will make things go badly and avoiding them, will keep you from perpetuating the notion that all DK’s are “Deathtards” and hopefully get you asked back. I’ll be honest, any trained monkey can DPS. Learning what buttons to hit in what order is what monkeys were doing 40 years ago when they got sent into space… That’s right. A monkey can DPS AND has been to space. If I were setting up a group, I would rather invite the one that would make things go easily and quickly… and not having to dodge poo the whole run would just be gravy.
Have fun.