Blood Death Knight Tank Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Blood Death Knight (WoW MoP 5.3) 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 right.
This guide has been reviewed and approved by Reniat, the author of the Blood Death Knight guides on the Official Forums and MMO-Champion.
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 your diseases on the target
- Initially, apply them with
Outbreak. - After that, always refresh them with
Blood Boil (thanks to
Scarlet Fever). This will also keep up the
Weakened Blows
debuff. - In case your diseases fall off and Outbreak is on cooldown, re-apply them
using
Unholy Blight (if you have taken this talent), or with
Icy Touch and
Plague Strike otherwise.
- Initially, apply them with
- Use your Frost, Unholy, and Death runes on
Death Strike. - Use your Blood runes on
Heart Strike. Never use Heart Strike if
you have no Blood runes, as this will cause Heart Strike to consume a Death
rune, which should be saved for Death Strike. - Use your runic power on
Rune Strike to generate threat and dump
runic power. - Use
Horn of Winter when nothing else is available, in order to
generate runic power. - Use your
Crimson Scourge procs (free
Blood Boil or
Death and Decay) as follows.- Use
Death and Decay if available and if the target will remain in the
area of Death and Decay for the whole duration. - If Death and Decay is on cooldown or the target is likely to move, use
Blood Boil.
- Use
If you have chosen the
Blood Tap talent as part of your tier 5 talent
choice, you should read this section to see how to
maximise the benefit of this talent.
As you can see, this rotation 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
When tanking 2 or 3 enemies, your go-to ability will be
Heart Strike. Against 4 or more enemies, you will want to switch
to
Blood Boil. Keep in mind that Blood Boil scales much better with
your gear and stats than Heart Strike, so you should check the damage of these
abilities to see which one is best to use in your particular case.
Additionally, you will want to use
Death and Decay on cooldown,
placing it under the targets you are tanking.
You will, of course, still use
Death Strike on any enemy, for the
self-heal and
Mastery: Blood Shield benefits that it provides. You will
dump your runic power with
Rune Strike.
As in the case of the single target rotation,
Crimson Scourge procs
should be used firstly on Death and Decay, if available, and after that on
Blood Boil.
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.
| Proactive Cooldowns | |
|---|---|
|
|
| Grants you a 50% damage taken reduction | |
| Grants +20% chance to parry (also increases threat generation
with |
|
|
|
|
|
| Reactive cooldowns | |
| Converts a Blood rune into 10% of your health (remember that the 30-second
cooldown of Rune Tap is sometimes reset by |
|
| Mixed (Proactive or Reactive) Cooldowns | |
|
|
|
|
| Instantly regenerates all runes and grants 25 Runic Power (very
useful for casting |
|
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 which you receive for
choosing the Blood specialisation. Essentially, it increases your attack
power for 2% of the unmitigated damage you receive. It takes the form of a
20-second buff, which you should have no problem maintaining 100% uptime
on.
6.2. Soul Reaper
Soul Reaper is a damaging, execute-like ability that should be
used when the target is below 35% health.
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. 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. 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 other 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.
6.5. Detailed Cooldown Usage
6.5.1. 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.
6.5.2. Icebound Fortitude
Icebound Fortitude is 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.
6.5.3. 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.
6.5.4. Army of the Dead
Army of the Dead has two survival benefits. As we will see, it is more
potent when you are trying to reduce magic damage, but it works well against
Physical damage as well.
The first benefit is the damage reduction that it provides. While the spell is being channeled, your damage taken is reduced by the sum of your dodge and parry chances. As such, this cooldown provides a sizable damage reduction for a short amount of time. Note, however, that while you are channeling, you cannot dodge or parry, so you will be hit by every attack made against you, which works to counter the damage reduction that you gain, to some extent. So, when used against Physical damage, it is best to use it when unavoidable abilities are cast at you, but at any rate, it remains beneficial to use against practically anything.
The second benefit is that 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.
6.5.5. 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.
6.5.6. Empower Rune Weapon
Empower Rune Weapon does not provide any survival effects on its own.
It instantly activates all of your runes and grants 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.
6.5.7. 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.
6.5.8. 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
30% 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 30% health, so that you can then use it again.
Note that the Tier 15 Set 2-piece Bonus provides a 10-second reduction to the cooldown of Rune Tap, and makes it free of cost.
6.5.9. Tier 1 Talents
Unholy Blight is an excellent way to apply diseases to
newly-spawned adds. You can simply turn it on and run through/into the
adds. Alternatively, you can turn it on and apply diseases to a newly
spawned single target.
Roiling Blood should be used to simply spread your diseases to any
new targets that have entered the fight. Just use
Blood Boil whenever
you want to spread the disease, but try to only do so when you have
Crimson Scourge procs in order to avoid spending runes.
Plague Leech should be used just as your diseases are
about to expire, each time that you can refresh them right away with
Outbreak. The reason for this is simple. You can keep your diseases
running indefinitely, by refreshing them with
Blood Boil (thanks to the
Scarlet Fever passive ability). In this case, consuming your diseases
with Plague Leech is detrimental, as you will have to spend runes and global
cooldowns re-applying them with
Icy Touch and
Plague Strike.
However, if
Outbreak is available, you can immediately re-apply the
diseases with a single global cooldown and no cost. This, therefore, is the
ideal time to consume them with Plague Leech.
6.5.10. Tier 2 Talents
Lichborne should be used whenever you are low on health, or you
just want to supplement the healing that your healers are doing. Simply
cast Lichborne and then spam
Death Coil on yourself. You will find
this macro useful.
