Tag Archives: blood DK

The Big Book of Blood DKs

6 Sep

With 5.0.4’s recent release, and random spigots of incorrect or simply mistaken information, I thought that I would go and give a full on “How to Blood DK” guide for 5.0.4 and beyond (barring any weird changes that may be patched in). I shall warn you now… this may be a VERY wordy post. Also, this is geared to level 85s

“Wat buttan does I hit?”

Blood DKs abilities have changed very little from before-to-after 5.0, but the way you weave them into battle may be different than what you’re used to. Let’s start with our “rotational” priorities.

1st – Diseases (Frost Fever/Blood Plauge). These can be applied by either using Outbreak (1m cooldown), or Icy Touch and Plague Strike respectively. To be honest, you shouldn’t ACTUALLY be hitting Icy Touch/Plague Strike very often (more on that later). Any time you are facing any enemy, these diseases should be on them. Strive for as high of an uptime as you can possibly manage.

2nd – Death Strike (Blood Shield). Death strike’s purpose is two-fold. It heals back a percentage of damage we received over the last 5 seconds, (minimum of 7% of your max health), and creates an absorption shield equaling a percentage of the amount healed. (This absorption shield is made bigger by your Mastery stat, more on that later). Also, if you’re not actively tanking, the more death strikes you do, the bigger shield you have built up for when you have to take the boss back.

3rd – Free Blood Boils or Death and Decay – This is going to be a personal choice here. If your diseases have a long duration remaining, and Death and Decay is off cooldown, it is a dps gain to use it. If the diseases have less than half of their duration (under 15s), use Blood Boil to refresh them. The idea here is that free buttons are free damage, and free damage is never bad, except when it interfere  with your survivability (thus Death Strike ahead of BB/D&D).

4th – Rune Strike – Depending on which level 75 talent you picked, Rune Strike is always going to be what triggers it. More rune strikes means more regenerated runes, meaning more death strikes, meaning bigger shields and/or more healing.

5th – Heart Strike/spent Blood Boil – Heart strike is going to be where the majority of your actual blood runes go on single target fights. That said, because of Crimson Scourge, there is nothing wrong with using Blood Boil to refresh your diseases in between Outbreak cooldowns. Up to three targets at once, you’ll still want to use your blood runes on Heart Strike. More than 3 targets, and you can use them on Blood Boil.

6th (or whenever you have downtime) Horn of Winter – This gives you 10 runic power when you use it, and ensures that you’re always hitting buttons, as well as keeping the buff up (if you’re the one responsible for it… if you’re not, it’s still good for the free runic power).

Diseases > DS > Free BB/D&D > RS > HS/BB > HoW. Diseases are the most important to your survival because they apply the Weakened Blows debuff to any enemy, and reducing their damage output right from out of the gate is the single best thing you can do for mitigation. Death Strike is unique in it’s both reactive and proactive abilities. It heals you up, as well as gives you a shield (which only applies to physical damage, but it’s still very important). Blood Boil is simply a way to make sure your diseases are constantly rolling. Rune Strike is how you make sure you have as many runes returned through your regeneration gambits as possible. Heart Strike is purely a DPS button really. Horn of Winter keeps a buff up on your raid, and provides you a minor amount of RP, so you can rune strike more.

“OMG How I not die?!”

Death Knights have *absurd* amounts of defensive cooldowns at their disposal, and are easily one of the most survivable classes, both independently, and in a group situation. A well-played blood DK can keep a group going long enough on an unexpected healer death for that battle rez to fire off, whereas other tanks might simply melt away going “OMG HEAL ME NUB?!”

Icebound Fortitude – Reduces ALL damage taken by 50%, lasts 12 (3 glyphed) seconds. 3 minute (90 seconds glyphed) cooldown.

Anti-Magic Shell – Absorbs 75% (100% glyphed) of magic damage done, up to 50% of the DK’s health. Absorbed damage generates Runic Power. Lasts 5 seconds, 45 second cooldown. (Note: the tooltip says 50% of the DK’s health, and I assume it means 50% of the DK’s *maximum* health. I am looking in to it to be certain though).

Dancing Rune Weapon – Mirrors the DK’s attacks for 12s, and grants an extra 20% parry chance for the duration. 90 second cooldown.

