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    Blood DK Warlords of Draenor Patch 6.1 Guide (Long but has TLDR Version)

    **Last updated Feb 24rth**

    This guide will be split into two parts: the basic 'what should you do' which will cover all the main points of Blood DK play for the average player, and a second part containing both the 'why should you do this' part, and that will go into further detail on different alternative talents, rotational choices, ect for the more advanced player who wishes to understand things more thoroughly. The first part is for people who want to keep it short and sweet. It won't go into detail on the reasoning behind any of the suggestions, that is covered in the longer guide.

    For those who are wondering “who the hell is this guy?”: I play Blood DK in Duality of Zul'jin. My recommendations in this guide come from a combination of a lot of work with Simcraft and my practical experience in raids and challenge modes.

    This guide is always in the process of being updated as things change over time, so parts may be updated or completely rewritten over time (as some parts are still in my opinion not of high enough quality).

    The Short/Basic/TLDR Guide to WoD Blood DK

    Every part of this basic guide will be explained and analyzed in greater depth in the advanced section. So if anything seems overly simplified I would recommend checking out that part of the guide.

    The long guide will generally cover everything from this short guide (ie it stands on it's own), so if you prefer more detail I recommend skipping to it else you will be getting a lot of the same information twice.

    Major Changes from MoP

    -Heart Strike is replaced by Blood Boil and Pestilence has been merged into Blood Boil as well.

    -Rune Strike is replaced by Death Coil.

    -Scent of Blood stacks are now gained via Blood Boil and Soul Reaper rather then auto-attacks, dodges and parries.

    -Due to the removal of Scent of Blood RP gains, you have far more downtime in the rotation.

    -RP gains from Anti-Magic Shell soaking are massively nerfed, contributing to the above.

    -Horn of Winter no longer has a cooldown and does not generate RP, so you should no longer use it rotationally.

    -Multistrike and Haste are the way to combat the above issue; Multistrike provides a lot of RP and Haste provides rune regeneration rate.

    -All your tanking cooldowns are significantly nerfed.

    -Mastery: Blood Shield has been cut by about 3-3.5x but now grants % Attack Power as well.

    -Vengeance has been replaced with Resolve, which instead of granting AP, grants % increased self healing. Resolve is far more volatile then Vengeance and spikes right after you get hit, decaying fairly rapidly until the next hit, replacing the old Death Strike 5 second window in this manner.

    -Death Strike and Rune Tap have been completely reworked; Death Strike's base healing is determined by Attack Power, then Resolve acts as a further multiplier based on how hard the boss hits. Rune Tap is now an active mitigation tool, providing 40% damage reduction for 3 seconds after usage with a 40 second base recharge (30 seconds with a leveling perk, but you won't have that at 90).

    Stat Weights

    Strength = Bonus Armour* > Mastery = Multistrike* > Haste = Crit* > Versatility

    *Bonus Armour is more mitigation, Strength more DPS but both are similar.

    *You should prioritize Multistrike for DPS, and Mastery for survivability; it is really up to you what you decide you want more; if you are struggling with survival get more Mastery. I'll be honest, Multistrike is actually pretty weak for defensive purposes (Roughly 3-4 times weaker then Mastery for raw damage reduction/healing benefit). However it's DPS benefit is about twice that of mastery, and the max HP granted by it helps smooth out damage intake, which has 'hidden' benefits via reducing overhealing which are not really possible to math out directly.

    *Crit vs Haste is again, kind of like MS vs Mastery, Crit is more DPS, Haste is more mitigation. However they are a lot closer to each other then MS/Mastery in both respects, so honestly the difference isn't that huge and I would not worry about it too much.

    Some general notes about DPS values of stats: On AoE, Multistrike and Haste go down in DPS value a lot, esp Haste as you tend to easily be GCD locked when spending Death Runes on Blood Boil. However even if GCD locked, keep in mind more resources means you can have a greater % of your GCDs filled with Blood Boil on AOE, which is still a gain, so even if you are GCD locked it doesn't make Haste anywhere near useless. And MS obviously has strong direct DPS benefits from the actual multistrikes given regardless of the usefulness of RP, so it will still generally SLIGHTLY edge crit out for AoE DPS due to the attunement. Also MS and Haste's DPS value increases if running Breath of Sindragosa as your 100 talent (helps average uptime), and goes down if running Necrotic Plague as your level 100 talent (due to the free RP more easily GCD locking you).


    For the Cloak/Ring/Neck enchants, you should pick either Gift of Multistrike or Gift of Mastery enchants depending on what you prefer (as mentioned above). For your weapon, use Rune of the Fallen Crusader.

    For Gems, pick the stat you want to stack ; either Greater Mastery Taladite or Greater Multistrike Taladite, and gem only that. Keep in mind gem sockets are now prismatic, and randomly rolled on gear (like Warforged) so they are far less common now. You CANNOT gem Bonus Armour.

    For Consumables, use Greater Draenic Strength Flask, and either Multistrike or Mastery food (again, your choice). Use the Draenic Armour Potion to pre/in fight pot as they are 50% stronger then the Draenic Strength Potion.


    Level 56: Plague Leech (if you can handle the rotational complexity, otherwise it doesn't matter what talent you pick here because they are all useless to Blood, however PL is a sizable gain if used well)
    Level 57: Purgatory (Anti-Magic Zone can be a good alternative if you want more utility, Lichborne can act as an awkward version of Death Pact via Death Coiling yourself, although it's not supposed to work that way anymore, so who knows if it will randomly get 'fixed')
    Level 58: Death's Advance (Other talents can be worth it situationally)
    Level 60: Blood Tap (or Runic Corruption if you have a lot of trouble using Blood Tap, but I highly recommend learning Blood Tap)
    Level 75: Death Pact
    Level 90: Completely situational for the fight/dungeon/preference
    Level 100: Defile or for more advanced players on single target/2 target with good gear Breath of Sindragosa (generally on ST BoS is better unless fight mechanics are poor for it, IF you play it well and have the gear*)

    *What 'have the gear' means heavily depends on how well you play BoS and how good the fight is for it, but a rough number would be around 400 haste and 1000 multistrike for when you should consider trying out BoS on 1-2 target fights, if you aren't having too many problems staying alive.


    Pick 3 of these:

    Glyph of Outbreak (Only if using Plague Leech, but you should be, so yeah. Also don't need it on AoE, because you can just PL then Blood Boil and re-spread the disease that way.)
    Glyph of Regenerative Magic (For additional usage of AMS, somewhat situational since AMS soaking is a joke now)
    Glyph of Blood Boil (Nice to have if picking up adds or AoEing spread targets or just general QoL)
    Glyph of Dark Simulacrum (Amazing if used on a fight where you can use Dark Simulacrum)
    Glyph of Runic Power (Amazing for fights where there are slows being applied to you, otherwise useless)
    Glyph of Absorb Magic (Highly situational but occasionally good on a few fights)
    Glyph of Icebound Fortitude (Like above, highly situational but occasionally good on a few fights)

    Glyph of Vampiric Blood is a terrible glyph and should never be used; the max HP of baseline Vampiric Blood is what even makes it useful in the first place, while the healing bonus is extremely weak and usually just goes to overhealing. Also, the max HP boost on the unglyphed ability helps increase the effect of the T17 4p bonus.

    Generally you should default to Glyph of Outbreak, Glyph of Regenerative Magic, and Glyph of Blood Boil, with others being subbed in for either Blood Boil or Outbreak if they apply in the given situation.


    You want to prevent any of your resources from capping as much as you can; you have 3 rune pairs and runic power to worry about, and blood charges if you use Blood Tap.

    -Keep diseases up.

    -Use Death Strike to spend Frost and Unholy Runes, but always try to leave one pair of them ready so that you can do an emergency Death Strike if you dip low.

    -Use Death Runes on either Blood Boil for AoE damage or Death Strike for mitigation/single target damage (this is a decision you have to make based on the situation).

    -Use Blood Boil or Soul Reaper (if target is below 35%) to spend Blood Runes. Soul Reaper takes priority over Blood Boil below 35%, unless there are 6+ targets to AoE.

    -Use Crimson Scourge procs on Defile or DnD, or Blood Boil if Defile/DnD is not up.

    -Use Death Coil to spend Runic Power.

    -Use Plague Leech when you have at least two fully depleted runes, and Outbreak is off cooldown in order to quickly reapply the diseases again (if you have Glyphed Outbreak, can pretty much do it any time). If there are 2+ targets, you don't need to Outbreak (since you can just Blood Boil to re-spread the diseases back).

    Death Strike Usage

    -Avoid overhealing with Death Strike.

    -If you feel you are going to die in the next 1-2 globals (and you don't have another way out of the situation), use Death Strike to try to save yourself regardless of other considerations.

    -Use it regardless of other considerations if you would resource cap otherwise.

    Rune Tap Usage

    -Use right before any burst damage; this ability is basically a reverse Death Strike.

    -If there is no specific burst damage in the encounter, you can use it as just a weak cooldown, or as a 'bridge' between two Death Strikes.

    -If you plan to use it at specific points in the fight, remember to bank the required Blood Rune in advance.


    This section will basically be pretty sparse. If you want to know more about pre-raid gearing, and more details in general, I highly recommend the advanced guide gear section, however the point of the short guide is to keep it simple, so I will just give a simple general Raid BiS list here.

    Important: There are definitely alternatives for the trinkets, and that is covered in the Trinket section of the advanced guide, however I don't want to list everything here, and those are the two 'general' trinkets.

    Raid BiS List

    Head: Ogreskull Boneplate Greathelm (Kromog)
    Neck: Choker of Bestial Force (Beastlord Darmac) or Glutton's Kerchief (Oregorger)
    Shoulders: Ogreskull Boneplate Pauldrons (Operator Thogar) or Overdriven Spaulders (Blackhand)*
    Back: Ravenous Greatcloak (Oregorger)
    Chest: Ogreskull Boneplate Breastplate (Flamebender Ka'graz)
    Wrists: Fleshmelter Bracers (The Blast Furnace)
    Hands: Flamefury Gauntlets (Flamebender Ka'graz) or Ogreskull Boneplate Gauntlets (The Iron Maidens)*
    Waist: Uktar's Belt of Chiming Rings (The Iron Maidens)
    Legs: Ogreskull Boneplate Greaves (The Blast Furnace)
    Feet: Sabatons of Fractal Earth (Kromog)
    Ring: Spellbound Runic Band of Elemental Invincibility (Legendary Quest line)
    Ring: Razoredge Blade Ring (Hans'gar and Franzok)
    Weapon: Ka'graz's Burning Blade (Flamebender Ka'graz)
    Trinket: Blast Furnace Door (The Blast Furnace)
    Trinket: Tablet of Turnbuckle Teamwork (Hans'gar and Fransok)

    *You either offset gloves or shoulders, so if you use Overdriven Spaulders you want Tier gloves with it, or vise versa for Tier Shoulders + Flamefury Gauntlets. Realistically during progression you probably want offset gloves as they are easier to get, but offset shoulders are SLIGHTLY better for DPS.


    That about sums up the short guide to Blood DK. If you want to see more information on alternative options, or just reasoning behind a lot of what I say, I recommend reading the Long/Advanced part of the guide.

    Beware if you do that, it is 9k+ words long

    The (Way way way way) too Long Guide to WoD Blood DK

    This part of the guide is much more detailed and wordy. Here I will explain all the alternatives, advanced options, details about how things work, and go more in depth about how you should be looking to play. Without further ado, let us begin!


    Before we more get into stat weights (which are very confusing for Blood ATM), it would be beneficial to understand what all the stats actually do for Blood Dks and what has changed from MoP.

    Multistrike (MS)

    This is our 'attuned' stat, meaning we receive 5% more of it from all sources. It's baseline function for all classes and specs is to grant you TWO chances equal to the multistrike % to 'hit' again for 30% of the damage or healing of your abilities. This means if you have 50% multistrike, every attack you do will have two 50% chances to deal an additional 30% damage. So you would have a 25% chance to not deal any extra damage, 50% chance to deal 30% extra, and 25% to deal 30% extra twice (60% total).

    Multistrikes will not proc anything unless it explicitly states in the proc that it can be triggered by multistrikes.

    If something cannot crit, it also cannot multistrike. This means Death Strike/Death Pact healing cannot Multistrike (but the damage of Death Strike can).

    People often look at Multistrike and say 'it is just a weak version of Critical Strike'. Well this actually isn't true; it is numerically equal to critical strike if not accounting for special bonuses from it. It takes 66 Multistrike rating to get 1% multistrike at level 100, and 110 Crit rating to get 1% crit chance.

    So let us compare 3300 critical strike rating to 3300 multistrike rating. This would give us 30% crit chance, and 50% multistrike chance.

    Crit: 30% chance to do 200% damage, 70% chance to do 100% damage. 200%*0.3 + 100%*0.7 = 130% normal damage on average.

    Multistrike: Two 50% chances to strike for 30% extra. This means you have a 25% chance every hit to strike for the normal 100% damage, 50% chance to strike for 130% damage, and 25% chance to strike for 160% damage. 100%*0.25 + 130%*0.5 + 160%*0.25 = 130% damage on average.

