Blood Death Knight in Shadowlands
Welcome to the Overgear guide on the Death Knight’s “Blood” spec! This guide will show you all the intricacies of the spec in various aspects of the game and teach you how to survive even the toughest Shadowlands challenges. You’ll learn which talents to use, how to equip your character, and which covenant to choose. In each section you will find answers to these and many other questions.
- Fantasy: Death Knights use San’layn blood magic in combat to draw the life force out of opponents.
- Resources: Death Knights use Runes and Runic Power as resources. Runes are used for main offensive abilities and, when consumed, generate Runic Power, which in turn is used for healing.
- Weapon: two-handed axes, swords, blunt and pole weapons.
- Armor: plate armor.
- Races: starting from Shadowlands Pre-Patch, all races can be Death Knights.
- Mastery: Blood Shield — grants a shield after using Death Strike that absorbs physical damage.
Let’s look at the pros and cons of the Death Knight tank.
Pros
- A wide range of different defensive cooldowns.
- Great self-healing capabilities, allowing for better control of your health.
- Unique abilities Death Grip and Gorefiend’s Grasp.
- Access to a battle resurrection.
Cons
- Limited mobility.
- Low survivability without active cooldowns.
- Unique survival mechanic — when taking a large amount of constant damage, the Death Knight heals a few seconds later. In some cases this may be considered a flaw.
About the author
This guide was written by Chaosyasha, a raider of the Russian “Bannhammer” guild, a fan of Mythic+, and an honored WoW veteran. I’m proficient in many different classes and roles, and on my Twitch streams you can watch walkthroughs of high Mythic+ dungeons and exploration of the current raid content on the highest difficulty.
Main Abilities
On reaching several levels, you will open new Talent tiers. In each tier, you can choose one Talent at a time. Talents can affect your abilities in different ways: add new ones, replace old ones, passively modify various effects and spells. You can change Talents while you’re in Sanctums or in rest areas, but if there are no such places nearby, you can use Tome of the Quiet Mind, which allows you to change Talents within a minute. Note that Talents can’t be changed in combat. Also, if a Talent selected in a certain tier is on cooldown, you’ll have to wait for it to recharge in order to change it. Heartbreaker — default choice in any situation with cleave and AoE. Additional Runic Power allows you to heal with Death Strike more often. Blooddrinker — strictly for single target combat. Currently, there are no situations where Tombstone would come in handy, as this talent is weaker than the others in this tier. Hemostasis is the only choice in this tier, other talents are much weaker in damage and healing. The choice in this tier depends on your playstyle and type of content. Pick Foul Bulwark for high M+ keys to gain additional health. Relish in Blood — default choice for any type of content, aside from moments where you need extra health. Choose Blood Tap if you want to control everything yourself. This talent can be more useful than Relish in Blood, but requires an additional bind. Will of the Necropolis — default choice. If you need to use Anti-Magic Shell more often (for example when you want to prevent a certain debuff, but the base cooldown is too long) — pick Anti-Magic Barrier. Mark of Blood is situational. For now there are no situations where this talent could come in handy, at least in Shadowlands raids. This tier is entirely situational. Grip of the Dead — default choice for M+, you can kite mobs without damage. Pick Tightening Grasp if the base cooldown is too long for certain fights or M+ dungeons. Wraith Walk can be chosen when you don’t need additional control. Voracious — default choice for high M+ keys and moments when you need a constant and consistent heal. Bloodworms — pick for other situations, including raids. Death Pact is not used. Purgatory can be used to learn raid bosses, preventing sudden death. Otherwise, pick Red Thirst for raids — it increases the uptime of your main defensive ability Vampiric Blood. For Mythic+ and AoE raid fights pick Bonestorm. For raid single-target encounters: For high M+ keys: For raid AoE encounters and medium M+ keys: Covenant system — one of the main additions in Shadowlands. As you level up, you’ll get to know all 4 Covenants. Each