Guide
Preface:
This guide is intended for Death Knights that are working on Heroic Faction Champions. Death Knights are often used in this encounter to lock down a single melee DPS target. While a standard DK spec can greatly reduce the DPS done by their lockdown target, a DK in this spec can nearly achieve complete lockdown. This is very helpful if you are facing an unfavorable composition, have a lot of clothies or people who lack PvP experience in your raid group, or are working on Tribute runs and simply want to minimize your risk.
Note that this spec completely sacrifices your damage output. Your job in this role is not to DPS but to keep others alive.
Fight Mechanics:
Faction Champions AI Behavior: A Definitive Analysis
Before continuing with the guide, read this excellent post on Maintankadin by Brekkie of Forlorn Legacy. The part that pertains to this guide is the section on the Melee DPS Champions. Remember, your job is to keep your raid members alive. Most often, you will do this by snaring, Death Gripping, and CCing your target. However, you can also use these threat mechanics to make your target attack you instead. This type of control is just as valid as snaring, and is much easier for you to handle.
Because of this, I run in Unholy Presence instead of Frost Presence. Unholy Presence gives me less armor, which increases my relative threat to the melee Faction Champions while not affecting the targeting of the ranged Faction Champions. UP also gives a nice bump to run speed and gives me a 9 second rune cooldown with Improved Unholy Presence.
Gearing:
You have three priorities when gearing for Faction Champions. The most important are reaching spell hit cap and getting a reasonable amount of buffed health. Avoidance stats (defense, dodge, and parry) are a lower priority, but still useful.
Remember that you are working on a mob without any raid debuffs, so you’re aiming for 14% spell hit (with Virulence). The fight certainly can be done with less, but your job is to apply effective, regular snares, and capping hit makes this far easier.
The second thing you are aiming for is a reasonable amount of buffed HP. I always aim for just over 40k buffed HP. I have found that this health range is a good sweet spot for getting my target to attack me but also giving me enough HP to survive focus fire from ranged DPS.
Barring these other concerns, your last priority for gear is avoidance. Higher avoidance does not lower your threat against the melee Faction Champions but it does significantly increase your survivability.
The Spec:
http://www.wowhead.com/?talent#jZGghz0rG0fuZcrMGxbbMfuzb:Nb0
This is the spec that I currently use. Many of the talent points are simply filler points, but the following are the important talents:
Improved Icy Touch – You’ll be keeping Frost Fever on your target, and this will increase the attack speed reduction.
Icy Reach – An extra 10 yards on Chains of Ice will help you get back on your target faster after getting CCed.
Lichborne – A free fear break every two minutes.
Endless Winter – This applies Frost Fever to your target every time you cast Chains of Ice on it. This will apply the attack speed debuff from Frost Fever as well as activate...
Chilblains – This will keep a 50% snare on your target as long as Frost Fever is active. This ability lets you keep a moderate snare on your target even if you are CCed.
Hungering Cold – HC has several uses in this fight.
Unholy:
Virulence – You’ll be working on a target with no debuffs, so the extra spell hit is very helpful here.
Unholy Command – A reduced cooldown on Death Grip gives you much more control over your target.
Ravenous Dead – Not a vital talent, but your Ghoul can be targeted by enemy champions. The extra Stamina is helpful.
Epidemic – An extra six seconds on Frost Fever allows you to keep the Chilblains snare active longer.

Night of the Dead/Master of Ghouls – Perma-ghoul is used for this fight for his stun ability, Gnaw.
Desecration – With this ability, you can use an Unholy Rune to drop Desecration. This snare is relatively useless for controlling your target (since the Desecration snare does not stack with Chilblains), but it will snare any other mobs that pass by it. This gives you something useful to do with your Unholy Runes, which mostly go to waste in this fight.
Reaping – Very useful, I will get into further detail a bit on.
Improved Unholy Presence – Since I run in Unholy Presence, the faster rune cooldown is beneficial.
Glyphs:
The most useful glyphs for this fight are Hungering Cold, Ghoul, and Anti-Magic Shell. (Icebound Fortitude is a reasonable glyph if you’re not going to be wearing any defense gear for this encounter). However, none of these glyphs are that important and can be skipped if you don’t have them readily available. If you are assigned to start the fight with Hungering Cold, you can use Death and Decay and Horn of Winter to build your Runic Power pre-pull, but this might slow your pull down while you build RP.
The Pull:
Make sure your pet is not set to auto-cast any abilities, and put your pet on Passive. You want to control who he attacks and you want to make sure he has energy available when you need to use it.
Keep in mind that on Heroic mode, the Faction Champions do have 5-minute PvP trinkets. The AI for trinkets is not very sophisticated, and they will usually use their trinkets as soon as they are available. Our pull involves sending in one DK (with a Hand of Protection) to use Hungering Cold on all the Champions. This will cause them to burn their PvP trinkets early and will deprive them of their trinkets for the crucial first few minutes of the fight.