    As you can see, Multistrike is actually exactly equal to Crit by default. Now, obviously it isn't that simple. If you already have some of either stat, then adding more is relatively SLIGHTLY devalued based on how much you already have. Also in the specific case of Blood, you get 5% more MS from gear by default, and 10% base MS from passives.

    So with all this math out of the way, what does Multistrike actually do for Blood other then increase our damage?

    The Blood Rites passive grants you 15 Runic Power per auto-attack multistrike; meaning you can either get 0, 15 or 30 RP from an autoattack, the odds being based on your MS chance.

    What this means is it is a huge source of Runic Power. Blood Death Knights have a lot of downtime in the rotation baseline, and getting more Multistrike helps fill the gaps. More RP means more Death Coils and more Breath of Sindragosa (if talented). Both of these grant Blood Charges for more runes, and Shadow of Death, which is a stacking max HP buff. Basically the way Shadow of Death functions is the more RP you are spending per 30 seconds, the higher the % HP buff goes.

    More specifically, Shadow of Death grants 3% max HP per Death Coil for 30 seconds. Now, this does not just stack to infinity; the way it works is similar to Ignite; the remaining amount from the previous buff is added to the new one. What this means is if you Death Coil once, you get a 3% max HP buff for 30 seconds. If you then wait 15 seconds, and Death Coil again, you will have a 4.5% max HP buff for 30 seconds. What happens is the original 3% is divided by the remaining duration (in this case half) and added to the 'fresh' buff. This is constantly done for every 'stack' every time you Death Coil. It also means that you can actually LOSE effect on the buff if you wait a while before using Death Coil. The way to look at the buff is it's size is based on the number of Death Coils you have cast over the last 30 seconds.

    What this means is if you spent every single GCD using Death Coil, you would have a 90% max HP bonus (3% times 30 Death Coils divided by 30 seconds). Technically it could be higher then this if you also used Breath of Sindragosa, but obviously this is a completely unrealistic scenario, even if you had the RP generation to pull it off, as you would be unable to do anything but cast Death Coil over and over to maintain the buff. In reality, the buff will likely be between 20-40%, depending on your MS value. It also fluctuates a good bit in combat since there are natural gaps between using Death Coil.

    Because multistrike is baseline as good as crit for increasing damage, and has a 5% attunement bonus, AND lets you use more Death Coils, Multistrike is an amazing DPS stat. It is also very good if running Breath of Sindragosa. However it's direct tanking benefits are practically non existant, as it gives only a small amount of runes for DS/RT via Blood Charges (this is very inefficient; it takes 75 RP to bring back only one rune via Blood Tap), and a moderate max HP bonus. Having said that, max HP provides the intangible benefit of damage intake being a little smoother, meaning you can be healed more efficiently by healers/can wait until you take more damage to Death Strike and therefore overheal slightly less. So while mathematically Multistrike is very weak for mitigation, it is somewhat better then that in reality due to this 'hidden' benefit.


    While this is not our attuned stat, it is very important for how Blood functions and is one of the most critical stats to the spec. Every 110 Mastery rating gives a 1% Attack Power bonus, and 2% more Blood Shield from Death Strike.

    Keep in mind that Death Strike healing is now based on attack power, so Mastery improves both the healing and absorb aspect of the ability, meaning it 'double dips' as the absorb is based on the heal. You may also note that the mastery conversion is more then 3 times lower then in MoP; there the same (relative, obviously the stat squish messes with it) amount of mastery would give 6.25% shield instead of 2%. This is partly because of the whole AP double dipping thing, but also partly to nerf active mitigation across the board.

    Basically the differences for this stat from MoP are that it now gives DPS via the attack power bonus (but still not that much compared to other stats), and it is generally weaker, but improves overall healing, not just absorbs (this also means it is now directly rather then indirectly effective against magical damage, since you can heal that back better with more AP from Mastery). It is still however an amazing mitigation stat (pretty much twice as good as anything but Bonus Armour and Strength), but a weak DPS stat (usually tied for lowest).


    Another new addition in WoD, this stat lives up to it's name by basically doing a little of everything. Every 130 Versatility rating provides 1% extra damage, 1% extra healing and 0.5% reduced damage taken from all sources. Now at a glance this stat looks very powerful since it basically improves everything, but it is very expensive per % compared to other stats.

    The % healing bonus does apply to Death Strike, but it does not apply to % heals like Death Pact (not that it really matters in that case). It does not double dip the bonus for Death Siphon; the damage is increased, and then the healing is based off the damage; Versatility does not also multiply the healing afterwards. Something else to note is the damage reduction is magical damage as well; not only physical damage reduction like armour or Blood Shield. It is also flat consistent mitigation, so it is completely reliable.

    Having said all this, this is not the best stat for anything; it provides a decent DPS bonus, and a decent mitigation bonus, pretty much falling right in the middle. This is not a bad stat to have on your gear, but it will not be your #1 priority either.


    This stat has not changed much from before; what has changed is the Blood spec around it. The only change to this stat from MoP is that it is relatively much more 'expensive' to get 1% haste compared to other stats now. In MoP, 425 haste gave you 1% haste, while 600 crit gave you 1% crit respectively. In WoD, 100 haste gives you 1%, while 110 crit gives you 1% crit. As you can see, haste is significantly nerfed by default for all classes/specs compared to MoP.

    Recent hotfix changes the above to not longer be true.

    A lot of people assume Haste isn't really good for Blood (because it wasn't in 5.4). This isn't quite true. The Blood spec itself is different from MoP; you are no longer nearly GCD locked by default, and you no longer get so much RP from AMS soaking for 'free'. This raises the value of haste drastically; in patch 5.4 you basically didn't want more then a few % haste because you could not actually make use of it due to being GCD locked. In WoD, while it is not the best stat, it is definitely much more useful with the much higher base downtime.

    Something else to consider is that Haste has a multiplicative benefit with Multistrike; MS grants RP on autoattack multistrikes, and Haste speeds up your autoattack, meaning more chances to Multistrike. This doesn't mean you should stack Haste for RP gains (directly getting MS is better for that), but it is a small synergy to note. Also, while MS gives RP, Haste gives runes directly. Generally speaking, runes are better then RP, unless you want to increase your max HP. So Haste's mitigative benefit is significantly greater then Multistrike.

    DPS wise, Haste is weakened a lot by not affecting all your damage. Diseases do not scale with haste, neither do Soul Reaper or Defile. However it has good synergy with Breath of Sindragosa: it's not a good DPS stat normally but speccing BoS drives it's DPS value up noticably.

    Haste is also somewhat devalued by Plague Leech and AMS soaking (although much less then in MoP), since those are 'flat' benefits not increasing with higher haste.

    Critical Strike

    Critical Strike is a stat that was traditionally a DPS only stat in MoP; it provided the highest possible damage, but had no mitigation benefit. This has changed in WoD. Riposte is now a passive that gives you Parry rating equal to your Crit rating; basically it is no longer a proc and has been reversed. Note that 1% parry is more expensive then 1% crit, and Parry also has diminishing returns, so you do not get 5% parry from 5% crit. Also something to note is that temporary crit procs (such as Skeer's Talisman) do not give parry for whatever reason (and this is supposedly intended by Blizzard, although I have no idea why).

    Honestly this stat is kind of awkward for WoD Blood. It provides less DPS then Multistrike, due to not having the 5% attunement and not also generating resources for you. It's defensive value only works on autoattacks from the boss, not working on most boss specials or any magical attacks that cannot be parried. It does not have any synergy with other stats.

    Having said that, this is the 2nd best DPS stat out of the 'main' secondary stats (not including Bonus Armour as that is limited to only some items). So for a pure DPS build, you would get MS and Crit. Also, it does reduce damage taken fairly well, assuming most of your damage intake is autoattacks on a given boss (which is true on some bosses). So this is not a stat that is 'useless' by any means. It is just that it's mitigative value is somewhat dependant on the boss fight, and even in the best case scenario cannot really compare to Mastery.


    While this is not a secondary stat, and is primarily based on your ilvl (you can only get 'extra' strength from trinkets), I mention it because of the changes to it. First of all, you only get 1 AP per 1 Str now (but AP ratios are doubled now). Second of all, with Vengeance being gone, most of your attack power now comes from this stat. And finally, like I have said about 3 or 5 or 15 times, Death Strike scales with attack power now. This means Strength has gone from being a throwaway stat in MoP to an amazing stat in WoD, rivaled only by Bonus Armour (which it is roughly equal to in most ways).

    Mostly what this means is you should not be ignoring Str procs and passive Str on trinkets in WoD, as they are about as valuable as Bonus Armour on average (and that is your best secondary stat).

    Something else that is often overlooked is that Strength gives you Parry %. Note that Parry % is different from Parry RATING (which is what Critical Strike gives), so the only way to see this benefit is to see that your total parry % is higher then your parry rating + base parry would indicate. While the amount of parry given by Strength is not very high, it does help it's defensive value (and this is why it is very similar to Bonus Armour, as it gives AP and a secondary defensive benefit, just like Bonus Armour).

    Bonus Armour

    Another new stat on the block in WoD, and frankly the best way to describe this stat is that it is basically Strength that gives Armour instead of Parry. Every point of Bonus Armour gives 1 attack power (multiplied further by Mastery of course), and obviously, one point of armour as well. Since attack power increases Death Strike healing, this makes this an amazing stat for survivability. Also, while 1 AP doesn't sound like much, keep in mind in WoD all AP values are halved and AP ratios doubled, so this is actually a lot more then it seems.

    Basically this is the best secondary stat for both DPS and Mitigation. The trick is that this stat is only available on Amulets, Rings, Cloaks, and Trinkets. Generally speaking, you want this stat on all those slots over anything else (trinkets are often an exception however, since they can also have Strength). This is basically Blizzard's way of making 'tank' gear in some slots, since every tank class wants this stat pretty badly.

    Stat Weights

    Now that we have gone over what every stat does, let us summarize this by giving some stat weights.

    Note that these stat weights were gathered from a combination of using Simcraft, and my practical experience Mythic raid testing on the beta; there is definitely some opinion put into these stat rankings as pretty much every stat does something different, and things like max HP from MS are hard to evaluate mathematically (and trying to just blindly use various metrics to evaluate tanks is a futile proposition: see this giant post for what I mean by that:

    I would recommend against trying to use Simcraft's default Blood APL right now by the way, as it is considerably sub-par and will give you very incorrect results (This isn't a jab at the Simcraft devs, as they do a fine job with the tool, they just don't have a dedicated person for doing that APL so it is a bit behind). #1 Problem with Simcraft isn't that it is a bad tool/wrong, it's people using it wrong, getting wrong results and then either recognizing this and blaming the tool for being 'bad' or not recognizing it and spreading misinformation.

    Here is the quick version of the stat weights (snipped from the short guide):

    Strength = Bonus Armour* > Mastery = Multistrike* > Haste = Crit* > Versatility*

    *Bonus Armour is more mitigation, Strength more DPS

    *Note that you should prioritize Multistrike if you want more DPS, and Mastery if you want to focus more on survivability. Multistrike gives roughly double the DPS benefit of Mastery, but about 3-4 times less 'raw' mitigative benefit then Mastery. However, like I mentioned in the Multistrike section above, the extra max HP given by Multistrike does allow you to take more damage before needing to be healed, meaning you reduce overhealing and smooth out damage taken. This is a benefit that is basically impossible to quantify mathematically, and this is why I say Mastery = Multistrike, as in my practical experience, having a good amount of both seemed to play the best out of all the stat combinations I tried.

    *Much like Mastery/Multistrike, Haste is more of a defensive stat while Crit more of an offensive one, but the differences are much less in this case and honestly it doesn't really matter too much. Reason Crit is on the rise lately is just higher ilvls; the more of other stats you have relatively, they start to slightly diminish, while because you still have very low Crit, you don't have that problem with it. Also it has no issues with resource capping, which Blood is starting to run up against.

    *Why do I think Versatility is the weakest stat (doesn't mean it's useless or terrible, just slightly worse then Haste/Crit)? Lack of synergy, weak DPS benefit and very middling survivability benefit. Mastery has the same DPS benefit but WAY WAY WAY higher mitigation benefit. Crit has way more DPS benefit, MS even more so. Haste has better mitigative benefit as well.

    Here are slightly more broken down stat weights.

    For DPS: Str (4.61) >> Bonus Armour (3.68) > Multistrike (3.37) >> Crit (2.38) > Versatility (2.00) = Mastery (1.97) > Haste (1.76)*

    *These values are for Mythic Highmaul 685 gear, with default talents on ST.

    *Why did Haste go down? Basically the BB nerf + higher overall resource generation in better gear means Death Coil is relatively better in comparison, meaning RP has relatively more DPS value now compared to Runes then it used to (obviously still less, esp on AoE). And unlike MS, Haste has no direct damage benefits other then resource generation. However if your gear is weaker, Haste does go up in value relative to other stats somewhat, and is pretty similar to Vers/Mastery.

    *Some general notes about DPS values of stats: On AoE, Multistrike and Haste go down in DPS value a lot, esp Haste as you tend to easily be GCD locked when spending Death Runes on Blood Boil. However even if GCD locked, keep in mind more resources means you can have a greater % of your GCDs filled with Blood Boil on AOE, which is still a gain, so even if you are GCD locked it doesn't make Haste anywhere near useless. And MS obviously has strong direct DPS benefits from the actual multistrikes given regardless of the usefulness of RP, so it will still generally edge crit out for AoE DPS due to the attunement bonus. Also MS and Haste's DPS value increases if running Breath of Sindragosa as your 100 talent (helps average uptime), and goes down if running Necrotic Plague as your level 100 talent (due to the free RP more easily GCD locking you).

