Blood Death Knight Raid Guide
Welcome to the Blood Death Knight raid guide for the World of Warcraft patch 11.0! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
- San'layn and Deathbringer are both very competitive with each other and influence your gameplay in different ways. San'layn requires you to utilize Dancing Rune Weapon on damage cooldown while Deathbringer only introduces a new ability that augments Marrowrend but does not otherwise change your gameplay.
- Deathbringer has better output and is easier to use, so the rest of this guide assumes you have this talent.
- Reaper's Mark
- The explosion grants you Exterminate.
- Grim Reaper
- This allows you to apply an additional Soul Reaper to targets below 35% HP.
- Bind in Darkness and Blood Fever
- Transforms Blood Boil to deal Shadowfrost damage and gives Blood Plague a chance to deal extra Shadowfrost damage therefore contributing more stacks to Reaper's Mark.
- Exterminate + Painful Death
- With this talent combination, Reaper's Mark empowers your next 2 Marrowrend casts.
- Marrowrend now costs 1 Rune and summons two scythes dealing damage to all enemies around your target, applying Blood Plague and dealing considerable damage to them.
- Additionally, they have a 30% chance to apply a new Reaper's Mark to the target.
- Exterminate does not stack above 2 which means you need to use up all procs before a new Reaper's Mark explodes.
- With this talent combination, Reaper's Mark empowers your next 2 Marrowrend casts.
Defensive Choice Nodes
- Pact of the Deathbringer or Rune Carved Plates
- Pact of the Deathbringer is not a good enough talent to consider. Rune Carved Plates is incredibly strong as it is a passive damage reduction based on what abilities you use.
- Death's Messenger or Expelling Shield
- Death's Messenger is the clear choice here as Expelling Shield does not work in PvE content on casts where it matters.
- Vampiric Strike
- Death Strike has a 10% chance to transform your next Heart Strike into Vampiric Strike.
- Vampiric Strike heals you for 1% of your max HP and also grants you 1 stack of Essence of the Blood Queen.
- Blood-Soaked Ground
- While standing in your Death and Decay, you take 5% less physical damage and the proc chance of Vampiric Strike is increased to 15%.
- Frenzied Bloodthirst
- Allows Essence of the Blood Queen to stack up to 7 and increases your Death Strike damage by 3% per stack.
- Visceral Strength
- Consuming Crimson Scourge procs grants you 6% strength for 8 seconds.
- Gift of the San'layn
- Dancing Rune Weapon now grants you Gift of the San'layn which replaces Heart Strike with Vampiric Strike for its' duration.
- Essence of the Blood Queen effectiveness is also increased by 150% during Dancing Rune Weapon.
You maximize your damage through Essence of the Blood Queen which is maintained by using Dancing Rune Weapon on cooldown.
To keep the buff active 100% of the time, you need to get 1 Vampiric Strike proc outside of your Dancing Rune Weapon window and use it to extend the duration for another 20 seconds.
Because of the nature of RNG, this does not always happen. When you are in Dancing Rune Weapon you want to build your stacks back up as quickly as possible if they have fallen off, or press Vampiric Strike to extend the duration of the buff immediately if you are at max stacks.
Defensive Choice Nodes
- Vampiric Speed or Newly Turned
- Default pick since it's a nice bonus to mobility, Newly Turned can be swapped to if you are the main combat resser.
- Bloody Fortitude or Vampiric Aura
- Bloody Fortitude increasing the potency of Icebound Fortitude is simply too good to give up as 2% Leech sometimes increasing to 4% even for 4 allies is just not good enough.
Talents
When to use this spec
This is the default loadout going into any boss unless specified otherwise. You have to adjust the class talent tree based on the utility needed for the encounter. To make your life easier, boss-specific talent loadouts are available in the Raids section.
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Bone Collector
- Gain 1 charge of Bone Shield when pulling an enemy.
- Ossuary
- While above 5 charges of Bone Shield your Death Strike costs less Runic Power.
- Improved Vampiric Blood
- Improves all aspects of your Vampiric Blood.
- Heartbreaker
- This provides a nice bonus to your Runic Power generation.
- Hemostasis
- Blood Boil gives you stacks to improve your Death Strike. The more enemies you hit the more beneficial this is.
- Insatiable Blade
- This is crucial for reducing your Dancing Rune Weapon cooldown. See the Deep Dive for a more detailed explanation!
- Everlasting Bond
- Duplicating Dancing Rune Weapon magnifies this cooldown's potency.
