Lichborne: Blood Death Knight Tanking 101

A lot has changed since the last we did a Blood Tanking 101 article. There's only one tanking tree for death knights now; you don't need to worry about defense rating; and parry haste is a thing of the past.
While we have talked about various aspects of Cataclysm blood tanking in past columns, this column is meant to be your one-stop shop for all things blood tanking, to give you a general idea of what you'll need to do to start seriously tanking at the heroic dungeon and raid level as a death knight.
Blood tanking stat priorities
Stamina In the Wrath era, stamina was more than the king of stats -- it was the lord high emperor. In Cataclysm, things are different. You can consider stamina something of the viscount. It's still a very important stat, and you definitely want to have a high health pool, but you don't need to focus on it to the exclusion of all else. Cataclysm health pools are set up to be incredibly high, and Cataclysm bosses mostly avoid high-damage attack gimmicks, so you can generally have a lower health pool and stay partially healed for longer without dying (assuming you juggle your tanking cooldowns well, of course). With that in mind, don't go too much out of your way for stamina anymore, and don't be afraid to regem for mastery or avoidance if you need more of them.
Mastery Mastery is an incredibly nice stat for death knight tanks, as it feeds into Blood Shield. For the most part, you'll want to reforge for mastery wherever you can. The larger your blood shields, the longer you survive.
Parry and dodge ratings While you can get a small amount of parry rating from strength, most of it will come directly from the stat's appearing on your gear. Unlike in previous expansions, parry and dodge rating are actually essentially equal in diminishing returns, so you should aim for equal amounts. Don't be afraid of their being slightly unequal, but where you can, gear, reforge, and regem to keep them relatively equal. It's worth noting that avoidance is still heavily reliant on the RNG, so you can still get incredibly unlucky from a bad streak of failures. Still, between Blood Shield and your health, you should be able to weather it.
The exact amount of parry and dodge rating you should have is still under strong debate in the death knight community. The current strategy for most death knight tanks is to get your avoidance to some arbitrary amount (generally somewhere around 15% for heroics and 30% for raids), and stack mastery above and beyond that. Another option is maintain two sets of armor, one that focuses on mastery and another that focuses on avoidance. This, of course, will take time and many drops, so it's not feasible for everyone.
In the end, the best way to choose between mastery and avoidance may be to take a look at your playstyle. If you like having more direct control over your survivability, pump up your mastery and use Blood Shield. If you prefer to let the system take care of it whenever possible, pump up avoidance and hope the random number generator favors you.
Hit rating Hit rating is now arguably a survival stat, as Blood Shield will not be activated if your Death Strike misses. You'll need 8% hit to assure that doesn't happen. That said, chances are you'll just hit it on the next GCD, so unless you're consistently dying over the course of one GCD, you probably don't need to obsess about hit rating. Just let hit rating come when it does, and maybe consider not reforging it away.
Expertise rating With the demise of parry haste, expertise has lost a lot of ground in the tank stat race, being demoted from a defensive stat to a pure threat stat. It can still provide some extra threat, but for the most part, the general consensus for it is the same as it is for hit rating. Don't struggle to hit the 26 expertise soft cap, but if you get some gear with expertise on it, consider it a bonus. Akirus the Worm-Breaker is a great death knight tank weapon for this very reason.
Armor Armor is still an incredibly useful stat that allows you to mitigate massive amounts of physical damage. You'll probably come across as much armor as you need just by equipping tank gear, though, as extra armor on gear is mostly gone as an itemization gimmick in Cataclysm.
Strength Strength is a threat stat, even a very minor survival stat, thanks to the existence of Forceful Deflection. That said, it's never something you should actively seek. Let it come to you on tank gear, and it should be more than enough.
A typical PvE blood tank build
This build is a very typical PvE raid tanking build for a blood death knight. It incorporates frost as a secondary tree in order to take advantage of the Lichborne/Death Coil healing trick. You'll notice the conspicuous absence of Abomination's Might and Crimson Scourge. While both talents have their uses, they simply don't contribute the raid tank's main jobs of boss tanking and threat or survivability. If you feel like you want some extra AoE threat power or need to provide the attack power buff to your group or raid, the best way to redistribute points is to take one point out of Epidemic and one point out of Scent of Blood. Other options for spending those two "extra" points include Endless Winter, which can be very useful for a tank who needs to double on interrupt duty.
The linked build also contains some recommended glyphs. Don't be fooled by Glyph of Death Strike. It only increases the damage of Death Strike, not the healing (which is now disconnected completely from Death Strike's damage), so it's not that great for tanking. One thing you may wish to consider is to swap out Glyph of Death and Decay for Glyph of Death Coil. With the recent nerf to Glyph of Death's Embrace, the Glyph of Death Coil can provide a much needed boost to the Lichborne trick's healing power.
Rotations and rune usage
Like the DPS specs, blood tanking doesn't so much have a rotation as it does a priority, since Runic Empowerment can provide new runs at any moment. Make sure you're in Blood Presence at all times, as you'll really want the extra defense, threat, and that extra rune refresh speed from Improved Blood Presence.