    For Mitigation: Bonus Armour > Str > Mastery >> Haste > Versatility = Crit >> Multistrike*

    *'Mitigation' is a broad term covering HPS, Damage taken, and to some extent 'spikyness' of damage taken. Basically a general concept of 'tankyness'. I got these values from a combination of simulation on various metrics, and practical experience. Honestly the exact values are going to be somewhat subjective based on what metrics you consider the most important for a tank's survival (mostly in the weaker stats like Vers vs Haste vs Crit as those all do different things and are very ROUGHLY similar in power).

    *Seriously Multistrike really sucks for mitigation.

    From these two lists is where I got the combined weights above.


    You should be using Fallen Crusader. Rune of the Stoneskin Gargoyle is completely worthless in comparison now due to the fact that Death Strike healing is now based off attack power (and Resolve), and there is no more Vengeance to massively inflate your attack power, so Strength is no longer devalued.

    For the Cloak/Ring/Neck enchants, you should pick either Gift of Multistrike or Gift of Mastery enchants depending on what you prefer (Damage and less downtime or Mitigation, the eternal struggle of the Blood DK).

    For Gems, pick the stat you want to stack ; either Greater Mastery Taladite or Greater Multistrike Taladite. You cannot gem Strength or Bonus Armour, so you have to pick one of the other stats. An alternative is Stamina gems, but honestly I feel that if you want max HP, Multistrike will provide that plus significant additional benefits, while Stamina literally does nothing else. However Stamina does give more HP then MS, so in some specific cases it may be a valid choice, but I don't recommend it for general play much like in MoP where you basically never gemmed stamina either.

    For Consumables, use Greater Draenic Strength Flask, and either Multistrike or Mastery food (again, your choice). Use the Draenic Armour Potion to pre/in fight pot as they are 50% stronger then the Draenic Strength Potion.


    Snipped from the short guide, here are my talent recommendations:

    Level 56: Plague Leech
    Level 57: Purgatory (Anti-Magic Zone can be a good alternative if you want more utility, Lichborne can act as an awkward version of Death Pact via Death Coiling yourself, although it's not supposed to work that way anymore, so who knows if it will randomly get 'fixed')
    Level 58: Death's Advance (Other talents can be worth it situationally)
    Level 60: Blood Tap (or Runic Corruption if you have a lot of trouble using Blood Tap, but I highly recommend learning Blood Tap)
    Level 75: Death Pact
    Level 90: Completely situational for the fight/dungeon/preference
    Level 100: Defile or for more advanced players on single target/2 target with good gear Breath of Sindragosa (generally on ST BoS is better unless fight mechanics are poor for it, IF you play it well and have the gear*)

    *What 'have the gear' means heavily depends on how well you play BoS and how good the fight is for it, but a rough number would be around 400 haste and 1000 multistrike for when you should consider trying out BoS on 1-2 target fights, if you aren't having too many problems staying alive.

    More details about each talent tier and why I make these recommendations:

    Level 56 (Plaguebearer, Plague Leech, Unholy Blight)

    Basically, Plaguebearer and Unholy Blight do nothing for Blood unless you take Necrotic Plague. Unholy Blight can have minor use as a second Outbreak, but if you aren't using Necrotic Plague, you should not have problems spreading and maintaining diseases since Blood Boil does all of that for you as long as you disease at least one target manually.

    Plague Leech on the other hand provides you 2 'free' runes every 25 seconds. Now the issue is you don't want to leave your diseases off the target (lose DPS and Crimson Scourge procs, which are basically +20% healing to your next DS if used on BB) for more then a few seconds, so you have to reapply them quickly. Doing this via Icy Touch + Plague Strike is a waste, because you effectively end up spending the runes you just gained for nearly no gain at all.

    What this means is you should only use Plague Leech if you have Outbreak avaliable, either because it is off cooldown, or because you glyphed it to have no cooldown (but cost 30 RP). The latter is generally slightly better but a bit harder to use. This is because in WoD, Glyphed Outbreak will still generate 2 Blood Charges just like Death Coil for the same cost. This means you only lose the Death Coil damage (and you get way more damage out of 2 runes then 1 Death Coil), and the small amount of Shadow of Death stack (which got nerfed and you'll only be losing about 1% max HP in practice due to how it works as described previously).

    Effectively, you can cast Plague Leech every 25 seconds if you Glyph Outbreak, and every 60 seconds if you don't (because you are waiting on the Outbreak CD). Realistically, Plague Leech won't be used exactly on cooldown; you need a 'gap' in your rotation to spend 2 globals to get the runes, and you obviously need to actually have depleted runes.

    Something else to keep in mind: Plague Leech will only refresh fully depleted runes, and if you only have one fully depleted rune when you cast it, it will only give you one. So make sure you have two fully depleted runes before you cast this ability. Also, when AoEing, keep in mind you can basically just Plague Leech and let your next Blood Boil re spread the diseases back, without having to use Outbreak.

    If you are using Plague Leech with Necrotic Plague: You want to Plague Leech in the last 1-5 seconds of Necrotic Plague's duration, because you would have been reapplying it soon anyways. Since Necrotic Plague can be reapplied 'manually' with only one rune, Glyphing Outbreak is less important, but still a good idea. Note that using Plague Leech + NP is superior to using Plaguebearer or UB + NP in both DPS and survivability, as long as you don't Plague Leech a fresh NP; wait till it was about to expire anyways. This can be very cumbersome to do, since sometimes you are busy with other things when NP is expiring, and this is a big reason NP can be annoying to use.

    Level 57 (Lichborne, Anti-Magic Zone, Purgatory)

    Lichborne: This talent is supposed to only give 10% Leech/make you Fear/Charm/Sleep immune, however currently it still maintains the functionality of making you undead and able to Death Coil yourself (this is not intended AFAIK). This means it has decent utility as a self-healing tool as you can activate it and Death Coil yourself at a slight DPS loss. Using DRW at the same time can increase the healing, but because of the nerfs to DRW's AP coefficient, and the fact that the Rune Weapon doesn't benefit from your Resolve, it isn't that effective at doing this.

    You can use this macro to automatically Lichborne and Death Coil yourself with the same button, without having to target yourself:

    #showtooltip Lichborne
    /cast !Lichborne;
    /cast [target=player] Death Coil

    Anti-Magic Zone: This talent is a small utility (20% magic damage reduction for 3 seconds and requiring everyone to stack can hardly be called 'great'), but can be good on some encounters. It is up to you to decide if you need Purgatory for the encounter, or if AMZ would actually be more beneficial.

    Purgatory: This is a great default talent, but is primarily useful only on hard hitting encounters where you can be killed quickly from high HP. It has not changed much from live, although Death Pact is less effective at getting you out of it due to the healing absorb leaving you more vulnerable.

    Level 58 (Death's Advance, Chilblains, Asphyxiate)

    Death's Advance is the default choice for this tier, being the only reason DK 'mobility' even exists. However on specific encounters/dungeons and Challenge Modes it can be beneficial to take Chilblains to kite, or Asphyxiate as a stun. Again, this is a choice made based on the situation. Something to note is that in MoP Death's Advance was multiplicative with all other speed buffs; in WoD it is additive, meaning it is slightly nerfed from MoP.

    Level 60 (Blood Tap, Runic Empowerment, Runic Corruption)

    I'm going to be honest, if you can handle using it, Blood Tap is far and away the best choice. For why you should use Blood Tap I HIGHLY recommend reading my article about it:

    That article is for MoP; in WoD Rune Tap being an important AM tool is yet another reason why Blood Tap is superior since it can more reliably provide an on-demand Rune Tap. Defile also favors Blood Tap if you choose to cast it outside of Crimson Scourge procs; if you are using Runic Corruption, using an Unholy Rune on Defile will 'desync' your runes, which will be a huge problem for you. So if you use Runic Corruption with Defile, I recommend only casting Defile with Crimson Scourge procs.

    Necrotic Plague also favors Blood Tap if you choose to not Glyph Outbreak; since it only takes a single rune to refresh, you will have the same orphan rune issue as with Defile using it with RC. For Breath of Sindragosa there is no special preference either way, although BT can be more reliable for maintaining the breath for longer.

    The only reason I don't tell absolutely everyone to use Blood Tap is that a lot of people screw up managing the resources of Death Knights properly without capping; managing Blood Tap in addition to that can be way too much to handle for some people. So if you honestly struggle with using Blood Tap, you have two choices; keep practicing until it is second nature, or you can use Runic Corruption instead as the easier choice. Ultimately using Blood Tap badly is worse then using Runic Corruption properly, and it is much easier to play Runic Corruption properly.

    For reference on what I mean by 'playing them correctly', here is my mini-guide to using the rune regeneration talents:

    While it was written for MoP, pretty much everything should still apply to WoD.

    Level 75 (Death Pact, Death Siphon, Conversion)

    Death Pact: This is the 'staple' choice, however unlike in MoP it creates a healing absorb on you for half the amount healed. Basically it heals you for 50% of your max HP, then gives a 25% max HP healing absorb. Effectively it heals you only 25% of max HP now, however it provides more 'burst' healing. Honestly even with relatively higher HP pools, this talent feels worse then on live, however unless I find a way to make Death Siphon work, this will be the choice taken by 100% of Blood Death Knights.

    Death Siphon: On paper, this talent looks strong, but it does not proc Blood Shield via Mastery, so it actually ends up healing less in total then Death Strike in most cases. It's healing scales with Multistrike and Crit unlike Death Strike, and it still slightly scales with the AP bonus from Mastery. It MIGHT be usable in some weird no Mastery high MS/Crit build, but the problem is that even then it probably won't be significantly better, and it absolutely kills your DPS to use this talent as it's damage is pathetic.

    Conversion: This talent costs a ridiculous 30 RP per 2% HP for Blood, basically meaning you shouldn't use it in most situations. While you do get rune regeneration talent procs from the RP spent, you do not get Shadow of Death procs, and the healing is very minor for the cost. Obviously you also lose significant DPS from not Death Coiling. In theory this talent might be useful in later tiers if we can stack enough Multistrike, but in the current tier it isn't really worth it. Consider that even with the absorb, Death Pact heals 25% of your max HP, or 12.5 Conversion ticks, or 375 Runic Power worth of Conversion healing. It is not generally going to be worth it to pay 375 Runic Power for a REALLY slow Death Pact heal.

    Having said that, the talent is still usable in it's current state; you will definitely lose DPS, and it's a pain to manage turning it on and off all the time (making it basically not usable for most people), but you do end up doing more HPS then without it. But you lose the burst heal of Death Pact.

    Level 90 (Gorefiend's Grasp, Remorseless Winter, Desecrated Ground)

    There isn't much to say about these talents; they are mostly unchanged from MoP (Desecrated Ground now removes roots as well). You pick the one that is best for your situation, or if none of them are essential for the situation, the one you like the most.

    Level 100 (Necrotic Plague, Defile, Breath of Sindragosa)

    Necrotic Plague

    Honestly this talent is STILL undertuned even after getting a 20% damage buff (Patch 6.1). It isn't a DPS loss anymore at least, but it still has a hard time competing with Defile. While I generally scoff at math this basic (as it ignores the realities of boss fights), I think it will illustrate my point well:

    Let us assume the best case (actually impossible, but I'll talk about that later) scenario: Necrotic Plague has 100% uptime and is always at 15 stacks. It deals 3.2% AP per stack and ticks every 2 seconds, so it does 3.2%*15/2 = 24.0% of your AP in damage every second per target in this case.

    In order to be better then Defile, it needs to do more damage then Blood Plague + Frost Fever + Defile combined, since it replaces the two diseases, and is being compared as a talent choice against Defile. So how much damage does all that do?

    Blood Plague and Frost Fever deal 23.64% of your AP per tick, and tick every 3 seconds. Defile deals 33% of your AP per tick, and ticks 10 times over it's duration, with a 30 second cooldown. Since we assumed the ideal case for NP, assume the ideal case here too: 100% BP/FF uptime, and Defile cast perfectly on CD every 30 seconds with all of it's ticks hitting the target(s). This means you deal 23.64%*2/3 + 33%*10/30 = 26.76% AP per second in damage per target.

    Now, this seems like NP is about the same, but the issue is that the 'ideal' case for NP is actually impossible for Blood; you cannot have 100% uptime on it with 15 stacks the whole time. Your uptime on NP will always be slightly lower then BP/FF since it falls off on it's own unlike those diseases, and while Blood can apply extra stacks with BB, realistically only about 35-50% of the duration of NP will be spent at 15 stacks (depends how much you BB). And if you use Plague Leech (which you should even with NP), you will have to take off your 15 stack during it's last few ticks, further causing it to do less damage. So in reality NP does a lot less then this math indicates.

