Blood Pact: Tanking the Blood Prince Council

So there you are, raiding your way through Icecrown Citadel, merrily destroying everything in your path with shadow and flame, when all of a sudden your raid leader tells you that you're tanking the next boss. "That can't be right - surely" you think to yourself, "I'm still wearing this dress, I don't have a sword or shield, I don't feel any more stupid than before - why would I suddenly want to tank anything?". Well, Blood Prince Council is one of those special fights where a clothie can do the job of a meat-shield. When this is called for, there's simply no better clothie than a warlock to get the job done. So, step up and lets look at how to do it.
Why bother?
Despite some big-name bosses having had designated ranged tanks, some people still think that it can't or should never be done. Now, I'm not talking about such fights as Sartharion, where a voidwalker could do the same job as a tank in the same way. Nor am I talking about Instructor Razuvious where shadow priests Mind Control adds to tank the boss. I'm not even talking about fights where ranged classes kite a boss. What I'm talking about is having a caster stand away from a boss, get their aggro and take the damage they deal.
For the naysayers, I assure you I have tanked Leotheras the Blind, Grand Astromancer Capernian, Illidan, Mimiron's Aerial Command Unit and even a Jormungar in Northrend Beasts. It can, and indeed should, be done under the right circumstances. Those circumstances are when the said boss will not simply run up and start hitting you but rather stand back and cast, when being near the boss is very bad, when special resistance gear is called for and also when tanks are in short supply. For example, in phase four, Illidan turned into a big old demon and would cast Shadow Blasts at whoever had aggro on him (resetting when he turned). He also summoned demons that would paralyze random raid members and kill them if they touched them - this (and the Aura of Dread) meant you couldn't stand close to him. You needed a ranged tank.
The Blood Prince Council (and Prince Keleseth in particular) is a bit different to these other examples though. While he does like to stand back and cast he isn't especially dangerous to stand next to, he supplies his own resistances mechanic and there's probably enough tanks to go around. If you have three tanks then it makes sense to have them tank the three bosses and let the DPS do the damage. Even if you have only two tanks, you can have one look after both Taldaram and Valanar together if you want to (and they are up to it). If you only have the one tank in your raid then I'm not sure how you got through the trash.
All that said, it is not unknown or unreasonable for the raid leader to decide that the ranged tank is the way to go. It can offer a slight DPS advantage if you assume that none is wasted by having tanks DPSing and a caster can have an easier time of collecting Dark Nuclei than many tank classes. There's also the issue of player skill -- tanking this guy can be tricky and while some tanks can be a bit rubbish, all locks are, by our very nature, awesome at all times.
How to prepare
Warlocks have a ton of neat survival abilities. We're somewhat short on panic buttons but when it comes to living longer than the next guy we're doing ok. We have a good few that trickle health back to us, things like Siphon Life and Haunt in the affliction tree as well as Soul Leach in destruction. There's also the obvious Drain Life and Death Coil. While such abilities are very nice at topping off incidental damage they are very limited when it comes to dealing with incoming boss damage. For that you need a healer and well, you'll have one. So what we're interested in are abilities that reduce the damage we take in the first place or give the healers a chance to do their thing before we decorate the walls. For that we're looking at abilities like Molten Skin and Demonic Embrace. Our real ace in the hole is Soul Link, if you try tanking without this baby you will be hit for 25% more damage than the lock who has it. Ask a tank if they would invest one talent point into an ability that offered that kind of mitigation.
So, with all those talents and abilities you would think there's a perfect build that snags as many of them as possible and that I'm about to tell you what that is -- well, I'm not. I've seen a lot of builds for this fight and put a few together myself, but ultimately I don't think it's worth it. The only talent you need to make the fight do-able is Soul Link, if you have that you should be fine. The only standard raid build that has Soul Link is the Demonic Pact-based demonology build (as featured right here last October). The awesome raid damage advantage this build offers makes it a great offspec even if you don't want it as your main, so for a lot of raid groups this will mean no expense or hassle of a respec.
That's it, other than knowing the fight and having that spec in your pocket, you're all set.
