General Information
On this page, we list your Blood Death Knight core
abilities and how they should be used together (rotation) in World of Warcraft
MoP 5.4. We also explain when
to use your various cooldowns. Then, we go deeper and present all the subtleties
that you will need to know if you want to excel at playing a Blood
Death Knight.
The other pages of our Blood Death Knight guide can be accessed
from the table of contents on the right.
1. Single Target Rotation↑top
Generally speaking, your goal during each fight is to use your resources
(runes and runic power) to generate threat and to stay alive. This is the
recommended way to use your abilities:
- Apply and maintain your diseases on the target
- Use your Frost, Unholy, and Death runes on
Death Strike.
- Use your Blood runes on
Heart Strike. Never use Heart Strike if
you have no Blood runes, as this will cause Heart Strike to consume a Death
rune, which should be saved for Death Strike.
- When the target is at or below 35% health, you should use your Blood runes
on
Soul Reaper (the goal being to use Soul Reaper on cooldown during this
period).
- Use your runic power on
Rune Strike to generate threat and dump
runic power.
- Use
Horn of Winter when nothing else is available, in order to
generate runic power.
- Use your
Crimson Scourge procs (free
Blood Boil or
Death and Decay) as follows.
- Use
Death and Decay if available and if the target will remain in the
area of Death and Decay for the whole duration.
- If Death and Decay is on cooldown or the target is likely to move, use
Blood Boil.
If you have chosen the
Blood Tap talent as part of your tier 5 talent
choice, you should read this section to see how to
maximise the benefit of this talent.
As you can see, this rotation does not take into account the use of your many
survival abilities. You will often find that you must mix these abilities with
the above rotation in order to stay alive. Please refer to the sections below
in order to better understand how to use all of your survival abilities.
2. Multiple Target Rotation↑top
When tanking 2 or 3 enemies, your go-to ability will be
Heart Strike. Against 4 or more enemies, you will want to switch
to
Blood Boil. Keep in mind that Blood Boil scales much better with
your gear and stats than Heart Strike, so you should check the damage of these
abilities to see which one is best to use in your particular case.
Additionally, you will want to use
Death and Decay on cooldown,
placing it under the targets you are tanking.
You will, of course, still use
Death Strike on any enemy, for the
self-heal and
Mastery: Blood Shield benefits that it provides. You will
dump your runic power with
Rune Strike.
As in the case of the single target rotation,
Crimson Scourge procs
should be used firstly on Death and Decay, if available, and after that on
Blood Boil.
3. Taunting↑top
Dark Command is your main taunting ability. It only works on a single
target and has an 8-second cooldown.
Death Grip grabs your target and moves it to your location. It also
has the effect of taunting the target and interrupting spellcasting. The
movement effect does not work against most raid bosses.
4. Presence↑top
You should always be in
Blood Presence. There is no exception to
this.
5. Survival Cooldowns↑top
As a tank, you have many survival cooldowns that you need to often
insert into your rotation to survive the various abilities that your enemies
will throw at you. There are 3 kinds of cooldowns: proactive cooldowns
(to protect yourself before high damage spikes occur), reactive cooldowns
(to heal yourself after taking damage), and cooldowns that are both
proactive or reactive (meaning that you can use them however you want).
Below, we present all the cooldowns at your disposal, with a short
explanation of what they do. More information about each cooldown can be
found in subsequent sections.
Anti-Magic Shell |
- Reduces all magic damage taken by 75% (up to a maximum of 50% of your maximum health)
- Prevents most magic debuffs from being applied on you
|
Icebound Fortitude |
Grants you a 50% damage taken reduction |
Dancing Rune Weapon |
Grants +20% chance to parry (also increases threat generation
with Glyph of Dancing Rune Weapon) |
Army of the Dead |
- While this ability is being channeled (4 seconds), all damage
taken is reduced by the sum of your dodge and parry chances (for example,
if you have a 15% chance to dodge and a 16% chance to parry, all damage taken
will be reduced by 31%)
- The ghouls created by this spell will attempt to taunt enemies (with the exception
of raid bosses)
|
Bone Shield |
- Reduces all damage taken by 20%
- Remains active until you receive 6 damaging attacks.
