Lichborne: Glyphs, gems and enchants for the blood tank

Welcome to Lichborne, your weekly peek into the latest news, tips and strategies for the death knight class.
Last week, we went into the basic outlines of what makes a blood tank: your talent choices, your gearing choices, your threat rotations and things such as that. Once you've got all that down, though, the next thing you can do to take your tanking to the next level is to get some decent gems, glyphs and enchantments. They'll separate an adequate 5-man tank from a tank who's ready to step on and start taking on the game in earnest. Glyphs
If you want a quick and dirty recommendation of which glyphs to take, I'd suggest the following setup:
Minor Glyphs:
- Glyph of Blood Tap
- Glyph of Pestilence
- Third minor glyph of your choice
Some blood tanks will swap in Glyph of Disease for Glyph of Death Strike. It can be useful in that it allows you to use one more Blood Boil or Heart Strike instead of throwing out a Plague Strike and Icy Touch to refresh diseases. That said, I personally wouldn't bother with it. Icy Touch is very solid threat generator since the buff to it last patch, and you'll probably find that you get better overall threat on single targets by refreshing your diseases the old-fashioned way.
You may also be tempted to take Glyph of Rune Tap for the extra health and the group heal. For the most part, this one is very hard to use effectively. For full effect, you'll want to activate it when most of your group is hurting. Of course, not only does that rarely happen in basic 5-man play, but you also may be tempted to pass on using Rune Tap for yourself because you're trying to save the group heal for when it matters most. This is a tempting glyph to take, but there's too many roadblocks to effective use for my taste. I'd suggest steering clear of it.
Gems
We could be here all day debating whether to gem for avoidance or effective health, and when to go for a socket bonus or not, but since this meant to be a simple 101 guide, we'll go ahead and set a few basic ground rules: We're going to focus on gemming for stamina and only go for socket bonuses when said bonus is at least +6 stamina.
That basically means we're going to be going Solid Majestic Zircons in every gem slot. If a socket bonus is worth going after, you're probably going to want to use Regal Dreadstones for the red slots, and Enduring Eye of Zul for the yellow slots.
For your meta gem slot, use the Austere Earthsiege Diamond, and make sure to fit a Regal Dreadstone into one of your slots to activate it.
All this said, if you feel like you need a bit more threat output than you currently have, gems are an excellent place to strive for the hit and expertise caps. You can start putting Vivid Eyes of Zul in your yellow slots until you hit the 8% special attack cap and Guardian's Dreadstones in your red slots until you reach the 26 expertise dodge cap. As a warning, this can drop your effective health dangerously low, so make sure you and your healers can stand the extra damage before you replace all your gems wholesale; even then, consider only gemming for threat when the socket bonus hits the +6 stamina mark.
Enchantments
It should be noted in this section that I'll go over the stuff everyone can get. Feel free to replace any of these with your proper tradeskill enhancement, if you have it.
- Head Go for the Arcanum of the Stalwart Protector from revered Argent Crusade faction.
- Shoulders The Greater Inscription of the Pinnacle from exalted Sons of Hodir is your best bet here.
- Cloak If you're still working on hitting the defense cap, go for Titanweave. If not, you may want to consider Mighty Armor.
- Bracer Major Defense can help you hit the cap, but if you're already there, you'll probably want Major Stamina.
- Chest Greater Defense is another great way to hit the defense cap, but if you already have it, Powerful Stats provides a nice balance of threat and defensive stats.
- Gloves Go for Armsman here, for both threat and defense.
- Waist It's not an enchant per se, but don't forget to grab an Eternal Belt Buckle and stick an extra Solid Majestic Zircon in it.
- Legs Frosthide Leg Armor will provide you with both health and avoidance.
- Boots Tuskarr's Vitality is the obvious choice here. The extra run speed will allow you to position mobs and turn them away from the DPS and healers that much faster.
- Weapon Rune of the Stoneskin Gargoyle not only gives you 25 defense skill, which will be a major chunk of the 540 you need to be crit immune against raid bosses, but it will also grant 2% more Stamina, raising your effective health even higher. Because of this, it's arguably worth it just to keep this enchant on at all times, even if you're having no trouble hitting 540 defense.
- That said, there's just as compelling an argument for using Rune of Swordshattering. The 4% parry chance it provides not only completely ignores diminishing returns on the stat, it actually indirectly provides more threat for you by providing more chances to Rune Strike. Thus, if you're having threat problems, it becomes a good idea for you to use this enchantment. Overall, with sword rune you use may come down to personal preference or threat needs.
Filed under: Death Knight, (Death Knight) Lichborne
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Reader Comments (Page 2 of 3)
Nitride May 4th 2010 11:17AM
Not everyone is endgame tanking. Not everyone has t10 gear.
Oto's comments are valid for ICC tanking, for sure. To get to ICC though you need to grind to get the (frost) badges. And the mechanics of a newbie tank are different. If you aren't soft-capped from gear yet you need to get soft-capped somehow or you will get flattened and/or lose threat to lazy DPS.
