Lichborne: Blood tanking basics

I run heroics and 10 man raids on my death knight. There's simply only so much time in the day and I already raid pretty heavily on my warrior, so when I began seriously leveling a death knight I knew I would probably want to play something I felt very comfortable with. And so my flirtation with blood was born. While frost has seen some love in the most recent patch, I'm still not much for the DW DK style, and I've never really like the pet management of unholy, so I currently have two blood specs on my DK, a DPS spec and a tanking spec.
What I've always loved about blood is its strong self-healing and physical damage based nature. As a blood tank, you end up taking advantage of these aspects of the tree, which provides strong single target threat, good AoE threat and solid cooldowns and survivability. While it doesn't have the snap AoE threat of a Howling Blast or unholy's strong group threat, Blood can still tank a group quite effectively with diseases and Heart Strike, while the recent patch 3.3.3 has greatly buffed single target threat for all DK tanks and made Will of the Necropolis far more attractive for the Blood DK tank.
First off, let's talk spec. There are quite a few options for any DK tank, although most usually get the 5/5/5 triefecta of baseline talents in each spec. The spec I'm currently playing around is this, a spec that goes deeper into unholy than this spec that Daniel recommended in a previous column. You'll also notice that I chose to take talents like Scent of Blood and Rune Tap over Sudden Doom - you could easily move the points around to fit your comfort zone The strength of Blood as a tanking spec is that it has a variety of options to either increase survivability or threat depending on what you feel like you're most in need of.
Talents I really enjoy as a DK tank:
- Blade Barrier - I like this ability because it rewards you for being proactive and using your runes.
- Bladed Armor - You're going to have high armor anyway. Might as well get some threat out of it.
- Scent of Blood - Some DK tanks feel like they already have plenty of runic power, but for a tanking DK I don't think you can ever really have too much, and Scent of Blood is a nice, reliable way to fill up the gas tank for that Rune Strike spam you know you'll be doing.
- Death Rune Mastery - Helping free a DK tank from the tyranny of frost and unholy runes, this ability makes rune management (which is a big part of the threat cap for a blood DK tank) much less onerous.
- Rune Tap - Kind of pricy at the cost of a blood rune, but that's what Death Rune Mastery is for, and 10% health every minute is pretty hot.
- Spell Deflection - I'm at 20% parry without doing more than getting it on gear, which means I have 20% chance of taking almost half as much damage from direct damage spells. I'm okay with this, even though too many bosses get around it in my opinion.
- Sudden Doom - If you find yourself absolutely fine on runic power, these free Death Coils generate you threat without costing you anything, and trigger off of abilities you'll be using anyway.
- Veteran of the Third War - Strength (threat and avoidance), Stamina (health) and Expertise (threat). Pretty cheap, too.
- Abomination's Might - It's an aura now, but I don't really care about that (although the DPS probably does) - I take it for 2% strength, which is parry and threat. Win/win.
- Vampiric Blood - This is one of my favorite tanking cooldowns, hands down. Increases health by 15% and increases healing taken by 30%? On a one minute cooldown? Are you seeing a bad side here? Because I'm not.
- Improved Death Strike - One of the most attractive aspects of blood tanking is the incremental self healing a blood tank can do to make healer's lives easier (we're long past our glory days on Vezax, of course, but it's still pretty good) and Imp DS makes the self heal strike heal for 50& more. It also boosts the damage of the move by 30% and increases its crit strike chance by 6%, increasing its threat, which is pretty necessary for a move that uses up two runes. (Which is one reason why we take Death Rune Mastery, of course.)
- Heart Strike - Pretty much necessary for any blood DK, but especially useful for AoE tanking.
- Willl of the Necropolis - Especially now that this ability no longer has an internal cooldown and can be more easily activated, it's very nice. DK's generally have a slight issue with spike damage (it's a common complaint from those healing us) and having the ability to reliably reduce it as we get into the danger zone is pretty bloody nice all told.
