1.
Best The War WithinTalents for Blood Death Knight
Note that these builds are generic recommendations for various content. Certain raid encounters
or Mythic+ dungeons favor slight build alterations in order to capitalize on key utility. In all
of these cases, you will find builds tailored toward each encounter on the dedicated Raid and
Mythic+ pages below:
On this page, we cover all of the talents you have access to, explaining
how each one of them is to be used. Some of these talents, active or passive,
can make a huge difference in how Blood Death Knights are
played, all of which is explained on our rotation page.
3.
General-Purpose Single-Target Talents for Blood Death Knight
This build leverages all of the tools available at our disposal
while trading no survivability in the process. Thanks to
Soul Reaper and the rest of the
usual trademark tools brought by Blood as a specialization, you
can deal a significant chunk of damage while not falling over.
The
Deathbringer hero talent tree adds to this further by providing
predictable burst damage on a 45 second cycle.
Be sure to make use of the 'Export Talents' button to
import these talents directly into your game!
This build leverages all of the tools available at our disposal
while trading no survivability in the process. Thanks to
Soul Reaper and the rest of the
usual trademark tools brought by Blood as a specialization, you
can deal a significant chunk of damage while not falling over.
San'layn adds a punishing and frustrating twist to the mix by
forcing a significantly more rigid and complex rotation around
Dancing Rune Weapon,
along with requiring some luck outside of it in order to game refreshing
Essence of the Blood Queen stacks. In ideal circumstances, it is theoretically strong;
in practice, the payoff is very dire.
Be sure to make use of the 'Export Talents' button to
import these talents directly into your game!
3.
AoE/Mythic+/Delve Talents for Blood Death Knight
Mythic+ and delves rely a lot more on group utility and, specifically,
the ability to soft-interrupt targets. To that extent, we sacrificed
Hemostasis to pick up
Gorefiend's Grasp while leveraging
the full strength of the rest of the kit.
Deathbringer meshes relatively nicely with this by providing
frequent, targeted priority damage through
Reaper's Mark and
Exterminate, with a potential to gain significantly more value when
getting lucky and re-applying
Reaper's Mark to multiple targets.
Be sure to make use of the 'Export Talents' button to
import these talents directly into your game!
Mythic+ and delves rely a lot more on group utility and, specifically,
the ability to soft-interrupt targets. To that extent, we sacrificed
Hemostasis to pick up
Gorefiend's Grasp while leveraging
the full strength of the rest of the kit.
San'layn's hallmark feature in AoE is its inconsistent, uncontrollable
but ludicrous AoE burst when the stars line up and you proc
The Blood is Life during
Dancing Rune Weapon and the blood beast
expires before half of the pull dies. As its damage is unsplit up to 8 targets,
it does make for some memorable moments, all while being less controllable, harder
to play, harder to get value out of, weaker defensively and more punished by downtime.
Be sure to make use of the 'Export Talents' button to
import these talents directly into your game!
3.
Talent Explanations for Blood Death Knights
The advent of The War Within has consolidated and
streamlined the Blood talent tree on both the class and specialization
sides. While a lot of the talent choices before were a matter of pathing or
oppressive strength, the new talent tree has pushed some of the worst-tuned contenders out of the way of the main path.
As such, we will cover some of the more favored talents that you will want to
prioritize most of the time from the top of each tree on down,
followed by mentioning some of the bigger niche talents that are
likely only rarely useful. If you would like to see a list of every
single talent's effect, as well as the abbreviations they are
often known by in the community, please consult our
Spell List and Glossary section instead.
3.1.
Talent Rows 1-4 Talents for Blood Death Knights
These talents give you the core identity of being a Death Knight. You will
find
a good mix of Utility, Offensive, and Defensive options here.
3.1.1.