Vampiric Blood – Temporarily increases max health by 15%, increases healing recieved by 25% (or, simply increases healing recieved by 40% glyphed) for 10 seconds. 1 minute cooldown.

Bone Shield – Reduces ALL damage taken by 20%, lasts 5 minutes or until 6 charges are depleted. 1 minute cooldown. (It’s worth noting that this no longer costs an unholy rune. It’s arguably worthwhile to just use this on cooldown, as it lasts a pretty solid amount of time)

Rune Tap – Converts 1 Blood (or death) rune into 10% of your health. 30 second cooldown.

Army of the Dead – Summons an army of ghouls over 4 seconds. While channeling, the DK takes % less damage equal to his dodge + parry chance. (so if you’re at 15% dodge, 15% parry, you take 30% less damage for those 4 seconds). 10 minute cooldown.

Empower Rune Weapon – Empower your rune weapon, immediately restoring all runes from cooldown, and giving 25 runic power. 5 minute cooldown.

No other tank, to my knowledge, has THIS MANY DIFFERENT BUTTONS you can hit when you’re in trouble, or when you know there’s trouble coming, or to recover from OH DEAR GOD SHITSHITSHIT moments. I included “Empower rune Weapon” in this list, because one of my favorite past-times (especially when soloing things) is to wait till i’m in trouble, hit Vampiric Blood, death strike twice, ERW, and death strike two more times. That will fill your health bar more than enough to let the healers stop hyperventilating.

“Wat gear does I wear?”

One of the things that 5.0 changed, dramatically, for death knights is the importance of hit/expertise. Previously, even if Death Strike was dodged, parried, or missed, we would still lose our runes and receive the healing/shield from it. Currently, that’s not the case, but to help combat this, Death Strike can now only be dodged, not parried. What this means to us, is that Expertise is important up to the parry cap. A lot of websites will show you some bizarro stat priority that is something along the lines of:

Mastery >= Stamina > Dodge/Parry > 7.5% Hit/7.5% Expertise.

I don’t entirely buy this line of thinking, and i’ll tell you why. If Mastery (blood shield) is our most important stat (and it is), then why do we place such a de-emphasis on hit and expertise. In very low gear levels at 90, it’s VERY possible that a death knight is going to find himself with absolute shit for hit and expertise. And this means that our mastery is useless because we’re going to get our death strikes missed and dodged all over the place, which DIRECTLY translates into our best survivability tool. So, why are we forsaking hit and expertise again?  Now, don’t get me wrong, i’m not saying we should completely forsake dodge and parry to reach hit cap either, but the trick is to find a balance. I recommend shooting for between 4-5% hit and expertise before loading up on the dodge and parry. Especially now at 85, our gear levels can readily sacrifice some dodge/parry for hit/exp without giving up survivability. For me, the more “realistic” stat priority is probably closer to this:

Mastery > 4% Hit/4% Expertise > Dodge/Parry >= Stamina > 7.5% Hit/7.5% Expertise.

You’ll also notice that I moved stamina down from being 2nd in priority. As it is, DKs already get a MUCH bigger stam bonus than other tanks do, so prioritizing it so high (in gems and enchants) strikes me a quite a bit wonky. I would put it roughly on par with dodge/parry, possibly even a bit below it. That may be more personal preference than the rest of the stats.

Blurring the line between DPS gear and Tank gear

When you’re looking for gear pieces, you always want to pick something that has either mastery, dodge, or parry. Occasionally, you’ll see pieces with Mastery/Hit, or Mastery/Expertise on them. Y’know what? I would pick those pieces up too. Mastery is STILL your highest valued stat, and ignoring that is just plain silly. Besides, I already gave you my opinion on hit and expertise over dodge/parry ;D. That said, your biggest tell might come from socket bonuses. If something has a red socket, with a strength socket bonus, it’s most likely meant to be a DPS piece (but not always! Stand up for yourself in your knowledge that YOU KNOW your stat priorities). I can show you several pieces right now (coming out in Mists) that have dodge or parry on them, but still have a strength socket bonus. Why? Who the hell knows, but there it is. Anyway, ignoring socket bonuses is a time honored tradition for tanks anyway, so feel free to roll need on that Exp/Mast gear, and load it up with the Fractured gem of your choice. All of that having been said, it is going to be up to your raid leader/loot council/whatever to decide if you need it more as a tank, or if the dps needs it more. Arguments can clearly be made in either direction here.

