The information below is kept as up to date as possible. Since 3.1 the changes that blood DKs have gone through are mostly small changes, none of which have significantly affected the spec.
CONTENTS
Common Abbreviations
Specs & Runeforges
--Accepted
--Experimental
--Runeforges
Glyphs
--Major
--Minor
Generalized Rotation
--Single Target
--Dancing Rune Weapon
--AoE
--Priority Systems
--UP vs. BP
Taking Advantage of AMS
Gearing & Stat Weights
--Set bonuses
--Sigils
Consumables & Cooldowns
Macros
WWS Parses
Useful Addons
Professions
Things to Come
Edits/Changes
I. COMMON ABBREVIATIONS
AoE = Area of Effect
AMS = Anti-Magic Shell
APE = Attack Power Equivalence
BB = Blood Boil
BCB = Blood Caked Blade
BP = Blood Presence
IT = Icy Touch
DK = Death Knight
DC = Death Coil
DnD = Death and Decay
DPS = Damage per Second
DRW = Dancing Rune Weapon
FC = Rune of the Fallen Crusader
GCD = Global Cooldown
HoW = Horn of Winter
PS = Plague Strike
RP = Runic Power
UP = Unholy Presence
II. SPECS
Currently Accepted Spec(s)
51/0/20
The meat and potatoes of a Blood spec are the same, the variants will honestly show very little difference, and I’m not really sure if some of the changes would be noticeable even over a long period of time due to RNG etc.
In the Blood tree you will have 4 points to play with. If you are looking for absolute max DPS you will want to go with 3/3 Bloodworms and 1 point in Imp Blood presence. Why? Bloodworms will add a little (reports say ~ 80) DPS, and your other options being Mark of Blood and Vampiric Blood, both of which require the use of a Blood Rune, and that’s 1 less Heart Strike!
In the Unholy tree the most common line of thinking goes: Ravenous Dead > BCB > Necrosis. Some people like to get 2 points into Night of the Dead as well. From my own experience, I’ve found BCB to be slightly higher than 1% DPS per talent point, whereas Necrosis was slightly < 1% DPS per talent point. Keep in mind though that Necrosis can effectively crit, whereas BCB cannot, so people with very high crit rates may see a swing in the relative value of these two talents.
Morbidity works itself out to be approximately .6% DPS per point, fairly m’eh unless you are using DnD a lot.
Conventional wisdom is currently that you only need 1 point in epidemic.
51/2/18
The 51/2/18 build utilizes Runic Power Mastery in the frost tree. I don’t personally use this build as I prefer the passive BCB, although I might consider it if I had the Sigil of Vengeful Heart making my DC’s feel like they had a little more oomph. Here you would want to max Morbidity as DC’s should become a higher % of your DPS with a higher RP ceiling. Some people also like this build b/c they say it makes it easier to not drop too low in RP, screwing up the Death Strike Glyph.
Experimental Spec(s)
44/0/27
Theory here being that since the DRW nerf, it isn't that great, and picking up perm-ghoul and UB will generate more DPS. I haven't seen this spec at the top of any DPS charts, and don't think it is worth giving up both DRW and 10% ArP + 10% Dmg from Blood Gorged. That being said I haven't tried it myself.
Runeforges
There is currently only one viable Runeforge for PvE DPS:
Fallen Crusader.
III. GLYPHS
Major
*
[Glyph of Disease] has been fixed in 3.2, and now properly refreshes all your diseases. The increase in damage done by diseases in 3.2 makes keeping them up more of a priority, and this should put
[Glyph of Disease] ahead of
[Glyph of Dark Death] in your prioritization. In 3.2.2
[Sigil of Virulence] overtakes SotVH and this will also lessen the importance of
[Glyph of Dark Death]
Minor
IV. GENERALIZED ROTATIONS
SINGLE TARGET
The meat of your single target rotation will be
IT-PS-HS-HS-DS -DUMP- DS-HS-HS-HS-HS -Dump-
In the first dump phase of your first rotation you should raise your ghoul in general, there is a nice little free GCD there for you. Like this:
IT-PS-HS-HS-DS-Raise Ghoul-DC-DS-HS-HS-HS-HS -Dump-
If you are a creature of habit, or just want to make your life easiest, you can stick with this rotation, and do just fine.
