Utolsó módosítás programmer, ekkor: 2014.06.23.
In this article, we list your Blood Death Knight (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Blood Death Knight will face you with.
The other articles of our Blood Death Knight guide can be accessed
from the table of contents on the left.
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
Frost Fever and
Blood Plague, either through
Icy Touch and
Plague Strike, or through
Outbreak. If the
debuffs provided by these abilities are already provided (attack speed
reduction and physical damage reduction) by other tanks, you do not have to
apply them.
- Use your Frost and Unholy runes (including when they become Death runes)
on
Death Strike. This is detailed in a subsequent section.
- Use your Blood runes on
Heart Strike. Never use Heart Strike if both
of your Blood runes are on cooldown, as this will use up a Death rune, which
should be saved for Death Strike.
- Use your runic power on
Rune Strike to generate threat and dump runic
power. Only use Rune Strike when at least one of your Frost or Unholy runes
is fully depleted.
In case you wish to generate a very large amount of threat at the pull
(when threat matters most), you can use
Dancing Rune Weapon before pulling,
provided that you are using Glyph of Dancing Rune Weapon.
As you can see, this 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
The other tanking classes are far better equipped in AoE situations.
However, should you have to tank multiple enemies, you should use this
priority list:
- Use
Death and Decay on cooldown.
- Apply your
Frost Fever and
Blood Plague diseases and spread them
to all targets with
Pestilence.
- Use
Death Strike on any enemy, for the self-heal and
Blood Shield
benefits that it provides.
- Use any
Blood Boil procs from
Crimson Scourge.
- Use
Heart Strike is you are fighting 3 or fewer enemies and use
Blood Boil if you are fighting 4 or more enemies.
- Use
Rune Strike to dump runic power, when at least one of your runes
is fully depleted.
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% and increases damage dealt by 2%
- Remains active until you receive 6 damaging attacks.
|
Lichborne |
For 10 seconds, your Death Coil is empowered with self-healing
capabilities and only costs Runic Power |
Death Pact |
Heals you for 25% of your maximum health after sacrificing
your Raise Dead ghoul or one of your Army of the Dead ghouls |
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 35%) |
Death Strike |
- Heals you for a minimum of 7% of your maximum health (without taking
Improved Death Strike into account)
- Protects you with a damage absorption shield (thanks to
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, Blood Tap, Death Pact,
or Death Coil) |
Blood Tap |
Instantly regenerates a Blood rune and converts it into a Death Rune
for the next 20 seconds (useful for casting Rune Tap or an extra
Death Strike) |
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 that you receive for choosing
the Blood specialisation. Essentially, it increases your attack power
for 5% of the damage you receive, up to a maximum of 10% of your maximum
health. It is an essential mechanic in allowing you to maintain aggro of
mobs.
6.2. The Runic Resource System
Death Knights use a unique resource system. Because this system is quite
intricate, we have written a separate, comprehensive guide dealing with it. We strongly advise you to read it, and familiarise
yourself with the resource system, as it holds a central place in the
Death Knight paradigm.
6.2.1. Tips
Horn of Winter, in addition to providing your raid with 549 Strength and
Agility, also grants you with you 10 Runic Power. You can use this ability to
generate some extra Runic Power each time your runes are on cooldown and you
are not at maximum Runic Power.
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. DPS/Threat Abilities in Detail
The following abilities are important for single target DPS and threat
generation:
Icy Touch: this ability applies
Frost Fever on the target, which
deals some Frost damage over time and reduces the target's attack speed by
20%. It does not stack with other attack speed reducing abilities, such as
Thunder Clap.
Plague Strike: this ability applies
Blood Plague on the target,
which deals some Shadow damage over time. In turn, thanks to
Scarlet Fever, Blood Plague applies
Scarlet Fever on the target,
reducing its physical damage done. This effect does not stack with similar
effects such as
Demoralizing Shout.
Outbreak: this ability automatically afflicts the target with both
Frost Fever and Blood Plague. This ability has a 30, and with
talented
Epidemic, your diseases have a 29 second duration, meaning
that you can apply your diseases with this ability every time.
