Mirroring my post from the Alpha forums:
Our rotation is the biggest issue left and mainly unchanged from last patch. There are three main issues with our rotation:
1) There are too many baseline Rune regen buffs which devalues Haste and resource providing talents.
2) Bone Shield is too easy to keep up which gives us a very simplified list of abilities to use.
3) Non-Marrowrend abilities are ineffective which feels unrewarding if you manage to keep up Bone Shield and want to use the other abilities instead.
Talents affected and devalued by these issues: Consume Vitality (5 sec channel is hard to fit in), Red Thirst (more Rune regen buffs), Ossuary (more Bone Shield generation even if you should never use Marrowrend on AoE anyway), Exhume (more Bone Shield generation), Soulgorge (more Rune regen buffs)
We had a pretty abnormal rotation in early phase that consisted of Heart Strike over everything else on single target because Marrowrend wasn't worth using - which I think everyone agrees was neither intended nor fun to play.
Unfortunately, the current rotation is not that far off from this due to how easy Bone Shield is to keep up. A single Marrowrend with Rattling Bones nets you 8 seconds worth of Bone Shield before avoidance or absorbs. In reality, this number is closer to 11+ secs assuming 30% avoidance without even counting full absorbs, bosses stopping to attack you or the artifact trait that generates a charge at random so even that number is conservative.
So you end up using Marrowrend approx. 5 times per minute which is certainly a step up from never using it, but not by much, and it shows.
Secondly, once you are done stacking Bone Shield your list of rotational abilities shrink down to: Blood Strike, Consume Vitality if talented, DnD procs and Blood Boil. Blood Boil is a filler and DnD will be used once every ~15 secs give or take a few seconds so I want to focus on the core of what constitutes most of our GCDs: Blood Strike.
Blood Strike offers very little over Marrowrend in terms of survival since you currently need 8 Blood Strikes to show a difference between someone only using Marrowrend and someone actually doing the rotation correctly. This is extremely underwhelming and Blood Strike needs to be changed from providing RP to something else entirely (Again, one extra Death Strike every minute or so might sound OK from a theory crafting/dev PoV but from a player PoV we prefer using abilities that have immediate effects because they are the most obvious and gratifying. That's in addition to not wanting to dilute the power of each individual Death Strike by handing out more.)
A note on Consume Vitality: This is a great idea of an ability if adjusted properly that would fit into our currention extremely well. Right now it seems like wasted potential to have it be the niche talent to use for attacking mobs from range due to how constrictive it is at a 5 second cast and while disabling all our other abilities, including auto attack. If this had a lower CD at 15-20 seconds and a 3 sec cast it would be the perfect alternative to 2x Blood Strike.
(I really, really want this ability to work out because the idea of it is just so good! )
And finally, due to the abundance of baseline Rune regen buffs we are able to do so with a meager 5% Haste from gear and 10% Rune regen from Bone Shield (video proof from last thread: https://www.youtube.com/watch?v=kLs49AyxOSw). No Soulgorge, no Haste stacking, no Red Thirst necessary.
Or even desired because why would you want faster Rune regen/Haste when it barely affects your rotation and only adds more Blood Strikes which have only a small effect on survival? You'd be better off with secondaries that have a bigger impact like Crit and Mastery, or talents that are immediately useful on their own like Anti-Magic Barrier. Soulgorge is problematic because it might be phased out the better our gear/artifact becomes over the expansion but want to use in starter gear still.
So as a result of all this, we have a very simple rotation that is easy to play but also easy to master while being unrewarding if you do so.
Suggestions:
Slow down the rotation so keeping up Bone Shield is harder but not so hard that you only have a few opportunities to use non-Marrowrend abilities. In return, make those abilities be a lot more rewarding so you notice it immediately when you use them and feel good about it.
For example:
Remove Rattling Bones altogether, lower the CD on Consume Vitality to be used semi-rotationally (15-20 secs, possibly with multiple charges) while making it more user friendly to use (3 sec channel and allowing auto attacks and survival CDs but not other abilities) and have Blood Strike either heal you for a portion of the damage dealt/max health or even empower your next Death Strike (i.e. Scent of Blood).
All in all, this should give us a better variance of buttons to press and add some sorely needed depth while doing so.
A note on Death Strike:
It's great to see a buff here and I hope the healing window drops down to somewhere around 3.5 - 4.0 secs. Why these particular numbers? Mobs swing every 1.5 seconds so if you have a healing window that is a product of x * 1.5 you will never be able to get in more than x-1 swings into the healing window regardless of how good you are at timing which essentially plateaus the skill required to use it more efficiently.
Or in more simplified terms: If you have a 3.5 sec window, you can fit in three boss swings (0s, 1.5s, 3.0s) into it with room to spare for latency if you time it well and only two if you don't time it properly (0.6s, 2.1s). If the window was exactly 3.0 seconds you would always only get in two swings which flattens the skill curve.
(Yes, special attacks exist but auto attacks are is still the lion share of damage we need to deal with.)
Talents
Blood Worms: I like the idea but due to the healing paradigm shift this talent has become pretty weak. Instead of being burst damage protection or a (justifiedly inefficient) way to convert over healing into effective healing, it doesn't do much of that anymore.
I'd like to keep the theme of that going and suggest that Blood Worms spawn on every heal and not just overheals but at a much lower rate. For example, BW could store 5% of all your healing done with Death Strike and keep them until you drop below 30% health.
Consume Vitality: I think I made it clear what I would like to see happen with the talent but just to be sure: 3 sec channel that allows auto attacks and defensive cooldowns, lowered CD to be used semi rotational in place of Marrowrend/Blood Strike. Really great potential here.
Heart Strike: Whatever Blood Strike ends up doing, but better at it.
Rapid Decomposition: Have it generate RP per mob hit with diminishing returns. Cement it as the go to AoE talent. Otherwise same issue with what I mentioned earlier: One extra Death Strike over a minute might be OK from a TC/Dev PoV but doesn't feel as exciting or immediate as a player.
Soulgorge: Fine for single target for now but likely to be phased out once we acquire better gear/artifact levels.
Ossuary: Needs a total redesign, a buff to Bone Shield generation is not necessary nor is it recommended to use Marrowrend on AoE. Blood Strike deals more damage - and more importantly - only costs 1 Rune; missing mobs due to positioning even within DnD is still an issue and with Blood Strike you get a second chance to reposition and hit the mobs you might have missed on the first go. With Marrowrend this option simply does not exist.
Would like an alternate talent here to pick for single target when I don't want to use Soulgorge.
Red Thirst: Needs to do something else altogether, we don't need more Rune regen buffs. I suggested Leech before and I still like that idea so there you go.
Mark of Blood: Still problematic due to both having charges and a duration, it should be one or the other (and if it's charges, it should have an ICD or another way to prevent it from being consumed immediately on a raid wide low damage aura); possibly also undertuned number wise. Good idea though.
Rune Tap: Love it. It compliments the rotation well and in an ideal world I would use it along with Consume Vitality on Runes I "won" by keeping up Bone Shield efficiently.
The reality of it is though is that within the current rotation it is much too strong. It should be capped at 3 subsequent uses at most so you end up with an ability that rewards players who have the foresight to bank Runes which adds even more depths/skill to the rotation but without breaking things completely like I did here to show the issue: https://youtu.be/1cZqLMx4y5U?t=23s (Yes, that's 8 Rune Taps in a row without dropping Bone Shield. On single target that would likely have been 10 or more for a 200%+ max health heal on a 2 min CD which is insane.)
Tightening Grasp: Still not found of this (feels like a filler) and would like to see it replaced with a talent that improves our mobilty or snare capabilities. The tier it's in fits this suggestion, too.
Exhume: Not worth it due to how easy Bone Shield is to keep up as I mentioned earlier.
Foul Bulwark: This might need a slight change to how it works. Right now it rewards keeping Bone Shield charges as close to 10 as possible but if/when there is a change to our rotation, would it make sense to cap the bonus you get from it to 5 stacks and increase the health per charge appropriately? Would give some wiggle room as to how far we can gamble and let Bone Shield fall off without losing the health so it stays competitive with Will of the Necropolis for effective health points.
Mobility and Snares
Happy to see Wraith Walk's CD lowered and even happier to know that the animation is just a placeholder because you can actually get stuck on stairs using it since you cannot jump during it. Also, a big thanks for allowing defensive actions during it.
That said, a 60 second CD still makes us one of the least if not the least mobile tanking class though. It all depends on how good our new snare will be and if it can compensate for it.
For example, Prot Warriors have better mobility and an extremely strong snare so we'd have to get one at least that good in my opinion since neither Prot Warriors nor DKs have other strong utility to make up for it (unlike Prot Paladins who have roughly equal mobility to us, an AoE snare and extremely strong raid utility) so I am expecting something like a 10 sec debuff for a 50-60% snare.
To put things into perspective: Thunder Clap has a 6 sec CD, is AoE and provides a 10 sec 50% snare at 8 yards. With a talent it can be improved to 16 (!) yards which is insanely good (see http://i.imgur.com/autmN8y.jpg for the talent range).
I'll reserve judgment until I can see it in the next build though.
Misc
Dancing Rune Weapon: Can we expect some improvements in it's damage or CD here? It's a pretty long CD at 3 minutes but it cannot even replicate our damage 1:1. I'd be lying if I said I wasn't a bit jealous of Ravager (1 min CD, 11 sec, 30% parry and AoEs on its own even if it is a talent).
Artifact - Consumption ability: Mostly a minor thing, but could we cement the CD status of Consumption by moving it off the GCD like most proper CDs please?
Artifact - Unending Thirst: This is pretty amazing because it's AoE damage. This should help a ton for initial snap threat when you can run into a pack, Death Strike it and have Blood Shield break for AoE damage. Super!