Blood Death Knight Tank Mythic+ Tips — The War Within (11.0.5)

Last updated on Oct 21, 2024 at 21:00 by Mandl and Panthea 43 comments
General Information

In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Blood Death Knight in World of Warcraft — The War Within (11.0.5).

1.

Blood Death Knight Mythic+ Guide for The War Within Season 1

In this guide, we will talk about getting the most out of your Hunter in Mythic+ dungeons, including the best way to set up your character, how your rotation may change, and tips and tricks for using your abilities most optimally.

If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.

To learn more about the Mythic+ Meta, check out our Mythic+ Tier List below.

2.

Blood Death Knight in The War Within Mythic+

Blood Death Knight is a versatile tank packed to the brim with a wide array of abilities that can be used to control enemies in Mythic+, all while being largely self-sufficient when in expert hands. This combination makes us both a great choice at almost any key level, and a spec that is both easy to get into and actually fun to see results with.

2.

Best Mythic+ Talents for Blood Death Knight in The War Within

For a more general overview of Talents for Blood Death Knight, please visit our dedicated Talents page.

3.

Best Mythic+ Talent Builds for Blood Death Knight

Mythic+ Talent Build Without Gorefiend's Grasp — Deathbringer Mythic+ Talent Build With Gorefiend's Grasp — Deathbringer
3.

Mythic+ Utility for Blood Death Knight in The War Within Season 1

This section talks mostly about the uses of different spells. For in-depth explanations of all Blood Death Knight Abilities and Talents, including these, check out our Spells page.

4.

Utility of Blood Death Knight in The War Within

Interrupts, Stuns and Stops Other Utility
3.1.

Interrupts, Stuns and Stops

Mind Freeze Icon Mind Freeze is your kick; it is a talented ability, has a 15-yard range and is on a standard melee cooldown. You can choose to spec into Coldthirst Icon Coldthirst to reduce this to 12 seconds if you manage to successfully interrupt a spec, but we generally recommend against it; in Season 1, no notable enemy has a 12-second recast time on a dangerous ability.

You should use a macro similar to the one below in order to be able to easily transition between kicking your focus or your current target if you do not have a focus target set. This generally allows you to pre-identify what you will kick, even if it is not your current target:

  • /cast [@focus,exists,nodead] [] Mind Freeze

Make sure that your UI shows your Focus Target's casts clearly so that you are always able to kick it on cooldown or in coordination with the rest of your group.

4.

Other Group Stops

Asphyxiate Icon Asphyxiate is available on the class tree; it is a relatively long cooldown (45s), ranged stun, and costs an entire GCD to cast. When used, your target is stunned for 4 seconds.

Blinding Sleet Icon Blinding Sleet disorients all targets in front of you until they take a small amount of damage, or for 5 seconds. When the disorient breaks, they are slowed by 50% for 6 seconds.

Death Grip Icon Death Grip's primary utility is as a soft stop on casts; with two charges on a rolling 15-second recharge timer with Death's Echo Icon Death's Echo, and only costing 1/3 of a GCD, it is very useful to force certain enemies to restart their cast. Unfortunately for us, in The War Within, the default behavior of most spells is to just attempt to recast if stopped, and as a result, this only buys you a short amount of time.

Abomination Limb Icon Abomination Limb can technically be considered a stop, as it will reliably pull the furthest target further than 8 yards from you to your position, and this check + grip can occur up to once per second and up to once every 4 seconds per mob.

Finally, Gorefiend's Grasp Icon Gorefiend's Grasp can be picked on the spec tree; it functions as a targeted AoE displacement tool. It requires a target to cast, and when used, all hostile targets within 15 yards of the target are pulled to the center of that target's hitbox. This is incredibly dangerous to cast on yourself; you should always cast on somebody (or something) else. It is also worth noting that the target you cast it on is not moved, and thus, no cast is stopped if they were casting.

You can augment Gorefiend's Grasp Icon Gorefiend's Grasp with a 3-second silence on anything it gripped, including its main target, by talenting into Tightening Grasp Icon Tightening Grasp.

3.2.