At the beginning of fights you can switch your first rotation around slightly, as follows: Leading with Death Strike will proc Abomination's Might right off the bat, getting it up before making any other attacks. Making your initial rotation:
DS-IT-PS-HS-HS--Raise Ghoul-DC-HS-HS-DS-HS-HS -Dump- then return to:
IT-PS-HS-HS-DS-Raise Ghoul-DC-DS-HS-HS-HS-HS -Dump-
This is for raid situations where the raid DPS increase from your Abom's Might being up immediately will outweigh your personal DPS loss due to the mechanics of
[Glyph of Death Strike]. Since you are using Death Strike first you will have no runic power, and therefore lose out on this bonus. This is only applicable if you don't already have a nonstacking buff like Trueshot Aura.
Rolling Diseases
I'd like to expand this further, so I welcome some more comments. Now that the glyph of disease has been fixed and that disease damage has been increased in 3.2 modifying your rotation to allowing rolling diseases can provide a solid boost to your dps boost. The theory here is that if you can apply your diseases when you have procs up (Greatness, FC, etc.) the disease damage will be higher, and using glyph of disease you can keep them applied at this higher rate, the longer you can maintain them the higher the overall dps increase.
Since you will typically get a Greatness/FC proc at the beginning of a fight, one solution would be to modify your open rotation to start with DS, and then apply your diseases with the procs up. Since it is currently correct to apply diseases with your DRW up, you would want to try to roll your diseases until the first time you DRW, at which time you would use Hysteria in conjunction with your procs. This would be the level at which you would want to maintain your diseases for the rest of the fight.
If you have any figures on this topic please PM them to me, and I will be doing some additional research in the coming weeks.
Dancing Rune Weapon
DRW will gain buffs you have before casting it, but will not get things used after, i.e. Hysteria, potions, etc. Heart Strikes from DRW also are affected by its diseases, and the diseases will stay even after DRW has expired. For this reason it is proper to cast DRW before refreshing your diseases.
Your DRW checklist looks something like this, in order of importance.
- 4 Death Runes
- On use trinkets
- Bloodlust
- Hysteria
- Empowered Rune Weapon
- Potion of Speed
Hitting all of those criteria will maximize your DRWs DPS, very important to maximizing your own DPS.
Obviously you can't always meet every criteria, as some are out of your control. You always want to wait for Hysteria if you think the fight will last long enough to do so, and you especially have to make sure your diseases are up and death runes are ready. If you have on use trinkets, you want to be sure to use them before popping DRW as well. Rarely will you be able to use Empowered Rune Weapon twice in one fight.
I'm not a huge fan of waiting on trinket procs, like Greatness or Grim Toll/Mjolnir. I tend to take the approach that if they are up, awesome but if they are not I don't wait for them. If you "feel" like you are due for a proc, it might be worth waiting 1 or 2 CGDs, but I don't know that I would go much beyond that. This is especially true due to the fact that often times your DRW is part of a coordinated burst, like XT heart phase, and you dont want to be lagging behind waiting for a proc.
That being said, if it is a long fairly straighforward fight like Ignis with no real burst phase requirement, I would probably wait to try to maximize my DPS.
AoE
Blood isn’t an AoE spec, unless you count 2 mobs as AoE. In most AoE situations like the Arena for Thorim, I have simply found adding Pestilence to spread my diseases, then Heart Striking out DPSs trying to use Blood Boil. The main occasion on which I find myself using Blood Boil is on Freya’s adds when she spawns the ring of Lashers. This is because you really need to bring them down evenly to be successful.
Otherwise if you really have a lot of mobs, I think I’ve noticed around 5-6 mobs BB begins to outperform HS. In that case you would simply use the
IT-PS-Pest-DnD-Dump-DS-DS-HS…. Rotation.
Both Frost and Unholy are much better AoE specs, which is why I really don’t feel you should be focusing on it as a Blood DK, but I welcome anyone’s comments on AoE if you have differing opinions.
Priority Systems
The priority structure to Frost DPS is significantly more complicated than Blood. Apart from adjusting your rotation for missed strikes things flow quite smoothly. The biggest thing you will be watching for will be not Heart Striking right after your diseases have fallen off.
UNHOLY PRESENCE V. BLOOD PRESENCE
Fortunately for Blood DKs this is an easy question. We hit hard, we use Blood Presence. Blood has a nice tight rotation, and if you are in UH Presence you will spend a considerable amount of time waiting for something to do.
As with so many things, there are occasions when you may find running in UH presence to be useful, but overall our best DPS presence is blood.
V. TAKING ADVANTAGE OF AMS
Darkside did such a great job of explaining this for frost DKs so most of this is a reprint of his comments. Note that while Blood does not have the extreme need for RP like Frost does, it is still a valuable resource, and you should always be looking for ways to maximize it, especially in situations before you are going to DRW
Trial of the Crusader
This is still new, and I will put in my thoughts from the fights we've done, and incorporate any suggestions. This section subject to a lot of change.
