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 3 of 3)
Heiros Mar 30th 2011 2:11PM
well... my group's main tank is a Blood death Knight......
His stat priority is
1. stamina
2. mastery
3. hit / expertise
4. haste (lower Rune CDs)
i dont know much about Blood DKs but he told me his Self healing was based on his Healt pool.... more haste, more mastery = more heals
Since we are 2 healing each fights beside Conclave of winds and Nefarian (yes we are 2 healing Heroic bosses including magmaw 10 and halfus 10)... i dont think he's wrong lol
He's soloing tanking Ascendant council and Omnotron defense system on his Haste Set while we only have 2 heals
you can check our world of logs, not lyin at all... Less is More (fenris US- Alliance)
He told me Dodge was a stat to avoid for DKs... as the less hits you take, the less healing you can do....
that's funy to see him toping himself alone doing 2-3 good self heals when needed, jumping from 10k HP to 200k within 4 secs
Not saying that this post is wrong... just saying theres differents way to build up a DK tank
and he's the perfect proof... i dont know many guilds that are 2 healing magmaw heroic and halfus heroic... dont know many tanks able to solo tank Ascendant council and Omnotron
Eldoron Mar 30th 2011 5:52AM
Do I really have to take Lichborne? This whole self-heal thing doesn't feel tank-ish. DKs self heal enough already. With Death Coil it's like I'm my own healer.
ZeroDesu Mar 30th 2011 6:54AM
Personally, I don't see a need for it myself. But then again, I'm still leveling my tank through Northrend content. Even slightly undergeared, I'm still blowing through dungeons like nobody's business. But, with Cataclysm being a completely different story, that little bit of self healing may make all the difference. I don't imagine you'd get a lot out of Death Coil healing, but it could make all the difference if you use it at the right time. I'm still on the fence myself, though.
Chokaa Mar 30th 2011 6:51AM
Lichborne is sweet, but it is not quite as OP as it once was (before they broke the minor glyph making it brokenly awesome) If you don't use it, then there's no point in speccing for it when there are many other options for those points.
I have found that many many MANY times, it is an amazing AWCRAP button, especially in heroics if I'm the last man alive; and in heroic raid encounters. Fights like Halfus, where the first 30-45 seconds make or break the whole fight, having pretty much a free health bar is awesome. And if you need EVEN MORE POWER using it with vampiric blood almost feels like cheating.
Cyrus Mar 30th 2011 8:38AM
"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."
I can tell by reading the DS tooltip that its damage has nothing to do with its healing, but Glyph of Death Strike still helps the Blood Shield mastery, right?
I mean, sure, it's still probably not worth using the glyph overall because of everything else you'd be giving up by keeping your runic power bar full, but (a) there will still be times when you lose control and wind up with a big RP bar anyway and it'll help, and (b) I'm mostly asking for information to figure out how that weird mastery works. It seems more complicated than most. I think the shields stack with each other, so you don't have to worry about overwriting them... I think it scales with all damage buffs... but who knows?
Boobah Mar 30th 2011 3:46PM
"Glyph of Death Strike still helps the Blood Shield mastery?"
Er... no. Blood Shield is a percentage of the damage healed, not damage done. And since the damage healed isn't based on damage done, boosting the damage done (which is what the glyph does) won't affect the Blood Shield.
You can increase the damage absorbed by Blood Shield by A) stacking the mastery stat, B) stacking stamina (because the maximum and minimum Death Strike heals are based on your total health), and C) taking more damage (because a Death Strike immediately after a damage spike heals for more than one where you've taken less damage), although the last has definite limits.
Bovinebill Mar 30th 2011 9:47AM
I'm generally happy with the way our talent trees have evolved in the last 2 years. But is it just me or did Blizzard totally miss with the talent, Blood-caked Blade? Unless you're a dedicated Blood pvp'er, I can't think of a case where that talent is actually useful. It's too far down to be reached by either Frost or Unholy DKs, and you don't need it for leveling as Blood (not that anyone needs to do that with dual-speccing costing only 10g). I wish Blizzard would switch it with Scent of Blood and make it a sexy grab for Unholy DKs.
FattyLumpkin Mar 30th 2011 4:06PM
A lot of good points in the article but I feel like stamina was discounted a little too much. A lot of the best DK tanks in the world are still gemming stamina and a lot are gemming mastery, but very few are gemming for avoidance. Yes gemming stamina and using stamina trinkets means you will take more damage and consequently you will need more healing/mana than had you emphasized self-healing or avoidance, but I have thought of several subtle advantages of stamina that. Here are a few I could think of:
Pros of stacking Stamina (in terms of gems, trinkets)
• Stamina syncs well with talents that function as a multiple of health (Vampiric Blood, Rune Tap, Death Pact, & Death Strike heal amount / shield amount) all gain more health the more health you have to start off with.
• Stamina syncs well with Trinket procs and Will of the Necropolis that provide a benefit when health dips below a certain percentage, so the bigger your health pool is, the more significant a third of your health pool will be. Same case with abilities that reduce damage such as Bone Shield, & Icebound Fortitude (50% less damage basically means double the health pool and double the heals, which does no extra benefit to an attack that was already dodged or parried).
• Stamina syncs better with healer cooldowns; and also, although much less of an issue than days past, stacking Stam usually leads to less overhealing.
• Itemization of Stamina on gear and gems is 1.5x that of all other stats, so any many cases such as gemming remember you aren’t comparing 1:1, you are choosing between 60 Stamina or 40 avoidance/mitigation, not to mention that while 1 Stam = 10 health, with talent and buff multipliers most tanks will actually get around 17 health per Stam.
• The Vengeance talent specialization means that you get up to 1 AP per 10 health, so while it is not terribly important, since one Stam will equal about 1.7 AP, Stamina is also significantly helping tank DPS and threat generation, meaning slightly shorter fights, and a few less issues with aggro. • Stamina helps with all damage types (dodge and parry, don’t help with magic attacks and certain other boss abilities cannot be avoided). From what I have read and experienced Magic damage is probably about 20-25% of tank damage these days and there are not too many physical attacks that cannot be avoided. Also Stamina is not subject to diminishing returns as Dodge and Parry are.
• Stamina helps with consistent bigger boss hits, which gives healers a little more time to react (in the short-term Dodge and Parry are subject to the whims of the RNG Gods), although more of an issue in heroic raiding.
Rekra Mar 30th 2011 6:43PM
I disagree with this author's comment about blood dks not wanting glyph of death strike. There are no survival glyphs in the prime slot now so you want the 3 which are buffing your main strikes. Those are: Death Strike, Rune Strike and Heart Strike.
gutserker Mar 31st 2011 6:24AM
fact, rune strike is not our hardest hitting ability. death strike is with glyph of death strike, assuming you're at 100 RP. add to it the T11 2 piece set bonus and you're talking about a 60k crit death strike or higher. because of that i spec into runic power mastery and only hit rune strike between 120-130 RP. any other time i hit death strike as top priority, and i still get enough threat for no one to ever pull from me