You are guaranteed to find WoW Gold and Items at the best price possible. This is an early version of our guide, we plan to upgrade upon it, and add further sections. So please leave your suggestions in the comments section below. Pictures used in this article are the intellectual property of Blizzard Entertainment Inc. Sign in Sign in with your Odealo account. Remember me. Log in. Create a new account Don't have an account yet?
Registration on Odealo is free and takes only about 30 seconds. Like this:. Share this:. Low Mobility. Maximizing your Damage output can get a bit tricky in rapidly changing engagements. Critical Strike synergizes with the Killing Machine Ability. Haste - Boosts your Attack Speed and regeneration rate of your Runes. Haste synergizes with the Killing Machine Ability. Please note that weights of those stats are pretty close together, and you should run simulations in order to determine if a certain item will be an upgrade over what you already have.
Level Recommended choice - Cold Heart. Cold Heart - A passive ability that stacks up to 20 times, each stack causes your next Chains of Ice to deal more Frost Damage to your target; the single stack is gained every 2 seconds, all stacks are consumed while casting Chains of Ice. This gives you a very powerful Damaging Ability every 40 seconds, it is the best used in combination with the Pillar of Frost, which has a 45s cooldown, so combining them does not pose any challenge. This currently gives you the lowest DPS boost, and should not be considered.
Inexorable Assault works similarly to Cold Heart , you gain a stack every 8 seconds, for a maximum of 5 stacks; your next Obliterate consumes all stacks to deal extra damage.
This is a decent choice, but it gets outperformed by Cold Heart , as it deals more damage and Chains of Ice have the added benefit of having a 30yd Range. Which CD would be best to macro it too? Unholy Frenzy? Comment by Fooysari Can someone explain to me why he has unholy assault as the last ability used in the opener?
There's less globals in this which means a faster opener. Using two festering strikes and eating up two globals doesn't make any sense if you have UA talented. Another idea is to just set up the thing other class guides have where you can select which talents you have on the rotation page and it will show you the different openers and rotations. Comment by Whirledpeaz I have read this and re-read it a dozen times, and I still do not comprehend it.
Numerous portions of it are contradictory. Would not recommend this guide. Comment by davesignal Why exactly do you want to play at low stacks of festering wounds outside of just before Apocalypse? Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. Unsure how to post? Check out our handy guide! Simply browse for your screenshot using the form below. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.
On this page, you will learn how to optimize the rotation of your Blood Death Knight, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. All our content is updated for World of Warcraft — Shadowlands 9. Generally speaking, your goal during each fight is to use your resources Runes and Runic Power to generate threat and to stay alive. Blood Death Knight is very much a builder-spender spec, with a limited number of procs and interactions, and a number of ways in which you can get punished for losing your cool and deciding to use the wrong ability.
If the rotations below seem overwhelming to you, you might benefit from visiting our Easy Mode page which outlines a close-to-optimal rotation in simpler terms. The content on this page is meant for raiding content. You can find it here:. The opener operates under the assumption you will be actively tanking on the pull.
If your co-tank will be tanking the only target, save Dancing Rune Weapon for your first active tanking period and follow the standard rotation. The rotations for single-target and AoE are extremely similar, so we have grouped them together. The recommended playstyle is based on the following priority of abilities. The good news about Covenants and Covenant abilities is that all four choices are fully viable in Raids, and the difficulty comes from knowing when to use them to their maximum potential.
Encounter mechanics and timings may cause their usage to vary slightly, and as a result, we recommend you to check logs of players having killed the encounter you are progressing on as your covenant to confirm when to use them particularly Abomination Limb if you are a Necrolord, as this specific ability has play-making and play-breaking use in terms of the ability to grip nearby targets. If you wish to know more about Covenants, take a look at our Covenant guide. We have gone in more detail there about the additional options Covenants offer, particularly in terms of Soulbinds and Conduits.
The Venthyr ability Swarming Mist is one of the easiest abilities that Death Knights can pick up: every minute, you should press it. It deals heavy damage to nearby targets up to 5, reduced slightly thereafter over 8 seconds, gives you a moderate chance to dodge melee attacks while it is up, and gives you 3 RP per target hit per second for each tick RP total. If the encounter you are fighting has adds, and you do not have to delay Swarming Mist for more than 10 seconds to capitalize on them, you absolutely should.
However, this is a niche case; for the most part, you can and should consider this one of your highest priority abilities, and press it on cooldown. Fitting a similar niche to the Venthyr ability, the Necrolord ability also deals a large amount of upfront damage and provides the Death Knight with resources: 3 stacks of Bone Shield on use, along with another 3 6 seconds and 12 seconds into the spell duration.
Due to its longer cooldown 2 minutes , you can expect to use this fewer times per fight. It makes for a great opening tool, as it allows you to gain Bone Shield stacks before you actually get to the target the AoE range is about 10 yards.
For uses later on in the fight, make sure you use it when you are at 6 or fewer Bone Shield charges without delaying it too much. The Kyrian ability strives in low target count environments, which makes it ideal for raiding. Similar to the Venthyr ability Swarming Mist , you should aim to use this on cooldown, or at least not delay it by more than seconds. It is a high priority action in your rotation and the highest effective damage skill you have in your spellbook. The real beauty of Kyrian is its Soulbind strength Pelagos , and its signature ability: Phial of Serenity.
