Is this CR even viable for Blood Tanking in normal raids? I tried to use it last night to tank in Heart of Fear and my Death Knight was getting wrecked, ended up having to play manually. Anyone who has experience with this CR and has used it with tanking normal raids, I would like to hear your opinions.
i preface this with the disclaimer that if i'm wrong, call me out on it, i instantly defer to professionals on how it's supposed to work vs what i end up doing. EJ's tank rotation priority is deceptively simple i.e.
1) Death Strike when needed.
2) Keep up Weakened Blows with Outbreak and/or Blood Boil through Scarlet Fever.
3) Rune Strike so you can Death Strike more.
4) Use your Blood Runes on Soul Reaper or Heart Strike depending on mob health.
5) Use Crimson Scourge procs (DnD > BB).
for TuanHA DK in Blood spec, it's not really focused on survival from what i've noticed. 98.9 pc of the time, it handles most rotation problems admirably, it's just the crunch times.
I've mostly been running the dailies in Blood using questing. combat and LazyRaider bots on shadowpan/klaxxi dailies, to nail down the problem of what it does differently.
i mostly supervised, and noted what happened on the longer rotations when soloing elite mobs and wandering elite "glorious" mobs which often need to move/cover/recover from crit/floor attacks.
So far,
i see issues with kiting mobs (related to movement/gripping new mobs. something that the paladin tank CC doesn't have ?), i.e. not moving new mobs, taunting/handling mobs, not strangulate/asphyxiate-pulling casters, weak/inconsistent taunt/pull mechanics that might be fixed with "tanking hacks", i.e. walking backwards when being hit from behind, walking through mobs to avoid cleaves, stepping/strafing to move a mob forward, moving a pack of already in-combat melee mobs closer to a caster so you can AE the group together, etc.
i think this may be related to a similar movement system in DK/Monk for positioning, but for tanking, it has some peculiarities, which could be improved.
high/unused blood tap stacks, i.e. it should be around 8-9 when you have full hp, 4-5 when runes are on CD or losing health. the idea of Blood Tap IMO is to use it a bit like runic power & Rune Strikes, keep it just below the threshold of being used for Rune Strike or Death Strike, and to keep it in reserve for the moments when you've run out of runes/rp. which is usually every 20 to 30 seconds.
not using survival CDs or HP recovery (rune tap/death strike) often enough.
in a group, threat seems to be okay, survival is a bit rough, but that can be adjusted. maybe it sort of needs a burst / self-healing mode, using all spare runes/ERW and rune-tap, or if specced, to emergency generate blood tap stacks using all available RP/BT saved up, quickly burning rune strikes/heart strike/death strikes, to use for death strikes to recover health when getting 100k + melee strikes.
it may be that it's a case where it could prioritise Death Strike over others, which is okay, but it needs a bit of a boost in priority for when HP is being lost, or when vengeance falls off, during tank swaps, for instance. i believe the EJ priority is using blood runes for DS above NS HS or BS
if i'm using "afk" or "raid" settings, kiting mobs is difficult, it doesn't side-strafe or walk mobs back, it closes/returns to melee distance instead of letting the mob move. (perhaps this is something non-obvious ??)
taunting/pulling with the tendency to close distance to the targeted mob is a little bit rough, dk's can use chains of ice, icy touch, dark command, strangulate, asphyxiate, blood boil, DnD, to taunt mobs etc. not just Death Grip. multi-dotting would be handy, using DnD as a focus for the mid-point between you and the mobs could be handy, so you can close to the mid-point between 2 mobs, and hold them there, then "let go" of the melee range lock-in.
it tends to not try to self-heal or regen using death strikes s a normal tank would from incoming strikes, it doesn't use DnD quite as much in combat/questing bot with adds, with lazy it does. not sure of differences there.
overall, it keeps a good rotation, it doesn't use many of the survival CD's as i'd like for a DK tank CC.