|
Rune Tap |
Converts a Blood rune into 10% of your health (remember that the 30-second
cooldown of Rune Tap is sometimes reset by Will of the Necropolis when
your health drops below 30%) |
Death Strike |
- Heals you for 20% of the damage you have sustained in the previous 5
seconds (a minimum of 7% of your maximum health)
- Protects you with a damage absorption shield (thanks to
Mastery: Blood Shield)
|
Vampiric Blood |
- Grants you 15% additional health
- Increases the healing you receive
- With
Glyph of Vampiric Blood, you gain no health but the healing
you receive is increased by an additional 15%
|
Empower Rune Weapon |
Instantly regenerates all runes and grants 25 Runic Power (very
useful for casting Death Strike or Blood Tap) |
6. Optional Read: Mastering Your Blood Death Knight↑top
While the information we gave in the previous sections will yield very good
results, there are many things you should be aware of, in order to play
your Blood Death Knight to its full potential. In particular, we explain
in great detail how to properly use your various survival cooldowns.
6.1. Vengeance
Vengeance is a passive ability which you receive for
choosing the Blood specialisation. Essentially, it increases your attack
power for 1.5% of the unmitigated damage you receive. It takes the form of a
20-second buff, which you should have no problem maintaining 100% uptime
on.
Vengeance also has diminishing returns, in that each additional target
attacking you generates less Vengeance than the previous one.
6.2. Soul Reaper
Soul Reaper is a damaging, execute-like ability that should be
used when the target is below 35% health.
6.3. Dark Simulacrum
Dark Simulacrum is a very special ability. It places a debuff on the
target, which causes you to mimic their next spell cast that costs mana to
use. This grants you the ability (it will replace Dark Simulacrum on your
bars) for a short amount of time. Using this mimicked ability can be very
beneficial (even exploitative) on some encounters.
Note that Dark Simulacrum does not work, most times, in PvE.
6.4. Generalities On Survival Cooldown Usage
Blood Death Knights take damage in a far more unpredictable manner, compared
to the other tanking classes. This is due to the fact that the other tanking
classes have passive abilities (block chance, in the case of Paladins and
Warriors) that handle the mitigation of damage automatically.
Blood Death Knights, however, only have their dodge and parry chances. This
causes them to take fully unmitigated attacks far more often. To compensate
for this, Death Knights have, as we have seen above, a very large number of
survival cooldowns. In order to function properly during raids, Death Knight
tanks will have to make extensive use of these cooldowns. Doing so well can
have tremendously good results, while doing so poorly can make it seem
like other tanks are far easier to heal.
There is no set order in which you should use your abilities. Rather, you
should use some cooldowns (proactive ones) in anticipation for an event in the
encounter, in order to be better prepared for when it occurs. Other cooldowns
(reactive ones) should be used to better recover from an unfavourable
situation. Finally, there are a number of cooldowns that can be used both
reactively and proactively, depending on the situation.
In the following sections, we go through all your survival cooldowns
and explain how and when to use them.
6.5. Detailed Cooldown Usage
6.5.1. Anti-Magic Shell
Anti-Magic Shell should be used whenever there is magic damage to
mitigate (such as breath attacks, for example). The mitigation that it offers
is very high. It has a short duration (5 seconds) so you will need to be quite
accurate in timing it.
It also has the benefit of preventing the application of magical debuffs on
you while it is active, and it can be used for this purpose, as well, depending
on the encounter mechanics.
6.5.2. Icebound Fortitude
Icebound Fortitude is only truly useful if it is used before you
take a high amount of damage. It reduces all damage you take by 50% for 12
seconds, and it should always be used when you anticipate that you will take a
lot of damage or that your healers will be unable to heal you.
6.5.3. Dancing Rune Weapon
Dancing Rune Weapon should be used before you take a high amount of
physical attacks. It grants you 20% chance to parry for 12 seconds. It is,
therefore, excellent against melee attacks and thus physical damage.
6.5.4. Army of the Dead
Army of the Dead has two survival benefits. As we will see, it is more
potent when you are trying to reduce magic damage, but it works well against
Physical damage as well.