- Reinforced Bones
- With this, you now can have a maximum of 12 charges of Bone Shield.
- Red Thirst
- This provides a huge cooldown reduction for your Vampiric Blood.
- Shattering Bone
- Makes it so that losing stacks of Bone Shield deals a lot of damage to nearby enemies.
- Purgatory
- A Cheat Death every 4 minutes.
Class Tree
- Improved Death Strike
- Very important talent to make your Death Strike much stronger.
- Cleaving Strikes
- Enables Death and Decay to cleave more targets and extend your Death and Decay duration. Details in the Deep Dive.
- Anti-Magic Barrier
- Lowers the cooldown of your Anti-Magic Shell and makes it stronger.
- Enfeeble
- Gives a defensive proc to your Raise Dead pet.
- Icy Talons
- With this, you obtain a new buff to upkeep.
- Unholy Endurance
- Lichborne now becomes a potent defensive ability.
- Insidious Chill
- This reduces the enemy's attack speed and is more or less your Raid buff.
- Unyielding Will
- Increases the cooldown of Anti-Magic Shell by 20 seconds.
- Also makes it so that you can use Anti-Magic Shell to remove magical debuffs when activated.
- Death's Echo
- This grants you an additional charge of Death and DecayDeath Grip and Death's Advance making them easier to use and juggle correctly.
Hero Talents
- Rune Carved Plates
- Provides you with a nice bonus damage reduction .
- Death's Messenger
- Offers both defensive and offensive value.
- Wither Away
- Numerically the best pick.
- .Painful Death
- Grants Exterminate a 30% chance to apply Reaper's Mark on the target.
When to use this spec
This Talent build is only worth if you need Gorefiend's Grasp, otherwise pick the Defensive Build or Standard Build.
When to use this spec
The more defensive option of the 2 builds, recommended for progress or if you do not feel too safe yet!
Rotation
Tier Set
- 2-Set: While you have one or more Bone Shield charges, the damage you take is reduced by 2.0%. Losing a Bone Shield charge has a chance to reduce the damage you take by an additional 1.0%, up to 3.0% for 6 sec.
- 4-Set: Your damage is increased by 1% per active Bone Shield charge. Taking damage while below 6 Bone Shield charges has a chance to generate 1-2 Bone Shield charges.
Opener
- The Goal of your opener is to make sure you have all the benefits of Death and Decay active while min maxing Bone Shield stacks with Dancing Rune Weapon and Tombstone + Bonestorm to maximize CDR through Insatiable Blade while also getting all your offensive cooldowns rolling.
- Deathbringer adds one more button to your opener.
- Death's Caress has a travel time and should be cast while running in for the pull.
- When casting Tombstone and Bonestorm make sure to stand in your Death and Decay to gain the maximum benefit from Shattering Bone.
Priority List
This is the standard priority list, follow this unless a Boss or scenario requires you to hold some abilities listed here. You can learn more about when to hold cooldowns in the Raids section.
- Never drop your Bone Shield! Use Marrowrend or Death's Caress to keep it active.
- Maintain 5+ Stacks of Bone Shield to make use of Ossuary, dropping below 5 is ok if Dancing Rune Weapon is coming up soon.
- Cast Abomination Limb + Raise Dead on cooldown unless a fight requires you to hold it.
- Keep up your Death and Decay buff, check out the Deep Dive section for more info.
- Use Reaper's Mark on cooldown.
- Consume your Exterminate buffs before casting the next Reaper's Mark.
- Cast Soul Reaper if the Target is below 35% HP.
- Or you have the buff Reaper of Souls from your Reaper's Mark application.
- Cast Dancing Rune Weapon on cooldown.
- Cast Tombstone on cooldown under the following conditions:
- You are standing in Death and Decay for Shattering Bone.
- You have 5+ Stacks of Bone Shield.
- Your Insatiable Blade talent provides you with 20/25 seconds of cooldown reduction for Dancing Rune Weapon.
- Bonestorm on cooldown under the following conditions:
- You are standing in Death and Decay for Shattering Bone.
- You have 10+ Stacks of Bone Shield.
- Your Insatiable Blade talent provides you with 20/25 seconds of cooldown reduction for Dancing Rune Weapon.
- Spend Runic Power on Death Strike when you are about to overcap or Coagulopathy is about to fade.
- Cast Blooddrinker on cooldown.
- Cast Blood Boil to avoid overcapping on stacks.
- Cast Heart Strike to consume runes as a filler.