We also use a second Hand of Protection on a Warlock or Shadow Priest who will follow the DK in and AoE fear. This AoE fear is used to break up the cluster of mobs that you will have after the pull. Once that fear is up, Death Grip your mob away from the raid and start your CC cycle.
The Fight:
Your main snare in this fight is Chains of Ice. Note that you do not want to spam Chains of Ice. Since the percent snare from Chains lessens every second, you want to space out your casts. I will generally recast it 3-4 seconds after my previous cast. If I have Death Runes available, I will recast Chains slightly more frequently.
Don’t forget to stay alive. If Anti-Magic Shell is up and one of the casters is on you, use it. It’s a short cooldown, and should be used as often as possible. Use Lichborne to break any fears. If Anti-Magic Zone is off cooldown, find a clump of healers or casters and use it over them. Even if they’re not being targeted by casters, odds are good that some of them have magic DoT effects on them. Remember that health deficit is one of the factors used by the Faction Champions when selecting targets, so anything you can do to keep your most vulnerable raid members topped off is helpful.
Finally, save your Icebound Fortitude for when you are being targeted by and in range of more than one melee Faction Champion. If this happens, switch to Frost Presence as well. A part of what the melee Faction Champions take into consideration when choosing DPS targets is your armor value, so switching into Frost Presence will likely cause one of them to de-target you.
You’ll have tons of free GCDs in this fight, so here are some ways to use them:
Blood Strike – I recently added Reaping into this spec, which allows me to use Blood Strike or Pestilence on my target to flip my Blood Runes into Death Runes. Anytime you have a Blood Rune and a free GCD, use BS or Pestilence on your target. (Note that if your raid is using any CC that breaks on damage, such as sheep, you should use Blood Strike instead of Pestilence). This will allow you use Chains of Ice more often. I noticed a huge improvement in my CC when I added Reaping to my spec.
Blood Tap – Blood Tap also allows you to flip a Blood Rune to a Death Rune. I will always use this on the pull so that I can use Chains of Ice three times on my first set of runes. After this first round, Reaping will usually provide enough Death Runes for CC, but this is good for an emergency snare.
Plague Strike – Plague Strike your target to drop a Desecration underneath him. This will not provide any extra slowing on your target, as the Desecration snare is exclusive with the snare from Chilblains, but this will snare any passing targets.
Death Grip – Death Grip is mostly used when it’s off cooldown. Use DG to pull your target away from the raid if it gets too close. I try to pull my target up against the wall, as it gives my raid more room to work with.
Hungering Cold – This is a very powerful ability for this fight. Hungering Cold allows you to lock your target down for ten seconds every minute. Use it as often as you can, but be careful. Hungering Cold applies Frost Fever, so do not use it near any targets that are being controlled with breakable CC (such as Polymorph). I’ll usually Death Grip my target before using Hungering Cold so I don’t DoT up a CC target.
If you have another DK doing a CC job, you can coordinate with him to pull both of your targets near each other and alternate using Hungering Cold. If you do it right, you can catch both mobs in Hungering Cold.
Remember to pull your pet off your target before using HC. Your pet will continue to melee when you apply HC and will break the effect.
Gnaw – I’ll use Gnaw on one of two occasions. If we're not fighting against the Holy Paladin, I’ll use Gnaw at the end of Hungering Cold to extend the stun. If the Holy Paladin is there, I’ll save Gnaw for when my target gets Hand of Freedom. The three second stun is usually enough to get someone to dispel my target and get back into my lockdown rotation. Since I don’t use my pet just to attack my target, I’ll use Leap to close before using Gnaw.
Dark Command – The Dark Command taunt works on pets in the Heroic version of this encounter. Before we start the encounter, each of the pets will be assigned to one DK. I set my focus to my pet target and hit the following macro every now and then.
#showtooltip Dark Command
/cast [target=focus] Dark Command
Often you will be out of range of the pet, but you can use this to save a little bit of damage on your raid (and in the case of the Warlock pet, occasional spell locks).
Raise Ally - Don't forget this little gem. People will die in this fight. Raise Ally provides a nice bit of DPS and the ghoul can make an excellent totem stomper.
Communicating:
Check with your raid leader about how much you need to communicate. In the case of my guild, we call out any time a melee Faction Champion switches targets. Your raid leader may ask you to only call out when someone is in danger. In any case, be vocal. If someone isn’t moving, call them out. Your job is to keep other people alive, and part of that job is making sure your raiders know what’s going on around them.
Conclusion:
Death Knights are exceptional at handling melee DPS on this encounter. While this kind of control is not required, it can be beneficial for guilds that are struggling with the encounter or that are going for the Tribute to Insanity/Immortality.
If you have any comments or questions, please use the comment section on this page or PM me directly and I'll be happy to get back to you.
Feels a little incomplete. What do you do when the DK pops gargoyle? When's the best time to DF? What happens when you've burnt blink on gnaw and the DK grips you? What kind of positioning should you use for the elemental? Also, are we talking duels here, or arena?
Article author
I hope to keep these up to date as we progress through various patches.