Blood Death Knight Tank Talents & Builds For M+ (shadowlands)

Talents

Recommendation

Tier 1 (Level 15) Talent Discussion

Talent Details

Option 1: [Heartbreaker]

Basic Description: Increases RP generation based on the number of targets hit with [Heart Strike].

Option 2: [Blooddrinker]

Basic Description: A high-damage single-target channeled life drain that costs a rune.

Extra Details:

  • Defensive abilities can be used during the channel without interrupting the cast.
  • You can move, dodge, and parry while channeling.

Option 3: [Tombstone]

Basic Description: An ability that converts up to 5 [Bone Shield] charges into an absorb shield and RP.

Recommendation: [Tombstone]

Basis: All of these talents either directly or indirectly increase self-healing, while influencing damage output in different ways.

In a single-target situation:

In a multiple-target situation:

  • [Heartbreaker] gains a *very large* amount of mitigation with extra targets and begins completely outclassing the alternatives in this area with the extra RP generation (even from as little as one extra target).
  • [Heartbreaker] does not actually result in any extra damage in multiple target situations due to resource bloat, [Blooddrinker] becomes a minor damage loss, and [Tombstone] is a small damage gain.
  • [Tombstone] can provides a not-negligible increase in [Dancing Rune Weapon] uptime, which is a pseudo-EHP benefit, depending on other build choices.

With higher levels of incoming damage:

  • [Heartbreaker] mitigation fully scales with incoming damage, since its mitigation is provided in the form of more casts of [Death Strike].
  • [Tombstone] mitigation mostly scales with damage taken, though some portion of [Tombstone] is a fixed-value absorb shield.
  • [Blooddrinker] provides a flat amount of healing that does not scale with higher amounts of incoming damage, at all.

Conclusion:

In multiple target situations, [Heartbreaker] will provide the most mitigation, by far, and it does so in a consistent way that also scales with incoming damage. However, its other benefits are limited. There is some consideration towards using this with (Kyrian), since [Tombstone] can often provide little to no value for (Kyrian) against multiple targets, though this isn’t a common issue for other covenants.

[Blooddrinker] was never a strong candidate for M+, but the 9.2 tier set bonuses really marginalized the performance of this talent where it has little to no redeeming qualities at the moment (even in raid).

[Tombstone] is an interesting beneficiary of the 9.2 tier set bonus, since it is able to reduce the cooldown of [Dancing Rune Weapon] through its interaction with [Crimson Rune Weapon]. As such, it is a very strong option in single target situations in particular, though its benefits are a little more complicated against multiple targets. Against multiple targets (and depending on other build choices), using [Tombstone] can either be a gain or loss of damage, mitigation, and [Dancing Rune Weapon] uptime depending on the circumstances and other build choices. Losses occur when the player is in a situation where they do not need [Tombstone] to move immediately from one cast of [Dancing Rune Weapon] to the next (thus not benefiting from any cooldown reduction), which is particularly common with a well-played (Kyrian) against multiple targets or during any [Dancing Rune Weapon] window where [Bloodlust] is active. Still, a well-played [Tombstone] should out-perform [Heartbreaker] for the non-(Kyrian) covenants. And, for (Kyrian) itself, [Tombstone] still provides solid single target performance while being able to cover for player mistakes or other situations where your current or previous [Dancing Rune Weapon] was less than ideal, though proper usage is harder when playing (Kyrian) and an argument can be made for [Heartbreaker] with this covenant if running out of RP is ever an issue.

Tier 2 (Level 25) Talent Discussion

Talent Details

Option 1: [Rapid Decomposition]

Basic Description: A minor increase in [Death and Decay] and [Blood Plague] damage/healing output.

Extra Details:

Option 2: [Hemostasis]

Basic Description: [Blood Boil] now increases the amount of damage and healing from the next [Death Strike] used, based on the number of targets it hits.

Extra Details:

  • This talent does *not* increase the size of the absorb shield from [Blood Shield].
  • The buff effect can only stack up to 5.

Option 3: [Consumption]

Basic Description: An instant-cast ability that hits all enemies in a melee, 180 degree frontal cone and heals you for 150% of the damage dealt.

Recommendation: [Hemostasis]

Basis: All of these talents increase damage and healing based on the number of nearby targets.

In a single-target situation:

  • [Hemostasis] is the only option that provides a moderate amount of mitigation, while the alternatives provide an insignificant amount.
  • All options provide a small and *very* similar amount of damage, though [Rapid Decomposition] gains a minor, but noticeable damage advantage if the player is (Night Fae) and [Consumption] potentially does the most damage by a minor amount, otherwise.

