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Blood Death Knight 6.2

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Guest Halaa

On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

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Guest Banksys

The potion is to deal with/decrease magical damage, not increase it.

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On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

The idea is that the Healing Potion heals you up (after you have taken magical damage), while the Potion of Mogu Power gives you strength, which in turns increases your attack power. This in turn increases the self-healing from Death Strike... which means higher Mastery shields that protect against physical damage!

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Guest Soter

Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

 

 

 

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Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

Thank you! I'm going to include them in the guide, that's a great idea.

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I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

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Guest Bear

I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

 

Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

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Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

 

I've fixed the issue (though not much has necessarily changed in practice until we get real access to the new stats). Thank you for pointing it out :)

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Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

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Guest Nïghtmares

Hello, I think you've forgotten about crit when you made the stat priority smile.png

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Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

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Hello, I think you've forgotten about crit when you made the stat priority smile.png

 

He did. for right now priority on stats you can actually get should be:

 

Str > Bonus Armor > Mastery > Crit > Haste

 

Str is 1:1 the best stat, but for gemming you would want either mastery for purely more survival, or crit if you want some hybrid dps+avoidance.

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Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

 

I believe Flesh was talking about taking PL and glyph of Outbreak. I would taunt to get aggro before ranged pull on me while I get in melee range. I would BB next because it can be done from range and then DS. This will get all your runes to start recharging and also have enough RP to Outbreak. 

 

If you don't want to wait on the RP, you can IT while running in and then PS. However, getting the 30 RP shouldn't take too long and is not going to hurt waiting for it. 

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Thanks for the advices. I got used to tank with a runic power based build, not the standard rune based one. Now there's no way to tank like that with the new DK  sad.png

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Why has everything changed to multistrike?

Because it's very good :)

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Guest Baynn

I think there is a new useful macro for when you take the Glyph of Death Coil.

 

/cast [mod:alt, @mouseover, help] Death Coil

/cast [@target, harm] Death Coil.

 

It allows you to cast death coil at your target, but if you hold alt and cast the spell, you can hit an ally to place the shield on them.

 

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Guest Chaz

Because it's very good smile.png

 

Thanks a lot!  I can understand the chance to do a little more damage might be "very good" but I cannot see how it is better than other stats like Stanima for a tank build?  Surely doing extra 30% damage hits is nice for questing or for dps, but this is a guide to tanking during raids? Why would I build a tank and then stack multistrike?  Sorry, I am new to WoW so this might be a stupid question, I am just a little confused and was hoping you could offer more explanation, I think the guide could be fluffed up a bit in this section

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Does multistrike (highly rated stat) have some different mechanics re: say Death Strike than crit (didn't even make the list) does? Intuitively they seem similar to me.  Or is the reason that Multistrike allows for multiple heals & absorb shields while crit doesn't?  

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Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

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Guest Aebrams

Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

 

I understand that Multistrike is very good with the RP generation which leads to more runes, %HP stacking and potential healing/absorbs via deathstrike MS'n... but I am still debating if it is better than Mastery for enchants.

 

Granted, we're only talking about ~270Mastery vs 284MStrike (5% bonus) if you're to fully enchant one way or the other... I'm just wondering since Mastery is a catch'all kind of stat that smooths things out and is reliable versus something that is more prone to spiking. 

 

Does Mastery hit some caps that make it not as good or do you think that the MStrike benefits really outweigh Mastery?

 

Any numbers backing this explanation would be awesome too... I like numbers. smile.png

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Guest Teun

Unless I'm misunderstanding how the "Enhanced Death Coil" buff works, I would argue that "Glyph of Outbreak" and "Breath of Sindragosa" are no longer worth taking (or at least, more complicated of a choice) because of the buff from "Enhanced Death Coil".  

 

"Enhanced Death Coil" gives you 3% more health for 30s and the effect stacks each time you cast a new Death Coil.  However, each "buff" is on an individual timer; i.e. 30s after you cast the first Death Coil, the health gain (3%) from that would disappear and your max health would drop, but you would still have the health buff from any other Death Coils you'd previously cast.  This results in a multiplicative health gain the more Death Coils you cast until your health eventually starts to drop as the buffs fall off (so we'd likely see a quick rise to a certain plateau which would then stabilize).  

 

Because of the above, "Glyph of Outbreak" and "Breath of Sindragosa" now having the negative side-effect of causing a Blood DK to cast fewer Death Coils and thus the buff from "Enhanced Death Coil" will not stack as high/will not be refreshed as often.  The net effect of this would be that you'd be trading the utility of (1) having an extra Death Strike (assuming you needed more than one within the 30s cd of Outbreak and couldn't get it through Blood Tap), or (2) the additional AoE damage spell for more overall health.  

 

I could see why "Glyph of Outbreak" or "Breath of Sindragosa" could be more useful due to easier situational manipulation, but overall I would imagine that the additional health (alleged to plateau at as much as 20-25%) provided by the "Enhanced Death Coil" buff means Blood DKs should really use their RP on Death Coil as often as possible rather than to spend RP on getting more Outbreaks (even with the added utility of getting an extra death strike) or adding yet another AoE damage spell to our arsenal.  

 

That being said, if the buff from "Enhanced Death Coil" adds to your max health while not increasing your current health, everything I said above would be rendered moot unless you were being topped off (and, according to Blizzard, healers shouldn't have to do that as much in WoD raids).  

 

At the very least, I would think all of the above would add an extra wrench into the "optimal" talents & glyphs for Blood DK such that you should refer to your particular raid situation a bit more (e.g. if you tend to receive a lot of overhealing, then even if the Enhanced Death Coil buff applies only to max health and not current health, the extra max health would still probably be more useful since you'd actually be using some of those overheals).  

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It took me a few hours to get used to the new rotation, but overall Blood seems to play just like before.

 

Having Death Coil as a mana dump just seems like gravy as I wasn't using death coil at all before.

 

I don't mind have less buttons to put in the rotation and with the new health pools I'm not having any trouble keeping my head above water.

 

Now just to get to 100.

Edited by SkuulzonVelen

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Guest Tolvald@Proudmoore

At the moment it doesn't look like Bladed Armor is mentioned anywhere in this guide, so I suggest you elaborate on Strength vs Bonus Armor in more depth. Here is my take, feel free to correct me if I am misinterpreting something.

Bonus Armor should be considered the most valuable stat for Blood. Bladed Armor (http://www.wowhead.com/spell=161608/bladed-armor) provides the same amount of attack power per point as strength and also increases physical damage reduction. 

This complies with your guide when it comes down to choosing rings, capes, and neck pieces. Attack Power outweighs the amount of physical damage reduction provided by Bonus Armor point for point, so it should never be optimal to equip an item with bonus armor and agility due to primary vs secondary stat budgets on these items.

Trinkets are a little different though since primary and secondary stat budgets are almost always 1:1 at the same item level. Procs aside, a trinket with bonus armor should always be valued higher than a trinket with an equal amount of strength.

The editors of this site are surely better than I when it comes to wording and structuring these guides for easier reading by the masses, but you could present this information simply by explaining Bladed Armor in the stat priority section. You may also consider adding a note about bonus armor trinkets being preferable to strength trinkets in your "gearing up" section.

Side note, it may be worth mentioning in your guide that the bonus armor potion is the best option for pre-potting since it provides 500 more attack power than the strength alternative.

Thanks for reading. Again, please let me know if I am misunderstanding something and everything I know about my Blood DK is a lie!

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Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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