So my pet project from all the Xmas events was a brand new shiny DK tank.
He's gotten all his t10, EoF pieces, EoT pieces and so on and I crafted the rest with blacksmithing, using Primos from the Snowmen event. All in all he's looking quite swell at 5.7k gs.
So the downside of gearing a DK without stepping foot into a raid even once? I'm lacking experience in playing it. I've asked for help from guildies, read the guides, compiled my knowledge of DKs back on retail (which was a LONG time ago) and ended up with a list of questions.
So first up, ALLLOOOOOTT of user choice and flexibility in talents. Many opinions and preferences too, hardly anyone uses the same build because of this, and that's not to say any build is worse than another. That's not what i want to focus on however, but i feel talents play are a relevant factor that we need to discuss to properly answer the following questions, but i'll sum it up at the end of the post.
So questions! Here they are.
1)Icy Touchin threat rotation:I'm led to believe it's insanely OP. Is this just on wamane due to a bug or was it like that on retail? With that said, how does Icy Touch compare threatwise (Assuming spell hit cap and expertise hardcap, for simplicity) to 1xDeathStrike, or to 2x HeartStrike? ignoring the disease component, obviously.
If spamming Icy Touch and Heart Strike only, what on earth do i do with my unholy runes? Is it a Higher TPS rotation to just use purely blood and frost runes only, and put unholy runes on the backburner merely to refresh PS? (Speaking about Threat rotation here, not Healing rotation without would obviously use Death Strike instead of Icy touch).
2)Death Rune Mastery talent: I personally do enjoy using this talent, I consider it pretty damned good in AoE situations, but can lead to some very fluid single target rotations, when swapping between self healing (Death Strike) Rotations to other rotations such as threat-building/ disease refreshing / Picking up newly spawned adds / popping defensives that use runes.
In my current build, I'm dropping Morbidity for it as I rarely ever use DC single target(Runes strikes only, and i don't take Lichborne) and although DND is OP,
I find i can manage on AoE with a with something along the idea of
first set of runes: Dnd > IT > PS > Pest
2nd set of runes runes: BBx2 > DSx2 >
3rd set of runes: 6x BB or Pest
Thoughts? Viable? Or is that inferior to just DnD every 15 sec, as I find it difficult to save up the runes for DnD mid fight though, as it costs 3 runes, and more specificall 1 of each which is hard to align rune cooldowns for without BT/ERW or like ~5 seconds of downtime.
3)Glyph of Disease: Worthwhile at all? My glyphs are foccused on ICC raiding, so I'm using Vampiric Touch + Dark command + *3rd glyph here, currently, Disease.*
My Retail days were spent playing a frost DK, mostly dps, I dabbled in tanking, but true to my DPS DK roots I found Glyph of Disease gave me some comfort/familiarity with my rotation, after picking up DK again after so many years, and with a new alien spec and rotation. Well, I'm over that now. It's time to optimize and learn the proper way of playing - So that said, what's the viable list / recommended 3rd glyph i should take? Why does Glyph of Icy touch not appear in any guides if Icy Touch is so OP for threat? That said, would Icy Touch glyph be higher TPS than RuneStrike/HeartStrike? OR would better philosophy be that during Threat rotation our TPS output is high enough, so better to shore up our weaknesses and increase the threat of our Healing Rotation with Death Strike? I know Rune Tap is an option as well, but i dismissed it as i doubt my raid healers would need me to use it, and as a newby dk i'm more worried about threat.
4)Overall and how it affects talents:So combining all of the above factors: i've got a subsection of additional questions:
If I prioritize Icy Touch in my Threat rotation, is black ice 5/5 recommended? How about gearing past 8% melee hit for Icy Touch, with regards to Virulence/gear/gems?
I dropped Morbidity in my current spec in favour of Death Rune Mastery, as I find it very difficult to save up 3 runes mid fight to afford a DnD, as i posted above I rather enjoy doing my 6x BB/pest expenditure instead, with just 1 DnD to cover the lack of ramup time. In AoE Situation, considering i have 4p T10, would replacing Death Rune Mastery 3/3 in favour of Morbidity 3/3 and adjusting my playstyle result in more successful AoE aggro-holding?
Also, if Icy Touch is so much threat, How's it look for Dropping Heart Strike talent completely? How does Bloodstrike compare in single target Threat to Heart Strike? What if the TPS gain from HS lead to a more comfortable threat lead allowing for more time spent using Selhealing Rotation?
That's about all i can think of for now, but I'll edit more in later as they arise.
EDIT:
New Question about Death Striking!
How often to use it, and how often to reserve it?
I guess this idea has few different philosophies/approaches to it:
Assuming that we're at 100% HP in all scenarios:
1)Holding 2 Death strikes in reserve no matter what: leaving UUFF open waiting for a boss to slap us REALLY hard then 2x DeathStrike instantly.
This approach probably leads to extremely low overall threat/and wasting alot of overall strikes in the long term. Maybe viable for bosses with huge Damage Bursts? If threat isn't an issue...
2)Holding 1 Death strike in reserve no matter what: Using 1 death strike even while at 100% but hold the 2nd in reserve.
Basically my 4 used runes(BBUF) will tick away on CD these 2 runes(UF). I've had some scenarios when 10 seconds will pass by and I won't have found the opportunity to Death Strike, leading to a completely wasted rune cycle.
3)Delaying Death Strikes but without holding them in reserve:
Trying to use Heartstrikes/Horns/Defensives first but once there's nothing else to do settle with Deathstriking while at 100% HP without hesitating, because, well, more overall strikes.
4)Spamming the living daylights out of the button cuz who cares about heals. - 90% of Bdk's population unite! Lets be Baddies cuz we can. xD
I guess it's a balance of the idea that more often you keep your runes rolling on CD - The more overall Strikes you'll land per boss fight. More Strikes = more TPS, DPS, and... depending on luck/timings, maaaayyyybeee more self heals?
But what do I do if I'm on 100% HP and my last Unholy and Frost runes are active - but my 2 Blood runes are coming off cooldown in say like... 3 or 4 seconds? Is it best to sit the 4 seconds waiting for damage intake, or hit the button and let the runes go onto CD?
I guess it's very situational, but its definitely worth staying aware of this type of idea isn't it?