Blood Spec Death Knights Priorities in patch 3.2
Posted on November 15th, 2009 by Bigtaker under Alliance, Blood Elf, Build, Dranei, Dwarf, Efficiency Tips, Gathering Professions, General Tips, Gnome, Grinding, Horde, Human, Jewelcrafting, Mining, Night Elf, Orc, PVE, Patch, Raiding, Spec, Tauren, Tips, Trade Skills, Tricks, Undead, World of Warcraft, WotLKWelcome to our next installment in the DK series. Today we cover Professions, Gemming, Enchanting and a few stats.

Professions:
JewelCrafting and Blacksmithing are you two top choices when it comes to professions for a DK. They combine the most Raid-Benefits to your character than any other professions. They are also the most expensive.
If you choose Jewelcrafting as one of your trade skills then you’re in for a treat. Jewelers’ Gems will be your best friends. You can have 3 of these unique Gems on your equipment with stats like 34 to Hit Rating or 34 to Strength and even 34 to Expertise that can produce results.
As a Blacksmith you’ll get two extra sockets to put those bad boys into.
One way to mitigate that expense, is to level Mining first while picking up twice as much ore as you really need. Get JC up and then drop Mining to pick up BS and use the remainder of your mats for that one.
If gold has always been an issue for you, feel free to pick up Gavin’s AH Mastery Guide
Your gemming priority is as follows:
- Hit Rating
- Strength,
- Expertise / Armor Pen
- Critical Strike
Enchants:
- Strength
- Attack Power
- Critical Strike
- Haste
Some Stats to make the above make sense
Hit Rating:
DKs and all melee classes share the same 8% cap on that, until you get 8% hit rating (263 Hit rating) this stat is your top priority. As long as your are not Hit capped you should be trying to get there. This is especially important when using a 2-H weapon, after all, every swing you miss is damage that you’re NOT doing.
Once you are Hit capped, Strength: you can never have enough Strength. For a DK 1 Strenght = 2 Attack power. Attack power directly translates into DPS …
Now the following comes from the guys at ElitistJerks.com. These guys really know the math.
Expertise vs. Armor Pen
Expertise
•1 Expertise Skill reduces the chance your attacks will be dodged/parried by 0.25%
•32.79 Rating is equal to 1% less chance your attacks will be dodged/parried.
•8.20 Rating is equal to 0.25% less chance your attacks will be dodged and parried (each) and thus is equal to 1 Expertise Skill.
Armor Penetration Rating
It doesn’t affect our damage from Diseases, Icy Touch, Howling Blast, Scourge Strike or Death Coil. This makes Armor Penetration have a reduced value for Unholy and Frost Specs. Blood however does have quite a lot of benefit from ArP Rating, due to the majority of its damage being Physical.
We need 15.39 Rating to ignore 1% armor on our target.
So although ArPen is cheaper to get (15.39 = 1% armor ignore) the Expertise affects both Dodged hits and parries which redure your DPS significantly. Bottom line, for a DK they are relatively equivalent because we use a slow 2-H weapon and Strength is always more valueable anyway, so gemming and enchanting for those stats may not be so wise. Don’t forget that most of your gear will naturally come with some of those stats
“What do I need to upgrade first?”
Just remember, you will never be taken seriously as a player, for end-game content, if you don’t enchant and socket your gear.
Both have a fantastic tool to look at yourself in the mirror so to speak. Using those web sites you can see, at a glance, what your character has equipped, what he is missing, what upgrades are available and where to find them.
That’s it for this installment of the DK series, tomorrow we’ll cover the finer points and before we’re done we’ll have gone over the gear as well .
















Ok Ill admit that I was reluctant when I read part one, but I tried out your blood spec last night in our guilds 10 TOC raid, and I am now a believer. I found that I was doing around 200 more dps, not to mention the healer commented that I needed almost no heals through out the entire raid. Thats good enough for me to keep the spec
If I could make one suggestion, I think you really need to discuss the importance of a melee dps reaching their Hit Cap at 295, personaly I think this is more of a priority than your armor pen rating.
World of Weirdcraft.net your source or all things WOW
Melée hit cap is 8%
263 hit rating IS the hit cap.
i don’t wanna sound like a troll, but could the next class yall go over be hunter? i am in real need of help with mine, and guild nor anybody on server is a help haha.
oh brewer i hate to say as a 4yr bm hunter that my main is now a dk ok so hunter in a nut shell marksmen or survival makes no real diff there dps are close BM no longer any use at all blizz end game content is all about nuke the boss any other class can do it better so untill bliz at least bring back crowd control hunters are a dead class sorry // fingers crossed for cat but until then roll a dk ….Anibow
Honestly, I am enjoying this series immensely. Reading Part 1 prompted me to finally go ahead and create a DK, and I have had a lot of success with it so far. With this spec in play, I have died only once prior to making it to Outland, and only twice more getting midway through Hellfire Pen.
Honestly, this kind of in-depth look at a class is something that I would really like to see repeated often, and for every class. THIS is the sort of column series that really helps me to DOMINATE!
whoa, this is the kind of thing that makes me what to play a dk, im currently lvling a pali and am loving it like nothing else, but as soon as im 80 im going to use the tips and advice that you’ve been putting into these things into practice, and lvl up a dk.
also i agree with Griezz, you should really think about creating a guide to each of the classes that is this indepth, would be incredibly helpful for us all to dominate