Defensive Cooldowns
- Vampiric Blood
- Most of the time you want to use Vamp Blood as much as possible when you take any form of damage. Holding it is only really required if you need to survive a big hit or are about to have downtime on the Boss, and it can't get full value.
- Dancing Rune Weapon
- Generally use this on cooldown unless you need the parry for some special situation, more detailed info is in the Deep Dive below.
- Anti-Magic Shell
- One of the strongest defensives when it comes to magic damage. In general, it can be used when taking magic damage, in a lot of scenarios delaying it and using it to immune mechanics is the best usage this ability can have. Make sure to keep an eye out during the specific sections on what to immune and how to make the most out of Anti-Magic Shell.
- Icebound Fortitude
- An amazing defensive for general damage reduction, use this as much as possible in a fight without overlapping it with other cooldowns unless it's needed. It can also be held to immune a stun mechanic, but this is rather rare.
- Lichborne
- Nice and small defensive when specced into Unholy Endurance provides you with 10% Leech and 15% DR which makes it a good button to press when you just need a little bit of help, in an AoE scenario it becomes more worthwhile since leech is really strong in AoE. Also, if you get feared for some reason, press it!
Offensive Cooldowns
- Abomination Limb on cooldown, every time it tries to grip an enemy you get 1 stack of Bone Shield with Bone Collector.
- Reaper's Mark
- New Hero Talent make sure to press it on cooldown.
- Tombstone on cooldown under the following conditions:
- 1. You are standing in Death and Decay for Shattering Bone.
- 2. You have 5+ Stacks of Bone Shield.
- 3. Your Insatiable Blade provides you with 25 seconds of cooldown reduction for Dancing Rune Weapon.
- Bonestorm on cooldown under the following conditions:
- You are standing in Death and Decay for Shattering Bone.
- You have 10+ Stacks of Bone Shield.
- Your Insatiable Blade talent provides you with 20/25 seconds of cooldown reduction for Dancing Rune Weapon.
Deep Dive
Death Strike Healing and Absorb
Death Strike is what makes you a Blood Death Knight. This ability is the core of your class! Understanding how it works and how to properly use it is very important for maximizing your damage, staying alive, and being the best tank out there through your incredible self-sustain.
- Death Strike heals you for a % of your maximum HP and the healing is increased this healing based on your damage taken in the last 5 seconds. This makes Death Strike an ineffective source of healing when you haven’t taken a meaningful amount of damage in the last 5 seconds.
- Environmental and friendly fire damage are not counted in the damage taken formula and are the main cause of self-healing issues. Environmental damage can come from a lot of sources such as Boss room AoE damage, and affix damage like Storming.
- Your healing from Death Strike is now multiplied by a lot of different abilities and stats:
- Versatility is a multiplier for Death Strike healing.
- Voracious also increases your Death Strike healing as well as your Mastery: Blood Shield value.
- Hemostasis only multiplies your Death Strike healing, but does not increase the size of your Mastery: Blood Shield.
- Mastery: Blood Shield is the other important mechanic of Death Strike:
- The generated Shield from Mastery: Blood Shield is based on the full healing value which includes overhealing.
- The absorb is purely physical and does not work on magic damage at all.
- The absorb is increased by your Mastery stat value.
- Voracious increases the Healing and value of your Shield, whereas Hemostasis does not.
- The maximum value that Mastery: Blood Shield can have is your max HP. This dynamically updates with HP buffs such as Vampiric Blood and Rallying Cry for example.
Managing Death Strike
Now that you learned how Death Strike works, let's talk about how to use it to gain the most damage and survivability out of it.
- For damage, you want to use Death Strike when you are getting close to overcapping your Runic Power or when you can afford to spend all your Runic Power to just do damage to a target.
- If you want to use Death Strike properly to heal up or counter certain mechanics, it all comes down to a good gameplay flow:
- Take your damage taken in the last 5 seconds into account when Death Strike is being used. Most of the time you want to Death Strike after tank mechanics or taking a lot of damage. This benefits you with both a big heal and big absorb shield right after using Death Strike.
- Most of the time, using 2 Death Strikes back to back is not a good idea since using 1 already tops you and gives you a big absorb. There are scenarios where you would want to use Death Strikes back to back, but they are rarer than just using 1 with precise timing.
- Timing Death Strike correctly against magic damage is very important, since your Mastery: Blood Shield does not help you at all against this type of damage.
