Lichborne: Blood tanking 101

While sometimes less considered by the WoW population at large, blood tanking has long been known to serious players and theorycrafters as an incredibly dominant raid tanking spec, thanks to incredibly high health pools. It will also be the sole tanking tree for death knights in Cataclysm. While it is certain that the tree will change extensively under this new system, it is likely to have a lot of the same elements in place that make it distinctively blood tanking, even in the new expansion, so it might not hurt to start practicing with it now.
Whatever your reason for trying blood tanking, this guide is here to help you take the first few steps along that path. Remember as this is a 101 guide, we won't necessarily being doing hardcore theorycrafting, and we may simplify a few basic concepts that can be a bit more nuanced for an experienced, high-end blood tank.
Blood Tanking strengths
- Superior effective health
- Good single-target threat
- Superior healability and self-sufficiency due to multiple ways to self-heal
- Inferior AoE threat
- Less proactive damage reduction than other death knight tank specs
- Defense rating Pushing critical strikes off your incoming damage is one of the most important steps you can take to become a full-fledged tank. To do that against heroic dungeon bosses, you'll need 535 defense. To do it against raid bosses, you'll need 540. Mind you, that is defense skill, not defense rating, which is what is on most gear. You'll need 4.92 defense rating at 80 to get a single point of defense skill. You can also get 25 points of defense skill by using Rune of the Stoneskin Gargoyle. Those are actual skill points, not rating, so it will be a very significant boost. It's also worth noting that while 540 and 535 are the defense "caps" for getting critically hit, defense points above that are still useful, since they provide dodge and parry rating. You'll be better off getting raw dodge and parry rating instead, but if you squeak a little past 540, don't sweat it too much, those points are still useful.
- Stamina Stamina means more health, especially once bonuses from Veteran of the Third War and Frost Presence are figured in. If you're at a loss as to what to gear for, it's very hard to go wrong with stacking stamina.
- Armor Armor mitigates a percentage of all incoming physical damage. For physical damage boss fights, it's pretty much invaluable. After stamina, you're going to be wanting a ton of this. It's also valuable in that it does not really diminish in value as you get more armor, because every percentage point of reduction becomes that much more valuable. Always keep items with lots of armor handy.
- Dodge rating Dodging allows you to completely avoid incoming physical attacks. That means you survive longer and your healer has less work to do. In other words, it's very handy to have. Dodge is subject to diminishing returns, but for the most, a beginning tank shouldn't have to worry about stacking so much dodge they reach the cap, so it's pretty safe to equip dodge gear as you find it.
- Parry rating Like dodge, parrying also allows you to completely avoid incoming physical attacks. Like dodge, it is also affected by diminishing returns. Since death knights get parry from strength to begin with thanks to Forceful Deflection, they actually don't need to worry much about grabbing parry rating and should instead focus on dodge, especially when gemming.
- Hit rating and expertise rating You can't gather threat if you don't hit your target. While it's not essential, it's still very helpful to try to get to the 8% special attack plateau for hit rating, and the 26 expertise plateau to prevent the enemy from dodging your attacks. You don't really want to give up too many valuable defense stats to hit those goals unless your ability to keep threat is abysmal, but don't eschew hit and expertise if you find them on gear either.
- Strength The more strength you have, the more threat you'll get. In addition, death knights get a chance to parry from strength. That said, you don't really have to go out of your way to get strength. You should get more than enough it just from grabbing good tank gear.
Typical PvE talent build
A typical blood tank build is going to look something like this one. You always want to make sure you build on the basic 5/5/5 build, grabbing the defensive talent from each first tier, then build up as needed, grabbing tanking cooldowns and a few DPS cooldowns in your main tree.
It is possible to make a few tweaks to the above build if you want to mix stuff up. Rune Tap is included in part because it's off the global cooldown and therefore makes a very nice emergency self-heal button. If you'd prefer, you can also pull points out of it and and get Hysteria for some group utility or Mark of Blood for another healing button. If you already have someone in your regular group providing the attack power aura from Abomination's Might, you can take the points from there and keep Rune Tap intact. You might also take the points out of Morbidity instead, but the loss of a quick Death and Decay cool down will stunt your ability to generate AoE threat a bit. If you're fighting a lot of caster mobs, you may also want to consider taking points out of one of these talents to bolster Spell Deflection, but be warned that Spell Deflection only works on direct damage spell attacks and not on things like DoTs or damaging auras, so it may not be as awesome as it first seems.
Rotations and rune usage
Before we get into actually rotations for blood tanking, there are two general things to keep in mind when tanking. First, always be in Frost Presence. You'll need that extra armor, stamina and threat. When you're first entering a dungeon, double-check and make sure it's up. Second, use your Rune Strike as often as your runic power allows. It's just about your best single-target threat tool. If you need to, macro it to your other weapon strikes so it automatically gets used.