The biggest issue with blood tanking is making sure to manage your runes. In the example above, D&D is the most expensive ability to use with a three rune cost, which means that if you throw it down, use IT and Plague Strike, and then use Pestilence to spread your diseases on an AoE pull you will have put all your runes on cooldown. This is why I mentioned Emp Rune Weapon/Blood Tap, as they will free up a rune for an immediate Blood Boil. It's important to monitor your runes and to use abilities like Rune Strike and Death Coil to bleed runic power when your runes are on cooldown when tanking as blood.
Single target tanking you'll most likely use IT - Plague Strike and either Heart or Death Strike. Rune Strike you'll use to burn runic power when it lights up just like any other DK tank, no changes there. For single target/boss tanking D&D probably isn't worth it, and Heart Strike is cheaper than Death so you'll only use DS when you expect to take a lot of damage. Remember that you can potentially have Rune Tap, Vampiric Blood and Icebound Fortitude as your cooldowns, giving you a lot of options to reduce or heal incoming damage.
Okay, this covers the most basic basics of blood tanking. It's a fun and powerful tanking tree, so go out and have fun tweaking it for your own use.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
Titleist Mar 31st 2010 3:11PM
Dang.
I was just gonna ask if you could write a feature on DW Frost DPS.....
Nevermind.
Noz. Mar 31st 2010 4:00PM
hm, Matt Rossi, well, whomever the columnist is going to be, i have a request, an article on Frost DPS.
Yesterday, during an ICC25, my [Bloodvenom Balde] got stolen, by people who claimed that DPS frost didn't exist, evntohugh i was 2 DPS on recount and hegiher than the other 2 DK's on the group.
Please, make an article!
Tarragon Apr 8th 2010 11:10PM
My raid group did a similar thing. They freaked the heck out when I bid (suicide kings) on the Bloodvenom Blade, and won it over a rogue. Luckily, I have enough senority with them that they let it fly. The next day I wrote a little explanation about how frost dps weapons work, and we're cool now.
Elmouth Mar 31st 2010 10:33PM
DPS frost is in a very comfortable place right now, it got buff'd a lot with last patch.
On tanking topic:
Blood is great for raid boss tanking and soloing old content, its actually the best soloing machine you can get in WoW right now.
But as far as trash/heroics are concerned, it pales in comparison to frost on every aspect.
I personally just use both, Frost for heroics/raid trash, Blood for raid bosses/solo.
Also, a kitten dies somewhere everytime a frost tank uses fast tanking weapons.
kooda Apr 1st 2010 2:42AM
Lol, frost not good at DPS? thats a lie whenever im frost in a group with a mage and an unhonly DK i always come out on top DPS
Chris Mar 31st 2010 3:13PM
Interesting... my DK used to be a blood tank but ended up going unholy because i couldn't keep threat on groups. I might have to give blood a try again just to see if I can make it work.
Rhabella Mar 31st 2010 5:47PM
Blood is an amazing spec, but the AoE is the weakness. I would suggest always dropping your D&D, then pulling with deathgrip, get your IT and PS off and by the time you pest, the rest of the pack will be in your D&D and should be enough to hold them.
If you have a really AoE happy group like a frost mage and aff lock pulling off you, you can avoid the pest, and just BB for some quick snap threat. The BB wont hit the trash as hard without dieseases, but at this point in progression, nothing stays alive long enough in a 5 man to really get a true rotation down. Deathstrike to keep your BB death runes up as much as possible, and keep moving.
Your single target boss threat is never going to be matched by any dps in relatively equal gear (or many who might outgear you by a reasonable amount) and that’s where threat really matters unless you are with a freshly dinged 80 healer.
It also doesn’t hurt to tell them you are blood and that you don’t have the snap AoE threat of a frost DK. Most people who have a clue are considerate and will give you the second to BB. Only once has my sincerity caused a DPS to leave a PuG before the first pull. Be honest about your weaknesses, and most people will be respectful of them because they want a smooth run as much as you do.
souvlaki Mar 31st 2010 6:46PM
I had a blood dps/blood tank spec. Now i'm trying DW Frost/blood tank. I've still have doubts of which tank spec i'll keep. Howling Blast is too good to let it go, it reminds me of Shockwave in my warrior, though you trade the stun for an auto-crit when killing machine is up. Probably i'll end up again blood tanking as some healers have trouble keeping me up with the frost spec (it could even be my fault).
