Morchok:
Normal:
Tank him with his back facing the raid, preferably with him facing the temple. If needed, use an OT and switch on every 3 or so armor debuff stacks (but it should be easily solo tankable). Gradually rotate around minor defensive cooldowns (DRW, Trinkets, VB). If you have 4 set bonus, use VB sparingly and with care so you can have it ready for every black blood phase. Save major defensive cds for when he reaches 20% (IBF, ERW).
Heroic:
As soon as he splits, take your assigned clone to the side of the map you are assigned to, far away from the other clone so your group and the other raid group do not have to intersect when soaking shards and when dealing with the black blood phase. When moving your clone make sure you do not have a stomp coming in as your raid group will most likely not be in position to properly soak the stomps. The stomp damage can be quite messy here, prepare to use 4 piece VB as a possibly needed raid cooldown. You may / should use AMS when soaking the shard damage here. Definitely use IBF during the last 20% and use DRW on cooldown throughout the fight. Time Warp/BL/Hero is best used at 30% or so.
Zonozz:
Normal:
On the initial pull and right after the end of the black phase, make sure he faces the raid until he starts spawning the void ball. Then face him away from the raid. Also make sure the boss is positioned in the middle of the arena as there are some collision detection problems between the boss and the void ball otherwise. When bouncing the ball, stand as far away from him (but stay in melee range) so the ball's explosion effect doesn't hit you. After 3 stacks gradually chain your defense coodowns, minor ones first, then major ones. If you have 4 piece set bonus, try to save VB for the black phase as a raid cooldown. Let the ball hit the boss at 6 - 8 stacks for beginner tanks or for pug runs. For good tanks and coordinated raids, go higher. I personally go for 13 stacks.
Heroic:
The non-black phase is pretty much the same with the exception of the debuffs. There will be multiple debuffs and when they are dispelled, they will do aoe damage to nearby raiders. As a tank you should soak the dot damage and use AMS to negate the damage done by the dot. Never have your healers dispel the dot on the tank, have them heal through out.
During the black phase immediately get to the claw tentacle since that one needs to be tanked. Prepare to use 4 piece VB as a needed raid cooldown here as the aoe damage incoming here is huge. Don't forget to make the boss face towards the raid at the end of the phase so the void ball is spawned and traveling towards the ranged group.
Yorsahj:
Normal:
Just a tank and spank really. If needed run to the target ooze if the raid needs your help with dps. Try to save 4 piece set bonus VB for green, red, and black oozes. When getting the void bolt stacks, try to drop the stacks using AMS (4 stacks for 10 man, 2 stacks for 25 man), use AMS when your debuff has 6 seconds left on it. If you fail on dropping the stacks, prepare to chain cooldowns, especially on 25 man as the dot is much more powerful than on 10 man. You can also run with an OT here and just taunt off when you need to drop stacks.
Heroic:
Literally the same as normal, just prepare ahead of time your 4 piece VB as the aoe damage from green, red, and black oozes can be quite sketchy. As a DK you can death grip the mana void in.
Hagarra:
Normal:
Trash - DO NOT USE D&D on the first set of mobs, they can easily be aggroed using heart strike and death strikes/rune strikes on each individual mob. On second set of mobs, use blood boil to aggro them initially. However the smaller adds will generally die so fast here that you will just need to keep aggro on the 2 larger adds. On third set of adds, this is where you will use D&D to keep aggro on them all. They will also hit like a truck so prepare to chain some cooldowns. On fourth set of adds keep the bigger add near the edge of the platform, and try to keep it cced for when it casts that frost gravity well thing.
Keep the boss near the edge of the inner circle area pre-frost phase. Never eat her focused assaults, simply get away from the boss so they don't hit. Use Dark Simulacrum to steal Shattered Ice. Use AMS if you are taking damage from Ice Lances, and during the lightning phase. If you have 4 piece VB, use it during the lighting phase. Use D&D, spread diseases to help dps the tombs down, also try not to have the boss "inside" the tombs or there will be LOS problems. Save DRW as a dps cooldown for after each frost and lightning phase. Tank and kill the lightning add on top of one of the conductors during lightning phase.
Heroic:
You can no longer kite the focused assault, you must soak the damage. However the damage is not that bad, just spamming death strike should be enough, especially if you time it right so you gain more absorbs + healing from death strike above the 7% minimum (Blood shield tracker addon ftw!)
During frost phase, if you end up screwing yourself with the frostflake debuff and know you will get hit by the icicles, use AMS. If you don't have AMS, icebound. Otherwise try to get dispelled immediately and position yourself so you are behind the raid so the frost patch created when frostflake is dispelled doesn't sit infront of the raid and slow everyone down.
You will need to use 4 piece VB for lightning phase.
Ultraxion:
Normal:
Make sure you have your extra action button 1 binded and working. Also make sure your raid has a concrete order as to who is soaking the hour of twilights (only applicable on 25 man, you can solo soak every hour of twilight on 10 man).
Note that this fight will give you a 50% cooldown reduction duration for tanks, so you can use your AMS, DRW, etc twice as often. They will also last twice as long.