In a multiple-target situation:

  • The mitigation and damage benefit of all talents on this row proportionally scale with the number of targets, though [Hemostasis] stops scaling at 5 targets and [Consumption] stops (fully) scaling at 8. 

With higher levels of incoming damage:

Conclusion:

In most scenarios, [Hemostasis] will provide the most mitigation and it does so in a way that scales with incoming damage. No significant damage tradeoff is being made and the extra damage it provides can be funneled into any target. A minor damage tradeoff is being made if (Night Fae), but this is not competitive enough to change recommendations.

While [Rapid Decomposition] can technically provide the most damage with enough targets, it is by a small margin and with almost no mitigation benefit, so there is little reason to consider this talent in M+. (Night Fae) significantly strengthens the talent, but not to the point of consideration.

[Consumption] is in a similar boat as [Rapid Decomposition], except it has a target cap of 8 and it is cooldown-based. However, the cooldown-based nature isn’t enough of an advantage to change decision-making and the extra cast time is a liability with current levels of resource generation.

Tier 3 (Level 30) Talent Discussion

Talent Details

Option 1: [Foul Bulwark]

Basic Description: A passive increase in maximum health that scales with the number of [Bone Shield] charges active.

Extra Details:

  • Health % stays the same when gaining and losing stacks of [Bone Shield].

Option 2: [Relish in Blood]

Basic Description: Using [Death and Decay] with [Crimson Scourge] active provides healing based on [Bone Shield] stacks as well as RP.

Option 3: [Blood Tap]

Basic Description: This ability can be used to instantly generate runes. The cooldown gets decreased when [Bone Shield] stacks are consumed.

Extra Details:

  • [Bone Shield] stacks consumed by [Tombstone] contribute to the cooldown reduction.
  • This ability is not on the global cooldown.

Recommendation: [Blood Tap]

Basis: These talents are all defensive in nature.

In a single-target situation:

In a multiple-target situation:

  • [Blood Tap] gains more mitigation relative to the other options.
  • [Blood Tap] gains more damage relative to the other options.
  • [Blood Tap] gains some increased EHP benefit.

With higher levels of incoming damage:

  • [Blood Tap] mitigation scales fully with damage taken, since its mitigation comes almost fully from RP generation that allows for more [Death Strike].
  • [Relish in Blood] mitigation partially scales with damage taken, since its benefits are split between flat healing and RP.

Conclusion:

[Blood Tap] provides superior damage and mitigation on all target counts, while also providing some amount of EHP benefit. While this has generally been better than [Relish in Blood] all of shadowlands if used correctly, its synergy with the 9.2 tier set bonus makes it a much more dominant choice than it previously was; it is to the point where it is difficult to justify other options.

Foul Bulwark] is a pure and reliable EHP option and could be used if it provides a level of EHP that is thought to outweigh the raw mitigation and damage provided by the other options. While this was originally well-positioned moving into 9.2 with good potential to see use in M+, the 9.2 tier set changes indirectly buffed [Blood Tap] to the point where Foul Bulwark] is now unlikely to see play unless you are encountering some fairly severe EHP issues.

While [Relish in Blood] mitigation used to be somewhat competitive with [Blood Tap] on paper, the 9.2 tier set now means that there is practically no theoretical situation that merits selecting this talent.

Tier 4 (Level 35) Talent Discussion

Talent Details

Option 1: [Will of the Necropolis]

Basic Description: This reduces damage taken at low health and is an increase to EHP.

Extra Details:

  • The initial damage instance that reduces your health below 30% is affected by this talent for the portion of damage that took you below 30% health.
  • This talent reduces damage by instantaneously absorbing 30% of the damage taken below 30% health. So, the damage reduced by this talent still increases the healing of [Death Strike].

Option 2: [Anti-Magic Barrier]

Basic Description: This increases the effectiveness of [Anti-Magic Shell] and lowers its cooldown.

Extra Details:

  • This also increases the potential Runic Power generation of [Anti-Magic Shell] from 25 to 32.

Option 3: [Mark of Blood]

Basic Description: This ability debuffs an enemy target so that they heal *their* target on every successful auto-attack.

Extra Details:

  • The heal does not occur when auto attacks miss, are dodged, or are parried.
  • This heal cannot crit and does not scale with versatility.