- Stacking up the absorb to be ready for tank mechanics can be quite handy but often comes at a great cost since generating big shields takes a long time if you don't take enough damage to feed into your Death Strike healing.
With all this info you are ready to fully understand and utilize Death Strike to the max. Always keep in mind tanking is not set on a rotation or rigid flow of abilities, getting a good gameplay flow going and having proper Death Strike usage comes with experience and practice.
Death and Decay Optimization
- Maintaining high uptime on Death and Decay is important for both your damage and healing done as a Blood Death Knight because of these effects:
- Unholy Ground and Sanguine Ground.
- Because of Shattering Bone, whenever you use Bonestorm or Tombstone stepping out of your Death and Decay effect costs you a lot of damage.
- The main idea is to always use Death and Decay whenever it's not active, and you have it off cooldown. Cleaving Strikes grants you a lot of extra duration and quality of life benefits for your Death and Decay.
- Here are the advantages provided by Cleaving Strikes:
- You walk out of Death and Decay and retain the benefits for 4 seconds.
- Death and Decay duration runs out and this buff appears afterwards.
- Walking in and out of Death and Decay always refreshes the buff regardless of Death and Decay duration.
- Due to Cleaving Strikes giving you another 4 extra seconds of Death and Decay the rotation to upkeep this effect is very nice and smooth even without Death's Echo.
- The average uptime without Death's Echo is around 93% which is already very good.
- With Death's Echo you never drop the Death and Decay buff when playing correctly.
- Here is a timeline of how a good Death and Decay usage with Cleaving Strikes looks. Just pressing it off cooldown.
Dancing Rune Weapon
Dancing Rune Weapon is one of the most important spells in the Blood Death Knight's arsenal and has a lot of things that are not that obvious at first!
It is essential for both damage and defensive value when playing the class, and these are the key features you should know about the ability.
- The Weapon more or less counts as an untargetable "guardian" and always follows the target you used the ability on. This means when that target dies it follows you and attacks your current target.
- Dancing Rune Weapon spawns behind the target so it can pull more enemies when used on far away targets.
- Each weapon you summon duplicates certain spells and gives you the benefits, so let's talk about them:
- Marrowrend grants you 9 Stacks of Bone Shield (3 Stacks per weapon).
- Death's Caress grants you 6 Stacks of Bone Shield (2 Stacks per weapon).
- Heart Strike grants you 15 Runic Power instead of 5 (each weapon casts Heart Strike generating 5 Runic Power).
- Blood Boil now applies 3 individual debuffs of Blood Plague (1 Debuff per weapon extra) the health transfer does not increase you still only benefit from your own Blood Plague.
- The same goes for Blood Plague applied from Death's Caress.
- Death Strike does more damage as the ability is copied by the weapon but the heal is not increased.
- Reaper's Mark does NOT get copied but, Soul Reaper on the other hand does. (1 Soul Reaper per weapon extra when the Mark expires or explodes)
All these great benefits in addition to getting a 40% parry chance buff makes gaining Cooldown Reduction on Dancing Rune Weapon one of the most important things you can do. Keep that in mind while playing and make the most out of your CDR and your Dancing Rune Weapon.
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Nerub-ar Palace
The following tips are mainly applicable to Heroic Bosses. Mythic tips are going to be released after our progression concludes.
← Scroll for more Bosses →
Tank mechanics
- Brutal Crush
- After being hit you receive 20 applications of Tenderized which results in a 200% healing reduction.
- Every second, you lose one application stack which fully clears your debuff after 20 seconds.
- The boss casts this mechanic roughly every 15 to 20 seconds.
- As the inactive tank, taunt when the cast succeeds.
- After being hit you receive 20 applications of Tenderized which results in a 200% healing reduction.
- After Hulking Crash the Boss transitions into the intermission.
- Ravenous Spawn appear in a cocoon on one side of the room, make sure to move there.
- These cocoons break staggered after some time spawning Ravenous Spawn pick them up and watch aggro since they are spread out.
- Disembowel is cast on the target that has aggro so watch your DPS and Healer players if they are getting attacked.
- Disembowel is a bleed which can be removed by Cauterizing Flame and Stoneform.
- These cocoons break staggered after some time spawning Ravenous Spawn pick them up and watch aggro since they are spread out.
Boss Tips and Tricks
- At the start of the fight, bring the Boss to a corner as this makes Stalkers Webbing easier to clear.
- During Carnivorous Contest, use Death's Advance while soaking to not get sucked to the boss.
- With Death's Advance active you can walk back to the boss to attack.