Other Utility

Death and Decay Icon Death and Decay, when paired with the Grip of the Dead Icon Grip of the Dead talent becomes a highly effective tool for starting to kite as you head to the next pack. As with Bone Shield Icon Bone Shield, be sure that Death and Decay is available to use when you are ready to move on to the next pack.

Raise Ally Icon Raise Ally is the Death Knight combat resurrection spell. While in a raid environment, you would not normally want to rely on the tank for combat resurrection, in a Mythic+ dungeon, you may be the only player to bring this utility. Additionally, the instant-cast nature of Raise Ally Icon Raise Ally will make it preferable to other combat resurrections in some circumstances, even considering its steep Runic Power cost. If you need to resurrect an ally, be sure to consider both timing and positioning — avoid placing the newly resurrected player in the path of a dangerous boss cleave or immediately before a dungeon-wide damage event.

Anti-Magic Zone Icon Anti-Magic Zone provides Death Knights with a way to help the group survive large bursts of magic damage. Its range and duration are limited, but mostly sufficient in Mythic+. Its cooldown can be brought down to 90 seconds with Assimilation Icon Assimilation, but much like Coldthirst Icon Coldthirst, we recommend evaluating whether this is a concrete gain for you instead of just blindly picking it and never leveraging it.

4.

Dungeon Tips and Tricks for Blood Death Knight for The War Within Season 1

Before getting into dungeon-specific tips, one very important detail about starting a key as a Blood Death Knight needs to be mentioned. You can pre-stack Bone Shield Icon Bone Shield stacks before the key starts, and you have a very strong incentive to do so, as this frees you from having to rapidly gather the first pull of a dungeon while also having to worry about it.

You can do so by just stacking it up before the key starts; just bear in mind that the stacks last 30 seconds.

4.

Mythic+ Tips for Blood Death Knight in The War Within Season 1

Ara-Kara City of Threads Dawnbreaker Grim Batol Necrotic Wake Mists of Tirna Scithe Siege of Boralus Stonevault
4.1.

Bosses

4.1.1.

Avanoxx

Grip of the Dead Icon Grip of the Dead, Death Grip Icon Death Grip and Chains of Ice Icon Chains of Ice (as a last resort) allow you to control and snare Starved Crawlers fixating the rest of your team. Make a neat pile with them and help them burn them down; be careful not to put melee DPS players while doing so.

You can use Anti-Magic Shell Icon Anti-Magic Shell to cross Vile Webbing without being affected by the stacking debuff it applies. As long as Anti-Magic Shell Icon Anti-Magic Shell is up before you enter the zone, even after it fades, as long as you do not exit then re-enter Vile Webbing, you will not gain stacks.

Avanoxx's tankbuster is physical, deals a relatively low amount of damage in three consecutive hits with the third dealing more damage. Wait for two hits, then hit Death Strike Icon Death Strike; in high keys, cycle a cooldown on top of it (it occurs every 15 seconds).

4.1.1.

Anub'zekt

Ceaseless Swarm can be crossed with Anti-Magic Shell Icon Anti-Magic Shell without causing any interaction with it. This also applies to the intermission (Eye of the Swarm), so if you see your team is struggling for space, press Anti-Magic Shell Icon Anti-Magic Shell and step out for a bit.

Adds on this fight can be gripped; while this does not cause them to stop casting Silken Restraints, it does allow your team to gain time, and brings them in melee to DPS them easily.

There are no tank-specific mechanics on this fight.

4.1.1.

Ki'katal the Harvester

There are once again no tank-specific mechanics on this boss.

You can use Death's Advance Icon Death's Advance to completely negate Cosmic Singularity Icon Cosmic Singularity. On low keys, you can also face-tank it with Vampiric Blood Icon Vampiric Blood and Anti-Magic Shell Icon Anti-Magic Shell, but we do not recommend doing this as it buys very little additional value, and fosters bad habits (it quickly becomes deadly).

You can pre-immune every single voidzone present on the floor (webs and blood) with Anti-Magic Shell Icon Anti-Magic Shell. However, if you walk through a Black Blood puddle this way, you will still spawn a blood (but you will not be rooted).

4.1.

Trash

There is honestly not much to speak of in Ara-kara in terms of Death Knight-only trick that can make the fight significantly easier until things go wrong. Your route matters, and the limiter on the key is your group's ability to keep enemies from casting.