Recommendation: [Will of the Necropolis]

Basis: These talents are defensive in nature, but they all operate differently.

In a single-target situation:

In a multiple-target situation:

  • [Mark of Blood] has the ability to be active on multiple targets, which can increase its mitigation substantially and make it mitigate more damage than [Anti-Magic Barrier]. At least before considering that we don’t have enough cast time to do this and use all of our other resources without losing resources elsewhere.

With higher levels of incoming damage:

Conclusion:

[Will of the Necropolis] is thought to provide the most benefit as a pure EHP option, particularly in M+. However, the other talents have their uses if you are in a situation where the EHP isn’t particularly useful, though that mostly includes a subset of raid encounters.

[Anti-Magic Barrier] can potentially provide the most mitigation out of the available options (if enough magic damage is present) and is attached to a cooldown (which is useful for targeting high damage intake periods), but a magic-specific mitigation option has limited uses in M+ dungeons, where physical damage, alone, is often what we are most worried about (especially since BDKs are already better equipped than most tanks to handle magic damage).

[Mark of Blood] provides an often weaker, less situational, and sustained form of mitigation than [Anti-Magic Barrier]. It can be used on multiple targets at one time, but, even on single targets, [Mark of Blood] can cause us to become GCD-capped when used. This means that we often need to sacrifice other resources to use [Mark of Blood]. Swing timers vary widely in M+ and can have a large effect on the healing provided by this talent. Ignoring pure casters and ranged attack mobs (who won’t generate much, if any, healing), 2 second swing timers are the most common followed by 1.5 second swing timers, but a select few mobs have swing timers as high as 4 seconds or as low as 1 second. In any case, the tradeoff is questionable, at best, in M+ scenarios.

Tier 5 (Level 40) Talent Discussion

Talent Details

Option 1: [Grip of the Dead]

Basic Description: This provides a strong tapering snare on [Death and Decay].

Extra Details:

  • The full 90% snare effect can sometimes persist on the targets for the full duration of [Death and Decay].
  • Sometimes the snare is not applied immediately to targets passing through the ground effect of [Death and Decay].

Option 2: [Tightening Grasp]

Basic Description: This lowers the cooldown on [Gorefiend’s Grasp].

Option 3: [Wraith Walk]

Basic Description: This ability removes roots and snares on cast, while providing bonus movement speed for a short duration.

Recommendation: [Grip of the Dead]

Basis: These talents all manipulate movement, either your own or that of your enemies.

Conclusion:

The mitigation, damage, and EHP comparisons used in the other talent rows don’t apply to this utility row.

Still, the strength of a strong, low cooldown, and AoE snare from [Grip of the Dead] cannot be ignored in a dungeon environment. The utility of the other two talents just don’t provide a comparable benefit, since they don’t allow for easier disengaging from enemies and they are more disruptive for your other group members than an AoE snare. However, when [Sanguine] is active, when normal kiting isn’t necessary, or when certain pulls become more difficult due to the snare, it can be argued that [Grip of the Dead] can do more harm than good.

[Gorefiend’s Grasp] provides situational utility in dungeons, but generally [Tightening Grasp] doesn’t allow for enough extra casts to make it comparable in strength to [Grip of the Dead], unless you are in a situation where an rotational AoE snare has little to no value for you or if you are in a situation where the AoE snare is undesirable (such as on [Sanguine] weeks, where [Gorefiend’s Grasp] is also a useful tool to reduce [Sanguine] healing, or running Spires of Ascension, where teh snare may be problematic for a few pulls).

[Wraith Walk] is potentially useful when snares or an increased frequency of [Gorefiend’s Grasp] has no value for you, which isn’t generally thought to be the normal case in dungeons, though it’s not impossible.

Tier 6 (Level 45) Talent Discussion

Talent Details

Option 1: [Voracious]

Basic Description: This ability amplifies the effectiveness of [Death Strike] and provides a leech buff whenever you cast [Death Strike]. This talent has a hidden benefit of increasing the minimum healing of [Death Strike] by 50%.

Extra Details:

Option 2: [Death Pact]

Basic Description: This ability provides burst healing at the cost of also applying a healing-absorb shield.

Extra Details:

  • This heal cannot crit and does not scale with versatility.

Option 3: [Bloodworms]

Basic Description: This periodically summons bloodworms that sacrifice themselves to heal you for a percentage of your missing health when your health gets low.

