1.
Blood Death Knight: The War Within Expansion Preview
Welcome to our War Within expansion guide for Blood Death Knight.Ahead of launch, this page will contain everything you need to know about theBlood Death Knight spec in the forthcoming The War Within expansion,including changes, Hero Talent Trees, and some light predictions on the stateof the spec going into the expansion.
This page is a constantly evolving work in progress, with regularchanges expected as updates hit the War Within beta. This is not meant to bea launch guide for Blood Death Knight, but instead serves as aresource for you to keep up to date with how the spec is evolving on Beta, andwhat you can expect from its playstyle and feel on launch.
2.
The War Within Changes for Blood Death Knight
2.1.
Core Changes
We have received small but impactful changes to both our class and spec tree.While the changes were not exactly groundbreaking in scope, and did not fundamentallychange the playstyle you are used to, a number of new choices are now possible,and a lot of the filler/costly talents have either been reduced down to allbe 1-pointers (with varying constraints on them - some were merged down, otherswere just kept at their 1-point value).
This, overall, is a good thing. It allows the talent trees to breathe abit more and stymies the feeling that you are just putting filler pointseverywhere as you level, or at least it attempts to.
2.2.
Systems Changes
The addition of Hero Talents proves to be an extremely polarizingfeature for Blood Death Knights. On one end, you can opt for the sleek,very well-designed but mostly just-damage (at least on the surface - moreon that later) option in Deathbringer, or pick its literal antithesis,a literal spamfest variant of the rotation where rotational inefficiencieslead to success as San'layn. Both sides deal with the rotation, itsresources and core systems wildly differently, and exacerbate some elements ofit in their stead.
3.
Hero Talent Trees for Blood Death Knight in The War Within
3.1.
San'layn Hero Talents for Blood Death Knight
San'layn's identity is difficult to capture, as the entireconcept appears to hit Vampiric Blood as often as possible,to stay in it for as long as possible. This is down to two mechanics:
- The intro talent,
Vampiric Strike, is a buffed replacement of
Heart Strike and is mostly only available during
Vampiric Blood.You may occasionally see it be castable outside of it after pressing
Death Strike, but the chance for this to happen is absurdly low.
Vampiric Strike grants you a stack of
Essence of the Blood Queen when cast. These last for 20 seconds,refresh on re-application, and grant you 1.5% haste per stack upto 10.5% outside of
Vampiric Blood. This haste is doubled during
Vampiric Blood.
A number of talents and interactions exist around Vampiric Strike tostrongly incentivize the player to spam that button:
Vampiric Strike has a 42% chance to refund the rune you usedto cast it during
Vampiric Blood
Infliction of Sorrow causes an absurd amount of bonusdamage based on your
Blood Plague's remaining duration and tickspeed on target every time you hit
Vampiric Strike
- Hitting
Vampiric Strike has a chance to summon a Blood Beastto deal even more bonus damage over its lifetime. With the right talents,it also collects all your shadow damage to deal even more damage completelypassively to everything nearby.
The gameplay loop is extremely poor, and the payoff for playing this is,unfortunately, extremely high: the haste this provides is significant, thebonus damage it provides is absurd, and being able to self-heal for 5% of max HPper GCD in Vampiric Blood before accounting for
Vampiric Blood'shealing amplification is over-the-top levels of sustain for generic use.
The only silver lining is that, unlike its rival tree, this brings very littleparty utility. Its only notable mention is Vampiric Aura, providing thegroup with 6% leech when
Lichborne is active, which is, quite frankly,a pittance.
3.1.1.
How to Play as San'layn
The San'layn rotational differences occur in three different places: before Vampiric Blood, during
Vampiric Blood and immediately after
Vampiric Blood. Suffices to say, to gain value out of this tree, youwill absolutely want to talent into
Red Thirst.
Improved Vampiric Blood is also, unfortunately, a significant throughput gain.
3.1.2.
Preparing for Vampiric Blood
Due to how all of your Vampiric Strike casts in
Vampiric Bloodwill trigger
Infliction of Sorrow, and you absolutely want to avoidcasting anything else unless absolutely required during that window, your last fiveglobal cooldowns before
Vampiric Blood will look like this:
- Refresh bone shield if you have to (you absolutely do not want todo this during
Vampiric Blood)
Death Strike (for
Coagulopathy).