The first benefit is the damage reduction that it provides. While the spell
is being channeled, your damage taken is reduced by the sum of your dodge and
parry chances. As such, this cooldown provides a sizable damage reduction for
a short amount of time. Note, however, that while you are channeling, you
cannot dodge or parry, so you will be hit by every attack made against you,
which works to counter the damage reduction that you gain, to some extent.
So, when used against Physical damage, it is best to use it when unavoidable
abilities are cast at you, but at any rate, it remains beneficial to use
against practically anything.
The second benefit is that the ghouls will taunt any mobs that they can,
with the exception of raid bosses. This allows you some time to breathe and
recover, while the ghouls are dying. Note that this effect can cause problems
if the adds require some specific placement or handling, though.
6.5.5. Vampiric Blood
Vampiric Blood is one of your most powerful cooldowns. If
unglyphed, it will grant you 15% extra health for 10 seconds, and increase
your healing received (from all sources, including self-heals) by 25%. It can
be used both reactively and in ancitipation.
For most encounters, we recommend that you use the
Glyph of Vampiric Blood. This will cause the ability to not grant you any
health, but increase all healing received by 40%. This makes it an amazingly
potent cooldown for when you expect to require a lot of healing or that you
will be taking a lot of damage. It can also be used reactively, if you couple it
with some of your self-heals to raise your health up in a very short amount of
time.
6.5.6. Empower Rune Weapon
Empower Rune Weapon does not provide any survival effects on its own.
It instantly activates all of your runes and grants you 25 runic
power. It is very useful for providing you with extra resources when you need
to use your survival abilities that have rune or runic power costs.
Its cooldown is quite long, so make sure to use it wisely.
6.5.7. Bone Shield
Bone Shield offers you 20% damage reduction for however long the buff
persists on you. The buff has 6 charges and each time you receive a damaging
attack, a charge is lost. Damaging attacks cover both physical attacks as well
as magic attacks. Damage from DoTs and ground based AoE abilities
consumes a charge, although this is not always the case and it seems to depend
from encounter to encounter.
Because this spell has a 1 minute cooldown and 5 minute duration (unless
all charges are spent before that time), it is ideal to cast it on yourself
before combat, so that it has time to cool down. This way, you can chain the
effect twice as soon as you engage the boss.
6.5.8. Rune Tap
Rune Tap is on a 30-second cooldown and it heals you for 10% of
your maximum health. It costs 1 Blood rune to cast. Basically, you want to use
this ability more or less on cooldown, as long as it does not overheal you. In
case you know for certain that a big amount of damage is incoming, you
should save it for this time.
Also, you should not try to save this ability specifically for when
you drop to a low health percentage. This is because each time you drop below
30% health (not more often than once every 45 seconds, however),
Will of the Necropolis will reset the cooldown of Rune Tap and make it
free of cost. Additionally, each time Will of the Necropolis procs, you will
gain a 25% damage reduction for 8 seconds.
If you are in the process of taking a lot of damage, you should try to use
Rune Tap normally, before you drop below 30% health, so that you can then
use it again.
Note that the Tier 15 Set 2-piece Bonus provides a 10-second reduction to
the cooldown of Rune Tap, and makes it free of cost.
6.5.9. Tier 1 Talents
Unholy Blight is an excellent way to apply diseases to
newly-spawned adds. You can simply turn it on and run through/into the
adds. Alternatively, you can turn it on and apply diseases to a newly
spawned single target.
Roiling Blood should be used to simply spread your diseases to any
new targets that have entered the fight. Just use
Blood Boil whenever
you want to spread the disease, but try to only do so when you have
Crimson Scourge procs in order to avoid spending runes.
Plague Leech should be used on cooldown. Make sure that
both your Frost and Unholy rune pairs are depleted, and use Plague Leech
to gain a Frost rune and an Unholy rune. Then, you can simply re-apply
your diseases with
Outbreak (using
Glyph of Outbreak, which removes
the cooldown of the ability).
6.5.10. Tier 2 Talents
Lichborne should be used whenever you are low on health, or you
just want to supplement the healing that your healers are doing. Simply
cast Lichborne and then spam
Death Coil on yourself. You will find
this macro useful.