- Do not walk under the boss Devour, kills you almost instantly.
- With Death's Advance active you can walk back to the boss to attack.
- Clean up any undesired webs from Stalkers Webbing with Anti-Magic Shell and Icebound Fortitude.
- Be ready to use Anti-Magic Shell during the Intermission to stand inside Juggernaut Charge to pick up adds.
Tank mechanics
- Gruesome Disgorge is both a tank mechanic and a raid mechanic.
- Gruesome Disgorge is cast at the active tank and shows a huge cone that faces and moves with you.
- As the inactive tank, taunt when the cast succeeds.
- When hit by Gruesome Disgorge you and anyone inside the cone is sent into a different phase, Baneful Shift.
- During the phase, you need to kill the Lost Watcher and Forgotten Harbingers while preventing Blood Horrors from reaching the boss
- Lost Watcher is your tank target make sure to taunt it.
- Black Bulwark needs to be interrupted.
- Spectral Slam is cast on you doing moderate damage.
- Position the Lost Watcher between or close to Forgotten Harbingers.
- Spewing Hemorrhage.
- Spewing Hemorrhage creates two beams on each side of the boss while being cast.
- Boss facing determines where the beams are.
- The active boss tank can move accordingly to adjust final beam positions during the cast.
- Your goal is to place the beams as far away as possible from the inside group with Baneful Shift.
- These Beams always turn clockwise so keep that in mind.
Boss Tips and Tricks
- Use Anti-Magic Shell when running away from Goresplatter to prevent the application of Black Blood when walking over the "water".
- Utilize Gorefiend's Grasp for the inside phase Baneful Shift to grip the small adds spawned from Manifest Horror together.
Tank mechanics
- Captain's Flourish is the tank combo mechanic during this fight.
- Sikran starts with 2x Expose followed by 1x Phase Lunge.
- Taunting during any of these casts changes the destination target to the taunter. Watch out when to taunt here.
- Managing Captain's Flourish:
- The active tank takes two hits of Expose increasing his physical damage taken.
- The Inactive tank taunts during Phase Lunge increasing his damage taken by the next Phase Lunge.
- After this combo, the tanks swap roles meaning the tank who took Phase Lunge now takes the next two Expose.
- While the previous Expose tank now takes Phase Lunge.
Boss Tips and Tricks
- Move the boss to be in a line with the Phase Blades images. This makes it easier for Decimate targets to hit them.
- Use Anti-Magic Shell right before Decimate goes off to immune the Cosmic Shards debuff.
Tank mechanic
- Savage Assault is the only tank mechanic on this fight.
- As the inactive tank, taunt when the cast succeeds.
- The mechanic does a high amount of damage and applies a dot based on 60% of unmitigated damage done to you, meaning you need mitigate the damage as much as possible.
- The damage is split into magic and physical damage.
- Both instances are calculated separately when it comes to the dot application. If you only have a physical absorb, you receive the full magic dot + the unmitigated physical one.
Recommended defensive usage
- For this fight, we recommend you to use Vampiric Blood for every Savage Assault, you can use Anti-Magic Shell and Icebound Fortitude freely, just make sure to never run out of Runic Power before each Savage Assault to be able to Death Strike right after.
Boss Tips and Tricks
- Utilize Gorefiend's Grasp for the Infested Spawn adds after they bit the initial target.
- It's important to wait with Gorefiend's Grasp otherwise they are not gripable.
- Use Death's Advance to counter Web Reave.
Tank mechanics
- Volatile Concoction is the very short duration tank mechanic.
- It's very important that the inactive tank taunts when the cast succeeds.
- When you have Volatile Concoction on you it's very important to stay at the highest HP possible.
- The debuff is a big magic dot and only 8 seconds long.
- After the debuff runs out, you explode on the whole raid and the damage is reduced based on your current health percent when the debuffs drops. Staying healthy and as close as possible to 100% is your goal.
- Volatile Concoction also applies a +damage taken debuff to you preventing you from tacking 2 back to back so make sure to taunt of your partner tank.
- Experimental Dosage spawns different add types throughout the fight. Your main concern is the Colossal Spider.
- Whenever they spawn be ready to taunt or attack them to pick up the aggro.
- They cast Vicious Bite at the target with aggro, this does magic damage to you.
- At 25% HP they enrage and start stacking up a damage done increase.
- Whenever you have Volatile Concoction be extra careful of your HP.