Start off by pooling your runic power and using death strikes as usual. About 5 seconds into the fight thrall will use that thing that makes your cooldown durations be halved. Once he does this, he will actually reset the cooldown of your DRW. So, when you start the fight, use DRW about 4 seconds into the fight, that way it will be reset 1 second later, and you will be able to start off with 2 DRW's, which is a VERY NICE dps boost.
Use DRW when it is off cooldown, its a very nice dps boost. You really shouldn't have to use damage reduction abilities on this boss except for AMS, which you will use to soak every hour of twilight.
When you get fading light, use the extra action button at 2 seconds left. Be careful as the extra action button spell IS ON THE GCD. Also people have reported some sort of "lag" when using it. So using it when you have 2 seconds left on the debuff should be safe enough. There is quite a bit of aggro trouble when people enter and leave the twilight realms. Be sure to keep a sharp eye on the boss's target. If a dps happens to get aggro, immediately taunt back. If you can, call out when you get fading light so the OT knows when to taunt, and vice versa.
Heroic:
Very little changes for heroic, just notice that you cannot solo soak the twilights anymore. Remember the assigned order given by the raid leader (you do have an assigned order... right? ). Also, notice the twilight casts are faster on hc and the fading light debuff will have a shorter duration on hc. Stay focused and do not fall for these faster casting times. Remember to do whatever you can to boost your dps here, the damage incoming from the boss is not to bad. If you can put on some dps gear and stamina trinkets... Just don't forget to switch back to your main tanking gear for warmaster
Blackmaster Warhorn (see what I did there? ;)):
Normal:
Tank one of the big vrykul adds and have the OT tank the other one. Keep the two adds close together so people can cleave them. After each one is dead, you will switch the type of add you take (if you take the dreadblade first, you will then take the slayer, then the dreadblade, slayer again, etc...) This is so you can drop the stacking dot debuff they give.
When the sapper comes, use D&D and blood boil to help reveal it. DO NOT DEATH GRIP IT! It can bug the add out and make it run really fast into the ship. Chains of ice should work though.
On the start of phase 2, tank the boss in a reasonable position so ranged can have enough range to stay out of the 15 yard silence range, but also have enough room to move away from shockwave. Have the tanks switch after 2 stacks of the debuff. Remember the boss has a vengeance like ability so the lower hp he has, the more damage he does. Chain cooldowns here wisely (minor ones first, then major ones).
Heroic:
Don't get in a bad position where you are surrounded by deck fires, the last thing you need is to be stuck with a twilight barrage underneath you. Keep using 4 piece VB for the twilight barrages from Gariona. Otherwise same as normal really.
For phase 2, if you are tanking warmaster first, position him towards the front part of the ship. The OT will then pick up Gariona and face her away from the raid (BUT NOT FACE HER TOWARDS THE MT): She does a frontal cone aoe attack so she must be facing away from the raid and also away from the MT. However the cone is very narrow so you shouldn't have to turn her too far. As always, alternate on every 2 armor debuff stacks. This last phase is more or less about how the dps + healers bounce around to avoid shockwave. Tanking here is pretty straightforward and not so different from normal. Just make sure you prepare cooldowns for the last few percentages on warmaster as his vengeance ablitiy will make his last hits hit REAL hard.
Spine:
Normal:
On every roll, you will most likely have killed 3 corruptions (and thus have 3 amalgamations coming in) and have a few bloods floating around. Put down D&D to get aggro on them all and use a minor cooldown during the roll. 4 piece VB is good for this.
If you are tanking the amalgamation, keep it at the center of the spine and about 20 - 30 yards away from the tank taking the bloods. Be sure to not use heart strike if there are bloods nearby as that will complicate the other tank's ability to aggro them. Once you bring the amalgamation over the dead bloods and it has 9 stacks, use a major cooldown like IBF or 2 minor cooldowns, like a trinket and DRW. Keep the amalgamation near the plate as it is being finished off. As soon as it starts casting Nuclear Blast GTFO from it.
If you are the tank taking the bloods, just stay at the plate and keep taunting each blood as it comes. Remember to hit each blood with at least a death strike or rune strike so you can keep aggro on them. D&D and blood boil helps alot here too. Obviously when the amalgamation is casting Nuclear Blast GTFO from it.
Once the plate is dead, kill the tendon. Rinse and repeat.
Heroic:
In Progression
Madness:
Normal:
Do not ever use a cooldown for the first impale. Also, there is a small chance the first impale will actually not apply the debuff. If you are lucky and this happens, do not waste a cooldown for the second impale. Otherwise if the first impale leaves the debuff, use dream for the second one if you still have the green platform buff, otherwise use IBF, or pool blood shield using DRW and ERW, or ask for hand of sacrifice. Just make sure by the time you hit phase 2 you have IBF for the 2 big adds.
When the hemorrhages come, use D&D to aggro them and make sure they are in the time zone.
Obviously help out whenever you can with the elementium bolt, but do not leave the mutated corruption unattended. I personally throw down a D&D at the time zone.
On phase 2, use dream if you get shrapnel. Once the 2 big adds come, immediately throw down a D&D and tank them in the time zone. Make sure you use whatever remaining cooldowns you have. YOU WILL NEED THEM.
Heroic:
In Progression