Noteworthy Talents
Talent |
Description/Effect |
Death Strike |
Your main Runic Power spender and does not cost any
talent points for Blood Death Knights. When cast, you will heal for 25% of
all of the damage taken in the past 5 seconds or whenever you last used
Death Strike, whichever time is shorter. |
Raise Dead |
Summon a pet ghoul for 1 minute. It deals damage to your current target, but
can be enhanced with Enfeeble to reduce the damage the target deals to
you. |
Heart Strike |
Your main Runic Power builder. Additionally Heart Strike generates
15 Runic Power for a single rune spent (other spells generate 10 Runic Power per
Rune spent). The amount of Runic Power generated can be increased more with
Heartbreaker. |
Mind Freeze |
Mind Freeze is your interrupt; as a melee interrupt with a 15
yard range, it is particularly strong. You can grab Coldthirst
to reduce its cooldown to 12 seconds and grant you 10 Runic Power
when you successfully interrupt a target. |
Anti-Magic Shell |
Can prevent magic debuffs from being applied and also acts as a magic damage
absorb shield. |
Blood Boil |
Mainly used as your AoE threat generation tool, it also applies
Blood Plague
to all targets hit. This talent can be enhanced further with Hemostasis
to
increase the power of your Death Strike. |
Runic Attenuation |
For a single talent point, this gives you a large amount of Runic Power.
It works out to a neat 50RP (+ haste) per minute
in completely free, no-strings-attached, bonus Runic Power. |
Anti-Magic Barrier |
This both increases the amount of damage that Anti-Magic Shell can
absorb and reduces the cooldown of it by 20 seconds. If you do not need the size or
frequency increases, then skip this talent. |
Vampiric Blood |
When used, this will increase your maximum health by 30% and increase
all of your healing and absorbs received by 30%. This will start as a 1.5-minute
cooldown, but it can be reduced with Red Thirst. |
Veteran of the Third War |
What was once a Death Knight passive effect is now a talent. This increases
your stamina by 20% and should not be skipped. |
Icebound Fortitude |
30% damage reduction on use as well as a stun immunity. It can also
be used to remove stuns after you have been stunned. |
Ossuary |
This talent makes Bone Shield management important as whilst you
are above 5 stacks of Bone Shield the cost of your Death Strike
will be reduced. |
Death's Caress |
One of very few ranged spells for Blood Death Knights. It costs 1 Rune,
generates 2 charges of Bone Shield. This will be used quite rarely but
it is your only efficient spell option to use when you are not in melee range.
|
3.1.2.
Niche Talents
Talent |
When to Consider |
Blinding Sleet |
This spell was previously only available for Frost Death Knights, but
now, it's available for all 3 specs. It disorients and soft-interrupts
all targets in a 12-yard cone in front of you for up to 5 seconds. As one
of three such disorients in the game ( Dragon's Breath and
Blinding Light being the other two), its usefulness cannot be
understated. |
Control Undead |
Unfortunately, this talent may not see much play in The War Within as
there are fewer Undead enemies present. However, when there are Undead enemies
it can prove to be useful as you can make them your temporary pet and use
their abilities. |
3.2.
Talent Rows 5-7 Talents for Blood Death Knights
This area of the tree is where you will find most of the core cooldowns and
strong passives.
3.2.1.
Noteworthy Talents
Talent |
Description/Effect |
Icy Talons |
This increases your auto-attack speed. We take it
primarily to get access to Empower Rune Weapon, but it has value
on its own; it is a 9% buff to Permafrost and additional statistical
chances to get Runic Attenuation procs. |
Anti-Magic Zone |
Your big raid cooldown. You will likely only pick this in raiding scenarios,
but it is a very powerful defensive cooldown for the Raid. |
Soul Reaper |
This is a powerful single-target execute ability. This should only be
used
on targets below 35% HP, and when it expires, it will deal a large amount of
damage
to the target. If the target dies with Soul Reaper, you will be given
the Runic Corruption buff (However, this buff is heavily reduced for
Blood). |
Dancing Rune Weapon |
This gives you 40% Parry and spawns an additional weapon which copies
your attacks. The copied attacks also provide you with benefits.