First, always make sure you have your diseases up, at least on bosses. Blood Plague provides the Scarlet Fever damage debuff, and Frost Fever provides an attack speed debuff. Both directly contribute to your survivability in a relatively major way. Diseaseless tanking may still work on weaker trash, but for the most part, those debuffs are too important to lose now. After that, your priorities will fall to strikes in order of effectiveness and utility.
- Rune Strike remains our most powerful threat producer. Use it whenever you have the runic power to do so unless you're saving it for an immediate use of Lichborne healing.
- Death Strike is a key cornerstone to any rotation, providing both threat and survivability via Blood Shield. Also, since Blood Shields now stack, you don't have to worry about timing your Death Strikes. Just churn them out as you have the runes.
- Heart Strike will be used if only to keep your blood runes on cooldown. Otherwise, you'll probably end up using Death Strike for the survivability.
When you need to use a tanking cooldown, use your priority system to get your threat rotation focused. You can use Blood Tap for minimal disruption, of course.
This covers the very basics of what you need to know to gear and play your death knight tank. Next week, we'll focus on gemming, enchanting, and reforging strategies for the blood death knight tank.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 2 of 3)
Metalheadz Apr 13th 2011 10:06AM
Thanks for this post. I will be using this guide to bring back to life my blood DK.
I agree pally tanking is much easier, but dk tanking has gotten much more interesting. I think dusting my DK off and giving it another try is worth a shot.
http://hitpointbandits.com/
Jorakai Mar 29th 2011 9:54PM
Abom's might is at best a marginal tanking talent. The threat it gives you isn't important since threat is trivial after the first 10 or 15 seconds of a fight, and the 2% increased strength from 2 points corresponds to only 20 parry rating (about .1% parry) at 4000 strength, which is a reasonable number for a raid-buffed tank. Since all you need is one pally to have 10% AP in a raid since the kings drums still work, it's redundant.
I run a slightly different build than the one mentioned for 10-man raids: http://www.wowhead.com/talent#jcGr0sMruszG0obZ0b:zo0zkac. Basically what was mentioned, with the redistributing into endless winter. Not having to worry about runic power is key when I'm used as an interrupter on numerous fights, and I have a special hit-capped set so that I don't get any raid-killing misses (try Maloriak on heroic and you'll see what I mean if you get an interrupt miss on Arcane Storm). Two points in epidemic are basically mandatory so that your diseases last long enough that you have nearly 100% uptime by re-applying once between outbreak cooldowns.
The analysis in comments about expertise being as good for survival as hit is true; it's also as bad as hit tho. There's been a decent debate about this on EJ, about connecting on a death strike at just the right time, and how much effect on survivability there is. The consensus is that it's really not that important, especially compared with investing in either avoidance or mastery.
ZeroDesu Mar 30th 2011 6:43AM
Haven't interrupts recently been fixed so that they never miss?
shealle Mar 30th 2011 9:52AM
@ZeroDesu
Not yet. Interrupts can still miss, at least until 4.1 is ushered in. As a small 10 man raid healer with several players that randomly show up to be out last 3 players... I'm very happy that I won't be crying the blues over missed interrupts & trying to heal/save huge damage from those misses.
Mal Mar 29th 2011 10:04PM
I hope he covers the finer details of the avoidance vs mastery argument in the next part.
Dboy Mar 29th 2011 10:13PM
Brilliant article - many thanks! But...
"Don't be afraid of their being slightly unequal, but where you can, gear, reforge, and regem to keep them relatively equal."
lolwhut
mibu.work1 Mar 29th 2011 10:42PM
I think he means that you shouldn't worry too much if your stamina, avoidance and mitigation stats are somewhat uneven, such as a slight overbalance of stamina vs. dodge or parry vs. mastery. The second part is just saying that if you have that problem, or a greater overbalance of one tanking stat vs. the others, just gem, enchant, and reforge until things are mostly equal. The best kind of tank (stat-wise) is one that can take hits, avoid hits, and mitigate damage equally well, as it means he can stand up to any boss mechanic.
Schadow Mar 29th 2011 11:05PM
Seems clear enough to me - try to keep dodge and parry roughly equal by reforging one to another to balance them out. This is because of diminishing returns. If you have 12% dodge and 17% parry, you are wasting parry rating to diminishing returns. Reforge whatever you can of it to dodge.
However, don't be concerned if they are imbalanced. If all your gear has parry and no dodge, then you simply can't reforge enough to make dodge and parry match. It generally is not worth equipping an inferior dodge piece just for the sake of evening dodge/parry.
Boobah Mar 30th 2011 3:07PM
Also, keep in mind that if you're using the Rune of Swordshattering, that will give you an extra 4% parry unaffected by diminishing returns. With Swordshattering, a DK with 14% dodge and 16% parry should still be favoring parry.