    Now, on AoE NP's problems are reduced. You Blood Boil way more on AoE, meaning 15 stacks are reached much faster. Plague Leeching one target on AOE is less costly, and can pretty much be done at any time freely, since the other Necrotic Plagues will automatically spread back to the target. Also, even the application cost of the disease every 30 seconds can be somewhat circumvented: if you allow it to naturally spread it will spread to the target at the same duration/stack count, but if you BB before the next tick, it will spread a fresh NP to the target, meaning you can 'bounce' NP back and forth forever if you BB at the right times between 2+ targets, and never have to manually reapply it, which helps it a lot as well. However sometimes this bug doesn't work (or I guess doesn't bug), so it's not reliable from what I can see. So you still want to have glyphed Outbreak ready incase it falls off.

    So strictly numerically, NP is generally worse then Defile, or at best will break even. However, that ignores the reality of certain boss fights. First of all, Defile doesn't always have full uptime, as some fights feature a lot of movement. Second of all, if there are periodically spawning adds on a fight, you can time your NP to hit 15 stacks shortly before that, then spread it to the adds, so you effectively increase the '15 stack uptime' of your NP across all targets by doing this. You can use Plague Leech to take your NP off and reapply it to get the right timing for the 15 stack. This is effectively a really weak version of Festerblight for Blood, which can be useful on specific fights.

    So what fight am I talking about? Beastlord Darmac. It has periodically spawning waves of adds, spears to spread NP to, and knockbacks/leaps that make Defile not very reliable. So if you play NP well on a fight like this, it can beat out Defile. But it takes specific conditions. Like said above, you need to have high stacks ready for the adds (and at least 10 seconds of them too), which requires some timing with PL > reapply NP about 10-15 seconds before the Pack Beasts spawn.

    There may be other fights where this applies, but that is the best example I can think of where NP will probably beat out Defile. However on most fights, you should never spec NP; it sucks horribly on single target, and even on mass AOE is only better if Defile is reduced in effect/NP can be maximized somehow.

    Just kidding the partial revert on the buff to this talent makes the above completely moot and it's just a useless talent again, go Blizzard.

    Note on Plaguebearer/UB with NP: Basically you would already never use NP on ST anyways, and on AoE the 2 Death Runes every 25 seconds from Plague Leech are completely insane since you can use them to Blood Boil, so Plaguebearer and UB will simply never match up. UB might be useful if it had a 30 second CD for Blood on AoE with NP, but 90 seconds is just too long. Plaguebearer only affects 1 target, so will never be good until NP is good on ST.

    Note on the RP gains of NP: The talent sucks on ST, and on AoE you tend to already be GCD locked, and more importantly, Death Coil is a terrible spell for AoE so even if you aren't GCD locked already, casting a few more Death Coils on AoE makes little difference (mostly done for the Blood Charges to BB more with). Also, as your ilvl goes up, you will naturally tend towards being GCD locked to begin with, meaning NP's RP gains become completely pointless.

    Summary: Honestly this talent (still) just sucks. It's closer now, but it's not quite there and I still don't recommend it for anything.


    The reason I recommend Defile in this tier is because it is the easiest to use and overall very strong. It provides a solid DPS and mitigation benefit and if you are used to the MoP rotation, you will already be used to using Death and Decay on Crimson Scourge procs, so using Defile will come naturally.

    On the topic of procs; you can either use this talent on CD regardless of if you have a Crimson Scourge proc, or you can wait for the proc before you use it. The difference is that if you only use it only via Crimson Scourge, you can cast more Death Strikes (since Defile consumes DS runes normally). However you will be casting this spell less often due to having to wait for a proc after it comes off cooldown, so you will lose a small amount of DPS. In addition, the 10% damage reduction having a higher uptime can help offset the loss of Death Strikes. The difference either way is small; you gain a little DPS using it on CD, you gain a little mitigation waiting for procs. If you are running Runic Corruption, I highly recommend waiting for Crimson Scourge procs before using Defile to avoid orphan runes.

    This talent also has utility as a minor tank cooldown; if you are planning to use it for this reason, make sure you bank the needed rune ahead of time. Using it like this is probably only going to be done on a few encounters, since saving 10% DR is only worth it if there is a huge burst of damage you absolutely need it for.

    Also note that if the boss/enemies will not stay in the Defile for it's full duration (for example if you need to move them often for some reason), it is a good idea to use a different talent instead.

    Breath of Sindragosa

    This is the other talent I recommend in this tier, however it's not quite as clear cut as that. Defile is a well rounded talent; Breath of Sindragosa is a Single Target DPS/Cleave focused talent. It's mitigation value is highly situational; it heals you for 10% of the magic damage done by the boss; what this means is that you want to use it right before the boss does an AoE; if the AoE hits 20 targets(mythic mode), you effectively heal for 200% of the damage the AoE did, putting you 100% ahead after you heal the damage you yourself took. Having said that, this situation is not going to come up too often in practice, and the 2 minute cooldown of the ability heavily limits it's usage as a mitigation tool.

    The way the 'deals reduced damage to secondary targets' works: it does 100% of the listed damage to the 'primary target' (not sure how that is determined, but I think just by proximity), and then another 100%/number of targets to every additional target. So you deal 100% damage to one target, total 150% to two (100% to the main target, 50% to the other target), 166% to three targets (33% to each of the non main targets) and so on. While the total damage does slowly increase with more targets, it will never reach even 200% total (it will get infinitely close with an infinite number of targets however). This means this talent is actually more like a cleave then a true AoE; it's damage does not really scale very much with more targets.

    On heavy AoE fights, this talent loses to Defile and sometimes NP (in 6.1), however on 1-3 targets it can do more DPS with a Multistrike focused build. You lose out on mitigation/stability however, as using BoS leaves you VERY vulnerable as a Blood DK since you end up being forced to spend runes rapid-fire to maintain the channel, leaving you without the ability to Death Strike in an emegency. Also, stacking Multistrike makes you weak defensively as it has low defensive value. This talent is somewhat niche because of this; it requires DPS focused gearing, and requires you to play it well enough for it to not be worse then Defile, and requires the right kind of fight (1-2 targets generally, with some exceptions for other reasons). However it can be very effective if the conditions are right and you have good RNG on procs.

    Some general tips on using BoS:

    -Obviously you should try to bank 80-90 RP before you start channeling it.
    -You obviously shouldn't cast Death Coil during the channel at all, nor Glyphed Outbreak.
    -This means you can't really PL during the channel if you have Glyphed Outbreak unless there is another target around to spread from.
    -You should try to line up any procs/trinkets/lust with it.
    -You should try to channel it when there are at least 2 targets, but this is not a hard rule even on fights with more then 1 target. Depends on the fight.
    -You should try to AMS soak during the channel to extend it.
    -You should do your best to maintain it as long as possible; this usually means spending your runes as you get them, and using abilities like Empowered Rune Weapon as well; this can lead you to not have a banked Death Strike for emergencies, so if you are in a dangerous situation be wary of this temptation; it's better to let Breath end then die obviously.
    -Stacking Multistrike/Haste helps maintain the breath longer, at the cost of mitigation. This also means any multistrike/haste procs from trinkets, or even better actives (Vial of Convulsive Shadows anyone?) are MASSIVELY helpful if they happen/are used during the channel.
    -Pray to the RNG gods that you actually get procs so you can maintain it. Some times it will just suck because it ends after like 10-15 seconds regardless of your efforts.

    As you can see, some of these may conflict with each other on many encounters. This is why I say this is a difficult talent to use; you have to think about all these things, just for this one ability. Fight mechanics further complicate this in some cases.


    Glyph of Outbreak if using Plague Leech is very good, otherwise is only useful if chain pulling in 5 mans. Having said that, you should have Plague Leech and be using this Glyph unless there are 3 other glyphs that are significantly useful on a given encounter. Having said THAT, don't need it on AoE, because you can just PL then Blood Boil and re-spread the disease that way.
    Glyph of Regenerative Magic is pretty good for general play, although AMS soaking is much less important these days, so this is far less mandatory then in MoP.
    Glyph of Runic Power is very powerful in cases where it activates, but obviously worthless otherwise
    Glyph of Blood Boil is good for a bigger radius/general quality of life if other Glyphs are not needed
    Glyph of Dark Simulacrum is very good if you are using Dark Simulacrum in a given situation.
    Glyph of Absorb Magic and Glyph of Icebound Fortitude can be situationally useful on specific fights for soaking massive bursts of damage

    Glyph of Vampiric Blood is a terrible glyph and should never be used; the max HP of baseline Vampiric Blood is what even makes it useful in the first place, while the healing bonus is extremely weak and usually just goes to overhealing. Also, the max HP boost on the unglyphed ability helps increase the effect of the T17 4p bonus.

    Generally you should default to Glyph of Outbreak, Glyph of Regenerative Magic, and Glyph of Blood Boil, with others being subbed in for either Blood Boil or Outbreak if they apply in the given situation.

    Glyphed vs Unglyphed Outbreak: While pretty much all of this is said in the talent sections, I feel like summarizing it here is beneficial. First of all, if you don't take Plague Leech, there isn't really any point to glyph Outbreak. However you pretty much should always take Plague Leech. If a fight always has more then 1 target, there also isn't any point to glyph Outbreak, because you can just respread the diseases via Blood Boil. If taking Necrotic Plague, you should still glyph Outbreak, even though it is cheaper to apply it. If using Breath of Sindragosa, it can sometimes be better to not glyph Outbreak, if your uptime is good enough on a specific fight, since you cannot use glyphed Outbreak during BoS, and this means on single target you would not be able to Plague Leech during BoS either. However this depends heavily on the fight.


    Major differences from live (snipped from the short guide): Heart Strike is gone (Blood Boil takes it's place in all situations where you would have used it before), and Death and Decay is no longer worth casting rotationally (however Defile is) due to doing only slightly more damage then Blood Boil, but not proccing Scent of Blood like Blood Boil does. Rune Strike is also now replaced with Death Coil.

    You want to prevent any of your resources from capping as much as you can; you have 3 rune pairs and runic power to worry about, and blood charges if you use Blood Tap.

    Here is a rough order of priority:

    1: Use Death Strike to spend Frost and Unholy Runes if the second pair is up/is coming up in the next GCD (ie you are overcapping). Do not spend your last pair of F/U runes (at least on content that is even remotely difficult), as you should always hold a Death Strike in reserve for an emergency heal whenever you happen to need it.

    2: Use Blood Boil or Soul Reaper (if target is below 35%) if the second Blood Rune is up/is coming up in the next GCD (ie you are overcapping). Soul Reaper takes priority below 35%, unless you have 6+ targets to AoE with Blood Boil. Note that if you primarily care about DPS, Soul Reaper pretty much takes priority over everything else as it's damage per cast on single target is only matched by Defile.

    3: Apply diseases if they aren't up.

    4: Use Crimson Scourge procs on Defile/DnD, or Blood Boil if Defile/DnD is not up.

    5: Use Death Coil to spend excess Runic Power. Try to keep it below 40-50, as anything above that risks randomly overcapping as you can instantly gain 50 RP from MS Procs + Death Strike. Note that when AoEing, you will often be GCD locked due to using Blood Boil a lot (which is a 1 rune spell, meaning it spends resources slower then Death Strike), so on heavy AoE it's usually better to just Blood Boil/DS and let yourself RP cap if you don't have the spare globals.

    6: Spend your other Blood Rune, unless you are planning to save it for Rune Tap.

    7: Spend the rest of your RP, unless you are banking for BoS usage.

    8: Use Plague Leech, making sure you have at least two fully depleted runes, and Outbreak is off cooldown in order to quickly reapply the diseases again (if you have Glyphed Outbreak, can pretty much do it any time). If there are 2+ targets, you don't need to Outbreak (since you can just Blood Boil to re-spread the diseases back).

    What I mean by 'spend the rest of your RP/other Blood rune' is basically because they are lower down on the priority list, you only do this if no other resources are in danger of capping soon; ie you have wait time. As mentioned, you do not spend your remaining F/U pair in this way, as that is banked for an emegency death strike.

    On the topic of Death Runes: you have to treat them like the rune type they have 'taken over', in the sense that you never want a pair of runes to be both up. However the ability you spend them on will vary. You use Death Runes on Blood Boil for AoE damage or Death Strike for mitigation/single target damage (post hotfix, Death Strike does noticably more single target per rune then Blood Boil)

    On Army of the Dead usage: This ability should only be used pre-pull, about 8-6 seconds beforehand so your runes have time to be up (don't have to exactly be up, as you will take a few gcds to spend resources, but should be close). It's damage is too low relative to it's resource usage in WoD to really make it worth using during the fight.

    How to Pull: Since people have asked about this topic; you want to pull using Taunt (Dark Command) into Blood Boil when you get into it's range, into Death Strike. If you will not be able to close in close enough to Blood Boil the target before taunt wears off, then you pull using Taunt into Icy Touch into Plague Strike into Blood Boil or Death Strike as needed. Afterwards in both cases, you apply diseases. Putting up diseases is NOT a high priority right on the pull, so it's okay to have it wait 2-3 GCDs. They don't do that much damage right away, and their only utility is the Crimson Scourge proc which is not critical to have on the pull.

    You SHOULD NOT pull with Outbreak, glyphed or not, as it gives you 0 threat until diseases tick 3 seconds later, and this will not hold threat off anything stronger then a stiff breeze. The only time pulling with Outbreak is fine is if you know for sure nobody will do anything to the mobs for at least 1 GCD.

