Death Knight Hero Talents — The War Within (11.0.7)
This guide will walk you through the best Hero Talents for Blood Death Knight for Raiding and Mythic+, how they impact your gameplay, and more.
Best Hero Talents for Blood Death Knight in The War Within
This page is specifically about Hero Talents in The War Within. If you want to learn more about the best regular talents for Blood Death Knight, check out our Talents page:
Raiding Hero Talents for Blood Death Knight
Deathbringer
Deathbringer is the strongest hero talent for raiding, as it provides the most offensive
and defensive benefits. However, the defensive benefits are all dependent on managing your runes well and
playing optimally.
San'layn
San'layn's core value is its lack of button bloat, as it brings no new ability. This is as far
as the simplicity goes, however, as it is both more punishing, more complex, more reliant on constant melee
uptime and lucky
Vampiric Strike procs at the right time in order to be able to keep
Essence of the Blood Queen stacks rolling.
Dancing Rune Weapon activates
Gift of the San'layn, and provides a significant window of
strength. When it ends, the race for the next
Dancing Rune Weapon - and the period of scarcity -
begins.
Mythic+ Hero Talents for Blood Death Knight
Deathbringer
Deathbringer is the strongest hero talent for Mythic+ as it provides the most offensive
and defensive benefits. However, the defensive benefits are all dependent on managing your runes well and
playing optimally.
The core gameplay loop revolves around managing Reaper's Mark properly, along with all of its
additional effects.
Reaper's Mark deals a significant amount of upfront damage to its target on
application, and to nearby targets through
Wave of Souls, and grants you a free cast of
Soul Reaper. While it is active, each instance of
shadow damage grants it an additional stack, and each instance of Shadowfrost damage grants it 2 stacks (and
multiplies those by 2 if it crit).
When Reaper's Mark reaches 40 stacks, expires or the enemy it was on reaches 35% once every 2 minutes,
it detonates, dealing damage depending on how many stacks it expired on, causes all enemies near the detonation
to deal 5% less physical damage to you for 10 seconds, and grants you two stacks of
Exterminate, allowing
you to cast two one-rune
Marrowrends that each deal significant bonus single-target and AoE damage
(almost as much as a 40-stack
Reaper's Mark itself), and have a 30% chance to reapply
Reaper's Mark
to their primary target.
Deathbringer excels at priority damage, AoE damage and defensive value, and it does all three
of these consistently.
San'layn
San'layn swaps between two modes: a "high tide" during
Dancing Rune Weapon with a massive
haste buff, frequent availability of
Vampiric Strike and relatively carefree nature - at least on the
surface. When
Dancing Rune Weapon ends, the troubles begin, and so does the frantic race to the next
Dancing Rune Weapon - relying on scarce
Vampiric Strike procs to stay afloat.
The changes to San'layn in 11.0.5 are overwhelmingly negative and disturbed a very precarious but optimizable mess, and turned it into something that is neither fulfilling nor fun, all while putting an emphasis on the randomness of it even more. While it excelled at single-target for a short period, it now excels at nothing while being extremely difficult to play optimally everywhere.
Best Hero Talent Builds for Blood Death Knight
Hero Talents Rotation for Blood Death Knight
Deathbringer
Deathbringer adds
Reaper's Mark to your toolkit. There are three
methods in which
Reaper's Mark can be applied to a target:
- Casting
Reaper's Mark on the target.
- When a target affected with
Reaper's Mark dies, the mark will seek the closest nearby target in combat and re-apply itself to them.
- Casting
Marrowrend (with
Exterminate stacks) has a 30% chance to apply
Reaper's Mark to the target.
Your goal is to game Reaper's Mark and
Exterminate in order to
cause as many
Reaper's Marks to detonate as possible during an encounter. On single-target,
this is largely down to using all
Exterminate procs. In AoE, this involves spending
Exterminate stacks on targets not marked by
Reaper's Mark while leaving a
handful of Global Cooldowns between applications in order to be able to spend
Exterminate
stacks when the first one detonates.
Reaper's Mark will last on the target for 12 seconds before exploding and triggering
Wave of Souls. However, you can detonate it early by dealing a total of 40 separate
instances of Shadow damage, with Shadowfrost damage counting double (or quadruple if they crit).
A very large number of abilities in our kit allow you to gain stacks on
Reaper's Mark, with
the main contributors being
Blood Plague (which ticks every 1.5s before talents for Deathbringer
players),
Death and Decay (14 stacks per cast),
Tombstone (11 stacks if cast immediately
before or after
Reaper's Mark, though we do not recommend syncing these up),
Abomination Limb (13 stacks), and the free
Soul Reaper granted by
Reaper of Souls (4-8 stacks).
Effectively gaming re-applications of Reaper's Mark this causes you to gain a significant amount of offensive and
defensive value:
- Every
Exterminate cast is the most efficient bone generator in your kit in addition to being the highest damage button in your kit. The only better RP generator in your kit is
Heart Strike in AoE (25 RP for 1 rune vs. 20 RP for 1 rune)
- Applying
Reaper's Mark also causes
Soul Rupture to be applied when it detonates, making you take less physical damage for 10 seconds.
