Sunday, August 19, 2012

Blood DK Mists of the Pandaman Talents and Glyphs

I still feel it is a bit early to be making hard and fast talent or glyph choices, but here is a pretty basic spec I could see Mornara running with. Honestly there aren't all that many actual choices to make compared to previous versions of the talent tree. And I could see a lot of them changing on a fight by fight basis.


Level 56: Roiling Blood just seems awesome. This will be really handy in any sort of multi-mob situation. No need to hit pestilence, pretty much ever again. I still miss the old glyph of Pestilence that would refresh diseases on your current target. But this will mimic that affect if you drop diseases and then hit blood boil. So double bonus of disease spreading and AoE damage.

Level 57: I've got Lichborne chosen at the moment. But on a per-fight basis I could see strong argument for Anti-Magic Shield. Purgatory is on a 3 minute internal CD, and seems like it'd only be good for small over kills. Otherwise the healers won't be able to get your health back up before three seconds runs out.

Level 58: Death's Advance. I'll never put runspeed on my boots again! Plus a sprint button every thirty seconds? Asphixiate with a Vader quote macro'd in would be hilarious, but this seems a lost more useful.

Level 60: I've picked Conversion here, but kind of at random. It really depends on the math for Death Siphon and how fast runic power generation ends up being with the change to Scent of Blood. I could also see an argument for Death Pact, but again it depends on how strapped I will be for runic power or GCDs.

Level 75: Runic Corruption seems like the best route to go here. Not as RNG as Runic Empowerment, and not another resource to manage like Blood Tap. This may lock you into a more fixed rotation, but I kinda like having my pairs of frost and unholy runes come up together.

Level 90: Desecrated Ground here seems like a useful thing. Gorefiends Grasp and the multi-yank could also be handy. I think this choice really depends on the specific boss mechanics you'll be going up against, because I could also an argument for a stun available every minute.

Major Glyphs:

I've currently got Vampiric Blood, Anti-Magic Shell, and Icebound Fortitude. Honestly I'm not super impressed with those glyphs. I like the Vampiric Blood glyph, but I'm a bit dubious about AMS and IBF glyphs.

Vampirc blood seems to be just the same as it is now. So I'll keep that glyph. Yes, sometimes more health is good, but I think that more healing is always good. I will be VERY sad to lose the 4pc bonus from my current gear when we get to Pandaria. (Current Blood 4pc is to give your raid 50% of the effect VB has on you. That increased healing is a nice raid cooldown.)

It seems like the AMS glyph won't increase the amount of absorption, it'll just make it get used up faster. It will be a win if there is a single boss ability that you're using AMS to guard against, but not as good if there is a pulsing AoE that applies a debuff. That seems like a reasonable trade off though.

I think I like the new glyph for IBF. Current IBF is a 12sec DR on a 3min cooldown. This glyph would change that to 3sec DR on a 1.5 min cooldown. That's a pretty small window, but being able to use it more often would be very helpful. Same as with AMS, you're often using this to guard against one specific boss ability and that usually doesn't need the full 12sc duration.

Minor Glyphs:

Path of Frost, Army of the Dead, and Foul Menagerie are what I'm rocking for Minor Glyphs at the moment.

The minor glyph Army of the Dead removes the taunt ability from your army of the dead ghouls. I can think of a few current uses where I wouldn't want this, but in the vast majority of cases it will be much better to have non-taunting army. Yes, they don't taunt raid bosses as is, but honestly I almost never want them to taunt anything. Having this glyph turns army from a potential major problem to just another handy dps cooldown. And if there is a specific need to have army taunt then you can unglyph just for that fight.

I'm foolishly excited about the Foul Menagerie glyph. It is solely a cosmetic glyph, but I think it will look super awesome to have a variety of undead creatures respond when I call for my army. I'm sure it won't have any sort of dps change, but honestly it's ok to just look cool.

I like that Path of Frost reduces falling damage. However, I am tempted to replace it with the Geist minor glyph. I'm also tempted by the Corpse Explosion glyph, but I actually hate it when people explode a boss so that the actual corpse goes away.

No comments: