I know a lot of you, like me, usually treat threads titled like this with a little trepidation. But, this is intended to be a little fun and also throw around a little creative theory crafting.
There have been countless threads questioning the effectiveness of Blood's 31point talent, Dancing Rune Weapon. So, I was thinking about something that might add a little more flavor and flexibility to Blood DK's.
As it stands now:
Dancing Rune Weapon
60 Runic Power 30 yd range
1.5 min cooldown
Requires Melee Weapon
Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
In my opinion it's a so-so talent that provides average mitigation at a fairly heavy price. But, that's already been poured over quite a bit in other topics.
My suggestion:
Grip of Exsanguination
Allows you to equip two-handed axes, maces and swords in one hand, but your off-hand weapon deals 50% weapon damage.
Of course something like this would require a little reworking in the rest of the tree, so my thought was to replace Crimson Scourge with something that is actually useful. Like a Threat of Thassarian type talent that allowed your Death Strike, Heart Strike, Rune Strike, Plague Strike, and Blood Strike to also hit with your off-hand, but at the 50% weapon damage stated in GoE.
I realize this is nearly a copy of Warrior's Titan's Grip, but I've always thought Blood DK's to be very similar to Warriors. Both (more so in WotLK when Blood was a DPS spec) rely more heavily on their weapons/runeblades than anything else. Also, I've always wanted to see my DK look a little more "fortified" and imposing as a tank. Being able to dual wield two-handed weapons would accomplish that and also give a little bit more of a tank presence.
As far as how it would impact the game... It would give DK tanks a little more flexibility with their choice of Rune Forging, add in some stats that the class seems to be lacking relative to other tanks, bump our lacking damage, and get rid a fairly clunky cooldown. Some of the buffs currently on the PTR that are increasing our strike's damage may need to be reverted. I don't think something like this would be game-changing, but it could very well need to be "balanced" on some levels.
Once again, this is not a DRW thread discussing the effectiveness of the cooldown. That's already been beaten to death it seems. But, if you like the idea say so. If you don't, please don't go into flame wars!
-Tuum