Anti-Magic Zone is a raid cooldown, and you should consult with your
raid leader and the healers in order to determine the best time to use
it.
Purgatory will act passively, saving your life. You should try to
use as many self-healing abilities as you can, as soon as Purgatory procs, so
that you can get rid of the healing absorption effect that it applies before
it wears off, as this causes you to die. Remember that you can (at least in
theory) use Purgatory to bypass otherwise deadly encounter mechanics.
6.5.11. Tier 4 Talents
Death Pact heals you for 50% of your maximum health, on a 2 minute
cooldown. This is a very powerful heal, so make sure that it does not end up
overhealing you.
Death Pact requires that you have an active ghoul to sacrifice, either from
Raise Dead or from
Army of the Dead. Undead minions controlled
through
Control Undead do not count.
We recommend this macro to summon a
ghoul and use Death Pact at the same time.
Death Siphon and
Conversion are currently so undesirable
for a Blood Death Knight, that we do not believe you should ever take them.
6.5.12. Tier 5 Talents
If you have chosen
Blood Tap, you should use it with the following
guidelines in mind.
- Never cap your
Blood Charges. You can have a maximum of 12
charges, so you should make sure not to cap your charges and waste additional
ones (unless you really need to have 12 charges stored up for a very damaging
burst of damage that is coming up).
- Store up Blood Charges in preparation for damage spikes against which you
wish to use multiple Death Strikes.
- Remember that you need 5 Blood Charges to use Blood Tap once (which will
grant you one Death rune), and that you need 2 Death runes to use a Death
Strike.
- Blood Tap only refreshes fully depleted runes. So, in order to get two
Death runes, you will have to first use up your current Death runes.
Even though there are suggestions of using a macro to automatically cast
Blood Tap (it is off the global cooldown), such as macroing Blood Tap together
with
Rune Strike, we do not advise using these, as they take away all the
control that makes Blood Tap so great.
There is one macro, however, that is very useful for Blood Tap, and we
talk about it on the macros page.
So, by just using Blood Tap based on the above suggestions, you will get a
pretty solid benefit from it. However, there is a more advanced way of using it,
which will yield better results. Since this is directly tied to
Death Strike usage, we explain it in the next section.
If you chose
Runic Corruption, you do not have much to
worry about, since its effect is passive.
Finally, if you chose
Runic Empowerment, the best way to get as many
Death Strikes as possible is to always keep a Blood rune active at all
times, so that Runic Empowerment always refreshes a Frost or an Unholy rune.
6.6. Death Strike and Blood Shield
Death Strike is your most important self-healing ability. It is also
part of your regular ability rotation during combat. In order to make the
most out of Death Strike and of your Mastery (
Mastery: Blood Shield),
you cannot simply use Death Strike whenever it is available.
There are three main things to keep in mind when using Death Strike.
- One way of using Death Strike is to use it after you have received one or
more damaging attacks in a short space of time (5 seconds). This is because
Death Strike's self-healing component is based on how much damage you have
taken in the 5 seconds prior to using it. As such, the more damage you have
taken just before using Death Strike, the bigger the self-heal and the
resulting Blood Shield will be. Additionally, this ensures that the self-heal
will not overheal you, as you have just taken damage.
- Another way of using Death Strike is to use it several times right before
you receive a large amount of damage, since this will stack your Blood Shield
up and cause you to take less damage.
- Finally, if you are not the main tank, and you are preparing to taunt the
boss or to pick up a newly spawned add, you should try to stack as high a
Blood Shield as you can (note that Blood Shield's value is limited to your
maximum health) by using Death Strike repeatedly on the boss prior to taunting
it.
For tracking the amount of damage you have taken in the last 5 seconds,
and thus the potential efficiency of your Death Strike's self-heal and of your
Blood Shield, we recommend the Blood Shield Tracker add-on.
Finally, regarding your Mastery, it is important to remember that the
shields provided by Death Strike only protect against Physical damage.
6.6.1. Advanced Death Strike and Blood Tap Usage
As we mentioned above, there is a way to get more out of your
Death Strike usage, if you have the
Blood Tap talent. Note that this
is an advanced (and rather cumbersome) technique, and you need to have a very
solid grasp on your gameplay to be able to apply it.