“How does I glyph?”

Glyphs are funny things these days. By and large, they are mostly a preference choice, or situational glyphs. So lets take a look at them starting with the major glyphs:

Anti-Magic Shell – this is pretty much the only one I would say is “mandatory” for tanks. Why take 25% of the magic damage, when you can take 0% of the magic damage? This is a no-brainer.

Dancing Rune Weapon – If you are having trouble generating threat, this one is a necessary glyph, but honestly unless you’re a fresh 85 running against DPS in full dragon soul gear, you SHOULDN’T have issues generating threat. The problem with this glyph is that it takes a couple globals to reach the 60 runic power needed for DRW, and you can’t rune strike while you’re banking that much. Since Rune Strike is our highest threat generating ability, this seems a bit… counter-intuitive. Situational at best.

Death Grip – An extra 5 yards of gripping range can be nice for you, but it’s hardly necessary. Preferential thing.

Icebound Fortitude – This is an interesting glyph choice, and can DEFINITELY be nice to have for situational boss fights. High damage in short bursts occurring regularly make this a nice glyph to keep in your book, along with some dust handy to throw in or remove depending on the fight.

Mind Freeze – We’ve spent all of Cataclysm with a 10 second interrupt cooldown, so 15 seconds probably feels weird as shit to us. This is a way to help combat that, some (reduces to 13s). I personally would *never* use this glyph because I am of the opinion that RP should be used for rune strikes. This will be another personal preference choice.

Outbreak – This is just a terrible choice for a glyph, if you ask me. Since Crimson Scourge was baked into a baseline talent ability, you should almost NEVER need this more often than every 60 seconds. Free blood boils that refresh diseases are one of the best things to happen to blood DKs in 5.0.4, and 40 RP is just way too high of a price to pay, for me, for having an ability i almost never hit after the start of a fight anyway.

Pestilence – This glyph has carried forward ever since the release of the DK class in Wrath, and ever since then, I have felt very hit or miss about this glyph. Is 5 extra yards useful? It can be, sure. Can it potentially get you into trouble as well? Sure. This glyph always has, and will always continue, to scream “personal preference”.

Shifting Presences – Another one of the nice, relatively unnoticed changes of 5.0 for DKs is that rune strike works the same way for blood spec, regardless of which presence you’re in. Now, of course, you lose stam and crit-immunity by shifting into frost or unholy presence, but you ALSO are far less likely to rip threat off your co-tank at inopportune times. This may be a worthwhile glyph to have for tank swap fights, but again, it’s all kinds of personal preference.

Unholy Command – This is a glyph I have grown to love the shit out of. Everytime your manage to get a killing blow, your death grip’s cooldown is reset. Chances are, you can strike one killing blow per trash pack, at least, so this glyph is SO awesome for 5-man groups.

Vampiric Blood – This is another glyph that has seen a great debate. A little bonus health, or some extra bonus healing? Guess what. This is a personal preference too. It always has been. Some people like having that 15% extra health as a buffer, some others like seeing the bigger green numbers over their head. It’s definitely something that’s worth keeping in your glyph list, just in case you wish to swap it out.

Are you seeing a recurring theme up there for the major glyphs? A lot of them are “Personal preference” or “Situational”. Hell *all* of them are, except for Anti-Magic Shell. This was Blizzard’s goal for overhauling glyphs, and I think it works beautifully for us. Now, let’s move on to the minors.

Actually, there’s only one minor glyph I really want to mention, because the rest are purely flavor glyphs (hooray for CORPSE EXPLOSION!)

Army of the Dead – I am of the opinion that every death knight in the history of ever should have this glyph in an active slot 100% of the time. Why? Well Army already doesn’t taunt raid bosses, so it’s not going to save THAT wipe. All it does is piss off the tank in 5-mans, and at worst, can cause you to play SPIN THE DRAGON, which leads to unnecessary breath damage and/or tail swipes. Get it, Glyph it, Love it.

“How does I talent?!”

I’ve already done several posts on the new talent tree, so I will try to keep this part somewhat brief. A lot of this is going to be (even more!) personal preference, or situational. Currently at level 85, this is the talent spec I am using. Generally, for progression, I will switch out Anti-Magic Zone for Lichborne to give myself *yet another* self-healing cooldown, but AMZ is generally more useful raid-wide on the fights in Dragon Soul.

