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Blood Death Knight Guide for Midnight Season 2 (Patch 12.1)

by Fouren
Updated
17 minutes readmin
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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 is healing from damage taken and then absorbing incoming damage, which makes it the tank least dependent on external healing, both in raids and in keys.

The price for this enormous self-healing is taking the most incoming damage of all tank specializations.

Strengths

  • Almost complete independence from external healing thanks to enormous self-healing.
  • Group magic damage reduction thanks to spell_deathknight_antimagiczoneAnti-Magic Zone.
  • A unique mechanic — pulling enemies toward you thanks to spell_deathknight_strangulateDeath Grip.
  • An even more unique one — mass silence + pull: ability_deathknight_aoedeathgripGorefiend's Grasp.
  • Immunity to charm, fear and sleep thanks to spell_shadow_raisedeadLichborne, and to stun — from spell_deathknight_iceboundfortitudeIcebound Fortitude.
  • Immunity to knockback thanks to spell_shadow_demonicempathyDeath's Advance.
  • Immunity to magic damage and harmful magic effects (including poisons) thanks to spell_shadow_antimagicshellAnti-Magic Shell.
  • Dynamic and engaging gameplay.

Weaknesses

  • The lowest amount of armor and passive damage reductions, which makes BDK the tank taking the most damage of all specializations.
  • Survivability directly depends on dealing damage to enemies, rune management and Blood Shield management.
  • Low mobility.
  • Different hero trees and stat priorities for raid, delves and keys.

Stat priority

Death Knight Blood Stats Priority
Death Knight Blood Stats Priority
StrengthStrength>HasteHaste>Critical StrikeCritical Strike>MasteryMastery>VersatilityVersatility

Talents

Death Knight Blood
Talents
No talent data

Rotation (Ability Priority)

Death Knight Blood
Opener
  1. 1
    Death and Decay
  2. 2
    Death's Caress
  3. Pull
  4. 3
    Reaper's Mark
  5. 4
    Raise Dead
  6. 5
    Marrowrend
  7. 6
    Dancing Rune Weapon
  8. 7
    Blood Boil
  9. 8
    Marrowrend
Death Knight Blood
Abilities Priority

Best in Slot (BiS)

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:

Death Knight: Gear
Death Knight: Gear
Best in Slot (BiS)
Slot
Recommended Gear
Two-handed weapon
Mez'roa, Fury of the Chief
Head
Grim Grave Knight's Casque
Neck
Reliquary of the Akira's Doom
Shoulders
Grim Grave Knight's Shoulderguards
Back
Silken Voodoo Pelerine
Chest
Mournful Grave Knight's Cuirass
Wrists
Spellbreaker's Bracers
Hands
Grim Grave Knight's Grips
Waist
Girdle of Venomous Regrets
Legs
Chausses of Unleashed Hatred
Feet
Venom-Resistant Hightop Boots
Ring
Ritualist's Band
Ring
Sin'dorei Signet of Fine Craftsmanship
Trinket
Insatiable Heart of Ula'tek
Trinket
Zul'jin's Guillotine Strike

Enchants, gems, consumables

Enchants
Slot
Recommended Gear
Comment
Weapon
Rune of Sanguination
— in all situations, when comparing DPS, Rune of Sanguination always wins. If you need MAXIMUM survivability — you can try taking Rune of the Fallen Crusader. But an important note: that is only if you have chosen to be Deathbringer and only in keys. Raid — always Sanguination, in every case. San'layn — always Sanguination.
Weapon (alternative)
Rune of the Fallen Crusader
Head
Enchanted Helm - Enhanced Blessing of Speed
Shoulders
Enchanted Shoulders - Swiftness of Akil'zon
Chest
Enchanted Chestpiece - Mark of the Worldsoul
Legs
Wildsource Armor Kit
Boots
Enchanted Boots - Wanderer's Hunt
Ring
Enchanted Ring - Nature's Wrath
— for raid always Nature's Wrath. For keys — if you play WITHOUT crit, then the Versatility enchant.
Ring (alternative)
Enchanted Ring - Moonglow Tenacity
Gems
Meta gem
Insightful Eternal Diamond

There is a BiS here — only the meta gem:

The other gems you use to adjust your stats in the direction you need — top up crit, versatility, haste, Mastery.

Consumables
Flask — Raid
San'layn —
Flask of Tempered Aggression
Deathbringer —
Flask of Alchemical Chaos
Flask — M+
San'layn —
Flask of Tempered Swiftness
Combat elixir
Potion of Unwavering Focus
or
Tempered Potion
Health potion
Moonglow Healing Potion
Weapon buff
Thalassian Phoenix Oil
Augment rune
Void-Touched Augment Rune
Food
Feast of the Blooming
About flasks and pre-pots

Again — a flask is what lets you “top up” the stat you need. There is no best one — there is the one your character needs. If you do not understand — take versatility or crit — always a benefit.