Simply hitting the soft caps does wonders for your abilities of getting lots of threat (Icy Touch changes last patch are awesome to build MORE threat). If you cant hit it, though, you wont get much aggro, so get soft-capped first.
After you get into t10 gear definitely gem/enchant for pure stamina or armor for maximum effective health w/o losing your soft-capped stats.
thebitterfig May 4th 2010 6:39PM
Tuskarrs is, in my mind, vital. The utility provided by the move speed bonus vastly outweighs the incredibly minor stamina increase. Now, if you have two pairs of boots, and want to swap out Tuskarrs for fights where you don't move at all, by all means, feel free. However, there are far to many fights in ICC where movement speed is totally useless. Saurfang, Festergut, and Blood Queen are the only ones where runspeed isn't worth it.
Consider, for example, what is probably the first and clearest example of where Runspeed is vital - Marrowgar. Getting out of his coldflame faster means you take less damage, and faster movement during and after Bonestorm will both reduce damage when you need damage reduction the most (because healers are moving then and not able to heal as well as normal), and get the next stationary phase set up that much faster. No way in hell is seven extra stamina better than the speed from Tuskarrs in that fight, and in many more.
Skippy May 4th 2010 9:23AM
I like most of what you're saying, but with 2 addendums.
First; you neglect to mention the Nightmare Tear as a viable option for grabbing an especially important socket bonus.
Second; There's no mention of the PVP shoulder enchant for +30 stam. DKs seem to have trouble stacking Stamina as high as the other tanking classes, so the pvp shoulder is often a better choice than the hodir enchant.
Dimmak May 4th 2010 9:32AM
I will have to look into changing disease glyph to rune strike with the changes to icy touch, but I run with BCB rather than improved icy touch since our raid make up always has the attack speed reduction from elsewhere.
I have never found the extra time on Vampric Blood to be all that effective as my trinket and base powers give me 5 defensive cooldowns. I have enjoyed having glyph of Heart Strike to have a passive snare that helps with trash positioning and is just there for flavor. While it's not optimal, I am not having survivability issues in ICC25 or TOGC so I have not needed to flip that glyph back in.
Death Strike however is a no brainer in my play style. I acively believe in managing my health with deathstrike and runetap to take pressure off my healers. This in turn also keeps my tanking play more interesting because maintaining threat and cool downs can be a little dull.
Take this in perspective though, i am often pugging about half our raids and the playstyle fits the role. It is far from the perfect tank spec.
Cataca May 4th 2010 2:55PM
Word of caution, BCB opens you up to slightly more parry-gibbs. Especially if you are duel wielding.
Read up on Gravity's work on Parry-gibbs. He's even got the math to simi-equalize the parry-gibbs using extreme amounts of expertise.
Cataca May 4th 2010 3:03PM
Forgot to mention that if all you do is raid ICC that it really only matters on Deathwhisper and Sindragosa. (The only bosses in there with parry haste turned on)
thebitterfig May 4th 2010 6:46PM
Your guild always has the extra attack speed reduction? Really?
What about Gunship? I guess you're staying on the ship, with another tank also on the adds. What about Deathwhisper? What about Dreamwalker? There must be someone else on all those adds, too. Going back a raid tier, what about Anub'arak? I guess you're on the boss, with an add tank keeping the attack speed debuff on Anub too.
I hear this far, FAR too often from tanks who think "well, the other tank has it" and as a result, are really hurting their survival, when they don't realise that there are A LOT of circumstances where they are the only one on the boss, and can't rely on other tanks or frost/unholy dps to keep it up either.
Dimmak May 4th 2010 9:59PM
@ thebitterfig
I beg to differ, there are numerous tank and dps specs that add attack speed reduction to their attack priority naturally. Unholy DPS doe example provides the improved icy touch. Even with that aside, DKs still naturally reduce attack speed with Icy Touch.
You also have to consider the trade off. True I could take an improved attack speed reduction, but melee white damage is not affecting my survivability. If my toon is surviving and producing more threat/damage without a talent, why should I reduce that threat and damage to increase that survivability further?
In a 25 man situation, buffs and debuffs tends to overlap frequently. In 10 man it can be accomplished with coordination. Remember I did not say my spec was optimal for every situation rather it was perfect for my own and got the job done comfortably. It's my opinion that blindly following a cookie cutter build is a disservice to a coordinated raid team.
four May 4th 2010 9:32AM
Ok, sorry to be the bearer of bad news, but I'm an ICC tank (i bounce between frost and blood quite a bit) and some of these suggestions are way off.
Chest enchant should be Super Health (275 hp) not +10 to stats.... additionally, the Gladiators Shoulder inscription (15 resilience 30 stamina) is generally considered superior to the Sons of Hodir enchant for ICC level gear. Finally, gloves can have the 18 stamina Heavy Borean Armor kit.
Despite all of this talk of stamina and effective health, I find there is little lost by going for threat gems over avoidence gems. The difference in survivability afforded by 2-3 +10 dodge or defense gems (in addition to their 15 stamina) is not worth the increased chance to miss a taunt or miss an Icy Touch.