Let us first consider a few things.
- Whether you are using
Death Strike to heal yourself after having taken
damage, or using it to shield yourself before taking damage, you always want
to be ready for using Death Strike at a moment's notice.
- You should never have two runes of one type active, because if you are
doing this, then they are not recharging and you are wasting their
cooldowns.
- You should never have a Blood rune active, unless you are saving it to use
Blood Boil soon for AoE threat reasons, since Blood runes cannot be used
on Death Strike.
The result of this is that your ideal stance while tanking should be one of
the following two options.
- One Frost rune and one Unholy rune active, and all other runes
depleted.
- One Death rune (in the place of a Blood rune), one Frost rune, and one
Unholy rune active, and all other runes depleted.
In the first scenario, using Death Strike will consume your current
Frost/Unholy pair, leaving you with no runes active, and a double Blood Tap
will give you another Death Strike, with more runes coming off cooldown soon.
In the second scenario, it will leave you with one Death rune active, and
one Blood Tap will allow you to use Death Strike again, leaving you with
more Blood Tap charges (assuming you had pooled them), and with more runes
coming off cooldown soon.
6.6.2. Scent of Blood Procs
Each time you perform a successful melee attack, dodge an attack, or
parry an attack, you gain a stack of
Scent of Blood, up to a maximum of 5.
Each stack increases the healing and minimum healing of your next
Death Strike by 20%. Additionally, each time the effect procs, you gain
10 runic power.
Clearly, the more stacks you have of Scent of Blood, the more powerful your
Death Strike's healing will be. In normal fight conditions, there is little to
gain from monitoring the stacks closely, and you can use Death Strike quite
loosely.
6.6.3. Riposte
Riposte is a passive ability that procs when you dodge or
parry an attack, increasing your Critical Strike chance by 75% of your
total avoidance (your chance to dodge and parry combined), for 20 seconds.
In most cases, this just means that you will have a near-permanent buff
to your Critical Strike chance while you are tanking a boss, and it does not
require any management from your part.
If you are not tanking any mobs, then you will not have a chance to proc
Riposte. There is a trick that you may be able to use in certain situations,
however, in order to maintain a high uptime on Riposte. Namely, you can
taunt the boss (or other target) off of the current tank and wait until you
parry or dodge an attack before having them taunt it back. By doing this
every 20 seconds, you could maintain relatively high uptime on Riposte, gaining
a sizeable damage boost. Note that if you are attempting this trick, you
must be very careful for your taunting not to interfere with any
tank-switching mechanics in the fight. Given the fact that most encounters
have such tank-switching mechanics, we imagine the usefulness of this
strategy to be quite limited.
7. Changelog↑top
- 16 Dec. 2013: Added a mention of using
Soul Reaper in the
single target rotation.
- 10 Sep. 2013: Patch 5.4 update.
- Edited the disease sections, and the
Plague Leech section to reflect
the new recommended usage of the ability.
- Added mention that
Scent of Blood now also procs from dodging and
parrying attacks.
- Removed the mention about
Dancing Rune Weapon's runic power cost, since
it is now free.
- Added a section for
Riposte, a new passive ability.
- Updated the
Vengeance section to account for the minor
changes that this mechanic underwent.
- 20 May 2013: Patch 5.3 update: nothing to change.
- 31 Mar. 2013: Performed several updates to the page.
- Added mention of using
Unholy Blight to apply diseases to a single
target if
Outbreak is unavailable.
- Added mention of using
Crimson Scourge procs primarily on
Death and Decay, even against a single target.
- Improved the explanation of
Army of the Dead.
- Added mention of the benefits of the Tier 15 Set 2-piece Bonus to
Rune Tap.
- Updated the Tier 1 and Tier 5 talent sections to reflect the altered
priority of these talents, based on the changes we operated on the Talents
page of this guide.
- Added advanced usage tactics for
Blood Tap, as well as a useful
Blood Tap macro.
- Removed a paragraph that recommended saving
Scent of Blood stacks in
preparation for taking damage.