The timeline above is an example of how your defensive usage could look like if you would start tanking the boss, if you're not starting the boss, just shift around the defenives one tank hit back. You can repeat this cycle of defensive uses for each section of the fight.
Whenever adds are spawning, specifically Colossal Spiders, make sure to use Vampiric Blood and Blood Boil to firstly get aggro on these adds and secondly maximize the value of Umbilicus Eternus.
Boss Tips and Tricks
- During this fight make sure to position the boss next to the eggs you want to break next.
- Here you want to make sure that the boss model is not covering the eggs. If it is covering the eggs, it is substantially harder for other players to break them.
- Anti-Magic Shell is an amazing tool to counter Volatile Concoction.
- Utilize Gorefiend's Grasp for the Voracious Worm adds.
- You can grip every 3rd set of Worms.
Tank mechanics
- Void Shredders
- This ability consists of 4 hits each dealing damage and applying one stack of Chasmal Gash to the active tank.
- As the inactive tank, you can taunt at any point during the cast or after it is over as it does not change targets.
- This mechanic is just a regular tank swap mechanic and there is nothing more to it.
- Sometimes it can be paired with a good amount of raid damage which can be dangerous.
If you only have to tank every second Void Shredders per phase, feel free to use Anti-Magic Shell whenever you feel in danger after receiving the dot from Void Shredders, a highly recommended spot to make great use of Anti-Magic Shell is during Nether Rift while also having the tank debuff.
A general helpful rule for tanking this boss as Blood Death Knight is, to pay attention to have enough Runic Power to be able to Death Strike during and after Void Shredders that are shown in the timeline above.
Boss Tips and Tricks
- Use Death's Advance to avoid the suck in from Nether Rift.
Tank mechanics
- This council boss consists of two bosses: Anub'arash and Skeinspinner Takazj.
- Both tanks want to preemptively decide on one boss to start on so make sure that is clear.
- Anub'arash casts Piercing Strike.
- Skeinspinner Takazj casts Poison Bolt and Void Bolt[/wow-spell which are both magic casts that leave a dispellable dot behind.
- [wow-spell id=438218]Piercing Strike deals a decent amount of physical damage to the active tank and leaves an increased damage taken debuff.
- As the inactive tank, taunt after the cast succeeded.
- Skeinspinner Takazj casts either of her "Bolt" spells whenever she is not casting any encounter-related mechanic.
- Both bolts are quite harmless on low stacks, but become dangerous fast when reaching higher stacks.
- Poison Bolt is a poison only dispel mechanic.
- Make sure to get dispelled by your fellow Paladins, Evokers, Monks, and Druids.
- In Phase 2 Poison Bolt changes to Void Bolt and becomes a magic dispel that can be dispelled by any healer.
- The goal is to keep the bosses stacked as much as possible while swapping tanking roles after each Piercing Strike.
Recommended defensive usage
- For this fight, we recommend you to use Vampiric Blood for every Piercing Strike and make sure to have enough Runic Power stored to be able to Death Strike right after each hit.
- Anti-Magic Shell can be used to immune further applications of Poison Bolt in P1 and Void Bolt in P2 & P3 during its rotation.
Boss Tips and Tricks
- Right after Call of the Swarm use Death Grip on one Shattershell Scarab. Stand right under it to bait the Fixate onto you.
- Anti-Magic Shell prevents any further application of Poison Bolt and Void Bolt while it is active.
- Make use of this whenever you have no or low stacks so Anti-Magic Shell doesn't break.
Phase 1
- Liquefy
- This ability is a combination of high amount of magical damage and low amount of physical damage.
- It also leaves an undispellable dot that deals nature damage every second for 30 seconds and increases physical damage taken by 1.000%.
- After the cast has finished, it does Acid Explosion dealing raid wide damage and leaving Acid pools on the ground.
- Feast
- Inflicts a huge amount of physical damage and leaves a healing absorb that is affected by the amount of damage you've taken by the initial hit.
- Queen Ansurek will always use both abilities as a combination, starting with Liquefy followed by Feast.
- Each tank can only get hit by one of those abilities.
- If you're the tank always taking Liquefy you cannot tank the boss until the dot has run out.
- If you're the tank that is supposed to take the Feast make sure to always taunt during the Liquefy cast, as this ability gets hard locked on it's initial target.
Phase 2
- Make sure to pick up Chamber Guardians and move them to Chamber Expeller.
- Chamber Guardians cast Oust which deals physical damage and knocks you back.
- Each time you elevate to the next platform, Caustic Skitterers are spawning on top of the bridge, pay attention to grab aggro of these.