The overwhelming majority of enemies in this dungeon are casters that possess random, no-cooldown spammable nukes that target random players. Keep an eye out for Web Bolt Icon Web Bolt, Revolting Volley Icon Revolting Volley and Venom Volley Icon Venom Volley. If Revolting Volley Icon Revolting Volley goes through (or is about to go through), you can immune its Fear effect with Anti-Magic Shell Icon Anti-Magic Shell or Lichborne Icon Lichborne.

The timer on this dungeon is very lenient even on the highest of keys. We recommend following a route that takes very little risk and limits the number of accidental death-by-caster accidents for members of your group.

Note that it is early days and that this section will be far more fleshed out as the Season progresses and cool tricks and tips are found.

4.1.

Bosses

4.1.1.

Orator Krix'vizk

Proposed cooldown plan for Subjugate Icon Subjugate (+12):

Time Cooldowns
0:05 Vampiric Blood Icon Vampiric Blood
0:22 Anti-Magic Shell Icon Anti-Magic Shell
0:35 Vampiric Blood Icon Vampiric Blood
0:53 Lichborne Icon Lichborne
01:05 Anti-Magic Shell Icon Anti-Magic Shell
01:23 Vampiric Blood Icon Vampiric Blood
01:37 Icebound Fortitude Icon Icebound Fortitude
01:55 Anti-Magic Shell Icon Anti-Magic Shell
02:08 Vampiric Blood Icon Vampiric Blood
02:26 Anti-Magic Zone Icon Anti-Magic Zone
Repeat from 0:22 (Anti-Magic Shell Icon Anti-Magic Shell)

You can pass over shadow voidzones by pre-casting Anti-Magic Shell Icon Anti-Magic Shell, but since it is part of a strict cooldown rotation on this boss, we recommend avoiding this. Similarly, while Anti-Magic Shell Icon Anti-Magic Shell and Lichborne Icon Lichborne can be used to immune Terrorize if you manage to get hit by it (if you do, congratulations, not an easy feat), but as they are both somewhat strictly assigned to a cooldown plan, you are left with just having to dodge that one mechanic.

4.1.1.

Fangs of the Queen

The only noteworthy interaction on this boss consists in being able to immune all of the stack applications from Rime Dagger Icon Rime Dagger with Anti-Magic Shell Icon Anti-Magic Shell. Pay close attention to its cooldown (use Bigwigs or an equivalent weakaura pack) and press Anti-Magic Shell Icon Anti-Magic Shell before it applies to you.

4.1.1.

The Coaglamation

Help your teammates with the blobs.

You can pre-immune the mortal strike effect from Oozing Smash Icon Oozing Smash if Anti-Magic Shell Icon Anti-Magic Shell is up at the time of the hit, even if it does not fully absorb the tankbuster. You cannot do this every time, and can instead only get ~50% of the casts.

Oozing Smash Icon Oozing Smash only reduces direct healing received, not absorbs. This means that while the immediate healing from Death Strike Icon Death Strike and other sources will be reduced, absorbs such as Blood Shield Icon Blood Shield, Anti-Magic Shell Icon Anti-Magic Shell and Tombstone Icon Tombstone will still be 100% effective.

4.1.1.

Izo, the Grand Splicer

You can pre-immune Umbral Weave Icon Umbral Weave and Splice Icon Splice with Anti-Magic Shell Icon Anti-Magic Shell. Additionally, if somebody fails the scarab check and casts Gutburst Icon Gutburst, you can pre-immune the stun and DoT with Anti-Magic Shell Icon Anti-Magic Shell or Icebound Fortitude Icon Icebound Fortitude.

The three Shifting Anomalies' pushback can be negated with Death's Advance Icon Death's Advance and their harmful effects immuned with Anti-Magic Shell Icon Anti-Magic Shell. You need both up at the same time to safely cross an orb.

4.1.

Trash

After the first boss, the spy mini-game has fixed positions. They are as follows:

Overhead map with marked locations for the Eyes of Ansurek
The Eyes of Ansurek locations: behind the tower, inside the tower, on the outward cliff, near the vendors, on the cliffside, behind the arena, inside the central building, at the stairs, and behind the southwest tower.

