Bloodmage-Accursed embraces its curse fully: it prowls in human form, then shifts to shred targets apart in Accursed Form, a heavily physical kit built around bleeds.
The loop is easy to state and brutal to master: build Rage with your human-form bolts, then spend it all once transformed — build human, spend wolf.
Your damaging Mortal Form spells can now be cast while moving.
Closest retail equivalent: a Feral/Guardian Druid dancing between forms, grafted onto a Blood DK's self-sustain layer. The whole kit re-labels itself by form: human caster mode at range (Shadow bolts — Bloodbolt, Veinburst, Hemoburst) versus Accursed Form in melee (Reave, Ravenous Strike, Puncturing Fangs) — and Ravenous Strike healing you off its own damage is a dead ringer for Death Strike.
How is this number calculated?
World bosses only (Conquest of Azeroth has no instanced raid yet) — Snowgrave, Setis, Lord Kazzak, Azuregos, The Will of Soggoth, Kaldros Depthbreaker.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (216 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Two rotations in one: you're constantly reading whether the fight wants you at range building Rage or shifted into Accursed Form spending it, without ever dropping the rhythm of your burst windows.
Solo/duo: filler-nuke with Veinburst/Hemoburst while Accursed Form is down, then pop the form for empowered Reave/Bloodfang Bite/Bloodmoon Blast melee windows, sustaining via Dark Intent/Blood Scent leech.
Group role: pure melee DPS, cleaving with Aortic Assault/Clotting while dumping Blood Shards, riding Rage from Blood Pact/Puncturing Fangs.
- Core loop — Accursed Form: build Rage with your human-form bolts, then shift — form abilities cost no Rage, so all the damage lives in the transformed windows.
- Signature (Unchained): your damaging Mortal Form spells can now be cast while moving.
A builder-spender kit — build Rage with your bolts, spend it in Accursed Form's free melee windows, bleed effects layered throughout. The form explicitly converts 50% of Agility into AP, so Agility plus reliable direct-hit connection (Hit/Expertise) outrank the crit chain it's built around.
- Sustain through combat, not cooldowns — Ravenous Strike heals you off its own damage (free of its Rage cost via the spec passive, spammable every GCD while transformed), backed by Blood Curse trickling health and Rage the whole time you stay shifted.
- True dual-range flexibility — human form gives a ranged Shadow-bolt rotation (Bloodbolt, Veinburst, Hemoburst) while Accursed Form turns you into a lifestealing melee bruiser (Reave, Ravenous Strike, Puncturing Fangs), no respec required.
- A free transformed kit with a high ceiling — the spec passive zeroes the Rage cost of your hardest-hitting melee buttons, so once shifted only the GCD limits you, and Bloodsurge/Final Embrace layer real burst windows on top.
- Self-heal is damage-gated, not passive — every point of sustain (Ravenous Strike's lifesteal, Blood Curse's trickle) needs you actively landing hits or holding your form; get stunned, feared, kited or LOS'd and it drops to zero instantly.
- Thin hard CC and no true CC-break — your only spec-line control is The Hunter and the Hunted's form-swap charge-and-root, with no stun, interrupt or silence in the spec kit; the class line (Hemostasis, Scarlet Delirium) can patch the gap at the cost of extra picks.
- Your biggest heal needs melee range — Ravenous Strike only lifesteals while transformed and in melee, so ranged classes that kite you or burst before your gap-closer is up can outrace your sustain.
- Not a party healer — a self-sufficient DPS spec whose group contribution is Dark Frenzy's party haste, Dark Sigil's party crit buff and Insatiable Appetite's incidental splash healing, with Fleshcraft as the class kit's only real single-target heal.
Demanding to play well — a risk/resource-gamble mechanic, form/stance swapping.
Enormous mastery ceiling — mastering that risk window.
See also: all Ascension CoA builds · the Ascension talent builder.
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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