Lichborne: The new blood tree in Cataclysm

With the Cataclysm beta out of NDA, we've had a chance to take a look at some of the new death knight changes coming our way. I'm pretty sure (and hopeful) that they're not complete yet, but there's enough of it done that we have a relatively good chance of figuring out where it's going. We'll start our more in depth look into the new sole tanking tree of the death knight class, blood. Blood is shaping up to a very interesting tanking tree. If there's one way I can sum it up, it's this: For all that Blizzard's said they want to move away from the "AoE everything down" model, it's interesting that they've done a lot of work to shore up blood's AoE talents.
Let's take a look at some of the ways blood is changing in Cataclysm.
Everything old is new again
One thing I am impressed about is that Blizzard's done a pretty good job of keeping the feel of blood with the new talents. Bloodworms and Dancing Rune Weapon are actually still in, but they've been repurposed to help tanking. Bloodworms will now "explode" and heal the party, and Dancing Rune Weapon will now provide 20% parry to the death knight while it's up. Of course, numbers on these would be nice. How long will Bloodworms stick around? How much will they heal? Will they still burst and heal if killed prematurely by AoE or cleaves? Bloodworms will probably be worth taking or not based on the answers to those questions. In a similar vein, it is hoped that Dancing Rune Weapon will appear behind the target. If it doesn't, it could be killed prematurely by cleaves or AoEs.
Of course, not everything has been kept in the same tree. Blood now has Bone Shield, but interestingly enough, it's located in the 11-point talent spot, perhaps leaving it low enough for nostalgic unholy DPSers to grab it. If there's an issue here, it may be that it's questionable if it will be worthwhile for blood tanks. Unholy used it by inflating their avoidance, but if blood means to be a more traditional high armor/high stamina tank, as seems likely, Bone Shield as it is may turn out to be a little too weak.
Strangely enough, Abomination's Might has stayed within the blood tree, and rather high up, at the 20-point mark. That 2% strength it gives might technically be decent for threat, but it might perhaps be another carrot to convince the DPSers to try the blood tree.
The strange case of Blood Boil
The real confusion with the blood tree probably comes with the incredible amount of focus placed on Blood Boil. Blizzard has said that they plan to de-emphasize AoE fights in Cataclysm in favor of the class model of crowd control. It seems strange, then, that they have dedicated so many talent points to optimizing blood's AoE ability. We start with Hemorrhagic Fever, which causes Blood Boil to reduce physical damage done by all targets by 10% for 30 seconds. It seems pretty likely that this will become sort of a mandatory debuff for blood tanks to put up. But since it's attached to a damaging AoE ability, that also means that it will break crowd control whenever you use it. The fun isn't over there, no. The Blood Boil portion of Might of Mograine has been split off into a second talent called Crimson Scourge, so you now have three more points you need to spend, and may want to spend if you need to be recasting Blood Boil often to keep an important debuff up. Luckily, they're making a new talent, Blood Swarm, which gives you a free Blood Boil whenever you use Plague Strike, for five points. That's 10 points dedicated solely to making Blood Boil a power and viable AoE and debuffing tool.
In some ways, this is a good thing, since Morbidity is now so far up the unholy tree that it'll be hard for blood to justify spending the points to get it, so having a powerful Blood Boil should make AoE tanking much easier for a blood death knight. But if Blizzard's going to curtail AoE fights as much as they claim, why are we wasting 10 points on an AoE ability? Why put such an important debuff on an AoE ability, making it pretty much necessary to charge into combat without crowd control (such as Sap) pre-cast and making it necessary to break all crowd control every 30 seconds to apply the buff? Don't get me wrong, I love AoE fights. I think requiring crowd control is overrated. But if Blizzard is truly shying away from them, it might be better if they made Hemorrhagic Fever its own ability, one that doesn't cause damage, and switch out all of these Blood Boil-buffing talents for some more single-target, threat-based stuff -- preferably buffs to Death Strike.
To compound all this is Heart Strike. Heart Strike now hits three targets instead of two, acting a bit like Chain Lightning in that it does a little less damage on each following target. Again, this is a very welcome buff for the Wrath-era tradition of little to no crowd control. If Blizzard plans to de-emphasize AoE tanking, though, should one of our bread-and-butter strikes not only do uncontrollable AoE damage, but also have to vie with Blood runes for our most important debuff? Finally, since our third mastery involves using Death Strike for extra damage absorption, it seems sort of strange that we're going to probably be using Death Rune Mastery to cast more Heart Strikes and Blood Boils for AoE damage. Overall, it feels like Blizzard's putting an awful lot of power behind AoE attacks in the blood tree, and that clashes with one of their most loudly stated dungeon design goals in Cataclysm.