You should memorize these positions and eliminate them in order; the fastest way to clear them is to work from left to right.

This dungeon is very similar to Ara-kara in terms of trash type: a significant amount of packs that are lethal to your group and not to you. The deal and recommendation is the same: pull conservatively, take your time, and collect your winnings.

4.1.

Bosses

4.1.1.

Speaker Shadowcrown

You can pre-immune the healing absorption effect from the healer dispelling Burning Shadows Icon Burning Shadows on anybody else with Anti-Magic Shell Icon Anti-Magic Shell. Unfortunately, this is pretty much the only tip for this boss; do the mechanics, fly away when you need to (Anti-Magic Shell Icon Anti-Magic Shell does not immune that), and brace for the brutal spectacle that is the second area of trash.

4.1.1.

Anub'ikkaj

You can immune the knockback from Terrifying Slam Icon Terrifying Slam with Death's Advance Icon Death's Advance, and unless you waste a charge unnecessarily, you can immune 2/3 of them. Using Anti-Magic Shell Icon Anti-Magic Shell only reduces the damage and does not prevent the knockback.

Your cooldown plan on this boss revolves solely around Terrifying Slam Icon Terrifying Slam but is made more difficult as you will need to account for two variables:

  1. Which Terrifying Slam Icon Terrifying Slams you cannot cover with Death's Advance Icon Death's Advance, as these will send you away from the boss and lead to taking an additional auto-attack before you can Death Strike Icon Death Strike if your team is not smart enough to give you space to be close to the boss when it happens (they can be at max range, and this allows you to Death Strike Icon Death Strike the boss mid flight. Do not make the mistake of going out of melee for it).
  2. Which Terrifying Slam Icon Terrifying Slam will sync up with the detonation of the Dark Orb Icon Dark Orb from DPS players. When it fades, it deals proximity damage to the entire group - and while on its own, this is not enough to kill you, being surprised by a bonus 4-5M damage just as Terrifying Slam Icon Terrifying Slam lands definitely will.
4.1.1.

Rasha'nan

Do not leave melee range! It is your group's issue to do anything but the closest Arathi Bombs.

There are no mechanics you can particularly help with, unfortunately, and nothing specifically dangerous.

4.1.

Trash

Beyond the usual caster spam (be particularly careful when planning your route after Speaker Shadowcrown; the town is crammed full of dangerous ennemies), there is a particularly point of note regarding Nightfall Tacticians, which are by far the most dangerous mobs in the instance due to their surprising auto-attack damage and their periodic enrage. Roughly every 20 seconds (after their frontal), they will melee for 100% more damage for 9 seconds. Do not disrespect this - cycle cooldowns and handle them properly.

Your routing choice includes one unusual tank-decides-the-value pull around the miniboss by the house. You can opt to pull two Nightfall Tacticians along with the miniboss, or pull five Tacticians along with the miniboss and send all party cooldowns in order to get some relatively free (for the group) count. We do not recommend this, but if you do decide to do this, stagger pulling them in - pull the miniboss + her two sidekicks, then two more 5 seconds later, and then the last one. This guarantees that enrages will never be synced (their cast is based on when you pulled them).

4.1.

Bosses

  • No fancy tips yet. Please check back next week!
4.1.

Trash

  • No fancy tips yet. Please check back next week!
4.1.

Bosses

4.1.1.

Blightbone

You can pre-immune the silence voidzones (the green goo on the floor stemming from his AoE or when maggots pop) with Anti-Magic Shell Icon Anti-Magic Shell. As this is the only magic ability in the entire fight, you can use this liberally.

That's it. There is nothing really important. You can grip the maggots into a neat stack and drop Death and Decay Icon Death and Decay for a 90% slow below them and to help cleave them down, but be aware that melees that are fixated may be surprised by this.

4.1.1.

Amarth

Bring Control Undead Icon Control Undead. Every wave of adds, control one of the Risen Mages to drastically reduce the chance for Frostbolt Volley Icon Frostbolt Volley to go through; when Amarth causes all adds to detonate, wait for the detonation to happen, then release and kill your mage.

4.1.1.