For Level 15, on single target encounters, “technically” Plague Leech is the talent of choice, because it will let you rune tap on demand, and outbreak can drop diseases back on the target in a hurry. I stick with Rolling Blood, because right now, I just find it more useful. Also, it’s *amazing* to do some real AOE dps for once.

For Level 30, you probably want to avoid Purgatory until you have a *long* discussion with your healing team. In heavy profession I will switch out between AMZ and Lichborne. It depends on whether there’s more call for raid-magic damage, or tank painful ouchy damage. Personal choice here.

For Level 45, this is another personal choice, but I feel that Death’s Advance will, by and large, be your best bet the majority of the time. Asphyxiate is clearly meant as a pvp talent (and probably to stoke a bit of nerdgasms about force choking), so it’s usefulness is limited. Chillblains is situational at best, but there are other classes that are much better suited to kiting than a tank.

For Level 60, Death Pact is the clear winner. It’s a 2 minute cooldown (which lines up with your Summon Ghoul cooldown) and restores 50% of your health in one go. If you have 2 globals to pull it off, or you KNOW there’s a big hit coming that you can prepare for, this can be an absolute wipe saver. It really comes down to knowing the encounter. Death Siphon is wonky because it uses a death rune, and those are almost ALWAYS better used for Death Strike, and Conversion is just…. I don’t even know.

For Level 75, the debate rages on. I have become a big proponent of Blood Tap. I loves it. It feels so smooth in our rotation, and it’s a *smart* button, that you can macro into EVERYTHING. By “smart button” I mean that if there’s not a rune for it to regenerate, if you hit the button, it won’t waste those 5 charges. However, if you’re used to the rune-gaming that Runic Empowerment brings along, feel free to take that. There’s nothing wrong with either choice. RE has the *ability* to gain more runes than Blood Tap, but it also has the ability to gain less… this is part of the problem when dealing with RNG systems, and why I like Blood Tap so much. Your mileage may vary, of course.

“Wat is dis runeforge thing?”

Runeforging has never been a very complicated thing for DKs. There’s always been one choice for DPS, and one of two choices for Tanks, depending on several factors. This hasn’t changed any with 5.x. In spite of some reports to the contrary, Rune of Swordshattering still does not suffer from diminishing returns, and is a pure 4% parry chance. Rune of the Stoneskin Gargoyle is the rune that provides better effective health via stamina and armor. Both of them are perfectly legitimate options for tanks of all gear levels, and both of them continue to scale well with gear (although SSG might have a bit of a sharper curve. It starts off weaker at low gear levels, and improves much more strongly as your stamina and armor improve). There’s really not any wrong choice between the two, and you can pick either without looking like a nub. Don’t put Rune of the Nerubian Carapace on though… because I *will* point and laugh.

Now then. 3 thousand words on blood DKs, with changes more than likely to come at some point or another, and updates and yadda yadda. I felt like I had to put this all for several reasons.

A – Seriously, most of you people come here for Blood DK stuff, and end up looking at my posts that are several months old with outdated beta info.

B – I’ve been to several different “theory-heavy” sites, and not all of them say the correct things. Hell, not even all of them say the SAME incorrect things. I felt compelled to set the record straight on some things (BONE SHIELD DOESN’T COST A FUCKING RUNE ANYMORE PEOPLE. HOW DID NO ONE ELSE NOTICE THAT?), and give my own PERSONAL experience with others, instead of going with what the sims and theorycrafters have only pitted and postulated about. Empirical evidence. Or something, I dunno. (gimme a break, i’m running out of words here)

C – Navimie took a comment out of context, and now picks on me that I don’t care about my readers. Clearly this is not the case because I’M DOING THIS FOR ALL OF YOU AS MUCH AS MYSELF. In spite of this, she’s actually a VERY nice person… more on this at a later date.

D – I will admit to getting pretty excited when I see large amounts of blog hits, which I have been getting lately. I don’t write BECAUSE I WANT BLOG HITS OMG, but the traffic is a wonderful side effect, and it makes me feel good to know that people are giving a solid shit about what I have to say. Plus, I feel like my point of view, while not necessarily unique, has it’s own unique voice to lend to certain situations.

Suffer well, or something like that. In case you couldn’t figure it out, i’ve decided on my main for Mists 😀