Now, as far as actual rotations, you'll basically be performing basic blood DPS rotations. For single targets, that's going to look something like this:
Icy Touch->Plague Strike->Death Strike->Heart Strike->Heart Strike
Death Strike->Heart Strike x 4 -> Death Coil
This is, of course, a very static rotation and your actual rotation in battle will change according to your needs for a particular encounter or battle. If you're lucky with activating rune strikes, you may not need to unload any Death Coils at the end of your rotation. Likewise, if you're low on health, you may end up replacing that group of four Heart Strikes with an extra set of Death Strikes. You'll also, of course, need to find ways to fit in your self-heal and emergency buttons. You may end up hitting Hysteria just after you apply diseases to give yourself an extra boost of threat, for example. If you need to fit Vampiric Blood in there, it's optimal to hit Blood Tap so that you can use a death rune and mess up your rotation as little as possible. Check this past issue of Lichborne for a basic walk-through on how to do that.
Your AoE rotation, as above, will be relatively similar to a blood DPS rotation and go something like this:
Death and Decay->Icy Touch->Plague Strike->Pestilence->switch targets->Death Strike->Heart Strike->Pestilence->Blood Boil->Death Coil
This series of moves will allow you to keep your diseases spread between multiple targets via Pestilence and target-switching. The same caveats apply as to the single-target method: Keep the Rune Strikes coming and be ready to use your self-heal and emergency buttons as needed.
Filed under: Raiding, Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
Toddrick Apr 27th 2010 8:06PM
I think you may have accidentally put DPS instead of TANK in pros and cons...
Shane Apr 27th 2010 8:26PM
Have you hit your head recently?
Just checking.
ryang Apr 27th 2010 8:40PM
He makes a perfectly valid comment.. You may want to recheck your own head-padding.
The post is about blood TANKING, yet the pro's/con's are titled "DPS".
Lumi Apr 27th 2010 9:27PM
He's right :-|
Didn't notice it at all until he pointed it out. What an odd freudian slip we have here...
(then again, DPS is a pro of blood tanking :P)
brothernature22 Apr 27th 2010 8:07PM
Wow. Shortest 101 thread I've ever seen.
kesherz Apr 28th 2010 8:38AM
Blood tanking is actually pretty simple. It only gets complicated with lots of adds, where you have to be careful about threat. Against bosses or other single-targets, it's a no brainer.
Hih Apr 27th 2010 8:08PM
Frost Presence for tanking... but.. but.. the self healing from blood!
Clydtsdk-Rivendare Apr 27th 2010 8:16PM
"Sarcasm doesn't translate well over the internet"
-GC
Neuropox Apr 27th 2010 8:21PM
The author hit in the main point why i dislike the fact that blood is the new tanking tree: AoE threat. Frost Death Knights has alot of utility and options when it came to grabbing groups of mobs. With this loss, Dk tanks are now single target tanks, leaving Paladins as the ONLY viable AoE tank. Bears, blood dk's, and warriors cant even come close. Seems slightly imba to me :/
taedirk Apr 27th 2010 8:45PM
I swear, it doesn't matter how many times someone says this...
TALENT TREES WON'T REMAIN AS THEY CURRENTLY APPEAR, ESPECIALLY IN THE CASE OF DEATH KNIGHTS.
Blood tree will greatly differ since it will be grabbing most, if not all, of the tank talents from Frost and Unholy. You will have 25 points extra to play with at 85, giving you room to expand into other areas like AE ability.
JUST BECAUSE BLOOD IS SINGLE TARGET NOW DOESN'T MEAN CATA'S BLOOD TANKING TREE WILL BE A SINGLE TARGET SPEC.
Bvannas Apr 27th 2010 8:51PM
All tanking classes are goign to see some major changes, so what you say may not end up being true in cata (blood may get some extra aoe threat in talent switch round)
Even if paladins were going to (arguably still be) best at aoetanking - so what? Were not even going to be aoeing tanking as much in cata. So to be a troll, im arguing that this is a massive nerf for paladins :P
icepyro Apr 27th 2010 9:03PM
@taedirk:
Close, but the real point that has been repeated over and over and over again and seems to be ignored:
:::AoE tanking is going away:::
So who cares about it's AoE threat in a world where it matters less?