Extra Details:

  • Bloodworms will never stop attacking targets you have damaged and are in combat with until either they or their target dies.
  • Once your health falls below 50%, all of your bloodworms will do their sacrificial heal at the same time and they will all heal you for an amount based on your initial missing health.
  • Bloodworm healing cannot crit and does not scale with versatility.

Recommendation: [Voracious]

Basis: These talents all focus on providing healing.

In a single-target situation:

  • [Voracious] provides a very large increase in mitigation, [Bloodworms] provides a moderate increase in mitigation, and [Death Pact] provides a small amount of mitigation.
  • [Bloodworms] provides a small amount of damage, while the alternatives provide *no* damage.

In a multiple-target situation:

  • [Voracious] becomes an even more dominant mitigation option, with more targets to leech from and the increased RP generation from multiple targets.

With higher levels of incoming damage:

Conclusion:

[Voracious] is the superior mitigation option in any situation and by a large margin. And so, it’s the general recommendation.

[Death Pact] provides burst mitigation on a cooldown, but its overall effectiveness is an order of magnitude weaker than the alternatives on this row and it has no redeeming qualities unless you are taking significant damage while you are outside of melee range of an enemy for significant periods of time.

[Bloodworms] is the only damage option for this talent row, so, if you are in a situation where a small amount of single target damage could make a difference, it’s possible this talent may help. However, while it warrants some consideration in single target raid encounters, it’s a very low efficiency damage tradeoff on multiple targets, in particular. The smart healing nature of this talent is not enough of a benefit to change decision-making, especially since [Voracious] mitigation via [Death Strike] is controllable.

Tier 7 (Level 50) Talent Discussion

Talent Details

Option 1: [Purgatory]

Basic Description: This ability provides you with a cheat death effect.

Extra Details:

  • Very rarely and for unknown reasons, this ability will instantly kill the player on activation.
  • If you have multiple cheat death effects, the effect with the longest cooldown gets used first.

Option 2: [Red Thirst]

Basic Description: This ability significantly reduces the cooldown of [Vampiric Blood].

Option 3: [Bonestorm]

Basic Description: This ability uses RP to do AoE damage and provide self-healing based on the number of targets hit.

Extra Details:

  • This ability does not scale with haste.
  • The healing portion of this ability cannot crit and is not affected by versatility.
  • Partial ticks are provided when the amount of RP spent is not a multiple of ten; the damage of this partial tick is proportional to the amount of RP spent, while the healing is the same as a full tick.

General Recommendation: [Purgatory]
Don’t Want a Cheat Death: [Red Thirst]

Basis: These talents have no set theme.

In a single-target situation:

In a multiple-target situation:

  • [Red Thirst] allows for even more uses of [Vampiric Blood] due to increased RP generation (increasing mitigation and situational EHP), while [Bonestorm] becomes a bit less of a mitigation loss (but still a large loss overall).
  • [Bonestorm] now provides a small damage increase on multiple targets.

With higher levels of incoming damage:

  • [Red Thirst] scales with damage taken, since it increases all sources of healing.
  • [Bonestorm] does not scale at all with incoming damage.

Conclusion:

[Red Thirst] is the only option on this row providing an increase in raw mitigation and a direct EHP benefit, which is provided in the form of more uses of a cooldown-based ability whose mitigation scales with incoming damage. It’s a strong benefit with no strings attached. The only thing stopping it from being a general recommendation is that it is usually encouraged to use a cheat death effect in higher M+ keys and using [Red Thirst] means that we would need to forgo a strong trinket option to obtain a weaker cheat death through [Weave of Warped Fates]. If you do not wish to run a cheat death effect, at all, for whatever reason, feel free to use this.

[Purgatory] can be used as a method of dealing with situations where a lack of EHP is leading to occasional tank deaths from burst damage. Being a cheat death effect, it can accomplish a few things: First, as you are moving into higher and higher level keys, it provides you and your healer a 4 minute cooldown mulligan to adjust to the higher levels of damage and to test new tactics. Second, once key levels get higher, it is more likely that you can be put in situations where you can get killed from near-full health with little to no opportunity for counter-play; as long as these situations don’t occur more often than every 4 minutes, [Purgatory] will prevent those deaths from happening. Third, it gives you the option of making high risk and high value decisions that would not be responsible to make without a cheat death to fall back on (such as trying to preserve defensive cooldowns or foregoing kiting in dangerous situations). Due to how this talent works, the value you get out of it depends entirely on your risk of burst damage deaths and how it’s used, so it’s hard to define when [Purgatory] may or may not be better than [Red Thirst]. However, this talent will not be helpful if you are dying due to a lack of mitigation throughput or a lack of external healing.