Northrend Beasts
There are some explosions during P1 that you can soak some RP from, this is a standard tank and spank, so there aren't a ton of very useful times to use AMS. In P2 (not one, but TWO jormungars) I would save AMS for when you get a cluster of fire debuffs. This can happen on a few occasions, and will provide you with plenty of RP, and take a little pressure off of your healers. I can't say for certain whether or not AMS will save you from frost breath in P3, if someone gets conclusive results.
Lord Jaraxxus
If your guild uses the strategy of "sit in the flames" for the fire trail debuff you will probably want to hold onto your AMS in case you should get it. Otherwise the best time to use it would be when infernals are close.
Ulduar
Blizzard has provided us with an abundance of AoE magic damage on nearly every fight in Ulduar. Through clever timing, you can use
Anti-Magic Shell to produce an abundance of RP every 45s.
Here is a breakdown on each boss encounter in Ulduar, with notes on when it is best to use AMS
Flame Leviathan
n/a
Razorscale
P1: Run through a fire patch on your way over to Razorscale after she's been harpooned.
P2: There is usually a flame patch in the near vicinity of the boss, simply hop in that every 45s.
Ignis
Simply time AMS for use right after he finishes his
Flame Jets cast. Know that if you use AMS before the cast is finished you won't receive the debuff and will therefore generate far less RP than you could otherwise. Additionally, you want to start burning RP as soon as you start gaining it, or you will quickly become capped, and waste the extra RP from AMS.
XT
If you feel like playing risky and enjoy pissing your healers off, you can elect to follow a light-bombed melee as they run out of the group. Otherwise, save AMS for when you get bombed.
Kologarn
Wait until
Shockwave comes off of cool down then, pop AMS and pray that he uses the ability within 5s seconds (he usually does).
Assembly of Iron
Steelbreaker: The
High Voltage aura makes this fight one of the best for consist RP generation through AMS. Simply use AMS every time it is off cooldown and enjoy the free damage.
Molgriem:You'll have to wait for a
Rune of Death on the melee group and use AMS as you leave.
Brundir:
Lightning Tendrils is the best source of reliable magic damage. You can also take advantage of
Overload, though know that you will suffer a 2s knockdown. Since it typically takes a second or two to get back in, this is pretty much a wash.
Auriaya
Wait for a fear and then dance through a void zone on your way back to the melee clump.
Hodir
Save AMS for
Frozen Blows. Real ballers can also get 2-3 stacks of
Biting Cold at the same time, though your healers will complain, as will the rest of your raid for ruining their achievement!
Thorim
P1: Wait for a
Stormhammer cast and hope that you're standing near the target.
P2: Instead of moving out, just sit in and soak the
Lightning Charges.
Freya
P1:
Sunbeam, if you can move close enough to the target in a timely fashion. There's also
Nature's Fury.
P2: Not much, as the bombs will tend to blow you away from the boss and should thus be avoided.
Mimiron
P1: Find an isolated land mine and trigger it on your way back to the boss from a Shock Blast.
P2: Use AMS immedietly after you see
Heat Wave pulse to make your healers happier.
P3: Bomb bot explosions are the only source of magic damage.
P4: Use AMS whenever it is off cooldown. Odds are, you will be targeted by
Hand Pulse sometime during the duration.
Due to having to weave in and out a lot on the Mimiron encounter, this is a great fight to try to maximize your RP through AMS, additionally there are lots of way to die, so avoiding death is always your greatest DPS gain!
Vezax
This is the only fight in Ulduar without reliable AoE magic damage.
Yogg-Saron
P1: If your guild elects to tank all the guardians in the center, you can use AMS to soak their detonations.
P2: There is lots of shadow damage if you're in the portal group (hint: you should be) from
Grim Reprisal.
P3: Nothing here, as you should not be getting hit with
Lunatic Gaze.
VI. GEARING AND STATS WEIGHTS
The two most important stats for Blood DKs are Strength and Armor Penetration. The general rule of thumb while gearing up is ALWAYS gem for STR, except to meet Meta gem requirements.