- Caustic Skitterer leave a stacking debuff that increases your damage taken per stack. Use Anti-Magic Shell to immune further applications and let the stacks drop off or ask for a stun.
Phase 3
- Infest
- This ability is a combination of high amount of magical damage and low amount of physical damage.
- It leaves a 4 second long debuff on application, whenever this debuff runs out, it inflicts shadow damage and spawns 8 Gloom Hatchlings on top of the tank.
- Make sure to run away from the boss with the explosion, because if Gloom Hatchlings reach the boss it does fatal raid wide damage.
- Use Grip of the Dead to prevent Gloom Hatchlings of reaching the boss.
- Gorge
- Deals 6 instances of physical damage over 2.5 seconds, while also applying a debuff to you, that increase your physical damage taken per stack.
- Similiar to Phase 1, Queen Ansurek also uses both abilites in quick succession starting with Infest followed by Gorge.
- If you're the tank that takes the Infest make sure to taunt back the boss after you've successfully spawned the Gloom Hatchlings and the boss has finished it's Gorge cast.
- While having the Gorge debuff, you cannot tank the boss, so make sure that you're co-tank is taunting Queen Ansurek from you until the next Gorge happens.
A general helpful rule for tanking this boss as Blood Death Knight is, to pay attention to have enough Runic Power to be able to Death Strike after receiving the big Tank hits that are shown in the timeline above.
For this fight specifically, we recommend you to make usage of externals from your healers in P1, such as Time Dilation in combination with Renewing Blaze is very helpful, but any other external will also make your life easier.
Boss Tips and Tricks
- During the Intermission, make sure to not get pulled into the boss by the Wrest cast, same goes for Phase 2, make sure to use Death's Advance to not get pulled off the platform.
- In Phase 3, try to keep Queen Ansurek always close to either Summoned Acolytes or Royal Shackles.
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Raid boss fights as a Blood Death Knight. For more detailed information, visit the Stats and Attributes guide.
Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.
All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. This makes managing certain mechanics a lot easier.
In general, Leech is really strong for tanks, especially in AoE scenarios it can be by far the best stat you can have.
Avoidance is great but most of the time tanks are not struggling to survive the typical Area of Effect abilities.
Gear
Slot | Item | Location |
---|---|---|
Head | Soaring Behemoth's Greathelm | The Dawnbreaker |
Neck | Silken Advisor's Favor | Silken Court |
Shoulder | Exhumed Centurion's Spikes | Rasha'nan Tier / Catalyst |
Cloak | Wings of Shattered Sorrow | Rasha'nan |
Chest | Exhumed Centurion's Breastplate | Broodtwister Ovi'nax Tier / Catalyst |
Wrist | Everforged Vambraces | Crafting |
Gloves | Exhumed Centurion's Gauntlets | Sikran Tier / Catalyst |
Belt | Everforged Greatbelt | Crafted |
Legs | Exhumed Centurion's Chausses | Ky'veza Tier / Catalyst |
Boots | Shattershell Greaves | Silken Court |
Ring 1 | Seal of the Poisoned Pact | Queen Ansurek |
Ring 2 | Ritual Commander's Ring | Necrotiv Wake |
Trinket 1 | Foul Behemoth's Chelicera | Ulgrax |
Trinket 2 | Ara-Kara Sacbrood | Ara'kara, City of Echos |
Weapon | Anub'arash's Colossal Mandible | Silken Court |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Soaring Behemoth's Greathelm | The Dawnbreaker |
Neck | Elder's Hemolymphal Periapt | City of Threads |
Shoulder | Swarm Monarch's Spaulders | Ara-Kara, City of Echoes |
Cloak | Swarmcaller's Shroud | Ara-Kara, City of Echoes |
Chest | Dark Priest's Carapace | The Dawnbreaker |
Wrist | Vociferous Subjugator's Bracers | City of Threads |
Gloves | Rope-Scored Gauntlets | Siege of Boralus |
Belt | Cannoneer's Toolbelt | Siege of Boralus |
Legs | Legplates of Unholy Frenzy | Necrotic Wake |
Boots | Ballast Sinkers | Siege of Boralus |
Ring 1 | High Nerubian Signet | The Dawnbreaker |
Ring 2 | Ring of Dun Algaz | Grim Batol |
Trinket 1 | Skarmorak Shard | The Stonevault |
Trinket 2 | Ara-Kara Sacbrood | Ara-Kara, City of Echoes |
Weapon | Drustlord's Greataxe | Mists of Tirna Scithe |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the raid boss.