Marrowrend
and Death's Caress generate Bone Shield charges for you,
Heart Strike
generates Runic Power for you, and Blood Boil applies additional
Blood Plague's
to the target. |
Hemostasis |
When you cast Blood Boil, each target hit will give you 1 stack of
this buff. Each stack will increase the damage and healing of your next
Death Strike
by 8% (up to 40%). |
Gloom Ward |
This buffs all absorbs you generate and receive by 15%. This
works out to an effective 15% buff to Mastery: Blood Shield,
Tombstone,
Anti-Magic Shell, Anti-Magic Zone and Permafrost. It is
probably the strongest talent point in our entire tree. |
Unholy Endurance |
This modifies Lichborne to significantly
extend its duration, and also turns it into a damage reduction cooldown. It is
now
even more worth pressing than before! |
Improved Bone Shield |
10% Haste while you have Bone Shield active. |
Unholy Ground |
This modifies Death and Decay. While you are in
your own Death and Decay, you gain 5% haste. It is one of the three
individual multipliers that cause us to hardcast Death and Decay even on
single-target in The War Within. |
Insatiable Blade |
This makes Dancing Rune Weapon both more frequent and more
rotationally
powerful. 5 Bone Shield charges are generated when you cast
Dancing Rune Weapon
and when a Bone Shield charge is consumed, the cooldown of
Dancing Rune Weapon
is reduced by 5 seconds. This talent has great synergy with Tombstone.
|
Everlasting Bond |
This summons a second Rune Weapon and increases the duration of
Dancing Rune Weapon to a total of 14 seconds. As with the main rune \
weapon, this will also replicate your attacks and give you the benefits. |
Coagulopathy |
One of two new buffs to manage as a Blood Death Knight. Every time you
Death Strike, you gain a stack of Coagulopathy, which lasts for
8 seconds. Each stack increases the damage of your Blood Plague by 30%.
|
3.2.2.
Niche Talents
Talent |
When to Consider |
Gorefiend's Grasp |
If you need additional grip utility. |
Asphyxiate |
If you are interested in Mythic+ and need the specific utility, you can
grab Asphyxiate to gain a stun on a short cooldown. Its
value is significantly reduced compared to Shadowlands, as you will have two
charges of Death Grip baseline. |
Grip of the Dead |
If you are looking for a potent snare, Grip of the Dead is available.
Much like the Shadowlands version, any enemy that steps into
Death and Decay
is snared by 90%, decaying by 10% every second. |
Acclimation |
60s cooldown reduction on Icebound Fortitude. |
Blood Tap |
This gives you the ability to generate 1 Rune on demand. The biggest
issue with this talent is its placement on the spec tree. |
3.3.
Talent Rows 8-10 Talents for Blood Death Knights
This area of the talent tree rounds off your character and makes the spec
feel more complete.
3.3.1.
Noteworthy Talents
Talent |
Description/Effect |
Insidious Chill |
This slows the auto-attack speed of enemies that you auto-attack.
Insidious Chill will stack and total a 20% attack speed reduction
on whatever you auto-attack, which, if they are a melee, implies a 20%
statistical damage taken reduction for you and whoever else happens
to be tanking! |
Will of the Necropolis |
Will of the Necropolis is returning in a slightly buffed version for
Dragonflight. At rank 2, it is a 35% pseudo-damage reduction, up from 20%. |
Tombstone |
This allows you to gain a massive amount
of cooldown reduction on Dancing Rune Weapon. It also provides a
surprisingly large amount of damage through Shattering Bone. |
Sanguine Ground |
5% healing and damage is
just too good to pass up, and it also is the only way towards
Iron Heart and Red Thirst. |
Unholy Bond |
This amplifies the effect of your runeforges. |
Shattering Bone |
This passive effect will do 10-15% of your damage in all content,
and the main condition of it (being in Death and Decay is already
fulfilled rotationally!) |
Iron Heart |
This increases the duration of your Blood Shield by 2 seconds and increases
the amount it absorbs by 20%. Very powerful talent, and it only costs 1 point!
|
Red Thirst |
You essentially always take this unless the content you are doing is so trivial
that Vampiric Blood uptime can be traded for even more raw damage. This effectively
reduces Vampiric Blood's cooldown to 30-35 seconds under proper play. |
Abomination Limb |
This will deal AoE damage, grip targets towards you, and generate
Bone Shield charges
per tick. In total, you will get one Bone Shield charge every time it attempts
to grip a target. Abomination Limb should be used as close to on cooldown as possible. |
Bloodshot |
This will provide you with a boost to your Physical damage whilst you
have
Blood Shield active (Mastery). |
Bonestorm |
This has been changed to consume all your current Bone Shield charges instead of
all your Runic Power. Every second after that, it refunds a bone to you.