How to execute
The first decision is which minion to summon. They all have different advantages and disadvantages in this fight so I'll list them out:
- Imp - has the ability to be set onto the Kinetic Bombs to help keep them afloat. Increases fire damage done (therefore more threat). Low health pool - liable to die.
- Voidwalker - Can shield the lock every so often. Reduces bomb and vortex damage by 10%.
- Succubus - Can wiggle at the vampires, putting them off (maybe). Increases shadow damage done (therefore more threat).
- Felhunter - Reduces spell damage taken by 10%.
- Felguard - Increases all damage done (therefore more threat) and reduces all damage taken by 5%. Has the highest Demonic Pact proc rate. Cleave can be troublesome.

The second thing is to gather Dark Nuclei. These are little purple balls of fluff floating about the room. They spawn all through the fight and when they pick a target they channel a beam at them which does 1000DPS (resistible) and blocks 35% of shadow damage taken. So you want a load of these beaming at you to reduce the pain from Shadow Lance and especially Empowered Shadow Lance. In essence, three is enough to keep you alive but they can be taken off you and they do die, so get as many as you can for safety. Basically you want to spend the whole time running about the place like a kid that's just mugged the fairground balloon guy.
The easiest way to collect Dark Nuclei is to cast Corruption or Curse of Agony on them. They don't have a whole load of health and this will speed their demise but it'll keep ticking the damage and stopping healers taking aggro. Rank one is often all you need and while Corruption will get their attention sooner, CoA will stay on them for longer. It won't stop a DPS class from stealing them though, so everyone needs to be careful what they are targeting. You are going to have to run about to catch the things and that's going to cause issues, especially when Valanar is empowered. If he starts to cast Empowered Shock Vortex you need to find a free patch of floor to stand in quickly. Also, be aware of Taldaram casting Conjure Empowered Flame at you, you still need to run away from it until it's been discharged. Amid all that running about, try and be aware of where you and your minion are in relation to the healers. Without them you are toast, so hiding from them is a bad idea. If you do need to go far away from your healers, make sure it's when Keleseth is not empowered, you are at full health and try to use a Circle to get back quickly.
How to support
It's not your normal tank-and-spank affair to have a lock holding onto a boss, so here's some thoughts for others in the raid on how to adjust to the situation:
- Throw heals and absorbs to both the lock and the minion - minions will ignore 90% of AoE damage which is typically all they take, this will not be the case for this fight and the minion will be taking big hits. If they die the lock will take a lot more damage.
- With a smaller health pool than your regular tank, shields, HoTs and small heals have a higher value on a lock. This is especially true if the lock is using Demon Armor.
- Heroism/Bloodlust is best timed when Keleseth is empowered but probably not if that's after the first change.
- Mark the warlock with a raid symbol to help the healers keep an eye on him.
- Keleseth can be taunted if the lock should die, this is obviously dangerous without a load of Nuclei but can save a wipe.

Filed under: Warlock, Raiding, (Warlock) Blood Pact
Reader Comments (Page 2 of 2)
RandyWatson Feb 16th 2010 7:54AM
I appreciate this column and understand where it is coming from. I whole-heartedly encourage raid groups though to have a 'normal' tank used for this role. Namely, a DK or Pally with their plethora of ranged agro abilities work excellently for this encounter. Throw in their larger health pools, tanking cooldowns, and the need for healers to only heal 2 tanks then, and it made this fight exponentially easier for us in both 10 and 25. With a dps tank, their max health is what? 30k? 32k? Something like that. Even with 3 nuclei, they would still get 2 shot when Keleseth becomes empowered. With 3 nuclei, a normal raid buffed 40-50k tank would take 3 shots to kill. Additionally, their tanking cooldowns certainly compensate for the lost resistances of having a lock tank this encounter. It's also easier for healers to focus on 2 tanks taking the majority of the damage (in 10 man) rather than 3.
Again, I'm not saying that a lock or any other ranged can't do this. I just encourage you that if you are having issues here, try switching it up and see how it goes.