Stitchflesh

The pulsing damage from abominations stacks and ramps up the longer they are alive, and your team may not be inclined to kill them early, particularly if Stitchflesh is on the floor. You may end up sweating a lot; save Icebound Fortitude Icon Icebound Fortitude for if you end up having to tank two abominations simultaneously.

Your ghoul can accidentally get hit by the hook; be aware of this when the hook actually matters.

4.1.1.

Nalthor

Everything on this fight that matters is Physical damage!

Icy Shard Icon Icy Shard, despite its name, is physical damage; mitigate as you would normally (i.e. Death Strike Icon Death Strike, liberal use of Vampiric Blood Icon Vampiric Blood and Tombstone Icon Tombstone).

Anti-Magic Shell Icon Anti-Magic Shell is best sent when the shield is up as there is no other real magic damage. It is impossible to be targeted by the root as a tank unless only three players (or less) are on the platform at a time.

4.1.

Trash

Bring Control Undead Icon Control Undead; this will massively reduce the difficulty of some pulls:

  1. On the very first pull, you should Control Undead Icon Control Undead the Stitched Vanguard as it is the only dangerous mob in the pull; its stacking attack speed increase and the fact that it is the lowest priority kill target in the pull for your group means that, if it does not regularly get soothed, you will eventually die to ludicrously fast auto-attacks. You control it to remove this factor from the pull entirely.
  2. On the way to Amarth, you can Control Undead Icon Control Undead the risen mages in order to completely remove the need for kicks on those pulls.
  3. Finally, in the necropolis, you can control one of the Loyal Creations to remove their AoE stun from the pull and use it on the enemies instead.

It is worth noting that there is a single Flesh Crafter on the right side of the area, and a couple of Flesh crafters in the necropolis. Their Throw Cleaver Icon Throw Cleaver ability throws a cleaver that can also damage enemies if it collides with them, making it a quick way to gain additional damage should you decide to pull it. This works against all enemies and bosses, and is the primary way to make Zolramus Gatekeepers efficient to pull: take the Flesh Crafter with them, and use Throw Cleaver Icon Throw Cleaver to delete it.

4.1.

Bosses

4.1.1.

Ingra Maloch

Positioning is everything on this boss, and unfortunately the only real thing you can help with. You should aim to make your melees' lives easier by making sure there is ample free space around the boss, while also making sure that the radial fear from Ingra Maloch always has a somewhat safe space for people.

You can immune the fear with Lichborne Icon Lichborne and Anti-Magic Shell Icon Anti-Magic Shell.

4.1.1.

Mistcaller

Be particularly aware of the fox when using Abomination Limb Icon Abomination Limb, as it will grip it in melee (and freeze everybody nearby) if it strays too close.

You are the only player capable of kicking Patty Cake Icon Patty Cake. Be sure to not miss it.

4.1.1.

Tred'ova

You can pre-immune the Mind Link Icon Mind Link with Anti-Magic Shell Icon Anti-Magic Shell. It cannot directly target you, but it can tie you to somebody else if they are targeted while being close to you.

4.1.

Trash

Before you go any further, instruct somebody in your team to grab the Maze Navigator weakaura to trivialize the maze. Whilst not strictly necessary, it will save you a lot of running if somebody screws it up.

4.1.1.

Drust Area (Trash)

The Drust mobs appear to be very simple at first; however, there is a lot of subtlety to the way you handle them, as they have both the potential to deal ludicrous damage to you and your team, and also to heal while doing so, complicating the run and adding to the timer in more ways than one.

Drust Soulcleavers are the mobs you will likely care the most about as a Blood Death Knight. They show up in every pack up to Ingra Maloch, and have two devastating abilities:

  • Hand of Thros Icon Hand of Thros is a self-buff on them that cannot be purged, and which has two effects: it causes them to attack 30% faster, and every time they successfully melee you, they will self-heal for 3% of their max HP, making it a 15-20% total heal if they melee you for the entire duration. This is the indication to kite, not because you could weather the damage, but because it is not cost-effective to do so due to the self-heal.
  • Soul Split Icon Soul Split is a stacking magical debuff on you that increases your damage taken by 20% for 8 seconds, stacking. Get dispelled - you should also use Anti-Magic Shell Icon Anti-Magic Shell to prevent its application (it is very predictable).