MusedMoose Mar 31st 2010 3:23PM
Thanks for the article. I absolutely love Blood DPS, and while I've thought about giving tanking a try, I'd heard that Blood was the worst tree for doing that. Still don't know if I'll try it, but at least now I have a place to start.
Pyromelter Mar 31st 2010 3:31PM
The problem most people have with blood is threat, espcially in heroics. They have the strongest tanking cooldowns of the 3 trees (mostly WotN and Vampiric Blood). Big issue is you need to expend your DnD which is on a fairly lenghty cooldown (compared to pally consecrate), or you need 3 gcd's to spread your diseases, as opposed to frost with just casts one HB and you pretty much can't pull from a DK after that. However, with the buff to icy touch threat, it's not as much of an issue anymore.
Meatwadz Mar 31st 2010 4:14PM
I have to disagree. My tank has been blood since Ulduar. I'm talented for D&D and I have become much more secure with my AOE threat in Blood than I was in Frost. D&D is either on the floor or ready to go. That + Blood Boil spam = very solid AOE threat. I rarely have a mob pulled off me, and with a talented Death Grip, I can put him right back in his place.
Kakistocracy Mar 31st 2010 4:34PM
I tank raids as blood and heroics as frost, just because it's quicker for getting some threat on everything in the trash pull, and many of the random dps aren't smart enough to wait, or rather, I get tired of waiting for them to be rezed after they mess up...
hugybear Mar 31st 2010 3:25PM
um, u mentioned 'proper use of heart strike' more than once, but didn't describe what u meant by that at all. Did u mean using tab to spread it around or something?
Cataca Mar 31st 2010 5:04PM
Tab around and don't waste your death runes on Death Strikes if you can help it. That is pretty much it.
tankman Mar 31st 2010 3:27PM
I have a very similar play-style and spec to you (51/8/12), but have never have problems with threat in aoe pulls(nvm single target) since the icy touch buff, I can even flick to a video half way through a trash pack with the t10 2 piece bonus and my stacking of pestilence glyphs.
Pyromelter Mar 31st 2010 3:25PM
I keep wondering about spell deflection. I see most if not almost all main tanks who are blood are not taking that talent. There is still a lot of magical damage being thrown around, despite most of the damage the tank taking being physical. Having a real hard time choosing between that talent, sudden doom (for threat), and rune tap (with improved rune tap). Seems as tho most blood tank specs favor rune tap/improved rune tap over spell deflection. If any experienced blood dk tankers are out there and want to comment on this, would appreciate any feedback.
Kolenka Mar 31st 2010 3:39PM
DKs don't stack parry, so the talent acts like a really poor magic block. 15-18% change to avoid 45% of a magical attack? That's maybe an 8% passive DR in fights of pure magic damage. In reality, it is closer to 2-4% in ICC where the damage tends to be a mix.
For the points you sink into Rune Tap, 20% of your HP every 30 seconds gives you another emergency button that you can pretty much spam to help your healers, use on Koralon's meteor fists, and so on.
pyro_818 Mar 31st 2010 5:18PM
Pyromelter, most of the magic damage in recent raids has been of the AoE variety, which isn't reduced by Spell Deflection. There are exceptions (FrB on Deathwhisper comes to mind, though it shouldn't be being allowed to cast anyway), but in most cases the damage applies to the whole raid (Sindragosa's aura) or an area of the raid (Sindragosa's breath).
I was an UH tank on my alt DK in early Wrath, but changed to a Blood spec around 3.2'ish - I find it absolutely fine for holding aggro on both single target and groups, with a simple DnD - IT - PS - Pest, and then (if off cooldown) BT-BB to cement the aggro.
Hollow Leviathan Mar 31st 2010 3:40PM
I absolutely love that you can spec into being a veteran of a war. If you dual spec out of Blood and sit there swapping in and out of veteran status, will you cause a lore singularity, from which no exposition can escape?
Caverns of Time: Stop That Death Knight from Respeccing (heroic).
Predateo Mar 31st 2010 3:51PM
lol