The following are the currently accepted stat weights for Blood DKs, thanks to Methods for his outstanding work with DK stat equivalencies!
| Stat | APE |
| Attack Power | 1 |
| Weapon DPS | 9.89 |
| Strength | 2.89 |
| Armor Penetration | 2.75 |
| Hit Rating (to cap) | 2.51 |
| Expertise Rating | 2.47 |
| Crit Rating | 1.56 |
| Haste Rating | 1.5 |
| Agility | 1.37 |
| Hit Rating (to spell hit cap) | .52 |
| Armor | .03 |
This link will allow you to see which gear in the Wowhead database is currently best according to these weights:
Blood Loot Weighting
Hit and Expertise:
Theoretically both STR and ArP are more important stats then both Hit or Expertise, which means that even if you are not Hit Capped, or Expertise capped, you will always see the biggest DPS increase by gemming STR/ArP.
The melee hit cap is 8% or ~262 Hit rating, this should be fairly easy to obtain with the gear currently available from Ulduar. The challenge I have found is typically not overshooting the Hit Cap by too much, at one point sitting at a frustrating 383 Hit Rating!
The soft expertise cap is a little more tricky as there are so many variable that go into it. It is a little more straightforward now that the 5 expertise on Blood Gorged was converted to 10% ArP. You want to be aiming for 25 Expertise (note "25 Expertise" not "25 Expertise Rating").
The relative weights of these stats were calculated factoring in misses, etc. so let's please not turn this thread into another argument about sims.
The use of both sims and some great spreadsheet are being applied in the BiS thread, covering all specs of DKs. While new content continues to be bested, and new drops continue to be added I will for now refer you to that thread, as they are doing a great job keeping up with the changes. Once we reach a better statis I will update this post with what is determined to be the best set of gear.
Gear Lists will also be uploaded once the approximate weightings have been sorted out. For now, it is probably best to refer to the
Optimal gearing: the BiS thread.
One of the current discussions is regarding an inflection point between STR and ArP. It has been currently theorized that once you exceed 6200 AP the APE for ArP will exceed that of STR. Making it proper at that point to start gemming for ArP. The math and sims behind this theory seem solid, and personally once I hit around 6300 AP raid buffed began switching some gems, with positive results thus far.
Set Bonuses
These are the relative weights of the set bonuses for Blood DKs, as always thanks to Methods for providing these.
Blood set bonus weights:
| Blood | APE |
|---|
| T7-2p | 60 |
| T7-4p | 39 |
| T8-2p | 83 |
| T8-4p | 104 |
Sigils
Now that Death Strike has been added to
[Sigil of Virulence] it becomes the best sigil for Blood DKs, and fortunately it is also incredibly easy to get.
[Sigil of the Vengeful Heart] becomes the 2nd best, with
[Sigil of Awareness] third. With the cost of only 20
[Emblem of Triumph] there is no reason not to get the
[Sigil of Virulence]
VII. CONSUMABLES & COOLDOWNS
Flask: [Flask of Endless Rage]
Primary Potion:[Potion of Speed]
Secondary Potion: [Indestructible Potion] (The gain from
Bladed Armor is ~97 AP).
All cooldowns should be timed with Bloodlust (which your raidleader should be calling at the start of every fight). If for some reason you are saving Lust (Mimiron P2, for example), use cooldowns (sans potion) immedietly at the beginning of the fight and then again during Bloodlust.
Notes on
[Indestructible Potion]: This should be used about 5s before you enter into combat on any given fight. This will result in you not being potion locked for that particular encounter and enable you to use another potion as soon as the cooldown expires. It should also be noted that the AP gains from the armor will not be calculated till your strength changes in value. This can be done via a simple weaponswap macro, cancelling and reapplying HoW or simply waiting for a FC proc.
VIII. Macros
Dancing Rune Weapon:
#showtooltip Dancing Rune Weapon
/cast [target=player] Dancing Rune Weapon
Casting DRW on a Mob causes it to spawn in front of the Mob, whereas casting it targeting yourself causes it to spawn on top of you, who will ideally be standing behind the mob. The difference in DPS in small, but every bit counts.
Huge Burst Macro
#show Blood Fury
/use 10
/use Potion of Speed
/cast [target=player] Hysteria
/cast Blood Fury
/cast [target=player] Dancing Rune Weapon
Chug a haste pot, use any trinkets (The 10 above is the glove slot for engineers), cast Hysteria on yourself, Blood Fury for us Orcs, and finally summon your DRW
Mind Freeze Focus
#showtooltip Mind Freeze
/cast [target=focus,exists] Mind Freeze;Mind Freeze
For pesky interrupt fights
IX. WWS Parses
One of the most common questions people ask is "How much DPS should I be doing on XXX Boss fight?" I figured a useful tool to answer this question would be some of my personal WWS parses. I do all our guild's WWS recording and a lot of analysis to help both other players and myself. So take a peek at my armory, and if you have have better gear your dps should be higher, etc.
