One of the downsides of the Blood Tank is due to it's expectation on solid gearing. This also just happens to be why it excels, since the abilities scale very well with your gear upgrades. Due to this, it is probably a better idea to stick with a Frost Tank build while gearing up in heroics and eventually transition toward the Blood Tank build once your gear is better.
Rune Rotations:
Single Target
1st Rotation = Icy Touch > Plague Strike > Heart Strike > Heart Strike > Death Strike > Dump Runic Power (Death Coil)
2nd Rotation = Death Strike > Heart Strike > Heart Strike > Heart Strike > Heart Strike > Dump Runic Power (Death Coil)
AoE
1st Rotation = Death and Decay > Icy Touch > Plague Strike > Pestilence > Dump Runic Power (Death Coil)
2nd Rotation = Blood Boil > Death Strike > Blood Boil > Death Strike > Dump Runic Power (Death Coil)
Notes: Further Rotations: For the most part, I have found that no AoE pull ever survives long enough to warrant running this rotation more than for just the first set. Once AoE is not necessary I tend to go back to my Single Target Rotation and improvise with a few Blood Boils or a Death and Decay if needed. Generally speaking, after the first set of this AoE rotation simply use your head and you will find a good transition that works for you.
In addition as a Blood Tank you should have taken the Improved Blood Presence talent which makes it so that you will also still receive self-healing with every attack you make.
Death and Decay: With out a doubt, Death and Decay should almost always be dropped at the start of every boss encounter before you pull. As a general strategy you should try to make sure that you start your pulls by placing Death and Decay and then letting your runes start their cooldown before using Death Grip to begin the encounter. This way you get the benefit of the massive threat generated by Death and Decay for building aggro at the beginning of the fight as well as making it so that your rune cooldowns will have already started, allowing you to start your rotation earlier.
Vampiric Blood: Serving as the unique talent for Blood Tanks, Vampiric Blood should be used early and used often. By often I mean that the only reason not to use Vampiric Blood right when it is up, would be if you are fighting an encounter or boss that has a known ability which you are saving it for. The extra 15% hit points and 35% healing, coupled by the extended duration due to Glyph of Vampiric Blood makes this perhaps the most impressive ability available to the Blood Tank.
Death Grip: Not only is Death Grip a class defining ability with it's super cool graphic, it also happens to be the ONLY ability you should ever use when pulling mobs and bosses. This is not only due to the fact that it pulls your target directly to you (bosses and some mobs excluded), but guarantees that the target will attack you for 3-seconds making it impossible for silly DPS to pull aggro while you are getting the boss into position. Start EVERY fight with this ability to generate initial aggro.
Anti-Magic Shell: By now you should already know that Anti-Magic Shell is a handy method for mitigating spell damage as a Death Knight tank, but you might not be familiar with it's use as an early fight threat generation ability. One of the areas where Death Knights can run into trouble is if your attacks and Rune Strikes get parried or dodged a lot early in the fight due to the nature of random numbers. This is why Anti-Magic Shell should always be used at the start of the fight as well since it also grants free runic power based on damage taken. In a boss encounter, this roughly equates to a free bar of runic power per hit allowing you to spam Death Coil in-between rune abilities and thus generating extra threat at the start of the fight to lock aggro against your DPS raid members.
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