About the combat elixir — this is a subtle point.

If you are San'layn — in a raid, under BL you drink

, because under BL gives you nothing: you get a lot of haste when you already have a lot of haste, and you physically cannot press buttons faster than 0.5 s — the GCD under BL.

But — if it is the 5th minute of a boss fight and you press the elixir a second time under a burst — then

gives more. In keys, however, as San'layn you press always. The Tempered Potion gives both damage and survivability for San'layn. Unwavering Focus gives haste — and that is only damage, while during DRW you will not be able to keep dishing out the full DPS rotation — your goal is to survive.

If you are Deathbringer — we drink

always. In terms of efficiency — you will get more benefit from secondary stats (not haste) than from the Tempered Potion.

Leveling process

Your main ability for restoring health — spell_deathknight_butcher2Death Strike — is available to you from the very start of the game.

Be sure to use spell_deathknight_butcher2Death Strike to restore your health during combat. At the first levels this will be enough for comfortable fights against enemies.

As you level up you will gain new abilities. We recommend sticking to the ability priority from the rotation section.

Useful tips for Mythic keys

1

You need to understand how parry/block/dodge work in this game. Parry (and block, and dodge) works ONLY in the frontal cone in front of you. The frontal cone is 90 degrees (45 to the left, 45 to the right). This also applies to block and dodge. (BUT — we are talking about BDK, parry is what matters to us.)

2

You are very wary of mass mob crowd control. Mobs all stunned at once — they will all start hitting you at once. Parry did not proc, there was no absorb — you take lethal damage. What to do? Kite — step away. Again: puddle, step back — the mobs' auto-attacks desync and you take damage more predictably.

3

An important point to understand: your defensive spells reduce the damage you will take. That means they must be pressed BEFOREHAND, not after taking the damage. You are gathering mobs, they are coming to you? Do not wait for the mobs' first hits — press a save in advance. The boss is casting a tankbuster? Do not wait for the damage — press a save in advance. Magic damage is being cast on you? Press the green one (spell_shadow_antimagicshellAnti-Magic Shell) before taking the damage — if the mob's cast applies some magic effect, it will not be applied to you. This works for all classes, all specializations: defensive spells should be pressed BEFORE taking damage — that way the healer has MORE time to help you, and you, as a BDK, have more time to heal yourself with Death Strike.

4

From the first block we must conclude: your positioning as a BDK is critically important. You have no right to keep mobs to your side, and never behind you — only the frontal cone, so that your parry mechanic works. Parry is the foundation of your survival. Even if you have little crit — Strength gives parry, your defensive spell DRW gives parry. Lots of mobs? They are moving? Spread the puddle (spell_shadow_deathanddecayDeath and Decay) and step back — so all mobs are in front. If you are running ahead of the mobs and about to pull a lot — slow the mobs with the puddle: puddle + Blood Boil — and run. The mobs are slowed — they do not hit you in the back.

5

In keys your puddle is your everything. The 90% slow lets you kite (step a few paces back from the mobs so they do not reach you with auto-attacks). No defensive spells? Puddle — step back. Gathering mobs, do not want them hitting you in the back? Puddle under yourself.

6

Right now WoW has a bug for BDK: PURELY magic damage is not counted toward the heal from Death Strike. If you take ONLY magic damage and press Death Strike — you get the MINIMUM amount of healing. To get healing boosted by damage taken, you must take combined damage: magic + physical. Example: the second boss of Cinderbrew Meadery. During the tankbuster you take purely magic damage — bring a couple of skeleton warriors from the pack on the right and do not kill them (do not cancel Raise Dead). During the tankbuster, alongside the magic, they will give you physical auto-attacks, which forces the game to count ALL the damage taken.

7

As a BDK you are most vulnerable at the start of a fight with mobs: you have no bones, you have no absorb, you have no RP. Most deaths happen exactly at this moment. Accordingly, the time for your saves is the start of the fight: you ran in, aggroed the mobs — when they reach you, you should have a defensive spell up: DRW / Icebound Fortitude.

8

Try not to press DRW and Icebound Fortitude at the same time — first one, then the other. Vampiric Blood — you can press on CD and together with other defensive CDs. In combat, with active RP spending, its CD is reduced to 30–45 seconds instead of 1.5 minutes. In tough moments (a big pull, the very start) — Vampiric Blood alone does not guarantee your survival.

9

Plan your defensive spells. When you make a run plan — look at where you will need DRW and Icebound Fortitude. Try to hold them. Planning is your everything.