    Death Strike Usage

    In Warlords of Draenor, Death Strike timing is similar to live, but slightly changed. Basically, in MoP, the Blood Shield amount is greater then the raw healing amount from Death Strike. In WoD, this is reversed; the heal is the larger portion of the total effect. This means greater emphasis needs to be placed on avoiding overhealing with Death Strike. Therefore, you want to only Death Strike when it will NOT overheal (obviously, as the rotation above says, you should Death Strike anyways if you are resource capping, since not doing so would just be a waste at that point regardless of overhealing).

    The other big part is the way Resolve functions. Resolve is similar to Vengeance, but instead it is a % increase to your healing done to yourself. It is also far more volatile then Vengeance; it 'spikes' up when you get hit, then diminishes quickly, until the next hit. While the diminishing effect is not huge, min-maxing it can easily give you a noticeable bonus to your Death Strike heals. In addition, any large spike damage done by the boss will give you a significant but short lived spike of Resolve; this is an ideal time to Death Strike as usually the burst damage would have knocked your HP low, and your Resolve will be at it's peak.

    The above isn't really as true as I thought it would be from beta, honestly it isn't really ever worth looking at your Resolve, except in cases where you have none (because you haven't taken damage recently). The fluctuation is just too small to be worth playing around.


    1: Don't overheal with Death Strike; try to use it at sufficiently low HP. Below 75%-65% is usually a good number, but it varies heavily with how much Resolve, AP and HP you have.

    2: Use it anytime you are in danger of dying; either critically low HP or when you know burst damage is coming and your health/cooldowns are not enough. This is always going to be a judgement call, but this is basically what you save the Death Strikes for.

    3: Even if neither of the above are true, use Death Strike if you would otherwise cap on Frost/Unholy runes by having both pairs be off cooldown.

    Rune Tap Usage

    Rune Tap is the new form of 'active mitigation' added in Warlords of Draenor for Blood Dks. It has been reworked from a 10% max HP heal to a 40% damage reduction for 3 seconds (up to 2 charges, 40 second cooldown, 30 seconds with the leveling perk). At a glance, this means you have to use it at the right time; preferably right before a large spike of damage, to maximize the damage reduced by it.

    A good way to look at Rune Tap is like a reverse Death Strike; you typically want to Death Strike right after a spike, but you want to Rune Tap right before a spike instead. This means you may need to learn a somewhat different playstyle if you are used to the reactive play of Death Knights.

    Another way to look at it is like another cooldown that is available much more often, but has a very short duration. It can also be used as a 'bridge' between Death Strikes; if you are worried about dipping low before your next Death Strike is up on a high sustained damage encounter, but the cooldown prevents this from being a sustainable long term.

    Using this ability correctly is going to be HEAVILY encounter and situation dependant; you have to figure out when the spike damage will be coming and proactively use this ability.

    The biggest issue with using this spell is the fact that you need to have a Blood Rune to use it. Always make sure that if you plan to use this at a specific time, that you remember to bank the required rune in advance.

    Cooldown Usage

    Quite simply, there are two reasons to use tanking cooldowns; to prevent burst damage (ie prevent a fast death), or to close the gap between healing taken and damage taken to prevent a slow death that is looming. Another way to put it is proactive cooldown usage to prevent burst deaths vs reactive cooldown usage when you notice you are starting to dip low to sustained damage, although it doesn't always perfectly line up like this (there are cases you proactively CD to prevent high sustained damage, like solo tanking or challenge mode pulls).

    Generally you don't have to worry about burst damage on difficulties below Mythic, unless you are already dipping low before it comes. So in most content, your cooldown usage will be primarily reactive, when you notice your health dropping over time to let healing catch up.

    You never want to overuse cooldowns; you want to use just enough to prevent burst damage from killing you/lower damage taken below healing taken. Overusing cooldowns means you don't have them later in the fight, the next time you need them. Also, when choosing between cooldowns, you want to use the shorter cooldown ones first, as they will be back up quicker incase you end up needing them again; you want to use abilities like Bone Shield/Vamp Blood often, while IBF should be saved for when it is most needed.

    Honestly for most players, you will typically hit cooldowns due to 'random' events that cause your health to dip as a way to recover; a healer having to move due to a mechanic, a misplay in your rotation ect. In this case you want to just use one at a time, unless you really think more are needed. For example if you are doing 5 mans, and you start dipping low, you might pop Vampiric Blood. Next time it happens, maybe Bone Shield. Maybe if you had magical damage coming in, you would use AMS instead. Learning this type of 'cooldown weaving' is very useful for non bursty content.

    External CD Usage (Advanced/Mythic)

    On the topic of cooldown weaving, during really high sustained damage, you may want to have a cooldown up the entire time (There were many cases in MoP 25 Heroic where I would stay cooldowned for over a minute straight to avoid the risk of randomly dying). External cooldowns are MASSIVELY helpful here as your own cooldowns will not be enough. This is also where the whole idea of not overusing cooldowns comes in; you don't want to just use everything all at once because then you have nothing left for later.

    A good example is something like solo tanking 25H Thok in 5.4; You might use a cd rotation like this:

    0-2 Panic Nothing
    3 Panic: Ironbark
    4 Panic: Sac + Vamp
    5 Panic: Sac + Vigilance + Refresh Bone Shield
    6 Panic: Sac + Vigilance + DRW
    7 Panic: Sac + Pain Suppression
    8 Panic: IBF + Ironbark (back up by this point)

    Then use another Vig + Vamp Blood on the Jailer until stack drops.

    This is probably the most extreme example of cooldown weaving + stacking, but I think it illustrates well what I mean about planning ahead as much as possible and not wasting too much too early.

    I'll probably be expanding this section later to talk about addons and such to help with external CD usage (as frankly trying to manage them without addons is a waste of your attention which is needed in other places). But for now, all you will get is this enormous weakaura that pretty much handles every personal and external CD for all tanks but Druid (and a bunch of other random stuff that you probably don't want, but hey, it's what you get):


    Comments on Specific Cooldown Abilities

    Bone Shield expires much more rapidly now (1 second ICD on consuming charges instead of 2), so it is not always advisable to use it on cooldown anymore. You should still use it pre-pull, but during the fight I would consider using it more like Vampiric Blood; situationally, rather then just using it on CD as was best in MoP. Generally better used against sustained damage then spike damage if you have a choice, but only because it tends to last longer.

    Vampiric Blood hasn't really changed; it is a good EHP boost before a spike, and can assist you in healing yourself. With the T17 2p, the effective cooldown on this ability becomes fairly low, so if you have it, you should try to use it shortly after it comes off cooldown (although obviously don't just completely waste it trying to 'get rid of it'). Unglyphed, amazing vs spike damage, and in general very good versus sustained damage, especially with the T17 4p.

    Dancing Rune Weapon is used similarly to live; mostly as a DPS cooldown. It's duration is much shorter however, and it's damage has been reduced to about 33% of your damage for no real reason. Having said that, even if used as a DPS cooldown, use it as part of your cooldown 'weaving'; if you have DRW up, don't use other CDs with it unless needed. This ability is useless against spike damage, but good at reducing sustained damage intake.

    Icebound Fortitude is much shorter in duration now, but is still used the same; for very high periods of damage or in emergency situations where you need more breathing room. Great against both burst and sustained damage. Glyphed IBF is amazing against burst damage, but inefficient vs sustained damage.

    Anti-Magic Shell's runic power gain aspect has been massively nerfed in WoD. While it can still give a decent amount of runic power if used at the right time, it will no longer overflow your runic power bar constantly, and weak magical dots will no longer give significant amounts of runic power. Therefore, AMS soaking has become massively dumbed down; you should primarily use AMS to soak heavy magical spike damage (where you will still gain a decent amount of RP) instead of trying to use it on cooldown on every little puddle/dot to gain free RP.

    Empower Rune Weapon is used to either get emergency Death Strikes if you are out of runes and need to DS NOW, or to help extend the duration of Breath of Sindragosa. Due to it's long CD, it's not generally that impactful, but if used well can save your life in a punch.


    I will not be covering trinkets in this section, they have their own section after this.

    Pre Raid Gear/Gearing (PLEASE READ THE NOTES AT THE END)

    Heroic 5 man Gear:

    Head: Crown of Desolation (Molten Core Anniversary Event)
    Neck: Necklace of Holy Deflection
    Shoulders: Goldsteel Shouldercaps
    Back: Rigid Scale Cloak
    Chest: Rivet-Sealed Breastplate or Incarnadine Breastplate
    Wrists: Rivet-Sealed Bracers or Gutcrusher Bracers
    Hands: Rivet-Sealed Crushers or Goldsteel Gloves
    Waist: Verdant Plate Belt or Goldsteel Belt
    Legs: Rivet-Sealed Legplates
    Feet: Verdant Plate Treads
    Ring: Timeless Solium Band of the Bulwark (Legendary Questline, you can get the 680 ring before raids open)
    Ring: Unsullied Signet or Signet of the Glorious Protector
    Weapon: Bleakblade of Shahram or Hammer of the Soulbinder or Chakram-Breaker Greatsword

    Important Notes: In a lot of the cases where I put 'or', it is because the pieces are very similar, and the choice mostly comes down to if you want DPS (Multistrike) or more mitigation (Mastery). Something else to note is a lot of the gear has Haste, this is just how the gear is itemized, it's really hard to not have a ton of haste.

    Also, Heroic gear can be 'warforged' for 6 extra itemlevels and can have a socket in it (this is the only way to get sockets, as a random bonus). So it is worth it to keep farming heroics to try to get 'perfect' gear if you have the time. You can also get tertiary stats like Leech/Avoidance/Speed, however they generally come in such low values as to be basically irrelevant from what I have seen on beta, so I don't recommend seeking out tertiaries, simply treat them as a free bonus if you happen to get them. A warforged + socketed Heroic piece with good itemization will probably beat out a 640 crafted or challenge mode piece with poor itemization in most cases, so I would not ignore it.

    I don't put where the items drop, because most of them can drop in multiple dungeons; the loot tables are MASSIVE in 5 man heroics in WoD. Listing all of the places would take forever and bloat the list so much it would be hard to read.


    More importantly however, this isn't really the gear you should have going into raids. First of all, you can wear up to 3 crafted items. The basic crafted armours are ilvl 640, while the weapons are 630. I don't recommend using the weapons for that reason. You can upgrade these into 655 and later 670 for the armour, and 640 and later 660 for the weapon, however this requires a LOT of materials, so it can be very expensive, but it is an option if you can afford it. The best usage of crafted gear is to fill slots where you otherwise have low ilvl gear.

    Also note that ALL crafted gear except the trinket have RANDOM secondary stats. For example one craft might have Haste + Crit, another may have Mastery + Multistrike. You can buy an item to 'reroll' the stats however, but this can end up being expensive to try to get perfect rolls. You should be looking for Mastery and Multistrike rolls where possible.

    Challenge Mode Daily

    If you do the daily challenge mode quest, you get a bag that may contain a random 640 (660 in 6.1) item. These also have random stats like crafted items, but can also have sockets and/or be warforged. Note that you do NOT have to get a gold/silver/bronze medal, you simply have to complete the daily challenge mode in ANY amount of time. So I highly recommend doing this every day if at all possible. Like with crafted gear, if you end up having a choice, try to get Mastery and Multistrike items. However you may not have that luxury, so make do with what you happen to get; ilvl is generally more important then perfect itemization.

    Highmaul 'BiS'

    Important Note: There is literally only one plate item for some of these slots. So if the itemization looks completely random, it's because there aren't really a lot of alternatives. Mostly crit gear in this instance for some reason, much like the 5 man heroic gear has tons of haste. Also, like before, I will not include trinkets here, as they have their own section later on.

    Head: Casque of the Iron Bomber (Kargath Bladefist)
    Neck: Choker of Violent Displacement (Imperator Mar'gok)
    Shoulders: Uncrushable Shoulderplates (Imperator Mar'gok)
    Back: Fireproof Greatcloak (Kargath Bladefist)
    Chest: Chestplate of Arcane Volatility (Twin Ogron)
    Wrists: Bracers of Mirrored Flame (Ko'ragh)
    Hands: Gauntlets of the Heavy Hand (The Butcher)
    Waist: Fleshchewer Greatbelt (Brackenspore)
    Legs: Legplates of Fractured Crystal (Tectus)
    Feet: Entrail Squishers (The Butcher)
    Ring: Spellbound Solium Band of Sorcerous Invincibility (Legendary Quest, MIGHT not be available before Foundry, but I think this 690 version will be since there is a 710 version as well.)
    Ring: Seal of Unbound Frost (Ko'ragh) or Shockwave Signet (Imperator Mar'gok)
    Weapon: Gor'gah, High Blade of the Gorians (Imperator Mar'gok) or Gar'tash, Hammer of the Breakers (Ko'ragh)

    BiS List

    This one is for real this time . It includes all gear available in the tier, however since Foundry gear is 10 ilvls higher then Highmaul gear, the only Highmaul gear you will likely end up using is maybe a trinket. And since this list doesn't include trinkets (again, they have their own section), this is all Foundry gear.