The key to these mobs is to use the 10-12 seconds prior to every Hand of Thros Icon Hand of Thros to generate enough threat to kite the debuff entirely if Dancing Rune Weapon Icon Dancing Rune Weapon is not available. You should make sure you have enough space to do so, evidently; for the last pack before Ingra Maloch, get a Night Fae to open the alcove with the mushroom buffs to have ample kiting space!

Drust Harvesters mobs pose two threats to your group: they cast Spirit Bolt Icon Spirit Bolt randomly at targets, and periodically cast Harvest Essence Icon Harvest Essence, a very potent channeled life drain on all of your party. Both of those should be kicked as often as possible; if you do not have enough kicks, use Asphyxiate Icon Asphyxiate or Death Grip Icon Death Grip to cancel this channel.

When kiting the soulcleavers, make sure the kicks are being taken care of. It is all too easy to forget one of these mobs and get sent straight to the instance portal by Spirit Bolt Icon Spirit Bolt from the other side of the area.

Tirnen Villagers — Be warned: these hit hard. Fortunately, they spend 50% of their time casting either a frontal (which you should move out of), or a channeled spell on a nearby party member (which you are not a valid target for and cannot aid in any way). Use the breaks in melees to your advantage!

Finally, the first two packs you will pull are Drust Spiteclaws. They have a peculiar on-death ability, assuming nobody in your group dispels the buff they have: Dying Breath Icon Dying Breath applies to anybody within 8 yards, players and mobs alike, and causes them to take 10% extra damage, stacking.

There are five of them. That is 50% extra damage to the entire pack, making it an extremely efficient use of time if you can survive the pull — just remember to Anti-Magic Shell Icon Anti-Magic Shell before they die!

4.1.1.

The Maze (Trash)

The maze of mists has six "regular" enemy types and three minibosses; during a run, you can expect to have to fight anywhere between 5-7 rooms featuring up to one miniboss. We've detailed the ones you can do something about below.

Assign priority DPS in the following order:

  1. Mistveil Stalkers
  2. Mistveil Stingers
  3. Mistveil Shapers / Tenders
  4. Anything else

Below, you will find tips for each type of mobs.

  • Mistveil Guardian
    • Anima Slash Icon Anima Slash deals a very large amount of upfront Nature damage and stacks a short-duration DoT. You should use Anti-Magic Shell Icon Anti-Magic Shell just before the second stack is applied to you in order to immune it, prevent the stack from refreshing and causing the stacks to fall off entirely. A single Guardian cannot stack this up, but there are pulls with two; there is also the opportunity to pull three at the same time by getting a pet class to pull through the walls using their pet.
    • These mobs are also empowered by other nearby enemies' presence, causing them to deal more damage the bigger the pull is.
  • Mistveil Tender / Mistveil Shaper
    • These mobs act as healers in the packs they are in. Tenders cast Nourish the Forest Icon Nourish the Forest whenever one of their allies drop below 50%, which works as a periodic, dispellable HoT; Shapers cast Bramblethorn Coat Icon Bramblethorn Coat instead, which acts as a shield.
    • Whenever you engage a pack with one of either, assign a melee (15s) kick to them.
  • Mistveil Defender
    • These mobs auto-attack. That's it.
  • Mistveil Stalker
    • These mobs have an instant cast (Mistveil Tear Icon Mistveil Tear) that causes them to leap to a target and apply a brutal bleed on them for 12 seconds. If you stun it with Asphyxiate Icon Asphyxiate before it casts, it goes on cooldown, making it a significant chunk of damage your healer does not have to deal with, and a much smaller mortality rate for whoever was targeted.
  • Mistveil Stinger
    • The last of the mobs in the gauntlet is, fortunately, a mob with no real mechanics as a tank. They keep darting to party members and applying a dispellable magical debuff called Anima Injection. Just be aware that they move around a lot, and that your healer absolutely needs to dispel this before it runs its course.
4.1.1.

Tred'ova Area

You are limited in what you pull here by two separate mechanics:

  • Spinemaw Staghorns stack a 20% damage amplification debuff on the group while in combat, making multiples of them impossible to pull; they would already be dangerous thanks to Stimulate Regeneration Icon Stimulate Regeneration and Stimulate Resistance Icon Stimulate Resistance.
  • Spinemaw Reavers frequently dart to a nearby target and cast Debilitating Poison Icon Debilitating Poison on them, stacking a nasty poison DoT. The more of them you pull, the faster the stacks will ramp on everybody else, and this often leads to a death if they are not killed quickly.