10

Again — try to always keep RP (Runic Power) for at least one Death Strike. Two Death Strikes in a row is a possible mistake. Right now Death Strike works like a “bucket”: you take damage, it accumulates, when you press Death Strike it all “empties,” and a second Death Strike in a row heals nothing. The ability (spell_deathknight_bloodboilCoagulating Blood) lets you track the amount of damage taken.

Macros

Using a focus interrupt
#showtooltip Mind Freeze
/cast [@focus,harm,nodead][] Mind Freeze
Casting Death and Decay at the cursor
#showtooltip Death and Decay
/cast [mod:ctrl, @cursor] Death and Decay; [@player] Death and Decay
Casting Raise Ally at the cursor
#showtooltip Raise Ally
/cast [@mouseover,help,dead][] Raise Ally

Interface setup

In Midnight we have three new kinds of “help” from Blizzard (God bless this company). Available to you:

  1. Casting spells on focus. You first need to bind “remember target,” then enable the focus-casting feature and choose a modifier button (Ctrl/Shift/Alt). After that, any spell cast while holding the modifier will be used on the remembered target. Important note: this key combination must be free. (Example: E — you have Death Grip, Ctrl — the modifier. For Death Grip Ctrl+E to be cast on focus — Ctrl+E must have no other binds. I think the example is clear.)
  2. Casting spells on mouseover. When this option is on — with the right mouse button “not held,” spells will be cast on the target under your cursor. This does NOT WORK on area spells (Game iconDeath and Decay) — for those we still need macros. If your right mouse button is held (the cursor is “hidden”) or no one is under the cursor — spells are cast on the selected target.
  3. Dynamic targeting. When you press the “next target” button (Tab by default), the highest-priority target will be selected. As an example: if there is a target currently casting a spell — it will be selected.

Glossary

Term Explanation
AoE Area of Effect — damage/effect over an area, on several targets.
Apex Apex — the talent “Apex of the Ebon Blade,” grants weapon-copy procs.
Aggro Aggro — threat, the mobs' attention. The tank must hold aggro so mobs hit them and not the DPS/healers.
BL Bloodlust / Heroism — a haste buff (+30% haste for 40 s).
BiS Best in Slot — the best item for a given slot.
Burst Burst — a period of increased damage/survivability, usually tied to CDs.
Vers Versatility — a secondary stat.
GCD Global Cooldown — the global cooldown of abilities, 1.5 s by default.
Gear Gear — a character's equipment.
DPS Damage Dealer — a player who deals damage.
Delve Delve — a new type of dungeon in The War Within.
DoT Damage over Time — a periodic damage effect.
DRW Dancing Rune Weapon — the main defensive CD of the BDK.
Pull start The moment the pull begins, the first seconds of a fight with a pack of mobs.
The green one Anti-Magic Shell — the green icon, absorbs magic damage.
Ilvl Item Level — an item's level.
Kite Kite — pulling mobs onto yourself, dodging their auto-attacks (usually with a slow).
CD Cooldown — an ability's recharge; also the ability itself.
Kick Kick — interrupting an enemy's spell cast.
Cleave Cleave — damage on 2–3 targets at once (between ST and AoE).
Scythe Exterminate — a hero ability of the Deathbringer tree.
Crit Critical Strike — a critical hit, a secondary stat.
Last Last — the final boss (of a raid or dungeon).
Puddle Death and Decay — a zone on the ground under the tank.
M+ Mythic+ — Mythic keys, challenging PvE content.
Meta Meta — the current optimal solution accepted by the community.
Opener Opener — the starting sequence of abilities in a fight.
Pack Pack — a group of mobs, a group of enemies.
Proc Proc — a random triggering of an effect (ability, talent, item).
Pull Pull — gathering a group of mobs for a fight.
To pull To initiate a fight with mobs.
RP Runic Power — the BDK's resource.
Rune Rune — the BDK's second resource, recharges over time.
Silence Silence — a muting effect, prohibiting spell casting.
Save A saving ability, a defensive CD.
Set Set — a class gear set (tier set), gives bonuses for 2 and 4 pieces.
Sim / Simcraft SimulationCraft — a program for simulating a character's DPS/survivability.
ST Single Target — damage on a single target.
Stun Stun — losing control of the character.
Tankbuster Tank Buster — a boss ability dealing increased damage to the tank.
Fight Fight — combat (usually with a boss).
Filler Filler — an ability used when there are no others of higher priority.
Haste Haste — a secondary stat.
Heal / Healer Heal / Healer — healing / a healer.
Purgatory Purgatory — a talent that gives a “second chance” at death (3 s of immortality, then death if not healed up).
Blood Shield Blood Shield — an absorb from Mastery, accumulates after Death Strike.
Encounter Encounter — a boss fight following a set script.
DS Death Strike.

Author

Fouren

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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