    Head: Ogreskull Boneplate Greathelm (Kromog)
    Neck: Choker of Bestial Force (Beastlord Darmac) or Glutton's Kerchief (Oregorger)
    Shoulders: Ogreskull Boneplate Pauldrons (Operator Thogar) or Overdriven Spaulders (Blackhand)*
    Back: Ravenous Greatcloak (Oregorger)
    Chest: Ogreskull Boneplate Breastplate (Flamebender Ka'graz)
    Wrists: Fleshmelter Bracers (The Blast Furnace)
    Hands: Flamefury Gauntlets (Flamebender Ka'graz) or Ogreskull Boneplate Gauntlets (The Iron Maidens)*
    Waist: Uktar's Belt of Chiming Rings (The Iron Maidens)
    Legs: Ogreskull Boneplate Greaves (The Blast Furnace)
    Feet: Sabatons of Fractal Earth (Kromog)
    Ring: Spellbound Runic Band of Elemental Invincibility (Legendary Quest line)
    Ring: Razoredge Blade Ring (Hans'gar and Franzok)
    Weapon: Ka'graz's Burning Blade (Flamebender Ka'graz)

    *You either offset gloves or shoulders, so if you use Overdriven Spaulders you want Tier gloves with it, or vise versa for Tier Shoulders + Flamefury Gauntlets. Realistically during progression you probably want offset gloves as they are easier to get, but offset shoulders are SLIGHTLY better for DPS.

    Tier 17 Bonuses

    T17 2P: The 2p is fairly decent on it's own. Depending on how heavily you use BB (how much you AoE, ect), it can take you from a default uptime of about 16.6% on Vampiric Blood, to about 30-50% uptime, which is fairly strong (at least if you DONT use the stupid Vampiric Blood Glyph *cough*) by itself. Obviously this assumes just using it on CD, but to be fair if you have the 2p, you should look to use Vampiric Blood as much as possible to maximize it. Obviously don't just use it for no reason if you aren't taking any/much damage, but do try to maximize the useful uptime, else this bonus is kind of wasted. Overall this set bonus is definitely worth trying to pick up, as it can help a lot with burst damage soaks in BRF (Flamebender, Gruul, Iron Maidens, Hans'gar and Franzok, Blackhand), and is generally helpful on almost any fight.

    T17 4P: The 4p is far more situational then the 2p, mostly because it actually doesn't have that much impact on harder difficulties. Even with Vampiric Blood, you won't really have more then 600-650k HP in Mythic Foundry, which means basically that every physical (not magic) attack against you while Vampiric Blood is up (and that is only 30-50% of the time even using it on CD with the 2p) is reduced by a paltry 625k*0.03 = 18.75k damage. Considering Mythic bosses hit in the hundreds of thousands per hit, and the fact that if a boss is just hitting you, they will only get about 7 attacks off during a Vampiric Blood, you are looking at about 120-130k damage reduced per Vampiric Blood... out of a potential approx 1.5 mill damage from 7 boss autoattacks. Which sounds good until you realize overall HPS in an encounter rarely matters due to overhealing eating most of it. And all this is assuming you don't parry any attacks.

    Having said that, this bonus can be very good on weak adds (Thogar, Beastlord), and is stronger on DW bosses (one of the Iron Maidens). So situationally, this bonus can be very strong, but on fights with slow heavy hits like Kromog, this bonus is laughably weak.

    A few small notes:

    -If you have less then 3% of your max HP of Blood shield left, and get hit with Vamp Blood up and this set bonus, your Blood shield is actually SET to 3% of your max HP, so you can get 'free' shield this way. However this doesn't generally matter too much.

    -If you have no Blood shield to begin with, the 4p bonus won't have any effect at all; it will just set your shield to 3% of max HP if it drops below that, not give you a shield if you never had one to begin with.

    -Because you actually need to have shield, and the way the 2p works (remember SoB stacks are consumed when you DS), there is a bit of a choice to make with this bonus; you can either Death Strike to finish the CD on Vamp Blood (if you have enough stacks) and then instantly pop Vamp Blood so that you carry the Blood Shield into the Vamp Blood, getting the full effect of the bonus, or you can DS after using Vamp Blood to gain the increased healing. Generally I would stick with the former if you can do it correctly, as the healing bonus isn't that big, but it's kind of annoying that to maximize the 2p and 4p you have to do it that way (maximizing both the CDR and the 'free' shield gained) and it can sometimes mess with your DS usage. Another reason I don't like the 4p, as maximizing it requires some min-maxing/setup and it's not strictly optimal.

    Summary: Both the bonuses are definitely good enough to be worth getting over off-pieces (hence why BiS has 4p). However they are not so strong that you should steal tier from DPS players with strong set bonuses.


    General Notes about Trinkets

    If you didn't read it in the stats/simcraft part, I recommend reading this post:

    It pretty much explains my philosophy on survival, and talks about how trinkets play into it. Some of this following part will probably make more sense if you have read that post.

    Heres a simple sim of Mythic Highmaul + Heroic/Mythic BRF trinkets. Like I have said before, sim isn't exactly gospel truth, but at least it gives you an idea of what you are working with.

    In hindsight probably should have simmed the trinket combinations, but meh. Like I said, it's a rough guideline. Either way I recommend reading the breakdowns of trinkets, as they talk about some things that don't really show on a sim.

    Pre-Raid Trinket Suggestions

    I won't go into too much detail on these, as honestly they aren't that relevant anymore.

    Draenic Philosopher's Stone (Alchemy Craft) and Mote of Corruption (Auchindoun) are overall the best pre-raid trinkets.

    Knight's Badge (Inscription Crafted Trinket) has been buffed recently, and is now better then the heroic 5 man trinkets, so if you have a spare crafted slot and the money, it's 100% worth picking up.

    If you are not an alchemist, most of the other 5 man trinkets are roughly equal, so you can pretty much choose what you like/what you happen to get, but some decent picks are: Toria's Unseeing Eye (Bloodmaul Slag Mines, pretty good all around), Fires of the Sun (Skyreach, good trinket for Damage).

    Obviously trinkets like Scabbard/Stone of Fire are better then any of these due to ilvl, but I list them with the raid trinkets (as they have similar ilvls), and they are very expensive, so not feasible for everyone.

    Trinkets Breakdown

    Evergaze Arcane Eidolon (Imperator Mar'gok)

    This is easily the best trinket out of Highmaul, and competes for the best trinket in the raid tier, while being BiS for CMs. Why is this trinket so good? Basically the very strong proc. 2.3k Bonus Armour is stronger then any tanking cooldown except for Icebound Fortitude, and it lasts 10 seconds, which is a decent amount of time. This basically means while this proc is active, you don't need to use other CDs as you are nearly immortal (You take roughly 25-30% less physical damage and heal about 25-30% more while doing about as much more damage while the proc is up).

    Frankly the massive burst survivability + passive mastery makes this an amazing defensive trinket; not the best in the tier, but it also has great DPS value due to the strong proc (remember, procs tend to have higher average value compared to actives due to their randomness, and Blood doesn't really do that much burst, so DPS-wise actives aren't particularly amazing for Blood).

    Pol's Blinded Eye (Twin Ogron)

    A very defensively oriented trinket; active Mastery is quite weak for DPS, and Bonus Armour is worse then Strength for DPS. However 1700 Mastery is still a ton and works well as an additional tanking CD, esp with it's massive 20 second duration (which no cooldown has). This trinket's issue is that Tablet of Turnbuckle Teamwork has a way better defensive active, and Blast Furnace Door just has overall way better stats in every category, so you will want to replace it with those trinkets when you can, but it's a solid choice until then.

    Pillar of the Earth (Tectus)

    Quite frankly I think stamina trinkets are trash. I value this trinket insanely low, as stamina isn't even that good for survivability; it provides a cushion that is rarely needed if you use CDs correctly (having IBF/PS/Sac up at the right time is going to give you more EHP then any stamina trinket, and will actually reduce healing required at the same time), and does absolutely nothing for increasing your healing, or reducing damage taken. The other stats on this trinket are unimpressive. I would actually rather use a 630 Fires of the Sun then a 655/670 Pillar, that is how bad I think it is.

    Bottle of Infesting Spores (Brackenspore)

    Overall very weak. Sucks for defense, because of having the wrong stats, and because a strong proc, or even better active, is absolutely insane if used at the right time. Like I have talked about before, surviving a fight isn't about loading up on passive survival, it's about using CDs/actives during the hardest parts of the fight, as there really aren't any fights with the same damage intake all the way through. And offensively this trinket isn't good either, therefore I can't really recommend it.

    Tectus' Beating Heart (Tectus)

    An offensively oriented trinket, the problem is it loses out to even defensively oriented trinkets (Blast Furnace Door) in that regard, and is very weak defensively. Not a great option, but it's not completely terrible. Crit procs just aren't that useful to Blood DKs; random parry chance on a proc is just adding RNG on top of RNG. On top of this, you should try to avoid stealing DPS trinkets if they aren't particularly amazing for you, and this one definitely isn't.

    Blast Furnace Door (The Blast Furnace)

    Passively, this is the best defensive trinket in the tier, however it does suffer from the fact that it has a random proc rather then an active in that regard. However it makes up for it with being among the best for DPS at the same time, so I rate this trinket very highly.

    Tablet of Turnbuckle Teamwork (Hans'gar and Franzok)

    This is pretty much the best defensive trinket of the tier in practice. Imagine the Evergaze Arcane Eidolon proc, then imagine if it was doubled in duration, and was under your control. The active on this trinket is basically better then Icebound Fortitude, since it lasts 2.5 times longer and has a much shorter CD, while still giving a massive defensive boost (about 20-25% physical DR and +20-25% healing/damage). On top of this it has a HUGE amount of passive Mastery. If you want to not die, this trinket is the best way to make that happen, if you use the active at the right times. It's issue is that DPS wise it loses out quite a bit, so it isn't the best pick if you don't need it's survivability benefits, although it isn't the worst DPS trinket either. Overall VERY solid.

    Battering Talisman (Blackhand)

    This trinket is a bad joke by Blizzard. First of all, it's a stamina trinket, and I already reamed Pillar of the Earth for that. But despite having 10 more ilvls, this trinket actually manages to somehow be considerably worse then Pillar of the Earth. Why? Because a stacking haste proc is quite possibly the most useless proc or active I can imagine on a trinket for a Blood DK. While haste isn't generally a bad mitigation stat, getting a proc, then WAITING for the proc to help you regen resources, then using those resources to mitigate, isn't exactly my idea of an amazing defensive benefit. On top of this, you will likely GCD lock yourself with this proc, as it's just too much haste all at once; it's better to have passive haste then 'burst' haste. And DPS wise, haste is quite weak (and stamina is just useless, so yeah). This trinket is a complete joke. If you ever coin Blackhand (and you probably will for some of his other items), coin as Unholy loot spec, so you don't get trolled by this piece of garbage. Even if I were to use a stamina trinket for a specific fight, I would actually pick Pillar of the Earth over this trinket, despite the 10 ilvls difference.

    Vial of Convulsive Shadows

    A great DPS trinket, and the better of the 2 foundry DPS trinkets due to not being a stacking trinket. Works amazingly well with BoS for obvious reasons, however it's mitigative benefit is very weak since Multistrike does very little for that, and Strength is worse then Bonus Armour for mitigation. The issue with this trinket is it combos very poorly with Forgemaster's Insignia, since if both are up at once, you actually hit the 100% MS cap, so if you use both together, you have to be careful to wait until the Forgemaster proc expires, then activate this trinket. This is the biggest reason I don't like combining this trinket with Forgemasters (they individually sim well for DPS, but tend to be weaker in combination, which drives their value down a lot). This does have the issue of being a DPS trinket, and honestly it's a terrible mitigation trinket, so it's a bit questionable to steal it from your raid's DPS, but if you really want to do a more damage at the cost of a lot of survivability, this is probably the best trinket to pick for that.

    Forgemaster's Insignia (Blackhand)

    Honestly this trinket suffers badly from the fact that Vial of Convulsive Shadows is just a better version of it, and as mentioned above, it combos badly with the Vial, so you don't really want to use both at the same time. By itself this trinket is great for DPS, and very poor for survivability. The simple fact is if you have a Vial already, you should just use Vial + a good defensive trinket; you will only lose a tiny amount of DPS (literally 100-200), and gain a TON of survivability over using Vial + Forgemasters due to their anti-synergy. The other reason to pass on this trinket is because it's a DPS trinket, and if you are going to steal a DPS trinket, it should actually be considerably better then the tank trinkets, which this one really isn't; Vial is just better if you are going to use a DPS trinket.

    Horn of Screaming Spirits (Flamebender Ka'graz)

    Generally speaking this is a slightly worse version of Blast Furnace Door. On top of that, it's a DPS trinket, and like I have said before, you should avoid stealing from DPS if you have good alternatives in tanking trinkets, and Blast Furnace Door is pretty much just a better version of this. Having said that, this is an overall solid trinket with no real weaknesses or strengths.

    Stone of Fire (Alchemy-only Crafted)

    This trinket recently got nerfed from having Mastery to Versatility as it's passive, which nerfed it's defensive value a lot for Blood. I would not use this over Mythic HM/Heroic BRF trinkets, but I would consider it over Heroic Highmaul or lower trinkets as a solid DPS option, although with slightly sub-par defensive value for it's ilvl and crafting cost.