This expansion, everybody gets to discover, relish and enjoy the Alliance version of Siege of Boralus, arguably the more difficult of the two former variants.

4.1.

Bosses

4.1.1.

Chopper Redhook

Adds on this fight spawn periodically from predictable spawn points; they need to be picked up and burned down. The ranged spawned mobs can be gripped in to ease with this.

Do not get caught by the hook, do not walk in the bombs, and DPS things down; assuming the fight goes correctly, there is surprisingly little tanking to do on this.

If your group is feeling frisky, the adds can be CCed at their spawn point, allowing you more uptime on the boss.

4.1.1.

Dread Captain Lockwood

Her frontal is currently bugged and does not lock the direction in which she faces; to solve this problem, move out of melee in order to not get hit.

4.1.1.

Hadal Darkfathom

Position the boss near the statue at all times; you and your team can bait the splash zones from Break Water Icon Break Water; you should be pointing the giant outwards so that Crashing Tide Icon Crashing Tide does not leave puddles in the wrong place. This also will allow you and your team to very easily rotate around the statue when Tidal Surge Icon Tidal Surge is cast.

4.1.1.

Viq'goth

No particular trick here, you are not a valid target for Putrid Waters Icon Putrid Waters unless two DPS players are dead, so you do not even get to have fun immuning it with Anti-Magic Shell Icon Anti-Magic Shell. Just tank the demolisher tentacle on every platform, do the mechanics, and collect your loot.

You can use Path of Frost Icon Path of Frost to walk over the water when going between platforms as long as you are not taking damage from any source during it.

4.1.

Bosses

4.1.1.

E.D.N.A

The biggest danger on this fight is Seismic Smash Icon Seismic Smash, a very hard hitting Physical tankbuster cast roughly every 30 seconds (the timing alternates depending on whether E.D.N.A is breaking pillars). This debuffs you for 30 seconds, and when this DoT is dispelled, it applies Stone Shield Icon Stone Shield to you, reducing all damage taken by 50% for 6 seconds - right on time when the next Seismic Smash Icon Seismic Smash is about to happen.

You have two scenarios to consider here:

  • If you know your healer is capable of dispelling at the right time, tell them how to do so (dispel just before the next Seismic Smash Icon Seismic Smash starts casting), and collect your free 50% damage reduction on every Seismic Smash Icon Seismic Smash except the first.
  • If you do not know, or your healer is an unknown quantity, you should assume that they do not know. On keys up to +10, this just means pressing Vampiric Blood Icon Vampiric Blood and either Lichborne Icon Lichborne, Icebound Fortitude Icon Icebound Fortitude or Tombstone Icon Tombstone for every Seismic Smash Icon Seismic Smash.

If you are feeling adventurous, you can line of sight Seismic Smash Icon Seismic Smash here:

You can use the pillars of the room to Line of Sight Seismic Smash before it is cast
You can use the pillars of the room to Line of Sight Seismic Smash before it is cast.
4.1.1.

Master Machinists

There is nothing particularly unique to do on this boss, unfortunately. Do not die, do not get one-shot by the box, and be aware that the box is always followed by a Molten Metal Icon Molten Metal cast which needs to be kicked. As Mind Freeze Icon Mind Freeze has a ludicrously long range, you are one of the best targets to do this.

The main tankbuster on this fight is Igneous Hammer Icon Igneous Hammer, which just deals a moderate amount of Fire damage every 12-14 seconds. Cycle CDs, weave in Anti-Magic Shell Icon Anti-Magic Shell when Brokk is not pulsing damage simultaneously; on up to +12, you can take this with nothing up as long as you are at full health, though we recommend getting into the habit of just cycling cooldowns.

4.1.1.

Skarmorak

The tankbuster on this fight, Crystalline Smash Icon Crystalline Smash, is Physical damage and is cast twice in short succession (12-13s apart), then again after the boss comes back to being active. Cycle cooldowns accordingly

4.1.1.

