Blood Death Knight
Blood Death Knight
This is a tank whose primary stat is Strength. It does not use a shield and wields a two-handed sword as its weapon. The core mechanic of this class is negating incoming damage, which allows it to survive even in the toughest situations and stay completely independent of an ally healer.
Strengths
- Nearly complete independence from external healing thanks to massive self-healing.
- Group-wide magic damage reduction thanks to
Anti-Magic Zone. - Ability to pull enemies toward you with
Death Grip and
Gorefiend's Grasp. - Immunity to silence, fear, and sleep effects from
Lichborne, and stun immunity from
Icebound Fortitude. - Knockback immunity from
Death's Advance. - Immunity to magic damage and curses thanks to
Anti-Magic Shell. - Mass blind effect via
Blinding Sleet. - Ability to survive lethal damage thanks to
Purgatory.
Weaknesses
- Survivability directly depends on dealing damage to enemies.
- Low mobility.
- Takes significant damage at the start of a fight before the rotation ramps up.
- Long cooldowns on powerful defensive abilities.
Stat Priority
Talents
Rotation (Ability Priority)
Death Strike for healing and if you have more than 75 Runic Power
Bone Shield. If the shield is running out, press
Marrowrend
Death and Decay and stand inside it
Reaper's Mark on cooldown
Dancing Rune Weapon on cooldown
Blood Boil if
Dancing Rune Weapon is active and your target doesn't have
Blood Plague
Blood Boil when
Boiling Point procs
Blood Boil if all other abilities are on cooldown
Heart Strike if all other abilities are on cooldown
Best in Slot
Don't forget to explore our class pages, where not only the best items in the slot are available, but also other alternatives for any class, spec or situation:
Enchants, Gems, Consumables
Leveling
Your main self-healing ability is available from level one.
Always use
Death Strike to restore your health in combat. At early levels this alone is enough to fight enemies comfortably.
As you level up, you will unlock new abilities. We recommend following the ability priority from the rotation section.
Mythic+ Tips
1
If your group has few classes that can interrupt spells, or you plan to fight large packs of casters, be sure to take the
Coldthirst talent. Each successful interrupt grants you 10 Runic Power and reduces the cooldown of your interrupt by 3 seconds, letting you kick dangerous casts more often.
2
Take the
Asphyxiate talent if your group has little or no crowd control. This ability stuns the target for 5 seconds, preventing it from casting dangerous spells.
3
If bosses or mobs in the dungeon apply magical curses to multiple targets, consider the
Unyielding Will talent. It lets
Anti-Magic Shell remove all harmful magical effects from you, at the cost of increasing its cooldown by 20 seconds. Use it only when you truly need to cleanse magical debuffs.
4
Try to use
Death Grip as often as possible on mobs that stand still and cast continuously. The pull interrupts the cast and drags the annoying mob straight to you.
Macros
#showtooltip Mind Freeze /cast [@focus,harm,nodead][] Mind Freeze
#showtooltip Death and Decay /cast [mod:ctrl, @cursor] Death and Decay; [@player] Death and Decay
#showtooltip Raise Ally /cast [@mouseover,help,dead][] Raise Ally
Author
Fouren
Fouren has been playing World of Warcraft for over 15 years. He is an active player with 12 Cutting Edge achievements under his belt, and has reached the top 1% and 0.1% multiple times on various classes. His main classes are healers, particularly Holy Paladin.

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