Another point that was overlooked concerning Glyph of Disease; the Blood rune used to refresh the diseases can allow for an extra Death Strike 15% hp heal once threat is no longer an issue (about 45 seconds into the fight), not to mention saving a GCD for applying the 2nd disease.
Note: expertise lost a lot of value compared to Hit since the huge Icy Touch buff and the fact that most bosses have parry-haste turned off.
Mecer May 4th 2010 10:27AM
This man speaks the truth.
Reaching the hit and expertise caps (not terribly hard if you're careful with gear), is worth alot more than the small amount of avoidance from gemming dodge or def. Also in the vein of gemming, dont gem for the bonus unless its for +9stamina or greater. (+6stamina is the minimum amount provided on socketed tank gear, making the statement in the article unproductive.) In general, gem for your expertise/hit caps (again not hard to do with t10), then stack stamina, arrange your gems to grab all +9 (or greater) stamina bonuses.
With respect to weapon enchant: Anyone who uses the rune of swordshattering is wrong. This IS an absolute. The comparison of 1% avoidance (4% parry vs 3%mixed, both no dimishing returns), to 2% Stamin as a blood tank (hell ANY tank) isnt even in the same league. The debate was viable in t8 gear, since ToC was released the scaling provided by the 2% Stamina (same reason Blood tanks are more prevalent in high end boss tanking) out weighed 1% parry. Even new tanks should use gargoyl, for most wont get above the cap till they have several peices of t9.
Glyphs, Im still on the fence with glyph of VB, its nice, but since cooldowns is reserved for burst damage (like Soul Reaper) more often than being run for the purpose of having a cooldown up (sorry chaining cooldowns while tanking died awhile ago). The additional time hasnt felt as useful as disease, rune strike, and deathstrike. If you plan on running heroics more than raids, and you dont trust your healers, then I can see the viability.
Daniel, I dont mean any disrespect, but your articles about DK tanking feel like they have been improperly researched. There is some prevaling thoughts like "LOL STACK STAMINA NOOB" that can get caughtup in, but that doesnt make them right.
Krugeroff May 4th 2010 10:28AM
just because you tank ICC, as I am sure many others do here, does not make you the be all end all of DK Blood Tanking opinion.
What I think a lot of theamateur theorycrafters who are posting fail to realize is that this was a "basic guide" not "here is the distilled essence of 2 years of EJ theorycrafting for endgame tanks"
basic guide.
Oto May 4th 2010 10:35AM
Well you should be stacking stamina, usually ingoring socket bonus unless its +12 stamina for one socket. You get all your expertise and hit from gear.
UntotheSun May 4th 2010 10:42AM
I find it odd that you push for effective health then say there's nothing wrong with gemming for threat. Armsman and stats to chest is a good balance of each.
ginsuedog May 4th 2010 4:05PM
I just want to point out that as long as your defense is at 540 you will get the extra 1% dodge, parry, and miss. All you are actually getting from the gargoyle rune is an extra 2% stamina if you are already def capped. So the choice is IMO purely personal.
Same with the chest enchant, I like the +275 health but there is nothing wrong with getting the +10 stat enchant. It is giving you a small amount of dodge, armor, and crit as well as an increase in health and threat.
Kolenka May 4th 2010 5:20PM
@ginsuedog:
Huh? You get 1% dodge, parry and miss from the runeforge, even if you are defense capped. And that's 3% extra avoidance before DR. The cap is a soft cap that addresses crits. The avoidance side of defense has no such cap.
There really isn't a huge reason to go with anything else unless you have threat problems.
Storm Eagle [Planeteer | Power of Phoenix Wrights Colloquial Catch Phrase - OBJECTION! and Captain Planets Second in Command] May 4th 2010 9:38AM
All hail the blood tank. This guide is pretty spot on. If yoi're serious aboit going Blood, I would recommend taking Engineering as your main prof. The glove and head Tinkers are unrivaled by anythin else out there for tanks.
Heilig May 4th 2010 11:04AM
I have no idea what you just said.
WTF IS UP WITH YOUR NAME?
Debesun May 4th 2010 11:56AM
@Heilig
It's what they do over at Joystiq. It can't really be explained... at least from me anyway :P
Keldion May 4th 2010 12:09PM
Mining+Jewelcrafting is my favorite profession pairing. JC gives you a desirable means of earning gold, or heavily reducing costs at the very least while keeping close to Engineering's benefits.
Mining yields an extra 60 stamina when maxed out, and the JC-specific Solid Dragon's Eye outweighs a Solid Majestic Zircon by 21 stamina. As you're alloted a maximum of 3 of these special gems, you will acquire an additional 63 stamina through their use.
Tom May 4th 2010 12:27PM
My DK is an engineer, but I don't use the Mind Amplification Dish - 8 Stamina for 20 Defense can be a difficult trade, and if I valued Stamina *this* much I'd be a Blacksmith/Jeweler anyway.
Then again, I forgo the Stamina boot enchant in favor of Nitro Boosts... VROOOM!