[Bonestorm] is the sole damage option and it does an alright job of that in AoE situations. However, using [Bonestorm] comes at a cost; it is a noticeable mitigation loss in any *remotely* difficult content, since it scales poorly with higher incoming damage and scales poorly with gear (since we are losing uses of [Death Strike] that scale with mastery and versatility per point of RP). While this can be used at trivial key levels (where incoming damage is low) to increase damage at little cost, it’s recommended to swap to one of the other two options as soon as you feel the need to layer additional defensive cooldowns on top of [Bonestorm] to stay alive in AoE packs. As a (Venthyr), [Swarming Mist] often gives more RP than necessary to self-sustain over a short time period, so (Venthyr) BDK’s can use [Bonestorm] with [Swarming Mist] to negate some of the mitigation losses associated with [Bonestorm] (though you will still be missing out on the benefits of the other two talents)

Build Modifications

While this guide generally recommends a build and play-style aimed at maximizing most players chances of timing M+ keys, higher keys continue to put a greater emphasis on EHP to manage pulls, while the highest of keys for some of the more timer-limited dungeons have such high damage requirements that options to increase a tanks personal damage at the cost of other metrics may be the only way a higher key level gets timed (assuming overall group damage isn’t lost as a result). The purpose of this section is to discuss and compare options for how the base recommended build could be modified if you believe yourself to be in a situation where you can benefit from more EHP or Damage (or if you are just looking to experiment).

EHP Modifications

EHP not only lowers the chance of dying to burst damage, it also gives BDKs more margin to safely dip to lower health levels before using [Death Strike], which can indirectly increase our mitigation in keys. EHP tradeoffs are tricky to judge because overall survivability comes from a combination of EHP and mitigation; the value of EHP, in particular, is heavily dependent on the levels of incoming damage you are receiving as a tank and its benefits likely suffer from diminishing returns in any given situation. So, optimizing an ideal combination of mitigation and EHP is more of an art than a science. Furthermore, BDKs become more self-sufficient as expansions progress, which tends to shift priorities more towards EHP by the end of an expansion (at least in M+). The figure below lays out a number of EHP tradeoffs in a generalized order of efficiency for single target and 5-target situations considering the EHP gained for the mitigation and damage lost. The bottom-most modifications are most efficient in each case, while the modifications highlighted in green are already recommended by the guide.

image

Secondary Stats: X -> Versatility – Note, this generalized listing was generated using a sample profile with mythic ilvl 9.1 gear; this gear has a secondary stat allocation of 50% in versatility, 30% in mastery, and 20% in haste, which is roughly reflective of guide itemization recommendations. Tradeoff efficiency for secondary stats can significantly move with major changes in your current secondary stat build (especially if you start hitting the diminishing returns thresholds).

The first listed modification is haste into versatility, which, other than Draven, will likely be the most efficient Converting critical strike (especially) as well as haste into versatility is a high efficiency method of gaining EHP, while converting mastery is noticeably less efficient, but still efficient relative to most of the listed tradeoffs. If you are looking to shave off EHP for more mitigation in particular, prioritizing mastery above versatility on itemization would be your first go-to.

[Rune of the Stoneskin Gargoyle] – While certainly not a popular or flashy option, [Rune of the Stoneskin Gargoyle] provides more EHP than any other runeforge and it technically provides the next best EHP tradeoff on multiple targets after moving most secondary stats to versatility. As such, an argument can be made for using [Rune of the Stoneskin Gargoyle] in place of [Rune of Hysteria] as a defensive oriented runeforge for use on challenging pulls when EHP becomes particularly valuable (or as a generalized pick on Fortified weeks).

Runeforge swapping gives us the option of selectively making this tradeoff on a pull-by-pull basis, which is something that can’t be said for most of the other tradeoffs on this list, though we also miss out on one of the most efficient damage tradeoffs we can make with [Rune of the Fallen Crusader] by taking this option. If you feel you need to beef up your EHP, you can take this into consideration or jump straight to the next option.

[Foul Bulwark] – These comparisons do not take into account the fact that [Blood Tap] can pool an extra rune and be strategically used or the fact that [Foul Bulwark] will result in more empty cast time (making our base rotation more efficient). In any case, this would be one of the next EHP options to consider if you wanted to increase the EHP of the recommended build and it is a choice that merits consideration in higher key levels.