Blood Boil (to refresh
Blood Plague to nearlymaximum duration). Ideally, this gets you down to zero
Blood Boil charges.
Death and Decay (to get you 14 seconds of its buff - more haste,more damage and healing, and more
Shattering Bone damage for theentire duration of
Vampiric Blood)
Vampiric Blood and
Vampiric Strike (you cannot currentlymacro these together, but can castsequence the two and rapidly double tap it)
3.1.3.
During Vampiric Blood
Before we go into the actual meat of this, one reminder: I will talk about absurdamounts of damage here, but this is not the main purpose. If you've set upyour window correctly, you will have Voracious - i.e. 12% leech - runningfor all of it. In addition to this,
Vampiric Strike alone heals for 5% ofyour max HP before
Vampiric Blood's effect, and you will also get asignificant amount of additional healing from other sources during what is,arguably, your strongest defensive cooldown.
Your priority in Vampiric Blood, assuming you followed the above set-up,is very simple:
- Press
Death Strike if you will die otherwise(this should be exceedingly rare)
- Press
Death Strike to keep
Coagulopathy up
- Press
Consumption if
Vampiric Blood has less than 6seconds left on it
- Press
Vampiric Strike
Consumption and
Death Strike are the only non-
Vampiric Strikecasts you will perform during
Vampiric Strike. The reasons for this are thefollowing:
- Maintaining
Coagulopathy actively buffs
Infliction of Sorrow,and with it the damage stored in blood beasts, by 150%. It also provides asignificant amount of bonus trickle healing from
Blood Plague
Consumption makes
Blood Plague tick 50% faster for 8 seconds.This directly buffs
Infliction of Sorrow; however, we're opting to cast itlate into
Vampiric Blood as the first
Heart Strike out of
Vampiric Blood fully consumes
Blood Plague's remaining duration(which will be extremely high thanks to
Infliction of Sorrow'sin-
Vampiric Blood's duration extension) in order to deal absurd amounts ofdamage coming out of
Vampiric Blood. We have deliberately left a two GCDwindow for AoE reasons.
3.1.4.
Coming out of Vampiric Blood
Coming out of Vampiric Blood is very simple, and is once again just aboutsetting things up. If you have followed the above, you will be at near-cap on Runic Power,have two charges of
Blood Boil and
Coagulopathy is ~3 seconds fromexpiring. This means you can do the following:
- Cast
Death Strike if you have less than 2 GCDs left on
Coagulopathy
- Cast
Death and Decay
- Cast
Death Strike if you have less than 3 seconds left on
Coagulopathy
- Cast
Heart Strike to consume your
Blood Plague on up tofive nearby targets, dealing ~1000% AP damage to all of them in the processthanks to the buff from
Consumption we talked about earlier.
- Cast
Blood Boil to re-apply
Blood Plague
Your goal is now to perform your rotation as efficiently as possible withthe goal of never dropping Coagulopathy and to actively spend allthe Runic Power you've generated on
Death Strike in order to get backinto
Vampiric Blood sooner - dropping
Essence of the Blood Queenstacks due to rotational impropriety between
Vampiric Blood windows isby far the biggest loss on this spec's Hero Talent variant.
3.2.
Deathbringer Hero Talents for Blood Death Knight
Moving on from what feels like a drug-addled variant of Blood, we have thefinesse, the rewarding playstyle, and the search for balance: Deathbringer.
The prime gameplay hook in this Hero Talent is Reaper's Mark, and dependingon the choice nodes you pick on the tree, it will either be available every minute,or every 30 seconds. It afflicts a single enemy (and is not copied by
Dancing Rune Weapon) with a 10-second, stacking debuff. While it isactive, any action taken that deals Shadow damage grants it an extra stack,while Shadowfrost damage grants it between two and four stacks.
This sounds unwieldy and very hard to reach its maximum stack count of 40. Don't panic!The rest of the tree is there to help you, along with your base kit:
Blood Plague has a 45% chance to tick for 30% bonus Shadowfrost damage
Blood Plague ticks 100% faster
Blood Boil's damage type is changed to Shadowfrost (and its animation isnow very noticeably blue)
When it expires (or detonates prematurely as the target it is on reaches 35%),it directly buffs one or two Marrowrend casts within30 seconds, causing them to cost either 1 rune or 0 runes (depending on whetheryou play
Swift End or
Painful Death). These
Marrowrendcasts trigger
Exterminate, which has a small but noticeable chance tore-apply
Reaper's Mark.
