Death Knights are unstoppable champions of the lich king with powers only rivaled by paladins. In the Death knight starting zone we are given a quest to tame a Death charger but after that it becomes neglected. Paladins have an ability that lets them mount their charger so why don’t we have the same thing? Currently Death knights are the slowest class in the game with it always being hard for us to catch up in Mythic, Raids, and PVP.
Here’s a solution that I’ve come up with for this issue and to make it synergize with our playstyle a little bit:
Death’s Stead (1 min Cooldown)
resurrect your invincible charger from the shadowlands leaping atop it, increasing movement speed by 100% for 5 sec and resetting the cooldown of Death & Decay. Usable while indoors, in combat, or while dead.
You can make it a talent choice nod between it and Wraith Walk.
i’d rather have unnatural speed like i did from before legion
but instead of bringing presences back they should put blood pres into vet and unholy’s speed into DA and revert that to its wod version. so that would make us as fast as the group and we have a nice on use speed boost when we need to vroom
Divine Steed is garbage and im glad we never became the mounted class they were trying to make.
I would rather have DA any day over what divine steed is. We also arent that slow and tankes going off faster than the rest of the group constantly doesnt make any dungeon or raid faster realistically. The only tanks that there is any issue with are probably Vengeance and Brewmaster. All the rest are pretty even.
As a shaman main I can’t imagine the impossibility of trying to get away from a death knight with death grip AND divine steed. From a PvE standpoint, sounds fun and fitting. From a PvP standpoint, no. DKs would destroy all ranged classes with ease. I’m not familiar with the DK tree, but to make it fair I feel it would have to be a talent that maybe replaces death grip or gives death grip a greater cooldown to compensate for a divine speed spell.
We already have Deaths Advance which is a better Steed. I wouldnt even want steed in PvE. Gaining movement speed, cant slowed under a certain amount, prevents knock ups and knock backs which is really good. It also lasts for 10 seconds, and can have 2 stacks of it. Stacks arent as good as just flat CDR, but it helps even slightly.
Steed is garbage and you have yo use hand with it in pvp. PvE its just movement.
Tl;Dr for those who don’t want to read below: Death Grip is an Interrupt for small Adds, too important to replace.
I doubt any serious DK in M+ would ever touch the Steed ability if it hurt Death Grip in any way. Death Grip is essential as an extra Interrupt for any humanoid or smaller targets, capable of stopping even non-interruptable casts simply through forcing movement. Helps with pulling Caster Adds up close to the group as well so the group (and yourself) can AoE them down. Especially helpful for pugs where your group half the time doesn’t know what an Interrupt is, so you can Mind Freeze a big Add then Death Grip two smaller Adds for an effective 3 Interrupts all at once, all while saving Blinding Sleet as an emergency AoE Interrupt.
Op should not be talking. Ive mained blood since lich king and only changed in df to my pally. DKs are just broken. If you are slow then you have no idea whatyou are doing
I can agree to that. Double Charge Death’s Advance + Wraithwalk is quite a bit of consistent movement. While it isn’t really any burst movement like Leap or Charge, it’s plenty to keep up with the Tank, or lead the charge as said Tank. Personally, I hardly use Darkflight when in DF Instances, the times it comes in handy is when I’m curbstomping through old content and the enemies die instantly from Howling Blast. We don’t really NEED more movement speed. Though, tbh, if we had ways to cut down Death’s Advance’s cooldown for things like Knockback Negation, I’d be all over that.
I was doing some PvP last night, and while running bombs in the enemy base, there were, of course, a few people trying to slow us down. Once we got a few more than they were able to handle, everyone starts gunning for the exit. A warrior leaps away, so i grip him, he charges someone, so i pop slappy hands since he was in range. Now, i assume he thought he could get away, thinking i used slappy hands because i didn’t have another charge of grip, so he leaps again, and the 3rd grip goes out. I can only imagine the annoyance (and possible rage) he was feeling, lol.
Side note: Last night was a good night for horde in EBGs (hopefully for more than just myself). Went 3/3 in EBGs, and had 3 different maps. Felt good.
Our mobility trade off is that we can control other enemy mobility with grips and chains. We also have two charges of DA, movement impairment reduction and Wraith Walk. We don’t need more in my opinion.
Also Divine Steed looks really dumb and even the Paladin forums complain about this and want visual alternatives to it.
Please god no, there’s already too much mobility in the game, plus dks are practically unpeelable as it is. I think they need to get rid of wraith walk and keep grip and death’s advance, and prune a lot of other movement abilities in the game.
Correct positioning should be rewarded, not sprinting around to avoid sh*t all the time. Plus, even though you could argue dk has always had the horseman fantasy, divine steed just feels terrible to use. They’d have to let us be on the mount for longer than 2 seconds and at that point I think it’s too much.
Yeah, as much as i would like to get around dungeons and raids faster, i do enjoy DK’s ability to control in PvP. It seems more sinister to control someone, as opposed to keep up with them.