The problem with Improved Blood Presence
If there's one problem Blizzard really needs to address, it's Improved Blood Presence. Since Blood Presence is essentially the Frost Presence of Cataclysm, it would seem like you could swap the function of the current live Improved Frost Presence and be done, right? Not so fast. Blizzard has instead simply made Blood Presence make the death knight uncrittable. Unholy and Frost Presences get some extra damage reduction, but I doubt you'll see a tank in those presences except in very specific fights. This means you're essentially forced to take two talent points that have no real purpose other than to make tanking baseline viable, and all those stories of a DPSer just taking their sword and going to town start to sound a lot less appealing, since they will now definitely have no protection from critical strikes. I've played a healer, and I can guarantee you, whether it's a normal dungeon or a heroic dungeon, it is a lot more difficult and annoying to heal someone with no crititical strike protection.
My feeling is that Blood Presence really needs something more, be it adding a bit more stamina or some extra damage protection. The other option is to removed Improved Blood Presence altogether and put the crit reduction on Blood Presence by default, letting the other tank talents and gear separate the DPS from the tanks. If that's not an option, put the crit reduction it on another, more useful tank talent such as Veteran of the Third War or Toughness (which, yes, is now in the blood tree). Then it would feel less like two very boring talent points you had to take, and more like something you were getting as a reward for taking the useful stuff.
The lowdown on off trees
Here's the final weirdness in the tank tree as it currently is: The complete lack of any interesting talents to take in frost and unholy. Generally, we're all agreed that loading up completely in one tree is sort of frowned upon, but currently, there are just not very many interesting, useful talents for tanks low in the other two trees. In Unholy, you could perhaps justify buffing your Plague Strike since it interacts with Blood Swarm, but then there's really nothing interesting for tanks until you get to Morbidity, requiring you to spend at total of 18 points in the tree, which may in itself be a bit too much to take and still have the points to fill out mandatory talents in Blood.
Frost is little better. You could justify getting Runic Empowerment for the flexibility, all right, and maybe Improved Icy Touch for the single-target aggro (it no longer has the slow debuff, just extra damage), but the second tier and above are all strictly pretty useless for a tank, especially since blood does primarily physical damage.
In short, it's obvious the blood tree needs at least a few passes before it's completely ready for prime time. There are some interesting ideas here, but Blizzard really needs to stop being so schizophrenic about their intentions for AoE fights, and it feels like they need some more variety and structure so that blood can feel excited about spending the extra points in the off trees. And hopefully, they'll make Improved Blood Presence a little bit more exciting, while they're at it.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
wdm+hall Jul 6th 2010 5:07PM
I love the current Blood DPS playstyle so what should I switch to in Cataclysm?
(cutaia) Jul 6th 2010 5:13PM
I'm in the same boat. I'll probably be switching to Unholy for my DPS spec. Couldn't tell you why, though.
ToxDrawace Jul 6th 2010 5:18PM
Correct me if I'm wrong, but can't you pull the fight away from the CCd adds? You know, with something like death grip? As long as the CCd units are away from the aoe, no problem, right?
I mean sure, it'll be harder perhaps... but isn't the whole CC thing supposed to take a little more skill anyway?
ToxDrawace Jul 6th 2010 5:20PM
sorry, mine was supposed to be it's own comment
dodgeballer2005 Jul 6th 2010 5:23PM
Unholy. That's the two-hander DPS tree now. And Blizzard is adding flexibility in those who don't want a ghoul pet.
JokeyRhyme Jul 6th 2010 5:40PM
I think Unholy has always been closer to Blood in terms of play style. I've played both, they they basically amount to:
- pop your Gargoyle / Dancing Rune Weapons whenever you can (or when it lines up with other buffs)
- keep up your diseases and self buffs / pets
- mash through your DPS buttons in a sensible order
Frost has and looks like it will still be a little more dynamic. While there is still a "sensible order" for mashing your DPS buttons, you'll often need to stop what you are doing to react to Rime and/or Killing Machine.
If you've got decent reflexes, don't want to be bored, and don't mind working a little for your DPS, then go Frost (which is 2H viable in Cataclysm). Otherwise, go with Unholy. Obviously if it's the style you like, then go with whatever you want. For example, my reflexes and Aussie latency are terrible but I still love Frost. :)
Ryski007 Jul 6th 2010 7:45PM
i would suggest going into frost. that new tier 10 talent makes 2H viable for frost
brian Jul 6th 2010 8:56PM
Both Unholy and Frost have options that should be fairly close to your experience with Blood. It just depends on if you want a pet or not, really.
kyusswren Jul 6th 2010 5:13PM
I love the current Frost Tank playstyle so what should I switch to in Cataclysm?
krusty_burger Jul 6th 2010 5:27PM
if you like the frost part more, stay frost and be a substandard tank.
if you like the tank part more, switch to blood.