Reaper's Mark deals a very high amount of damage at three points in its lifetime:
- On application, directly by itself,and to all targets nearby through
Wave of Souls
- On expiration, directly by itself, and to all targets nearbythrough
Soul Rupture. This is also a no-questions-asked 5%physical damage taken reduction from all targets hit for 10 secondsafter
Reaper's Mark expires.
- When casting an empowered
Marrowrend, thanks to
Exterminate
That's it! The tree simply rewards you for playing every element of yourkit properly, does not get in the way, and rewards you with a lot of damage anda bunch of utility we did not mention yet:
- 30 second cooldown reduction on
Lichborne
- Near-permanent uptime on 10% physical and 10% magical damage reductionfrom
Rune Carved Plates.
- The 5% phys damage reduction we talked about earlier from
Soul Rupture
- 100% more
Blood Plague damage amounts to a lot of bonustrickle healing, particularly with
Coagulopathy and
Consumptionin the mix. The developer in charge of this hero talent tree also made thevery nice choice of making it tick faster instead of harder, allowing it tobe even more noticeable!
- The runes saved on empowered
Marrowrend are direct fuel for
Heart Strike!
There are a number of comical bugs present on this version of Deathbringer,and while all of them have a positive edge, they can lead to unfortunate surprisesfor newcomers. As such, we'll list them here:
Grim Reaper's
Soul Reaper application is an actual
Soul Reaper cast, and inherits all aspects of it. The hilarious,and likely unintended side-effect of this is that, if you have
Dancing Rune Weapon up, it will be copied by it. With proper timing,you can have up to 9 separate
Soul Reaper debuffs ticking on atarget at once
Reaper's Mark cannot be applied more than once to a target. If youare playing
Painful Death, you need to be aware of this as eachempowered
Marrowrend has a 30% chance to re-apply
Reaper's Mark.If at all possible, you should hit different targets with the two
Marrowrend casts in order to not whiff a potential
Reaper's Mark.
4.
Blood Death Knight Tier Set in The War Within
Below are the Tier Set Bonuses for Blood Death Knight in The WarWithin. Where necessary, we added a small amount of additional detail in italicin order to convey the additional limits of the tier set.
Death Knight Blood 11.0 Class Set 2pc — While you have one or more
Bone Shield charges, the damage you take is reduced by 2%. Losing a
Bone Shield charge has a 20% chance to reduce the damage youtake by an additional 1%, up to 3% for 6 seconds.
Death Knight Blood 11.0 Class Set 4pc — Your damage is increased by1% per active
Bone Shield charge, up to a maximum of 10%. Takingdamage while below 6
Bone Shield charges has a chance to generate 1-2
Bone Shield charges.
The 2-piece is boring, uninspired and its power level is entirely down toencounter design. It will be at its weakest in raid, and at its strongest (for agiven definition of strong) in Mythic+, but its value will be mostly unnoticeable.
The 4-piece effect is ludicrously strong offensively, but provides nothingother than damage. It is strong enough to justify sitting at 10 Bone Shieldcharges as often as possible, and makes
Reinforced Bones a near-mandatorytalent in order to not lose resources while doing so.
5.
Blood Death Knight Strengths and Weaknesses
Strengths
A number of talent choices have massively increased our defensive toolkit: 2minute
Icebound Fortitude is baseline,
Red Thirst is equivalent to its Dragonflight 2/2 value, a number of Hero talents tap into
Lichborne, and a brand new set of class talents modify
Anti-Magic Shell.
The rotation, fluidity of the rotation, and expected value from the toolkit remains as valuable as before - unless you're San'layn, where both the offensive and defensive profile of the spec changes significantly!
The new
Cleaving Strikes changes reduces the dependence on
Death's Echo and reduces the number of casts of
Death and Decay required to keep it up.
Weaknesses
Designed to take more up-front damage than other tanks and heal it back.
Cooldown usage and planning can make or break you. This is even more true if playing San'layn, as
Vampiric Blood will not be held for mechanics.
While the dependence on
Death and Decay was relaxed slightly with
Cleaving Strikes,
Death and Decay uptime is still very much an issue.
6.
Changelog
- 17 Jun. 2024: Page added.
Show more
Show less