Anti-Magic Zone is a raid cooldown, and you should consult with your
raid leader and the healers in order to determine the best time to use
it.
Purgatory will act passively, saving your life. You should try to
use as many self-healing abilities as you can, as soon as Purgatory procs, so
that you can get rid of the healing absorption effect that it applies before
it wears off, as this causes you to die. Remember that you can (at least in
theory) use Purgatory to bypass otherwise deadly encounter mechanics.
6.5.11. Tier 4 Talents
Death Pact heals you for 50% of your maximum health, on a 2 minute
cooldown. This is a very powerful heal, so make sure that it does not end up
overhealing you.
Death Pact requires that you have an active ghoul to sacrifice, either from
Raise Dead or from
Army of the Dead. Undead minions controlled
through
Control Undead do not count.
We recommend this macro to summon a ghoul and use Death Pact at the same time.
Death Siphon and
Conversion are currently so undesirable
for a Blood Death Knight, that we do not believe you should ever take them.
6.5.12. Tier 5 Talents
If you have chosen
Blood Tap, you should use it with the following
guidelines in mind.
- Never cap your
Blood Charges. You can have a maximum of 12
charges, so you should make sure not to cap your charges and waste additional
ones (unless you really need to have 12 charges stored up for a very damaging
burst of damage that is coming up). - Store up Blood Charges in preparation for damage spikes against which you wish to use multiple Death Strikes.
- Remember that you need 5 Blood Charges to use Blood Tap once (which will grant you one Death rune), and that you need 2 Death runes to use a Death Strike.
- Blood Tap only refreshes fully depleted runes. So, in order to get two Death runes, you will have to first use up your current Death runes.
Even though there are suggestions of using a macro to automatically cast
Blood Tap (it is off the global cooldown), such as macroing Blood Tap together
with
Rune Strike, we do not advise using these, as they take away all the
control that makes Blood Tap so great.
There is one macro, however, that is very useful for Blood Tap, and we talk about it on the macros page.
So, by just using Blood Tap based on the above suggestions, you will get a
pretty solid benefit from it. However, there is a more advanced way of using it,
which will yield better results. Since this is directly tied to
Death Strike usage, we explain it in the next section.
If you chose
Runic Corruption, you do not have much to
worry about, since its effect is passive.
Finally, if you chose
Runic Empowerment, the best way to get as many
Death Strikes as possible is to always keep a Blood rune active at all
times, so that Runic Empowerment always refreshes a Frost or an Unholy rune.
6.6. Death Strike and Blood Shield
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 (
Mastery: Blood Shield),
you cannot simply use Death Strike whenever it is available.
There are three main things to keep in mind when using Death Strike.
- One way of using Death Strike is to use it 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.
- Another way of using Death Strike is to use it several times right before you receive a large amount of damage, since this will stack your Blood Shield up and cause you to take less damage.
- Finally, 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.
Finally, regarding your Mastery, it is important to remember that the shields provided by Death Strike only protect against Physical damage.
6.6.1. Advanced Death Strike and Blood Tap Usage
As we mentioned above, there is a way to get more out of your
Death Strike usage, if you have the
Blood Tap talent. Note that this
is an advanced (and rather cumbersome) technique, and you need to have a very
solid grasp on your gameplay to be able to apply it.
Let us first consider a few things.
- Whether you are using
Death Strike to heal yourself after having taken
damage, or using it to shield yourself before taking damage, you always want
to be ready for using Death Strike at a moment's notice. - You should never have two runes of one type active, because if you are doing this, then they are not recharging and you are wasting their cooldowns.
- You should never have a Blood rune active, unless you are saving it to use
Blood Boil soon for AoE threat reasons, since Blood runes cannot be used
on Death Strike.
The result of this is that your ideal stance while tanking should be one of the following two options.
- One Frost rune and one Unholy rune active, and all other runes depleted.
- One Death rune (in the place of a Blood rune), one Frost rune, and one Unholy rune active, and all other runes depleted.
In the first scenario, using Death Strike will consume your current Frost/Unholy pair, leaving you with no runes active, and a double Blood Tap will give you another Death Strike, with more runes coming off cooldown soon. In the second scenario, it will leave you with one Death rune active, and one Blood Tap will allow you to use Death Strike again, leaving you with more Blood Tap charges (assuming you had pooled them), and with more runes coming off cooldown soon.
6.6.2. Scent of Blood Procs
Each time you perform a successful melee attack, you gain a stack of
Scent of Blood, up to a maximum of 5. Each stack increases the healing
and minimum healing of your next
Death Strike by 20%. Additionally,
each time the effect procs, you gain 10 runic power.
Clearly, the more stacks you have of Scent of Blood, the more powerful your Death Strike's healing will be. In normal fight conditions, there is little to gain from monitoring the stacks closely, and you can use Death Strike quite loosely.
7. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing to change.
- 31 Mar. 2013: Performed several updates to the page.
- Added mention of using
Unholy Blight to apply diseases to a single
target if
Outbreak is unavailable. - Added mention of using
Crimson Scourge procs primarily on
Death and Decay, even against a single target. - Improved the explanation of
Army of the Dead. - Added mention of the benefits of the Tier 15 Set 2-piece Bonus to
Rune Tap. - Updated the Tier 1 and Tier 5 talent sections to reflect the altered priority of these talents, based on the changes we operated on the Talents page of this guide.
- Added advanced usage tactics for
Blood Tap, as well as a useful
Blood Tap macro. - Removed a paragraph that recommended saving
Scent of Blood stacks in
preparation for taking damage.
- Added mention of using