Void Speaker Eirich

Position your voidzones so they do not affect much of the group, and position the boss so his frontal is easy to dodge.

You can pre-Anti-Magic Shell Icon Anti-Magic Shell Entropic Reckoning Icon Entropic Reckoning, preventing a zone of Entropy from forming.

4.1.

Trash

There is no real noteworthy tech in Stonevault beyond a few nifty uses of Anti-Magic Shell Icon Anti-Magic Shell:

  • You can immune Ground Pound Icon Ground Pound from Earth Infused Golems
  • You can immune Shadow Claw Icon Shadow Claw from Void Bound Despoilers in the Skarmorak wing
  • When Void Bound Despoilers pulse group damage with Void Outburst Icon Void Outburst, help your group with Anti-Magic Zone Icon Anti-Magic Zone
  • In the Master Machinist wing, if you are targeted by Censoring Gear Icon Censoring Gear, you can immune the silence with Anti-Magic Shell Icon Anti-Magic Shell
  • In the final corridor, you can Anti-Magic Shell Icon Anti-Magic Shell Smash Rock Icon Smash Rock from Rock smashers
5.

Affix Tips, Tricks and Management for Blood Death Knight in The War Within Season 1

This section has Blood Death Knight-specific tips for dealing with the various affixes of Mythic+. If you want general guides for each of our Dungeons or Mythic+ in general, check out our dedicated page below.

6.

Affix Guide for Blood Death Knight in The War Within

Affix: Ascendant Affix: Oblivion Affix: Voidbound Affix: Devour
5.1.

Ascendant Affix Management for Blood Death Knight

Our default builds already include Blinding Sleet Icon Blinding Sleet and Mind Freeze Icon Mind Freeze. Be aware of the orb spawn timer, and position yourself so you can stop multiple with sleet!

5.2.

Oblivion Affix Management for Blood Death Knight

You should practice strafing around enemies without them repositioning around you in order to be able to assist your group on this affix without accidentally causing enemies to eat orbs. When you are able to do this, use Death's Advance Icon Death's Advance to rapidly strafe around enemies and soak up all the orbs - or just let your DPS deal with it, as the penalty for screwing it up is significantly worse.

5.3.

Voidbound Affix Management for Blood Death Knight

Voidbound emissaries are a straightforward DPS check. If you are playing Deathbringer, we recommend trying to save either an Exterminate Icon Exterminate stack or two to assist in dealing with it.

They have 1% health and a large shield, making them ideal targets for Soul Reaper Icon Soul Reaper.

5.4.

Devour Affix Management for Blood Death Knight

You can pre-emptively Anti-Magic Shell Icon Anti-Magic Shell this affix, but this costs your entire team damage. Instead, you should simply Death Strike Icon Death Strike it away!

6.

Changelog

  • 21 Oct. 2024: The tips are in!
  • 09 Sep. 2024: Preparing for TWW S1 launch. Everything except dungeon tips are in place.
  • 19 Aug. 2024: Updated talent tree for The War Within Launch.
  • 24 Jul. 2024: Correcting talent hashes.
  • 18 Jul. 2024: Adjusted builds for TWW pre-patch.
  • 07 May 2024: Reviewed for 10.2.7.
  • 22 Apr. 2024: Clarified pre-key, pre-pull, between-pull tips, affix tips, sorted out builds and added routing tips. Reviewed for Season 4.
  • 19 Mar. 2024: Reviewed for Patch 10.2.6.
  • 15 Jan. 2024: Reviewed for Patch 10.2.5.
  • 06 Nov. 2023: Swapped a season 2 reference.
  • 04 Sep. 2023: Reviewed for Patch 10.1.7
  • 10 Jul. 2023: Reviewed for Patch 10.1.5.
  • 01 May 2023: Removed thundering, added info about new affixes and how Blood has no way to help with them.
  • 20 Mar. 2023: Clarified talents.
  • 24 Jan. 2023: Reviewed for Patch 10.0.5.
  • 11 Dec. 2022: Reviewed for Dragonflight Season 1.
  • 28 Nov. 2022: Prepared for the initial release of Mythic+. In-depth, expanded spell information will follow after launch.
  • 25 Oct. 2022: Updated for Dragonflight pre-patch.
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