Chairman Kaga Jul 6th 2010 5:33PM
Paladin.
Thorzon Jul 6th 2010 5:37PM
Blood because that will be the only tanking spec Cataclysm.
Meerkatx Jul 6th 2010 5:16PM
Blizzard has said they would like to see some crowd control returned. Not every mob in a pull should or will need to be cc'd. You also talk about how blood boil will break CC: only idiot tanks tank on top of cc'd mobs. I assumed that anyone who has a column about a class that has tanking ability would understand that you let the cc happen on the pull and tank 5 to 10 yards away whenever possible.
matthewggrammer Jul 6th 2010 5:19PM
WoW.com needs to post First/Last names, too, for people like this guy.
Mindaika Jul 6th 2010 5:35PM
That's actually a good point. You can't AoE tank on CC mobs with Consecrate, Swipe or TC, so why would you expect to be able to do so with BB? Yes, the AP debuff is important, especially in multi-mob scenarios, but so is the swing speed debuff provided by TC.
V Magius Jul 6th 2010 5:42PM
It's a good thing there's a guide when you play that can show you splash damage of a spell.
It's not the problem of tanking the mobs on top of that's being discussed or the problem. It's the direction Blizz said they wanted to take. They want to see more CC in a fight.
It's nice to have the AoE damage. Some of us have depth perception problems and cannot properly judge the distance between two objects on the screen. This gives the problem of a Blood DK tank using an ability too close to CC'd mobs accidentally. Then there's DPS who may use their AoE abilities similar to Chain Lightning and accidentally break CC.
In the early game, I do see this as a problem. Many DPS do not know how to CC. (Oddly many played Vanilla.) On certain of my characters, I don't know how to properly CC. It's a learned skill that we will probably see more of by level 85 and especially Heroics, hopefully.
Bob Jul 6th 2010 6:22PM
While this point was made rather vulgarly it is a very valid point. AoE tanking some mobs and CCing has been around since vanilla. TC, Swipe and Consecrate were all used in conjunction with CC. I personally find it a very fun aspect of tanking in trying to pull mobs away from CCed targets, CCing targets in the proper locations and judging my distances for the AoE.
Other dps classes in all likelihood won't stop using their usual aoe, anyway, so tanks should always be pulling mobs away from CCed targets. Is CC such a lost art that this simple concept isn't understood anymore?
As for your depth perception issues: It might just take practice. That's apart of learning the game and its tactics. If you're not sure, pull it further back. As long as you're not pulling it back into another group of mobs that can't hurt.
Vogie Jul 6th 2010 7:53PM
There are a lot of different types of pulls in Cataclysm. There are:
->aoe trash pulls of nonelite creatures,
->caster pulls that require LoS
->multicaster pulls that require LoS & CC
->trash near patrolling bosses that require positioning, CC, and timing
Seriously, it's awesome. Watch the TotalHalibut videos on Youtube
But when you think about it, tying a Blood tank's AoE damage reduction to their AoE ability makes sense, since you won't need one without the other.
It's like leveling a Fire mage against orange creature(s). Instead of pulling with Pyroblast, You FIRST pull with Scorch, then polymorph the target. Instead of a Patrolling creature who wants to kill you, you have a sheep that is 5% easier to crit.
With the exception of Sap, all of the CC's can be applied to creatures already in combat. If you desperately want that debuff on it, Run in -> Blood boil for Hemorrhagic fever -> CC the caster charging death ray, version 12, revision 8.
That also has an added benefit for the CC'ing DPS: when the CC breaks, the mob will run towards the tank, and not you
jbodar Jul 6th 2010 9:38PM
@Vogie
It's counter-intuitive to BB before spreading diseases though. You'd still have to apply CC, then DG and let the rest run into your D&D (possibly using LOS) while you apply and spread diseases (assuming this part hasn't changed that much since live). This rotation uses all your runes, BTW. Once you get back a rune, THEN you can BB.
So either they want to get away from this style, or they expect DKs to go a full rotation without the debuff. It's still just strange. Why not just apply the debuff to Blood Plague when talented? Too good?
Fa110u7 Jul 6th 2010 5:16PM
I've been playing around a bit in the beta since my invite last week and I love the new blood tree. There are so my cool and useful talents in there that I really didn't want to spend my points anywhere else. The one talent I found really cool was in the first tier of the unholy tree, I don't remember what it is at the moment but it causes your diseases to last something like 12 seconds longer when you max it out.
One HUGE problem I'm finding is that I have absolutely no threat whatsoever in the new 5-mans. Maybe blood presence is broken at the moment and not adding the threat that it says it is but when I was tanking everyone was pulling off me. In a reverse roll I was healing on my druid with a talent that reduced my healing threat by 30% and I was pulling mobs off of our DK tank.