Rune Strike: this ability costs runic power to use, and generates a
high amount of threat. Additionally, thanks to
Runic Empowerment, it has
a 45% chance to instantly refresh one of your fully depleted runes.
Death Strike: this ability costs 1 Frost and 1 Unholy rune to cast.
It deals a very high amount of damage and generates a high amount of threat.
It also heals you for 7% of your current health or 29% of the damage you
took in the previous 5 seconds before using it (which ever of the two is
highest). Additionally, thanks to
Blood Shield, it places an absorption
shield on you, for a base of 50% of the amount that Death Strike healed you
for. Death Strike will heal you even if it misses or it is dodged or parried.
Death Strike is an important part of your survival and self-healing, and
its proper usage will be discussed in a section below.
Heart Strike: this ability costs 1 Blood rune and deals a high amount
of damage and threat to the target and two nearby enemies.
The following abilities are important for AoE DPS and threat generation:
Pestilence: this ability spreads your Frost Fever and Blood Plague
to all enemies within 10 yards of the main target. Only diseases present on
the target will be spread to the surrounding enemies. Diseases spread through
Pestilence deal only 50% of their normal damage.
Blood Boil: this ability deals damage to all enemies within 10 yards.
It deals additional damage if the targets are affected by Frost Fever or
Blood Plague.
Death and Decay: places a damaging effect on the ground, which deals
damage to all enemies within it. This effect persists for 10 seconds.
6.5. 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, which
are not very high (a combined total of around 30% is to be expected). 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 that Druid, Paladin or Warrior 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.
6.6. How to Use Your Proactive Cooldowns
6.6.1. 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.
6.6.2. Icebound Fortitude
Icebound Fortitude is a 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.
6.6.3. 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. It has a
cost of 60 runic power, so using it will require a bit of planning and runic
power pooling.
Note that it also has the benefit of boosting your threat generation by
50% with the Glyph of Dancing Rune Weapon, and it can be used for this
purpose, although this is not the recommended use. The best time to use it
for threat generation is right at the pull, when your threat output is at its
lowest. This will also increase the chances that it will be available later
on in the encounter, when it is needed.
6.6.4. Army of the Dead
Army of the Dead has two survival benefits, and it is useful chiefly
against magic damage.
Firstly, while the spell is being channeled, your damage
taken is reduced by the sum of your dodge and parry chances. Note, however,
that while you are channeling, you cannot dodge or parry (so you will be hit
by every attack made against you). Therefore, this damage reduction aspect is
most useful against magic damage.
Secondly, 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.
6.6.5. 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.
6.7. How to Use Your Reactive Cooldowns
In this section, we explain the ideal ways to use your reactive
cooldowns.
6.7.1. Lichborne
Lichborne has a 2 minute cooldown. For 10 seconds, it allows you to
heal yourself with
Death Coil. Casting Lichborne does not cost anything,
but Death Coil costs 40 runic power to cast.
6.7.2. Death Pact
Death Pact heals you for 25% of your maximum health, on a 2 minute
cooldown. This is a very powerful heal (it cannot critically heal, though), so
make sure that it does not end up overhealing you.
The ability itself costs 40 runic power to cast. Additionally, it requires
you to have an active ghoul to sacrifice, either from
Raise Dead or from
Army of the Dead.
You should aim to have your ghoul out before you anticipate that you will
require the healing, so that you do not waste any time in casting Death
Pact.
6.7.3. 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
35% 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 35% health, so that you can then
use it again.
Finally,
Blood Tap can be used to instantly restore a depleted Blood
rune (allowing you to use Rune Tap, provided that it is not on its 30 second
cooldown).
6.8. How to Use Your Mixed (Proactive and Reactive) Cooldowns
In this section, we explain the ideal ways to use cooldowns that can be
used both proactively and reactively.
6.8.1. Death Strike
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 (
Blood Shield), you cannot
simply use Death Strike whenever it is available.
There are two main things to keep in mind when using Death Strike:
- Always try to use
Death Strike 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.
- 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.
6.8.2. 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.
6.8.3. Empower Rune Weapon
Empower Rune Weapon does not provide any survival effects on its own.
It resets instantly activates all of your runes and granting 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.