Hey,
We have one big issue with Blood Death Knight tanks, which is partially due to their main kit. I personally love the take damage and then heal back the amount thematic, however due to this reason, and the fact that you have to stack Boneshield before having an acceptable armor, bosses with overwhelming strikes which can one hit even tanks cannot be properly countered by DKs, unlike almost every other class.
So here comes my suggestion which require a bit of ability extension of the kit, however if Blood DKs would have a short duration, but big amount of absorb ability, which can be activated on demand, would resolve this major problem and resurrect the class to be able to effectively tank every raid, and not only Mythics.
For example: A Blood Shield which gives you an absorb of 40% of your maximum health for 2 seconds, with 1 minute cooldown, for 1 rune cost.
Another example: Like the Warlock spell, sacrifice 10% of your current health, but receive an absorb of 500% of the amount for 2 seconds.
With the short duration, the issue to use this ability in every single situation would not be the case, as the main goal of this spell should be to use only for sudden huge burst damage which can be calculated, mainly within Raids.
As another side suggestion related to PVP and all tanks: if the taunt ability would force the targeted player to swap his target from his current one to yourself, that would be a great functionality in my opinion. Obviously the spells which are in casting phase would still target the original target, even if changed the target of the player by the taunt.
I’ve just read this and as a Blood DK main, i like the thought of that shield, though, wouldn’t it be a bit better if they increased the effectiveness of the absorb shield after using death strike, to provide some extra armor for a few seconds?
This kind of solves getting one shot since death strike is then also sort of a defensive
Make Marrowrend give 5 bone shield stacks if you currently have none, or buff ossuary to work from 3 stacks and up instead of 5.
Bone Shield buff lasts 1 minute, up from 30sec. Very frustrating to lose all your stacks because healer is getting mana or ressing someone.
Make Rune Tap give 1 charge of Bone Shield
Remove the rune cost on Rune Tap. I know it’s thematically “wrong”, but it’s not exactly overpowered and it just forces you into picking Blood Tap, so you can generate runes on demand. Never using our 6th rune in case you need Rune Tap feels really bad.
Remove the GCD on Dancing Rune Weapon. This is mainly a defensive ability, and even if Blizzard thinks it’s an offensive cooldown it still doesn’t follow their usual criteria for having it on the GCD - it does ZERO damage when you activate it. Seriously, it’s baffling that it’s on the GCD.
While we’re on the subject of Dancing Rune Weapon; 2min CD - 8sec duration without the conduit for something that also costs a global???
Revert the 15% armor nerf
Our damage is still lacking after the buffs. Single target is ok, but our AoE is bad. Heart Strike and Blood Boil needs buffs to help with threat problems. It’s boring and sad when auto-attacks are #1 on my dps breakdown after a dungeon
I don’t actually think Blood DK needs a lot of new things. They just need to make some of the things we already have better.
thats gonna ba a big X for me dawg… atleast in M+, ofc you would save it for boss pulls but i would defenetly use this on CD when in between bosses, dont get me wrong i like the idea of having an absorb cd to get boneshield up