Ylspeth Feb 16th 2010 8:39AM
Oh darn! I was hoping it was a quest reward or something like that. I have a pink-haired gnome that dearly would have loved to have them.
akaboats Feb 16th 2010 2:10PM
My 10m guild started on this fight last night. We don't have a lock, so we started with our hunter, he got 2 shot so many times, we decided to use our mage thinking the mage armor dmg reductions would help. He did a little better but would still get one shot even though he had 3+ nucleii on him.
Eventually we had our pali mt take both bosses on the platform, and I tanked him on my drud. This went a little better, he could take more hits, and his FFF could pick up the nucleii, but his main problem was running out of nuclii because they where agroing on other random players and he couldn't get them off of them with FFF and he would run out of nucleii and get hammered.
We thought maybe aoe was the problem at first, but then we noticed toons like our hunter, our rogue and our resto was getting nucleii agro, not sure what to do about that.
Dominic Hobbs Feb 16th 2010 3:40PM
I've only noticed this happening when people target and attack them. If you have a World of Logs report you can check to see the damage done on nuclei and by whom. It can be very enlightening.
DittoGamer Feb 16th 2010 5:50PM
I've been using a hybrid 23/11/37 build (http://www.wowhead.com/?talent#IfxMbhbhoZbG0hoZVfMVr0uAs:jwzz0) to successfully tank this fight. It brings in Siphon Life, Soul Link and Nether Protection as its primary assets.
To keep threat on Keleseth I load him up with CoA, Corruption and Immolate, spam Searing Pain, and fire off a glyphed Conflagrate when possible. To round up the orbs I use Corruption, with the range extension from Grim Reach helping out. Which means that at any given time, I have the steady health gain from Siphon Life on 4-5 orbs plus the boss. I still need a healer, but it makes the healer's job relatively easy.
My only issue is keeping my pet alive (been running with a VW lately, but I'm still figuring out which works best). Even with Fel Synergy it sometimes kicks the bucket, but I can generally re-summon without a problem. I also have helpful teammates who call out if I'm near a big white flashy thingie, since I generally can't see squat with all the big blue balls bouncing above my head.
Ira Feb 17th 2010 9:44AM
This touches on the worst part of this fight. Being able to see ANYTHING with that huge bunch of grapes floating over your head. Try to have someone be your "spotter" and let you know where the shock vortexes are and definitely let people know that if they get a Dark Nucleus and they are far away to bring it to you if at all possible. They don't have to get all that close, just close enough for your DoT to grab it.
falc Feb 19th 2010 3:57AM
Hmm..
Warlocks can actually manage to grab some decent enough gear for tanking if you pvp. For instance with Full furious set + 2x brewfest trinkets and some nifty socketing - getting 30k unbuffed hp Unbuffed in my affliction spec isn't that hard.
That will make it 38k in raid buffs.
If you have a decent amount of orbs on you (4-5) then the price will usually hit you for 15k while empowered. So you can take 2 hits before you die. So should give your healers a really nice breather.
Matt Apr 21st 2010 10:38PM
Quote: "all locks are, by our very nature, awesome at all times."
^ True. Without a doubt.
I'm going to be lock tanking this boss tonight. Only so far am 4/12 in 25man and this is my first 10man tonight so really nervous. But I understand what must be done thanks to your ever wonderful guide and well, as you said, locks are awsome at all times so it should be a breeze.
alex Apr 30th 2010 9:15AM
I start the fight with a Death Coil and fel puppy out.
Dot him up, run my normal destro rotation until the blue balls appear and start CoA the balls as they appear.
Saving my shadow resistance spell for the switch, at which point i call the switch, do my resistance spell,call for a tricks (rogue) or misdirection (hunter), make sure i have at least 4balls on me (or more!) and start dpsing the boss with the normal rotation.
One hot tip here is to have Tidy Plates, 160% target plate size, no stacking. This way i can see the balls as soon as they appear, click on them and cast my dots. Also this lets me see if the balls have aggro on other players.
This is on 10man. On 25man i just let a DK tank the boss and do my usual rotation which gains us about 10k dps. :D