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 3 of 3)
james May 4th 2010 12:47PM
Nice guide!
A couple of other options would include using a Shifting Dreadstone for the Red gem, as the AGI provides crit as well as avoidance, the PvP shoulder enchant for STA stacking, and the +HP chest enchant for...well...more health. :)
Also, I read somewhere (pwnwear, maybe) that it's beneficial to have +DEF over the DEF cap. Something to do with IBF scaling. Can someone confirm/deny?
Tom May 4th 2010 1:23PM
I agree with Shifting Dreadstones but for an additional reason - Agility provides Armor.
As for Defense, the damage reduction of Icebound Fortitude used to be increased by your Defense. It may still, but I'm unsure in light of the change to IF. However, all that aside, Defense does still benefit you beyond 440, as it increases your Avoidance. THIS IS WHY CALLING IT A *CAP* IS BAD. People think "Defense cap? Must be like Hit cap, so anything above 440 is useless," which is WRONG. This also leads people to think that Druids don't benefit from Defense, which is ALSO WRONG. People defend the use of the "cap" by saying that's just what it's called, but that doesn't make it not WRONG.
I don't mean any offense to you, James, but I do to those who spread misinformation. I'm glad that Defense is being addressed in Cataclysm, since it's obviously *way* too complex for some people...
Volkur May 4th 2010 12:30PM
Poorly researched column. Whether you are writing a basic guide or distilling theorycraft bad information is bad information.
A has already been mentioned, stamina PvP shoulder ench, and health to chest are superior.
If a basic guide to blood tanking were the goal, you should include tidbits like:
Pull with DnD and Icy touch, not Death Grip
Save DG for that loose add or the add that caster just accidentally aggroed
Set diseases, then pestilence, then tab target and pestilence again to keep diseases rolling
Hit rating > Expertise for DK threat
Use Mind Smash and Strangulate to gather casters in a nice group that can stand in DnD
Remember on raid bosses that DG is a taunt that will force the boss to attack you for 3 secs giving you time to build threat.
DK tanks have a nice set of CDs to rotate. It is very important to study fights and know when to use them.
Anyway. Too poorly researched to be an in depth look, and not enough meat to be a basic overview.
Good luck out there DK tanks. People (in general) have low expectations of us as there are so many bad DK tanks.
DKs have the potential to be one of the best ICC tanks - Rotface kiting? easy. Shadow orbs with aggro on Keleseeth? effortless. AMS on Sindragosa? OP.
If and when you prove yourself to the skeptics they will remember the day they fought alongside one of the best tanks they have ever known.
ginsuedog May 4th 2010 4:05PM
Just wanted to note that as long as you have 540 defense you get the 1% to dodge, parry, and miss anyway so the 4% parry rune is a pure bonus if you are willing to give up the 2% stamina bonus. I think this article is pretty right on.
Tooay May 4th 2010 1:14PM
I see some ICC tanks getting quite pumped about stamina and health.
I'm not a DK, I'm a mage, and there's always only one kind of tank I'm having trouble with when running a dungeon or even a raid: blood DKs. Not because they die, they're actually quite effective at staying alive. Not because they can't understand raid mechanics, tanks of all classes can have trouble with that, and blood DKs aren't really worse than any other.
Blood tanks have a really, really big problem with threat.
When I enter a heroic dungeon and see a blood tank with 40k health, I worry. I worry because I know I just might pull threat from them simply from casting frostbolt or blizzard. Forget putting down a flamestrike/blizzard combo, I'll get chewed on by three mobs in a matter of seconds.
I'm really happy to see you mention threat-boosting enchants and glyphs. As for tanks, don't get so excited into jumping on every single point of health you can get. You're the meat shield, but if you're not shielding anyone, you're a little useless. You need a minimum threat generation to at least keep aggro. Please get it, and once you're there, go crazy on stamina.