Fa110u7 Apr 27th 2010 9:23PM
I don't really understand why people say that blood is such a terrible aoe tank spec. I've been playing a blood tank for a while now and it is my favorite tree. First off any DK tanking tree sucks with a low gearscore. It is not even about skill when you just don't have the stats to hold aggro off the dps that do 3K+ or classes like warriors that have a ton of instant aggro and no dump besides death. My DK is now at 4.8 k GS and I no longer have any problem holding aggro unless all my runes are on CD and someone pulls an extra group. Even then I can use Empowered Rune Weapon or blood tap to start my AOE rotation over again.
I will point out that I have 2 pieces t10 and glyph of death and decay so that it's damage is increased by 40% (crits for 1200)
Now on the other hand my 4.8k GS druid still loses aggro from time to time even with his 2 piece T10 buffed swipe. Any my jewelcrafting warrior with 4.4k gs and 40k health can't hold aggro worth crap.
Death strike heals me for over 6k so does rune tap.
Fa110u7 Apr 27th 2010 9:45PM
@neuropox
I also have a pally tank that I don't play anymore. Ya the aoe tanking is pretty nice but the rotaion gives me carpel tunnel and i STILL lose aggro to high dps. Not to mention all the stupid buffs that I have to have or give.
Boobah Apr 27th 2010 10:18PM
Nice to see you're paying attention. Where warriors are now is a little more AoE threat than anyone is planned to have in Cataclysm, what with Cleave going onto the GCD. Blood tanks are in the same general area, and in big packs their improved Blood Boil, Death and Decay, and Pestilenced diseases (not in that order, of either importance or use) will be plenty to hold their end of the AoE.
Bears are getting an AoE that isn't Swipe, as I recall, and Tankadins are acknowledged as having too much AoE threat. Add in that most mob packs are going to be fatal to the tank if you attempt to AoE them down (when not overgeared, anyway).
It seems clear that the larger AoE threat of Unholy and Frost would've had to be toned down anyways, to the detriment of DPS DKs. Remember, GC isn't aiming for Wrath tankadins as the baseline; the planned Cataclysm baseline is going to be much closer to where warriors are now, and any class that's currently way outside that is going to be moved closer.
Duckodile Apr 27th 2010 8:24PM
I am gobbling up any and all info you guys can give on blood tanking so I appreciate this :) (though I had a bit of a feeling of déjà vu from http://www.wow.com/2010/03/31/lichborne-blood-tanking-basics/)
(Since I know my beloved Howling Fever frost tank would get the axe in Cata, AND my priest won a Battered Hilt to pay for it, I went dual spec frost DPS/blood tanking on my DK). I find tanking stressful enough (it is easily identifiable for other people in the room that that's what I'm doing since I never otherwise push buttons that frantically), without having to now adapt to completely NEW buttons. (And boy, do they have to fix the issue of being in frost presence while using my blood spec and blood presence while in frost spec. *head explodes*)
Tom Apr 27th 2010 10:24PM
A great website for in-depth discussions about DK tanking is http://pwnwear.com/.
Really, it's a fantastic site with forums where many great DK tanks engage in friendly and meaningful discussions. :)
Chrissie Apr 28th 2010 5:32AM
Cool, thanks a lot!
Cobalt Apr 27th 2010 8:48PM
As a DK who has been tanking since Ulduar, I have a tip of my own to contribute for those blood tanks with AoE-happy groups:
You know how Blizzard removed the threat component from Pestilence, which makes AoE tanking with DnD on cooldown very awkward, especially if you don't spec into morbidity? There's a way around this!
Pull the group, then quickly hit blood boil to get threat on them. IT + PS your target of choice, then pestilence. Then hit Blood Tap and blood boil again! This should get you enough threat on the targets so your party members can AoE a bit while you wait for DnD. Also if DnD still has 15+ seconds left after you do that, try to Death Strike as many targets as you can. Treat it like the DK version of shield slam.
Anye Apr 28th 2010 1:27AM
I'm just now leveling as a blood tank, but I've seen the same... BB is great for getting group aggro. This is roughly the rotation I've been using on pulls:
IT->PS->(PestilenceBB)->DS
After the initial pull, I tend to spam DS and either BB (for 3/4+ mobs) or HS (for 1-3 mobs). If DPS is slow, I'll try to keep Pestilence going for the first 1-2 rounds of disease duration, but often I find that I've got a comfortable lead on threat after the initial Pestilence... BB and the occasional taunt will keep everyone in line.
I might find a completely different experience when I get to 80... I'll probably need to use DnD more frequently until I catch up on gear. But at any rate, it seems like BB is vastly underutilized for blood tanking. I would use it over HB on any pull with 4+ mobs, and most fights with just three mobs.
I have talked to other blood tanks who have said "lol, I never use BB". Then again, I've seen a lot of blood tanks who can't hold group aggro for the life of them.