A number of Castle Nathria abilities have been whitelisted to not be purgeable by this, but some do remain — check the raid encounter tips for a list! Due to this pesky behavior, and the fact that it takes upwards of 30 seconds to recover the full 8 stacks should you have dropped them, your opener changes significantly.
By the end of this opener, you should have three runes recharging and have set up the main priority: your Bone Shield is ready, and every rune thereafter for the next 6 seconds should be spent on Heart Strike to ramp up Death's Due. Due to all these modifications, we recommend you to get in the habit of banking a rune — just in case you need it to hardcast Death's Due. As a rule of thumb, you should not be spending all of your runes anyway this is a core misplay — you do not get any value for having more than 3 runes empty at any given time , so, if you were playing optimally, this should not be much of an impact.
This is, unfortunately, the weakest of the four Covenants for Raiding, and forces you to make sacrifices with no real rewards attached. Dark Command is your main taunting ability. It 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. Below, we present the cooldowns at your disposal and quickly go over how they should be used. More information about each cooldown can be found in subsequent sections.
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. Death Knights use a dual resource system of runes and Runic Power. While it is quite straightforward in how it works, we will explain it here for the sake of completion.
You have a total of 6 Runes, which are available by default. Some of your abilities have Rune costs, and whenever you use an ability that consumes one or more Runes, those Runes will immediately begin recharging.
The exact amount of time it takes a Rune to recharge depends on how much Haste you have. At most, 3 of your runes can be charging up at the same time. It is therefore optimal to keep at least 3 runes on cooldown in order to maximise the recharge rate over the course of the fight. Runic Power is a resource that resembles Rage, in the sense that it decays when out of combat, but does not decay during combat.
As mentioned above, consuming Runes generates 10 Runic Power per Rune spent, and this is the primary means of generating Runic Power, although some abilities also help with this.
Anti-Magic Shell 's most powerful effect is its ability to prevent the application of debuffs. If a magical ability would apply a debuff, and any damage the ability causes is fully absorbed by Anti-Magic Shell , the debuff is not applied. Timing the use of Anti-Magic Shell is critical, particularly when you are taking magical damage from sources other than the ability you intend to protect against.
Heavy magic damage can easily eat through the shield before the intended attack, leaving you vulnerable to the debuff. Effects that increase you maximum health, to include Vampiric Blood , will increase the value of your Anti-Magic Shell even after those abilities fade. Planning around this can make the difference in Anti-Magic Shell being able to completely absorb an attack, and therefore immune a debuff.
Anti-Magic Barrier can allow for more effective use of Anti-Magic Shell in nearly every way, with a reduced cooldown, increased size, and increased duration. Moreover, for the duration, there are several other benefits that you gain:.
On encounters with burn phases where the boss takes additional damage, you should make sure you have Dancing Rune Weapon to line up with those phases, along with a potion of some sort. Do not, however, sit on this cooldown for too long. Vampiric Blood is your most versatile cooldown.
It can be used reactively; however, you will gain more benefit from using this proactively, and you should have a specific plan for what abilities you will mitigate with it. It is worth noting that this increased healing can be used to game certain abilities or mechanics. Generally, you should use this when you are about to take high damage from pre-determined boss abilities, or when you are otherwise vulnerable because the healers cannot reach you or because your other cooldowns are unavailable.
Icebound Fortitude also clears stuns and makes you immune to stun effects for the duration of the buff. In encounters where stun effects are applied to the tank, you should consider whether you can incorporate Icebound Fortitude into your cooldown plan in a way that both mitigates threatening damage while leveraging the stun immunity.
Blood Death Knights deal very poorly with abilities that take into account raw damage amounts before absorbs and self-heals given their low number of damage reduction abilities. Abilities that mirror damage dealt to you onto other players, or otherwise determine their effect based on how much damage you take, can be particularly difficult for Blood Death Knights to manage; Icebound Fortitude should be saved for those abilities in those situations.
An additional benefit of it is the ability to use Death Coil on yourself to give yourself a poor man's AP-based heal, should nothing else be in range and should you be in immediate, lethal danger. This, overall, is worth using every now and then. Dazar, in King's Rest, will be the ideal testing ground for this ability ahead of the Shadowlands. This talent row was shaken up a bit in Shadowlands — gone is Rune Tap , and instead of it, a modified Mark of Blood has shown up on this row. This change, however, is net zero.
You will still be using Will of the Necropolis , unless you happen to be in one of the niche situations where Anti-Magic Barrier has real value. Death Strike is your most important self-healing ability. It is also part of your regular ability rotation during combat. The most immediately apparent effect of Death Strike is that it heals you, so it is always well used after you have taken damage to heal yourself back up a bit and help the healers. Be smart about when you are using Death Strike. As it depends on your damage taken in the previous 5 seconds, it should be used after taking high damage.
Of course, capping your Runic Power while not using Death Strike should also be avoided. While not actively tanking, you will work to rebuild resources — to include Blood Shield — for your next period of active tanking.
Blood Shield has a second duration; it can fall off between uses of Death Strike if you are not actively using your rotation during off-tanking periods. Note that Mastery: Blood Shield only absorbs physical damage; do not rely on it to mitigate a large magical attack. Your Marrowrend ability applies 3 stacks of Bone Shield each time you use it, up to a maximum of 10 stacks.
Each successful melee attack made against you consumes a Bone Shield charge. Bone Shield has a duration of 30 seconds, after which the stacks simply drop off you.
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