    Scabbard of Kyanos (World BoE)

    This trinket is pretty similar to the Stone of Fire above; infact it's almost the same trinket other then the fact that all it's value is in the active. It can actually be okay defensively if you use the active at the right time, the problem is holding the active for any length of time massively cuts into it's DPS benefits, which is kind of the point of picking this trinket to begin with. It's an offensively oriented trinket, and is very good for it's ilvl, but loses out to the Mythic Highmaul/Heroic BRF trinkets just due to stat totals.

    So what trinkets should I actually use?

    The above section mostly looked at each trinket individually, but now we are going to consider synergy and anti-synergy in different trinket combinations. Some general things to keep in mind that you generally want to avoid having two actives, since they will share a cooldown, meaning you cannot use both at once. Two actives can be good defensively (spread them out for CD coverage), but DPS wise are extremely poor. Also, typically you won't need a 2nd active for defensive reasons as one good one will be enough. So in general for a good balance of DPS and survivability you want to use one active and one proc trinket.

    So lets look at some trinket combinations:

    Blast Furnace Door + Tablet of Turnbuckle Teamwork: This is the combination I suggest for BRF, simply because while the DPS value could be a little higher, the survivability given by this trinket combination is the best possible, and the DPS value is at least slightly above average. Both the proc and the active are completely insane for survival, and you can pretty much alternate them in some cases with some cds if you get a little lucky with the procs and have nearly 100% coverage in any difficult situation in this way. This combination also has the advantage of not needing you to steal trinkets from DPS, leading to better loot distribution across the raid. This is pretty much why I recommend this as the 'BiS' trinkets for most players.

    Evergaze Arcane Eidolon + Pol's Blinded Eye: The combination I suggest for Highmaul pre BRF. Much like the above combination, great synergy of proc + active, and compared to other Highmaul trinkets, great DPS value as well (so you aren't exactly losing out by more then maybe 100-200 DPS there either), and again, not requiring you to steal DPS trinkets. Honestly there aren't really any other Highmaul trinket combinations worth considering, this one is just so solid overall.

    Vial of Convulsive Shadows + Blast Furnace Door: Probably the best 'DPS' combination for BRF that isn't just sacrificing ALL survival for tiny DPS gains. Great defensive value from the Blast Furnace Door, follows the pattern of proc + active. The biggest issue with this combination is that the active is basically useless defensively, so on some fights you can end up being very vulnerable during difficult phases. Also Vial is just overall so weak defensively it's hard to measure up to a real defensive trinket combination.

    Forgemaster's Insignia + Tablet of Turnbuckle Teamwork: Pretty much a flipped version of the above, solving the 'weak defensive active problem'. Suffers a little from the fact that Forgemaster's is kind of weak overall compared to Vial, and the fact that Tablet is on the lower end of BRF trinkets for DPS.

    Vial of Convulsive Shadows + Forgemaster's Insignia: Full yolo trinkets, you pretty much kill your survivability for tiny DPS gains. As mentioned above, these trinkets have anti-synergy, since if both are active at once you overcap multistrike, forcing you to delay using the Vial until after Forgemasters. Because of this, this combination actually isn't really much of a DPS gain over for example Vial + Blast Furnace Door, and is a huge survivability loss.

    Pillar of the Earth + Battering Talisman: Used to sit in town and stroke your epeen about your massive HP pool. If I actually see anyone using these two trinkets in a raid, that will make my day. In before there is some fight that is actually good for (just kidding there isn't one).

    Obviously these aren't the only viable trinket combinations, but I hope going over them gives you some kind of ideas on what you are looking for from your trinkets. Your trinkets are easily your best way to customize to your own playstyle, and I do suggest thinking about which ones would work best for you.


    Frankly I was hesitant to even add this section, because people way overblow the importance of race selection. For literally 99%+ of players you should just pick the race you like the most. Especially since the WoD changes, the races are closer in power then they ever were before, so the differences are much smaller.

    Having said that, while for most races the numerical differences are tiny, there are certain 'utility' racials that make certain races very powerful in specific situations.

    First I will go over what all the relevant racials actually are. I will be omitting profession racials or stuff that is basically irrelevant for character power (Rep Discount for Goblins, Troll Regeneration)


    Orc: Blood Fury, Hardiness, Command.

    Troll: Berserking, Da Voodoo Shuffle.

    Tauren: Brawn, Endurance, War Stomp.

    Undead: Touch of the Grave, Will of the Forsaken.

    Blood Elf: Arcane Acuity, Arcane Torrent.

    Goblin: Time is Money, Rocket Jump/Rocket Barrage (Share a cooldown).


    Human: The Human Spirit, Every Man for Himself.

    Dwarf: Might of the Mountain, Stoneform.

    Gnome: Nimble Fingers, Escape Artist, Expansive Mind.

    Night Elf: Quickness (this stacks with other run speed buffs), Touch of Elune, Shadowmeld (mostly useful for dropping combat).

    Draenei: Heroic Presence, Gift of the Naaru.

    Worgen: Viciousness, Darkflight.

    Pandaren cannot be Death Knights, so I will not include them.

    Note that numerous races have 1% damage reduction from specific elements; generally they don't matter much as different bosses have a variety of damage types present.

    In terms of numerical power, the races are pretty close to each other. DPS wise, the best race is Blood Elf, while for survivability, Night Elf is the clear winner.

    Notes on specific races

    Tauren: While commonly considered a good tank race, are still fairly lackluster; crit damage is nearly useless since Blood DKs have so little crit (and do not stack it), and stamina is not a particularly valued stat (although can rarely be good). War Stomp is almost useless because it diminishes with every other stun, making it hurt you more then it helps in group play (Using War Stomp then Leg Sweep actually gets you a shorter total stun then just Leg Sweeping for example).

    Blood Elf: Arcane Torrent is insanely powerful for Challenge Modes; if you plan to do Challenge Modes extensively and are Horde, you should be a Blood Elf hands down. This ability is also occasionally useful in raids as an extra interrupt, or if AoE interrupts are called for (Garrosh MCs or first intermission anyone?). The RP gains of Torrent are helpful if using BoS.

    Night Elf: They are the best race defensively, although Shadowmeld has very little application in combat, meaning they lack any sort of powerful active ability. 2% run speed can be more helpful then you might think since it's always on.

    Worgen: Darkflight is a massive help to Death Knights due to their lack of mobility, and can be clutch in many situations. This is also one of the better DPS races, although not quite as good as Blood Elf.

    Dwarf: Stone Form can be useful on some encounters for removing debuffs (I have not personally checked if there are any such enounters in T17 however). It also acts as a minor tank cds, making them fairly solid, although their other racials are lacking.

    Human: Every Man for Himself can be very powerful on encounters with CC, but honestly Death Knights already have multiple ways to break or prevent CC (AMS, IBF, Desecrated Ground, Lichborne), and most CC in raids is not removable anyways from my beta testing.

    Orc: Keep in mind that AP now increases DS healing, so Blood Fury is a fairly solid ability now.

    Honestly the numerical differences are very minor with the exception of Night Elves, who are clearly ahead of the pack defensively (about 1.5%). I tend to pick race by what powerful utility they provide (Torrent, Stone Form, Darkflight ect), since the numbers are literally 0.2-0.5% differences in most cases.

    My Picks for Horde: Blood Elf, runners up Orc and Goblin (Rocket Jump is very nice)

    Honestly the horde races suck for defensive bonuses as a whole.

    My Picks for Alliance: Worgen or Night Elf (do you want a powerful active or just stats?), runner up Draenei (very solid overall bonus from the passive STR, good stats all around compared to most races)

    Highest DPS: Blood Elf

    Highest Mitigation: Night Elf

    Best Utility: Worgen because mobility is almost always useful, others are all situational.

    Best Race for Challenge Modes: Blood Elf due to Arcane Torrent

    Conclusions: Expansion should be renamed Warlords of Elfcraft, elves are the master races. Also, I wouldn't take this whole thing too seriously. If you like playing Undead or whatever, you aren't really going to be at a noticeable disadvantage over the other races.

    Challenge Mode Advice/Guides(WIP)

    This section will be somewhat rudimentary for now, and I will probably rewrite it completely down the line, but it is easier to improve on something rather then make it from scratch, so I am going to just put something down for now, even if it's not perfect.

    This section is focused on getting a Gold rating in the CMs

    General Advice for CMs

    If you are going for Gold, there will be times where you need to pull 2-3 or even more packs at once. Your goal should be doing as much AoE as possible without dying, as Blood DK AoE is insanely strong. However, you cannot just mindlessly spam Blood Boil, as you will die doing that; it really depends on how good your healer is. On most bosses, survival is very easy, so make sure you are doing as much DPS as possible there too; while Blood DKs will not generally be #1 single target in CMs, you can still contribute a lot of damage even without abusive Dark Simulacrums.

    Advice for not dying:

    -Chain AoE stuns (your own, and your groups): Remorseless Winter, Leg Sweep, Binding Shot, ect.

    -Chain Interrupts (or AoE interrupts like Arcane Torrent) for packs with dangerous spellcasts.

    -Kill things quickly (that means you and your group all doing high aoe). Seriously, the faster you kill stuff, the easier big pulls become, as you don't run out of stuns/cooldowns before the pack is dead. This means try to Blood Boil as much as you can when you have strong CDs up/the mobs are stunned, because dead mobs do 0 damage. Having said that, don't overdo it. Learning when to BB spam and when to use DS instead is critical to surviving huge CM pulls.

    -Chain CDs, but also don't waste them (don't CD when the mobs are stunned for example). Also don't wait to use them; using a CD when you are at 25% HP is stupid, use it at 100% hp just before you take all that damage. As a rule of thumb in CMs, if the mobs aren't stunned, you should have at least 1 CD up (personal, or external from your healer). This is kind of why Resto Druids/Holy Paladins make great CM healers; Sac/Bark have a very short CD and can be used basically every single pull (and should be).

    -Just to make my previous point more clear: On any dangerous/multipack pull, you CANNOT SURVIVE without CDs or stuns (and yeah obviously it depends on the specific pack/ect, but generally this is true). You cannot just facetank 3 packs of mobs in CM, you will die no matter how hard your healer spams you. So if your group cannot kill at least some of the mobs before all your stuns/CDs run out, you should probably pull less. In a low AoE DPS group what you will see is that you do tons of AoE yourself at the start of the pull (during your CDs/Stuns, where you are free to BB spam), then as the pull drags on, you are forced to just DS as much as possible to not die, because you have no stuns/CDs left, and the mobs are destroying you. At that point the mobs die very slowly, and the pull drags on even more; it's like a death spiral; the less your AoE DPS is, the less AoE you are forced to do, because you have to DS instead, making your AoE DPS even worse as a result, and so on.

    Dark Simulacrum

    In a few of the CM instances, you can steal some insanely powerful spells that can trivialize certain pulls or bosses. In others, you can just steal general single target nukes, that while aren't horribly OP, can do upwards of 100-200k damage for the cost of only 20 RP, which is still very much worth it. I recommend Glyphing Dark Simulacrum in any instance where it is useful (which is pretty much all of them). Get used to using this spell A LOT.

    I will mention notable Dark Sims in specific instances.


    Always take Plague Leech, Blood Tap, Death Pact and Defile*.

    Death's Advance vs Asphyxiate is a personal choice, although I prefer DA. Depends on the instance.

    Remorseless Winter vs Gorefiend's Grasp also depends on the instance. Both are very good.

    You can either pick Purgatory or Lichborne, but I generally prefer Purgatory (although UBRS is a great instance for Lichborne, to break the Ogre fears).

    *If you have all multistrike gear, it can be worth having a second Blood spec with Breath of Sindragosa for bosses that you are going to lust on, as you can swap into the spec for just that fight. However this isn't really a huge difference.


    You pretty much want Str > Bonus Armour > Multistrike > Crit = Mastery for gear. Crit vs Mastery is a question of a little more DPS vs a lot more mitigation, but you can do CMs in full MS/Crit gear, so you don't strictly need the extra mitigation. Haste and Versatility are generally very poor stats for CMs and should be avoided.

    Ilvl 630/645 garrison mission gear will make up some of your BiS CM gear; these items can roll any secondary combination including double Multistrike (the best combination except on necks, where MS/BA is the best). So ideally you want double MS shoulders, boots, weapon and chest from those.

    Crafted gear can also be good for getting the right stat combinations since you can reroll 640 crafted items until you get the desired MS/Crit or MS/Mastery combination (you can't roll double MS on crafted gear). However you can only use 3 crafted items.

    Otherwise, try to get MS/Crit or MS/Mastery gear from raids or 5 mans to fill the remaining slots.

    For trinkets, you want Scabbard of Kyanos (BoE World Drop) and Evergaze Arcane Eidolon (Imperator Mar'gok), they pretty much are the best trinkets for CMs. You can do RIDICULOUS AoE burst with the active + proc from these, trivializing some huge pulls by just killing them insanely fast (and having insane survival during the active + proc so you can freely spam BB). Alternatives include Tablet of Turnbuckle Teamwork (Hans'gar and Fransok), Vial of Convulsive Shadows (The Iron Maidens), Alchemy Stone or the Stone of Wind/Earth/Water/Fire (Alchemy only crafts). If you really don't have any good trinkets, Fires of the Sun (Skyreach 5 man), Toria's Blinded Eye (Bloodmaul Slag Mines) or Knight's Badge (Crafted) are okay as well.


