Thoughts on Blood DPS:
They did great with it! It's a nice change and I was really doing well with Blood last night in Ulduar. Furthermore: I was right. Rune Power Mastery's pretty useless to be honest because you never pull off that much RP. Heck, if anything, Blood has this nagging problem of not generating ENOUGH rp. This is seen through the first rotation:
IT (10), PS (10), DS (15), HS (10), HS (10) = 55 RP. Pushing horn, that's 65 RP. If IT is glyphed = 75 RP (Which it shouldn't as you're probably going to go Disease/Death Strike/Death Coil damage one.)
A couple of noteworthy thoughts:
- I'm not sure why but the rotation feels clunky. Also, I'm not sure if it's just me but the rotation also only allows 4xHS instead of 6. It makes sense as you're only using one DS at a time...but with the Glyph of DS, I'm wondering if it's not better to put DS after the two Heart Strikes for the maximum amount of RP possible to boost the damage of Death Strike. The suggested rotation would go: IT, PS, HS, HS, DS, DC dump, then HSx4, DS, DC dump.
I suppose with the fact that DS will use an FU combination that they're going to turn it into Death Runes which in turn come the next rotation you'll have a weird mix of runes available. At this point this is where it gets a bit confusing and I'm not sure the Glyph of Diseases is best to use. Here's the reasoning:
- You're not getting enough RP. Trying to get to 100 would be somewhat essential to properly use DRW. To alleviate this you could simply sacrifice a death coil in one of your rotations and wait till it gets to 100. The second option is just to IT/PS anyway because PS hits pretty nicely (3.5k crits with it is always funny to see). I'm curious as to wondering if a psudo Frost Rotation could be followed. The problem with that is that without an ability that increases the amount of Runic Power your skill has, you still run out of RP.
In essence: Blood seems to lack RP with it's rotations. It doesn't benefit from Dirge or from Chill of the Grave therefore you're never going to see a surplus. Furthermore, this doesn't help our 51 point talent because we basically have to sacrifice a death coil to get the RP to be able to use the ability to it's maximum potential. This is a somewhat lowering of potential damage that we can do, which is bizzare in it's own way that they would do that. Also, I'm not convinced that Diseases should be used as a Glyph for Blood due to the lack of RP generation this rotation has. By getting rid of the diseases, you're losing out a potential 20 extra RP (IT Glyphed) in a build that needs RP to properly do damage output (Combination of DS glyph + DRW mechanics)
All and all, Blood serves it's purpose well enough with the changes to keep on trucking in damage potential. And being a physical demanding spec, the better the gear, the more damage this build will do.
Oh, btw? 10k Death Strikes are totally awesome!