Active Trinket alternatives
- Mad Queen's Mandate
- Very strong on use trinket if you want more damage.
- Swarmlord's Authority
- Very strong absorb on use every 1 min.
- Sikran's Endless Arsenal
- Provides you with some extra damage with a 1min on use.
- Oppressive Orator's Larynx
- Another trinket giving you some passive stats with a strong on use.
Passive Trinket alternatives
- There are currently no really good passive trinkets apart from Ara-Kara Sacbrood which is already in the BIS list.
Embellishments
- 2x Elemental Focusing Lens.
- Nice damage proc.
Remaining Sparks
- Crafted items are 636 item level and regular items are 639 on max item level, therefore, it's a small loss to equip crafted items outside of your 2x Embellishments unless you don't have access to other high item level gear on that slot.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Alchemical Chaos -- maximum DPS.
- Flask of Tempered Versatility -- less DPS but more survivability.
- Food
- Feast of the Divine Day
- Feast of the Midnight Masquerade
- Combat Potion
- Tempered Potion
- Potion Bomb of Power -- Group potion, this is a DPS loss for you.
- Health Potion
- Algari Healing Potion
- Mana Oil
- Algari Mana Oil
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Deadly Sapphire
- Elusive Blasphemite -- Unique, use one of each gem colour to enhance your Blasphemite.
- Versatile Emerald
- Versatile Ruby
- Versatile Onyx
- Culminating Blasphemite is the best raw output option but using Elusive Blasphemite can help you maintain uptime and dodge mechanics easier. This is an extremely minor dps gain in exchange for a valuable 8% movement speed.
Enchantments
Head | Nerubian Gemweaver |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Speed Nerubian Gemweaver |
Belt | Nerubian Gemweaver |
Legs | Stormbound Armor Kit |
Boots | Enchant Boots - Scout's March |
Ring 1 | Enchant Ring - Radiant Critical Strike Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Critical Strike Magnificent Jeweler's Setting 2x |
Weapon | Rune of the Fallen Crusader |
You buy Nerubian Gemweaver from the Great Vault Vendor to add sockets to your Helm, Wrists and Belt.
Races
For min-maxing a Blood Death Knight in Raids, different racial traits can provide a tremendous benefit to your characters. If this is not your top goal, picking a race that fits your style works just as well.
- Stoneform -- Dwarf
- Is very valuable because you can dispel yourself or remove dangerous bleed effects.
- On top of that using Stoneform gives you 10% physical DR which can be used as a small extra 8 second personal when tanking.
- Use-cases:
- Disembowel, Ravenous Spawn
- Poison Bolt and Void Bolt, Skeinspinner Takazj
- Arcane Torrent -- Blood Elf
- Strong racial to dispel or purge enemies, the value is very limited but sometimes can come in handy.
- Rocket Jump -- Goblin
- Do a small jump in the direction your character is facing.
- While you're in the Rocket Jump animation you are placed on a global cooldown until your character lands.
- Spatial Rift -- Void Elf
- Spawn a shadow traveling into your facing direction, and activate again to teleport to the rift.
- Maximum range of 100 yards.
Recommendation
As a tank picking a racial for damage is a small gain that it's not worth it most of the time. If you care about min-maxing your DPS go with the highest DPS racial.
That being said the recommended race for Raid tanks is Dwarf for the on-use physical damage reduction and the ability to self-dispel when needed. These uses are insanely strong and should not be undervalued!
Macros
Discover recommended macros for Blood Death Knight for Raids and watch a quick video guide on creating simple macros for your character.
Taunt Macros
Taunt Macro --- This macro either casts Dark Command at your target or your mouseover (very handy to pick up mobs)
#showtooltip Dark Command
/cast [@mouseover,exists,harm][@target,exists,harm] Dark Command
Boss 1 Taunt --- Casts Dark Command on Boss1
/cast [@boss1] Dark Command
Boss 2 Taunt --- Casts Dark Command on Boss2
/cast [@boss2] Dark Command
Mouseover Macros
Focus Macros
Utility Macros
Addons
Below, you see a screenshot of the author's User Interface for their Blood Death Knight, outlining which addons are used and how they are utilized in Raids to make your life easier.
Addons
Weakauras
Changes this Patch
Patch 11.0.5
Patch 11.0.2
FAQ
Q: Why do I keep dying?
Credits
Written By: Skövte
Reviewed By: Miniaug