Covenant occupies its own area in Shadowlands. We advise you to take a closer look at each of the Covenants, because at level 60 you’ll have to decide which one to join. Kyrian reside in Bastion, Necrolords control Maldraxxus, Ardenweald is the home of Night Fae, and Venthyr rule in Revendreth. Selecting a covenant will unlock two new abilities: a signature ability for all Covenant’s allies and a class ability. In this guide we’ll look at all the new Covenant abilities and how they affect gameplay. Mythic+: Raids: Kyrian — best choice for raids. Even though their Soulbinds have been nerfed significantly throughout the last weeks of the beta, the ability to drop raid debuffs with the Covenant’s signature ability pays for itself. It’s also a good option in terms of DPS. Venthyr — great for M+. Their class ability generates a lot of Runic Power, boosting your self-healing capabilities. Night Fae have been revamped since beta but they still remain viable. Plus their Soulbinds are pretty powerful, which makes up for their mediocre class ability. Necrolord are at the bottom of the list for now, due to their weak ability with a long cooldown. However, even this Covenant can be called playable. Note that only Night Fae and Venthyr increase mobility. Given the Death Knight’s limited movement, these Covenants will always come in handy. Kyrian is a good Covenant for ST fights, especially in raids. Phials of Serenity removes most debuffs even in raids and Shackle the Unworthy deals serious damage to a single target. Pros: High DPS for ST and cleave, Phials of Serenity removes debuffs. Cons: Weak AoE DPS. Venthyr — great choice for M+ and pretty solid for raids. Their ability synergizes with Bonestorm and generates a lot of Runic Power in AoE fights, allowing you to use Death Strike more often. The first Shadowlands raid, Castle Nathria, has multi-target fights, making Venthyr a decent choice for raids. Pros: High DPS and survivability in AoE, good mobility. Cons: Low effectiveness in ST fights. Night Fae is an average Covenant for DK-tanks. Their Death’s Due ability is quite complicated to use effectively (the last GCD must be used on Heart Strike). Nevertheless, its bonus is pretty good and uptime is high in raids, allowing you to reduce incoming damage and increase damage dealt. In Mythic+ this ability is not as good, but still has uses. For dungeons this Covenant’s signature ability Soulshape allows to kite dangerous packs of mobs easily. Pros: High mobility, damage reduction in raids. Cons: Complicated ability, average Soulbinds, low damage bonus. Necrolord — average Covenant for a DK-tank. Abomination Limb deals a lot of damage, but you’ll have to put up with its target cap and long cooldown. Moreover, their Soulbinds are mediocre and signature ability Fleshcraft wastes 4 sec every 2 min on channeling. During that you can’t move or use abilities, which outweighs all its pros. Pros: Good AoE DPS, interesting pulling effect. Cons: Average ST DPS, mediocre Soulbinds. After you join a Covenant, you’ll have the ability to link your souls and powers with three soulbinds. Soulbind is a specific NPC, with whom you create a spiritual connection, granting you access to a separate talent tree. Each tree has both common passive effects and slots for conduits. A Conduit is an item similar to a gem that has a unique effect for your class and specialization. By visiting The Forge of Bonds at your Covenant sanctuary, you can apply Conduits and then swap them out just like the essences in Battle for Azeroth. It’s worth noting that each Soulbind has predetermined slots for Conduits in their talent tree, and each of them comes in three types. A Conduit of a certain type can only be inserted into a slot specifically designed for its effect. Plan your Soulbind’s talent tree carefully — if you make a mistake when choosing Conduits, you’ll have to wait a long time to replace them. Let’s look at the more powerful passive effects of every Soulbind. In summary: In summary: In summary: In summary: Kyrian: Venthyr: Night Fae: Necrolord: Now let’s talk about Conduits. They come in three types — Potency, Endurance, and Finesse. Let’s look at the ones the Death Knight has. Put a Conduit for your Covenant ability in the first slot. If you have a second slot, pick Withering Plague, but it’s best to choose a Soulbind without a second Potency slot. Hardened Bones is a must. Third slot (if available): Reinforced Shell. If you need to increase