    This one is a very simple instance, with a VERY lenient timer. There are no invis pots (as you need to kill every mob for kill count).

    You probably want to take Gorefiend's Grasp for this, although Remorseless Winter is very strong too.

    In the first room with the 3 packs, you can pull 2, or even 3 of them if you do it right to save tons of time; however if you do it wrong, it will take even longer then just pulling them one at a time (and you can definitely get gold just pulling one at a time, so don't push it too much). Each pack has a big mob with a special ability: One has Mind Control, another has the Void Shell (AoE shield on all the other mobs), and the last one has a Void Mending (Heal on other mobs), and can also Life Swap (healing itself to full).

    Most of these cannot be interrupted, so you have to stun the casts, and focus the large mobs down ASAP, or the pull will quickly get out of control.

    You can Dark Simulacrum the Shadow Word Pain cast by one of the mobs in these packs (I think it is soulpriest or something similar), which does a decent amount of damage.

    The first boss is a total joke. AMS the AoE so you dont have to lose DPS hiding behind the shield.

    On the hallway to the second boss, you should pull 2 packs at a time (there are 5, pull the last pack alone because it is pretty nasty). You can Dark Simulacrum Shadow Word: Pain from the Soulpriests, and Arcane Bolt from the Magus, and you should do so on CD. The Arbiter casts a Hammer of Justice on you, that should be interrupted so you don't get stunned. Generally these packs have a lot of nasty aoe (ground effects, floating arcane orbs that explode on contact) so be very careful. AoE stuns are massively helpful.

    The second boss is very easy, however a small trick is to kick her Mind Spike, and then cast Dark Sim. She will then cast Shadow Word: Pain after the lockout ends (instead of another Mind Spike), and that does more damage then the Mind Spike, so this is a good way to reliably get SW:P every time.

    Afterwards, take the demon pulls 1 at a time (they can be rough if you aren't prepared). On the huge pack of Imps, you really want to have something like Arcane Torrent or an AoE stun to stop all their casts.

    When you get to the boss room, if you have Gorefiends Grasp, you want to run into the direct middle, then Gorefiends to yourself to group up all 3 packs of Imps/Felguards. The danger here is getting killed by Fel Stomp (it's a frontal cone done by the Felguards, so watch the casts), and the Imps sniping people with Fel Blasts. Make sure your group has a stun/interrupt rotation on the Imps. However, if you can do this pull properly in this manner, you pretty much 100% will get Gold if you don't massively screw anything else up.

    The boss itself is pretty easy, just control the adds in the intermission phase.

    On the way to Teron'gor, you can Dark Simulacrum pretty much all the casts done by the mobs. Stun the Wraithguard when he whirlwinds (because it hurts a lot). You don't need to kill the pets; just kill the main mob, then move on. Immolate is a particularly good Dark Sim on the last mob.

    On Teron'gor, there are tons of things you can Dark Sim (Corruption, Shadowbolt, Immolate ect), but the best one is Chaos Bolt. The person targeted by it should pop CDs so you can Dark Sim the Chaos Bolt, which does over 400k damage in CMode if you get it.

    More instances coming later.

    Fight Guides for Tier 17 (WIP)

    This section will be added to later on.


    Well, I am pretty sure nobody will actually read this far down, but if you did, I congratulate you! Hopefully you now have a far more detailed understanding of the changes in WoD for Blood Death Knights, and how to optimally play the spec going forward.

    Having said that, I will be updating this guide with any new findings/information as it comes up. If you have any feedback or questions, please feel free to ask me. This guide is an ongoing project, so I do welcome input (as long as it is backed by some reasoning).
    Last edited by Troxism; 2015-02-24 at 09:18 AM.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  2. #2
    Thanks again for your work on the forums here Troxism; a very good read for the upcoming expansion. For future reference, if you want to hyperlink things (such as Glyph of runic power then you need to just link the wowdb url ( here) thanks.

  3. #3
    You could add that AMS before Death Pact counters the self absorb. Nice for Bosses were you don't need AMS that much and it worked for the whole Beta so they don't seem to change that.

  4. #4
    Quote Originally Posted by craigp100 View Post
    Thanks again for your work on the forums here Troxism; a very good read for the upcoming expansion. For future reference, if you want to hyperlink things (such as Glyph of runic power then you need to just link the wowdb url ( here) thanks.
    Thanks, I'll do it later when I have a little bit of time (probably tomorrow as I am swamped right now with stuff). Gonna take like an hour to do them all T_T.

    EDIT: Well doesn't seem to work for me (just gives me a normal link) no matter how I try it so idk, I'm retarded I guess. Still probably going to add some links for slightly more clarity as this guide is hard enough to follow already.

    - - - Updated - - -

    Quote Originally Posted by Lucillia View Post
    You could add that AMS before Death Pact counters the self absorb. Nice for Bosses were you don't need AMS that much and it worked for the whole Beta so they don't seem to change that.
    Forgot to mention it, thanks for the reminder
    Last edited by Troxism; 2014-10-13 at 09:10 AM.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  5. #5
    I think your making a mistake on Litchborne. Litchborne combined with magic rune weapon and Death coil provides a substantial heal, vamp blood makes it even stronger.

    - - - Updated - - -

    another thing you may want to consider is that if you could glyph for death coil while rp might not be very valuable to you you can use it for other people with death coil heal.

  6. #6
    Quote Originally Posted by Valkaneer View Post
    I think your making a mistake on Litchborne. Litchborne combined with magic rune weapon and Death coil provides a substantial heal, vamp blood makes it even stronger.

    - - - Updated - - -

    another thing you may want to consider is that if you could glyph for death coil while rp might not be very valuable to you you can use it for other people with death coil heal.
    Glyph of Death Coil is very weak because Resolve only affects Self Healing, so the absorb from it isn't affected, meaning you get a VERY small absorb from this glyph (it was nerfed too) making it completely pointless and a total waste of RP.

    For example on a decently geared lvl 100 character it's about a 5.8k absorb, and the only thing that increases it is having more attack power (and it won't scale up that much). Even DPS have HP pools over 200k.

    LB still appears to make you undead (it's not supposed to) so I guess it's not that bad still. I guess it still has a use then until Blizzard 'fixes' it. That is what I get for expecting Blizzard to actually follow their own tooltips/changes.

    Also if anyone knows how to help me figure out how to do the hyperlinks (as what was mentioned in the first reply doesn't appear to work for me), I would appreciate it.
    Last edited by Troxism; 2014-10-13 at 03:24 PM.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  7. #7
    I don't think they will remove the Undead part of Lichborne. It always worked and the 10% Leech is only from the time we didn't have Death Coil (the Leech is stupidly weak anyway). I used it for most of the Heroic tests and it's really the only way for that Talent to even exist in that row.

  8. #8
    Also I noticed you did not mention glyphing chains of ice. You can get free Np if you go Np and it helps with sindragosa's breath. I kept sb going for about 30s ig think.

    - - - Updated - - -

    It's like free rp,that is if I'm remembering it correctly. Sorry not at home atm to double check it.

    - - - Updated - - -

    I have a questions about RP and death coil. Why wait til 70 percent? DC and conversion are the only things you can use rp on right? So why not spam them to get the biggest Sod possible? Why save your rp?
    Last edited by Valkaneer; 2014-10-13 at 04:13 PM.

  9. #9
    Quote Originally Posted by Valkaneer View Post
    I have a questions about RP and death coil. Why wait til 70 percent? DC and conversion are the only things you can use rp on right? So why not spam them to get the biggest Sod possible? Why save your rp?
    You don't "save" your RP*; remember that the point of the priority system is to use the most effective ability while avoiding capping resources. When you're not about to cap RP, using your second Blood rune and using Crimson Scourge procs is a higher priority than dumping the rest of your RP.

    *Unless you're saving it for BoS

  10. #10
    High Overlord
    Join Date
    Jan 2013
    Awesome guide, but reading it makes me sad.

    It used to be my favorite talent spec off all classes, and now it isn't even interesting; bland and boring.

  11. #11
    Quote Originally Posted by Valkaneer View Post
    I have a questions about RP and death coil. Why wait til 70 percent? DC and conversion are the only things you can use rp on right? So why not spam them to get the biggest Sod possible? Why save your rp?
    You don't wait till 70; it's a priority system. Basically the way it's laid out is you go down the list of resources in order and if any are close to capping or are capped you spend them. Then if none of that is true, you can spend the rest of your RP/other blood rune ect.

    Like you can see further down the priority list, it does say to spend the rest of your RP eventually; if other critical considerations are already dealt with.

    - - - Updated - - -

    Quote Originally Posted by Valkaneer View Post
    Also I noticed you did not mention glyphing chains of ice. You can get free Np if you go Np and it helps with sindragosa's breath. I kept sb going for about 30s ig think.
    You lose some damage from Icy Touch and a Glyph slot and gain 10 RP. Honestly it's kind of an even tradeoff and in many cases the Glyph slot is actually valuable, so honestly I didn't mention it because I don't think it's worthwhile to waste a Glyph slot on.

    Also, updated the guide with a mention of HoW in the changes section (didn't really mention that you shouldn't spam it anymore), and tweaked the Lichborne section some more to be more helpful (mention that DRW doesn't actually benefit from Resolve and added the macro).

    Still looking for help with the hyperlinks
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  12. #12
    [ url="http://website"]Website Description[/url ]


    [ url=""]Dancing Rune Weapon[/url ]

    Remove the spaces after the [ at the start and before the ] at the end.

    Properly formatted, the above becomes: Dancing Rune Weapon

  13. #13
    Quote Originally Posted by Cryopathy View Post
    [ url="http://website"]Website Description[/url ]


    [ url=""]Dancing Rune Weapon[/url ]

    Remove the spaces after the [ at the start and before the ] at the end.

    Properly formatted, the above becomes: Dancing Rune Weapon
    I should clarify (honestly I didn't use the right terminology and I am sorry for that); I am looking for the link where if you mouseover it pops up the tooltip. Already know how to do normal links

    Like in the first reply here, this link had the tooltip when you hover over it, and that is what I am looking to do, but for me it's not working this way even linking from the DB.

    Glyph of Runic Power
    Last edited by Troxism; 2014-10-13 at 09:38 PM.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  14. #14
    The Glyph of Runic Power link in your last post shows the tooltip for me.

    [ url=""]Death Coil[/url ]

    Death Coil

    Glyph of Death Coil

    Edit: I had to refresh the page after posting in order to get the tooltips to work. Maybe they just don't always work or something?
    Last edited by Cryopathy; 2014-10-13 at 09:57 PM.

  15. #15
    Quote Originally Posted by Cryopathy View Post
    The Glyph of Runic Power link in your last post shows the tooltip for me.

    [ url=""]Death Coil[/url ]

    Death Coil

    Glyph of Death Coil

    Edit: I had to refresh the page after posting in order to get the tooltips to work. Maybe they just don't always work or something?
    Ah okay that is probably it then. I'll fix up the guide later today then (there are a LOT of them to add and it's gonna take me about 45 mins to an hour). Sorry about all the random ninja edits/stuff I am having to change, but this guide is a WIP obviously, I'd rather get the issues ironed out before WoD releases.

    - - - Updated - - -

    Added hyperlinks to the OP, made some minor changes (added a few notes on Defile). Hopefully I didn't introduce any typos/issues; if you see any please point them out for I can fix them
    Last edited by Troxism; 2014-10-14 at 06:19 AM.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  16. #16
    Really, really amazing guide. I am one of those that read the entire article, and I learned a great deal. Keep up the good work

  17. #17

    This is interesting from the 6.0.2 Known issues:

    Paladin - The temporary crit rating buffs are not increasing Parry chance through Riposte.

    So maybe that's a bug and not intended?
    Cairne wanted to thank him again, to offer encouragement, praise for a task so successfully completed. For being able to bear such burdens. But Saurfang was an orc, not a blood elf, and lavish compliments and effusion would not be welcomed or wanted.

  18. #18
    Wow... I just want to say, this is an incredible guide! Just so happens I am on the same, "place" as you *cough* server *cough* lol. But seriously, couldn't even ask for a "better" (pardon that horrible grammar) guide. At least now I know who I am "following" from now on lol. XD.

  19. #19
    Quote Originally Posted by Satori View Post

    This is interesting from the 6.0.2 Known issues:

    Paladin - The temporary crit rating buffs are not increasing Parry chance through Riposte.

    So maybe that's a bug and not intended?
    It's listed for Paladin; it references the Sepharim (however you spell it) talent that grants temporary 1000 crit rating. They said they would fix that talent to work with Riposte, but said other temporary crit buffs would not receive the same treatment. Who knows they might change their mind.
    I play Blood DK for Duality of Zul'jin; in my spare time I also write guides and have a youtube channel where I make kill videos at:

    Feel free to ask me for help regarding to Blood DK play

  20. #20
    Thanks Troxism for the amazing guide!

    I was wondering if i could translate your article and repost it on a very popular Chinese WoW forum called NGA. I believe the it'll benefit a lots of Chinese gamers. Of course I'll have the link to your original thread. Please let me know if you are ok with it

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