Feezee May 4th 2010 4:48PM
Blood tanks have a really, really big problem with STUPID DPS WHO CAN'T WAIT MORE THAN 2 SECONDS BEFORE AOEING EVERYTHING IN SIGHT.
You are the problem!
If you would WAIT for the tank to put down DnD, apply and spread diseases and start to tab through the mobs before you cast flamestrike and blizzard, the run would go a lot smoother.
If a blood tank can't hold aggro on a single target, then there is a problem, if a blood tank can't hold aggro on a pack the DPS is AOEing, chances are the DPS need to wait 3 seconds.
Kolenka May 4th 2010 5:10PM
Keep in mind that Blood tanks currently put out the least AoE threat, and any tank putting out AoE threat isn't putting out their good single-target numbers either. A tank doing 7-10k TPS in a heroic single-target will do maybe 3-6k (with the high end being their primary target) when doing AoE.
Blood tends to fall on the lower end of the AoE chart because they have zero snap threat other than Blood Boil. Just gotta breathe, count to "n" and then open up. Once they have DnD and diseases running in the pack, they are in better shape. But since those are all ticks, they don't have a whole lot of threat when the pestilence goes off.
It isn't that they lack threat, it's that they lack the ability to snap with it on groups. Open up on the mob that gets the IT first, then go into AoE after that, and it should be easier to get decent DPS without pulling off the Blood tank.
Druids have similar issues with AoE (no snap), but they have swipe going off every GCD and don't have to go through 4 GCDs before they start building real threat.
Tooay May 4th 2010 8:44PM
I do wait. Being a mage, I have the advantage of being able to tone down my AoE rotation for the tank's threat, too. Not everyone does, though. This DK tank in full tier 9 that goes in a heroic for his daily will see a bunch of overgeared, impatient DPS, some of them who'd gladly start attacking before the tank if it means clearing an instance faster. Of course the DPS is a problem, but what the tank can do when the DPS is being silly is to put out more threat, and there's ways to do that with the right gearing.
PapaPurple May 18th 2010 5:48PM
No amount of gemming or min/maxing is going to fix the retarded DPS. You are talking about at most a couple hundred TPS through gemming/ench.
I've tanked as both blood and frost and anytime I've seen dps pull off of me it's because they are being lazy and not focus firing or they started max bursting right after I dropped my DnD on a mob that I'm not even targeting.
You're talking about an overthreat of thousands, not hundreds. I will admit that Blood has some additional spin up time in heroics, but nothing a GCD and some focus fire can't fix.
thebitterfig May 4th 2010 6:57PM
I'm going to direct ANY tank away from Defense for Bracers, cap or not. The ratio is just TERRIBLE in terms of itemisation.
You're giving up 40 stamina for 12 defense for that enchant. 0.3 defense per stamina you give up.
Using a Yellow defense gem, or a Green split stam/defense has a 20/30 or 10/15 ratio, and can often hit a socket bonus to lessen that. less than 0.67 defense per lost stamina, with socket bonus.
Going with Defense for Chest as an enchant swaps 22 defense for 275 hp, which is probably equivalent around 24 stamina, which is almost a 1:1 tradeoff of defense-to-stamina.
Defense to Bracers is literally the last place you'd want to get more defense at the expense of stamina, and if you're that desperate for defense, you probably shouldn't be tanking until you get better gear. If you need defense, get your chest enchant first, then match yellow sockets, first with green splits, then pure yellows. After that, shoulders, cape, putting green split gems into blue sockets and orange def/dodge into red sockets are all probably better than taking defense to bracers.
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Schmevan May 9th 2010 4:06PM
lawl, the blood tanks you are having problems with are the ones that don't understand that there is more to tanking than EH, and if you stack straight stam like an idiot you can't hold aggro unless you are getting the hit and expertise from gear. Also without have sufficient dodge and parry you will not rune strike enough and will also lose aggro. Since gem slots are all taken by stam, the place you turn for other mitigation/threat is your enchants.