[Soul Vitality] – While noticeably less efficient than [Foul Bulwark] against multiple targets, this would be the next most efficient option. That being said, it is relatively more efficient than some of the above options in single target situations.

[Eternal Bulwark] – With each content patch, [Eternal Bulwark] has become less and less efficient as a source of EHP, and now it is in a particularly weak place. Granted, you are mostly gaining whatever EHP it provides at the cost of damage.

Rotational [Rune Tap] [Rune Tap] is an EHP gain for a sizable loss of mitigation and damage, so it generally isn’t recommended for use outside of specific situations that are outlined in the guide. This specific modification assumes that it is, instead, being used as a standard defensive cooldown with no special considerations.

The one distinct advantage it *does* have is that you can actively choose when to use or not use [Rune Tap] on any given encounter, so you can selectively make the tradeoff during some parts of the dungeon and not during others. It also frees up cast time, which can increase the efficiency of using our other resources.

DPS Modifications

More damage has the potential to lower completion time on a key, as long as overall group damage doesn’t decrease as a result and the increased risk of group deaths does not result in lowering overall key success rates. More damage has the potential to lower completion time on a key, as long as overall group damage doesn’t decrease as a result and the increased risk of group deaths does not result in lowering overall key success rates. While damage-focused tank modifications aren’t particularly helpful at most key levels, damage requirements exponentially increase with key level and it will start to become a consideration once you get close to cutting edge key levels for your given group composition and damage barriers will be especially noticeable on Tyrannical weeks (which also put less pressure on tank survivability, in general). At first, advanced routing techniques will be a much more impactful way of improving dungeon completion times, but there are limits to how much a route can be optimized. The figure below lays out a number of damage tradeoffs in a generalized order of efficiency for single target and 5-target situations considering the damage gained for the Mitigation and EHP lost. The bottom-most modifications are most efficient in each case, while the modifications highlighted in yellow are situationally recommended by the guide.

image 2

[Rune of the Fallen Crusader] – This runeforge provides the most efficient damage increase relative to all other options. Being a runeforge, the decision of whether or not to take this tradeoff can be made on a pull-by-pull basis in M+, which is heavily encouraged for players with multiple weapons. As such, it is generally recommended when flex options aren’t being used. challenging. If you are looking to place a higher value on damage, using this even for the dangerous pulls should be one of the first things you consider.

Strength Food – While not quite at the level for inclusion in the guide’s general recommendations, switching to strength good is one of the better damage tradeoffs at all target levels and is the next option you would consider if you want to build for more damage.

[Bonestorm] – While [Bonestorm] is the next best damage tradeoff on multiple targets, it isn’t providing much of anything at low target counts (it doesn’t show up on the single target listing because it is a net loss in that situation). And so, the damage advantage it provides is both situational and heavily skewed towards multiple target pulls, where the raw damage is less valuable with regards to dungeon completion time. [Bonestorm] also has gameplay considerations that make it especially dangerous to use.

While the original discussion of [Bonestorm] still applies, it is worth re-emphasizing that (Venthyr) BDKs have an opportunity to make [Bonestorm] usage more efficient by pairing it with [Swarming Mist], which would boost its efficiency by removing some amount of the mitigation losses associated with its use. This style was not factored into the comparison and is difficult to quantify.

DPS-optimized Secondary Stats One of the least efficient options for gaining damage we have is doing some level of optimization of our secondary stats for damage (on both single targets and multiple targets). This is important to note if not only to emphasize that choosing item options strictly based on dps sims may be worse than simply flipping a coin when we are (at the very least) talking about equal ilvl gear. In general, adding in haste is a lot more efficient than adding in critical strike if you do want to make some amount of secondary stat adjustments. Adding in haste is generally preferable even under normal circumstances if you would otherwise begin to hit diminishing returns on versatility or mastery.

[Bloodworms] – A relatively inefficient way to gain damage at all target counts simply due to [Voracious] being such a powerful talent. This is especially true in 9.2 when the tier set bonus is factored in.

[Blooddrinker] – This option suffers from the opposite problem as [Bonestorm], where it’s somewhat efficient on single targets but it isn’t usually even a damage increase over [Heartbreaker] in multiple target situations (it doesn’t show up on the 5-target listing because it is a net loss in that situation). While it’s not a very effective M+ option, [Blooddrinker] has a place in raid content, so at least there’s that.

 

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Kyrasis

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