25 Man Ulduar 5/28
XT Custom Split for entire fight
XT First Heart Phase - Burst example custom split
More to come...
X. Useful Addons
There are a lot of great addons for DKs. Here of some of those I have found to be most useful:
PowerAuras Classic / TellMeWhen: Knowing when your trinkets are procced is extremely useful for maximizing your DPS, both these Addons provide a way to alert yourself to import skill/item procs
Bartender: You will have lots of hotkeys, Bartender is a great bar addon with really easy keybinding functions
Magic Runes: There are a number of addons that provide much better rune management and display options then the default rune system Blizzard provides.
NeedToKnow: You should have a convenient way to track your diseases, and this is a great, and very customizable addon for doing so.
Pawn: This addon allows you to compare gear and enter your own ratings, such as the Stat Weights provided above, and gives you a total value for each item. Very useful is determining which items are upgrades for you very quickly.
XI. Professions
If you are looking to make gold, I don't care, this isn't the section for you. If you have lots of gold to spend, and want to maximize the effectiveness of your DK, it's going to be expensive.
Jewelcrafting
Jewelcrafting went through a fairly significant change in 3.2. The goal was to bring it back in line with the other professions. The most significant change was to the
[Dragon's Eye]s. Our best gems are now
[Bold Dragon's Eye] and
[Fractured Dragon's Eye] depending on your current gearing. These are no longer prismatic, so we lose the ability to easily cover our Meta Gem requirements.
Compared to the non-JC versions of
[Bold Cardinal Ruby] and
[Fractured Cardinal Ruby], you will be gaining a total of 42 strength through JC.
Blacksmithing
Blacksmithing is expensive to level, but the benefits are worth it in the end. The two free sockets you get, gloves and bracers, allow the use of two more +20 STR/ArP gems, for a total benefit of 40 Strength/ArP. This is close to the benefit you see from J/C'ing and while expensive, the Combo of Blacksmithing and Jewelcrafting is the best 2 professions you can select.
Engineering
I'll set aside engineering b/c some people just like it, and I can't hold that against them. The only real advantage engineers get are the Hand Mounted Pyro Rockets and Hyperspeed Accellerators. Both of these are solid glove bonuses, and if engineering got anything else, could make it a competitive choice, popping speed pots, bloodlust, and the Hyperspeed Accellerators is a blast.
The Rest
Everything else is just a huge drop from those already mentioned:
Enchanting: 2 ring enchants at 40 AP a pop, a total of 80 AP
Leatherworking: 130 AP to bracers, note that you CANNOT stack this with the 50 AP bracer enchant, so the net gain here is 80 AP.
Inscription: 120 AP 15 crit shoulder enchant, a gain of 80 AP.
Tailoring: Cloak enchant, Swordguard Embroidery, grants 400 AP for 15 seconds. The difference here is ~100 AP vs 23 Haste which comes out to an APE gain of roughly 65 based on a 3.1 Haste value of 1.5. In order for this to surpass other professions, the APE of Haste would have to dip to ~.87. I am unaware of any intensive testing that has been done with this, but if you really love timing procs you would have great results laying this on top of greatness, fallen crusader, and your favorite ArP trinket procs.
Alchemy: Increased potion effectiveness and duration, havent crunched the numbers to see how much this adds, but I've never heard it come up as a serious contender. Haven't personally been able to verify yet, but I assume in 3.2 this will give you an extra 80 AP.
Skinning: 40 crit rating, ugh
Mining: 60 stamina, bleh
Herbalism: Self heal, whee
XII. Still to Come
Things I am still working on adding:
- Guide for high burst DPS situations, ie Heart Phase of XT
- Proper uses of DRW, timing, cooldowns, etc.
- Addon links
XIII. EDITS
[1]: 05.29.09 Thread Launched
[2]: 05.30.09 Clarified DS first rotation usage, added some stat weight info, added DRW Section
[3]: 06.01.09 Minor edits, added Proffesions section
[4]: 06.01.09 Added set bonuses
[5]: 08.06.09 Began 3.2 Updates - profession bonuses
Special Thanks to Darkside(Kroot) for so much of the useful information he pulled together for his Frost Post, and for his permission to copy a lot of his work in an attempt to consolidate information for all of us Blood DKs! Thanks to everyone who has contributed to the information contained in this post, and your patience is appreciated as some rough edges get smoothed out, and new information gets added!