the duration of Anti-Magic Zone, put it in the first slot. Finesse Conduit doesn’t give bonuses to damage and survivability, so pick whichever you like the most. For Mythic+ pick Spirit Drain, for raids — Chilled Resilience, but only if it helps you survive through certain mechanics. A total of 16 Legendaries are available to Death Knights — 8 class ones and 8 general ones. We will highlight only those that are noteworthy. A great defensive choice for high M+ keys and tough raid fights. With Voracious this legendary procs on each Death Strike, since it’s minimal healing increases to 10.5%. This legendary procs every time, applying diseases from other Death Knight specs. In addition to damage, Frost Fever also has a chance to generate additional Runic Power. Currently, Death Knights have only two legendary effect options. Superstrain is more suitable for raids and simple M+ keys, while Bryndaor’s Might — for high M+ keys and tough raid fights. If you’re interested in both raids and Mythic+, you should craft both of these legendaries. Let’s examine the class mechanics of a DK-tank. The Death Knight has Runes and Runic Power in their arsenal. As a tank, Death Knight should optimize generation and consumption of Runes and Runic Power, avoid Runic Power overcap and keep at least 3 Runes on recharge. Base rotation priority — the use of Death Strike at the right time for self-healing. Plus, a DK tank should maintain their Bone Shield with Marrowrend. Shiled charges are spent on enemies’ auto attacks, but no more than 1 charge every 2.5 sec. In addition, it’s important to minimize the use of Marrowrend in favor of Heart Strike for 5 additional Runic Power. Unlike other tanks, Death Knights are weak without cooldowns and receive more damage. In turn, they have a lot of defensive abilities with short cooldowns. Moreover, DKs can self-heal more often than other tanks thanks to Death Strike. This ability heals 25% of damage received in the last 5 seconds, so you should time it correctly and use it right after getting a lot of damage. Note that sometimes you have to keep your Runes and Runic Power full, if you know that you’re about to need a full heal from Death Strike. These situations might occur during dangerous pulls in high Mythic+ keys and epic dungeons. In these moments, immediately exhaust your Runic Power on healing, replenish it with Runes, and heal again. Before you start choosing gear, remember one important rule — item level comes first! Never equip an item that is 10 or more ilvl lower, even if it has better stats. This rule also means that Strength and Stamina are the best stats for us, so they will not be mentioned in the priorities below. Moving on to the stat priority for survivability: Versatility >= Haste > Mastery >= Crit Versatility is a good passive stat for all tanks — increases damage dealt and reduces damage taken by half. Haste reduces the intervals between your auto attacks, GCD, and helps generate Runes faster (by 1.1% per each percent of Haste). Mastery: Blood Shield — grants a shield after using Death Strike that absorbs incoming physical damage. This stat is weaker than Haste and Versatility, but not totally useless. Critical Strike is basically a pure dps stat. Critical Strike Rating increases the chance to parry an attack, but has a diminishing effect — the more crit you have, the less chance to parry is given by each stat increase. In general, it’s quite a weak stat for a tank, hence its ranking in last place. Tanks can use Simcraft for DPS calculations. Therefore, the use of raidbots and Pawn for character optimization is welcome. Based on the priorities above and simulations of your character you can choose gems, enchants, and consumables. Keep in mind that in any content the difference between racial bonuses is relatively minor. So if you’re not aiming to get on the first page of WowProgress, you can safely choose a race by their appearance. Below I list the races with the most significant bonuses for each faction. Understand that BiS Gear for a tank in Shadowlands is relative. Apart from rings and accessories, you should prioritize item level over stats. Nevertheless, here is a list of the gear that you can strive for. Interrupt with modifiers, hold Shift to cast it on the focused target, otherwise — on the current one /cast [mod:shift,@focus][] Mind Freeze Macro to cancel Blessing of Protection might be useful: /cancelaura Blessing of Protection “Pool” on cursor: /cast [@cursor] Death and Decay Taunt on cursor: /cast [@mouseover] Dark Command Grip on cursor: /cast [@mouseover] Death Grip Resurrect on cursor: /cast [@mouseover,help] Raise Ally Addons for World of Warcraft is a purely subjective matter. Many experienced players don’t use addons or use them sparingly. Others completely rework the UI. I’ll recommend those I use myself, that not only change the game’s appearance, but also can be useful in a variety of situations. A powerful and very flexible addon that displays almost any information at any time you need. It started out by displaying buffs, debuffs, and alerts during fights, but has improved considerably over time. Today WAs allow you to create and send other players important information on bosses, replace standard interface elements, track other players’ abilities, and much more. WAs can be found on wago.io, but I’ll list the most important ones: A multipurpose addon for nameplates. With it you can easily see which enemies are aggroed on you, how and who they attack. In addition it shows you certain buffs and debuffs on enemies, including control effects. Moreover, Plater supports third-party mods suitable for a variety of situations. You can download them on wago.io in the Plater section. An addon that shows your group/raid damage and healing. That’s it? Not quite — it can show you the uptime of buffs and debuffs, damage to specific targets and during specific boss phases. In M+ you can see who broke control, who and how many times interrupted spellcasting, and much more. Shows you the cooldown of bosses and mobs, reminds you when these abilities are about to go off. Very useful for raids and Mythic+. Alternatively, you can use the Deadly Boss Mods. Their functionality is very similar. Useful little addon that allows to automatically repair gear, sell junk to vendors, accept and complete quests, includes the ability to quickly loot items, and much more. Despite it not having any particularly important features, it’s very popular among players. With it, you can customize frames, command bars, and almost every aspect of the UI. In this section I’ll talk about the spec’s intricacies, as well as do’s and don’ts for a more effective play as a tank. Similarly, by generating Runic Power while having a maximum amount, you miss out on more Death Strike uses. Even at full health, Death Strike deals significant damage and grants a shield from Mastery. Try anticipating the damage — stock up on Runic Power prior to taking a big hit. Your goal is to use 1-2 Death Strikes in a 5-second window after taking damage and heal up without bothering your healers. Thankfully, raid bosses and trash mobs in M+ are very predictable and you can easily plan your sequence of defensive cooldowns. You should use abilities with the shortest recovery time first. For example, you can use this rotation in M+: During raids you can use a similar rotation for boses. That way, your cooldowns can be extended a bit longer. External cooldowns include: Dealing damage. A common notion among tanks is that it’s unnecessary to inflict maximum damage, you should just stay alive. That’s only partially true. Undoubtedly, the tank’s top priority is survivability. Still, it’s always worth maximizing your damage. The more damage you deal, the faster you can finish a dungeon or kill a boss. As such, tanks and healers are no different from simple damage dealers in this regard — everyone should maximize their damage output. Sometimes a total respec is necessary. The Death Knight managed to keep and even enhance its strengths in Shadowlands without getting nerfed. It’s still a very powerful tank class. Hope this guide helped you understand all the intricacies of the Blood spec in this new expansion. Thanks for tuning in! Best of luck in the world of Azeroth!Talents
Tier 1 — 15 lvl. Survivability
Tier 2 — 25 lvl. Healing
Tier 3 — 30 lvl. Survivability
Tier 4 — 35 lvl. Survivability
Tier 5 — 40 lvl. Control/Mobility
Tier 6 — 45 lvl. Healing
Tier 7 — 50 lvl. Survivability
Here are your common builds:
Covenants
Covenant rating
Kyrian
Venthyr
Night Fae
Necrolord
Soulbinds
Kyrian
Venthyr
Night Fae
Necrolord
Soulbind rating
Conduits
Potency
Endurance
Second slot: Meat Shield.Finesse
Legendaries
Rotation
Runes and Runic Power
Main rotation
AoE rotation (3 or more targets)
Stats
Gems
Enchants
Food
Flasks
Temporary buffs
Choosing a race
Alliance
Horde
BiS Gear + Trinkets
Macros
Addons
Pro Tips & Tricks
Summary