Bizzle Mar 30th 2011 12:09AM
So what do you stack gem wise? Mastery, dodge/parry? Since everything is seemingly saying dont gem stack stam
Necromann Mar 30th 2011 12:32AM
You balance the gems out.
Nexilux Apr 13th 2011 4:32PM
I've been stacking Stam and Mastery mostly, plus a little Hit since I've noticed more misses than I would like on raid bosses. Don't forget that Death Strike is guaranteed to heal a minimum percentage of your health pool regardless of damage taken, so more health = bigger minimum heal from DS. Besides, Blood DK's tend to take a little more damage than our shield-wielding counterparts, so a little safety margin never hurts...
mrespman Mar 30th 2011 12:52AM
So, since Parry Hasting isn't an issue anymore, what is the viability of a Dual Wield tank?
Jaq Mar 30th 2011 2:28AM
Non existent. Blizzard wants dual wielding to be the fiefdom of Frost DKs and nothing else. That's why they broke dual-wield Unholy.
Cyrus Mar 30th 2011 8:56AM
Well, you won't have Threat of Thassarian, so your strikes won't deal their full damage. And Nerves of Cold Steel increases your hit chance but it's still lower while dual-wielding than with a two-handed weapon. So you'd have to either stack nothing but hit and expertise or put up with lots of misses, and lots of misses means less runic power (I think) and fewer Blood Strikes, which means fewer blood shields, which means... etc.
The only advantage of dual-wielding tanking is that you could use two one-handed weapons meant for paladin/warrior tanks, with tanking stats on them. However, (a) that won't make up for the tanking stats you'd lose by stacking hit and expertise, and (b) it's not like two-handed weapons with tanking stats don't exist. Someone upthread suggested agility polearms and I don't know how valid that is, but mastery is definitely a tanking stat, and you can find that on plenty of two-handed swords or maces or whatever.
Long story short, dual-wield tanking is dead. Sorry.
Boobah Mar 30th 2011 3:24PM
The dual-wield hit penalty only affects auto attacks.
This doesn't mean I think it's a good idea, since all your special attacks will still only hit with the main-hand weapon without Threat of Thassarian.
The only real advantage of dual-wielding is the opportunity to get better avoidance, since the only defensive tank stat on two-handed weapons is mastery, while one-handers can be found with parry and dodge as well. Reforging takes most of the teeth out of that, too. Finally, at any given gear level, one two-hander has more total stats than a pair of one-handers; at i359, you're looking at 292 strength, 438 stamina, and 388 secondary stats vs. 341strength, 512 stamina, and 456 secondary stats.
talkaboom Mar 30th 2011 3:15AM
I recently switched my DK over to tanking, and I have trouble understanding the dodge/parry balance. I currently have 14.3% dodge and 15.2% parry( most of which comes from the rune of swordshattering). When they talk of balancing the two stats, are we talking percentages or does it refer to rating? So far I have had gear with loads of parry on them that I have reforged to dodge to balance the percentages. My mastery is currently at 15.01. Should I be reforging to mastery instead? I am worried that would leave my avoidance very low.
The article mentioned 30% for raids, I sincerely hope that it is the sum of dodge and parry as I see no other way to reach those figures.
Chokaa Mar 30th 2011 6:45AM
The balancing of parry/dodge is just rating. The extra 4% parry from swordshattering is unaffected by diminishing returns. It's just That Damn Good (tm)
The 30% avoidance is buffed, not unbuffed. And yes, it is combined.
I've had a ton more survivability from reforging to mastery instead of trying to juggle parry/dodge.
I'm currently sitting at 29.55% combined avoidance unbuffed (17.43% parry-with swordshatter, 12.12% dodge) and 20.39 mastery, and my favorite fight to tank is heroic Chimaeron. You can get some rediculously high numbers out of death strike heals and blood shield.
ZeroDesu Mar 30th 2011 6:49AM
They're talking percentages. Balancing rating doesn't really mean anything, because the only thing rating is used for is to determine the percentage, and the percentage is what the game actually uses to see whether attacks miss you or not.
And this is EJ we're talking about. Trust me, there is ALWAYS a way to get enough of one stat, if you really try. They're probably talking about reforging every other available secondary stat into Dodge and Parry, to make sure you pretty much never get hit, ever. Which could be a viable strategy, or it could just be a huge mistake by losing out on all of the other stats. That's why there's still a big argument about it on the forums.
Boobah Mar 30th 2011 3:35PM
Yeah, talking percentages. Diminishing returns affects all stats that provide parry and dodge equally, so while agility doesn't technically give you dodge rating (the agility -> dodge% conversion predates the introduction of the rating mechanic) it affects your final (diminished) dodge% exactly as if it did.
Balancing parry and dodge, however, is easy. The real trick is finding the sweet spot of mastery, avoidance, and stamina. There's no question that adding some to any of those effectively makes the others more valuable; the real question is where the crossover points are (and if those points are actually reachable in game), and that's basically what all the arguments are about.