Reaper's Mark,
Exterminate,
Wave of Souls and all other related effects are some of the highest damaging effects in your kit in The War Within, particularly on single target.
It is worth noting that the number of stacks on Reaper's Mark are just damage, but
reaching 40 stacks is done trivially by following your rotation as you normally would, with three simple changes:
- If you are about to hard-cast
Reaper's Mark, make sure
Blood Plague is already ticking on the target.
- While
Reaper's Mark is on a target, make sure you have
Death and Decay ticking under them. It is very often worth to just recast it when it fades if you have a
Crimson Scourge proc or play
Death's Echo.
Thanks to the talent rework in 11.0.5, it is not longer worthwhile to de-prioritize Death Strike while
Reaper's Mark is active, as it now counts as Shadowfrost damage on the target. Instead, you should aim to
specifically only cast
Death Strike on a target marked with
Reaper's Mark while at least one
Reaper's Mark is active. And - it goes without saying - you should play as normal when no
Reaper's Mark
is present on any target.
San'layn
Whilst the absence of a new ability might at first look like simplicity, San'layn's rotational
changes could not be further from the truth. At various points in the back-and-forth loop that
Gift of the San'layn introduces,
San'layn arbitrarily causes you to ignore certain resources
entirely. In order to explain the implications, let us first explain the basics of the hero talent tree.
When you cast Dancing Rune Weapon, for the duration of it,
Heart Strike is permanently
replaced with
Vampiric Strike, a shadowy version of itself that deals more direct damage, extends
Blood Plague by 3s (and allows you to bypass its pandemic cap), and grants you a stack of
Essence of the Blood Queen, increasing your haste and the damage of
Death Strike. This buff stacks up
to 7, lasts 20 seconds and is refreshed to its original duration only when
Vampiric Strike is cast.
Outside of Dancing Rune Weapon, casting
Death Strike has a combined 30% chance to
enable a cast of
Vampiric Strike, allowing you to refresh
Essence of the Blood Queen to its
original 20 second duration outside of
Dancing Rune Weapon and giving you a precarious time advantage
while racing for the next
Dancing Rune Weapon cast.
Because of this loop, you have a perverse incentive to ignore certain resources:
- Before casting
Dancing Rune Weapon, you will want to burn off all of the resources that you will not need during it. In practice, this means every charge of
Blood Boil and as much Runic Power as you can, since you have a very strong incentive not to cast
Death Strike during
Gift of the San'layn beyond the bare minimum needed to maintain
Coagulopathy (every GCD during it could be a
Vampiric Strike). Beyond the obvious reasons, this also implicitly guarantees that you enter
Dancing Rune Weapon with enough runes to sustain pressing
Vampiric Strike almost non-stop for 14 seconds.
- During
Dancing Rune Weapon, you will cast
Blood Boil once to apply plague copies, and
Death Strike only to maintain
Coagulopathy. You have a very strong incentive to hoard as much of the Runic Power generated from casting
Vampiric Strike in order to fish for
Vampiric Strike procs when
Dancing Rune Weapon runs out.
- After
Dancing Rune Weapon, you will predictably cast three GCDs in a row to consume
Infliction of Sorrow efficiently:
Heart Strike -
Blood Boil -
Death Strike. The goal from there is to fish for
Vampiric Strike procs while using all of the tools you neglected during
Dancing Rune Weapon.
As Dancing Rune Weapon's cooldown is variable and the proc chance on
Vampiric Strike is slightly
larger than it used to be (but still not large enough!), you need to cash in one proc every 20 seconds to keep
Essence of the Blood Queen stacks rolling. Since even under optimal constraints, it is difficult to cast
Death Strike more frequently than every 4 seconds, this gives you a ~75% chance to keep your stacks on a
rolling 20 second chance. An implicit assumption the rotation page will make in this guide is that
we will engineer everything to come out of
Dancing Rune Weapon with nearly full Runic Power. In AoE, this
loop goes on for 30-35 seconds (for a total of 50 seconds), increasing the moment you need to hold
Dancing Rune Weapon. On single-target, this can go on for upwards of 50 seconds, requiring three timed
procs to keep
Essence of the Blood Queen stacks rolling.
Does this sound sketchy? It absolutely does! 11.0.5 has brought back the entire casino element that players despised on Beta, reduced the power of the Hero Talent. The rotation page of the guide goes into a lot more depth on how to optimize this beast, but the payoff is vanishingly small.
Changelog
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 21 Oct. 2024: Prepared for 11.0.5, including all of the rotational changes.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Page added.
More Death Knight Guides
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This guide has been written by Mandl and Panthea.
Mandl is one of Acherus' Useful Minions and Blood Death Knight theorycrafter.
Panthea raids in Catalyst and is the author of TankNotes. He plays all tanks and is a "Useful Minion" for the Acherus Death Knight Discord. You can follow him on Twitter.
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