This deals a large amount of periodic damage, does a decent amount of healing in AoE, triggers
Shattering Bone and grants cooldown reduction on Dancing Rune Weapon as if
all Bone Shield charges were properly consumed, making it a 60-second cooldown
reduction on Dancing Rune Weapon every minute when played properly. |
3.3.2.
Niche Talents
Talent |
When to Consider |
Death's Echo |
Death's Echo has lost a significant chunk of its value after
the changes to Cleaving Strikes. As it is now possible to
gain 14 seconds of uptime on Death and Decay from a single cast,
and you can proc Crimson Scourge during the last 4 seconds of that,
chaining Death and Decay using the 2-charge rolling system that
this talent provided is no longer that valuable. Instead, the bulk of its
value is now for Mythic+, where the second charge on Death Grip
is extremely valuable to soft-lock enemies. |
Purgatory |
If you need a Cheat Death for safety on Progression Raid Encounters or
high end Mythic+ Key Pushing. |
Umbilicus Eternus |
On high target count scenarios where you need additional survival. |
Vestigial Shell |
A pretty good talent point, but by far not a core or necessary one. Every
time you use Anti-Magic Shell, your two nearest allies get a
Lesser Anti-Magic Shell that absorbs 425% of your AP in damage. While it
holds, any magic debuff applied to them has its maximum duration halved.
|
Unyielding Will |
This talent is, to put it simply, bait of the highest order. In any
theoretical case where the debuff cleanse would be worthwhile, the
added 20-second cooldown on Anti-Magic Shell means that you could
have just used Anti-Magic Shell instead. It also does not apply
to any Lesser Anti-Magic Shell applied by Vestigial Shell |
Carnage |
This talent provides ~1.4 resets per minute on either Consumption
or Blooddrinker, and all of the damage dealt by both of these spells
counts for Mastery: Blood Shield. It is the victim of talent point scarcity past
the third gate. If you decide to still pick this, do not play this with
Blooddrinker! |
3.4.
San'layn Hero Talents
Ability |
Abbreviation |
Description/Effect |
Vampiric Strike |
VS |
Death Strike has a 25% chance to change Heart Strike into Vampiric Strike.
Vampiric Strike will deal Shadow damage instead of Physical (meaning that you gain no
value from Bloodshot), heal you for 1% of your maximum health, and give you 1 stack of Essence of the Blood Queen.
Essence of the Blood Queen is the central focus of the San'layn tree. Every time you gain a stack of Essence of the Blood Queen
you will get 1% Haste for 20 seconds, and each stack refreshes the duration (up to 5 stacks, 7 with Frenzied Bloodthirst). The Haste gained from this effect is multiplicative,
so the more Haste you have, the better this buff will be. |
Newly Turned (Choice Node 1) |
- |
When you use Raise Ally, both you and the person resurrected will gain a 20% health absorption shield. |
Vampiric Speed (Choice Node 1) |
- |
The movement speed of Death's Advance and Wraith Walk are increased by 10%. Casting either spell
will give the four nearest friendly players a 20% movement speed buff for 5 seconds. |
Blood-Soaked Ground |
- |
While you are standing in your Death and Decay, you will take 5% less Physical damage and have a 5% increased
chance to trigger Vampiric Strike. |
Vampiric Aura (Choice Node 2) |
- |
Your leech is increased by 2%. When you cast Lichborne, it doubles, and the 4% bonus
will be given to the four nearest friendly players. |
Bloody Fortitude (Choice Node 2) |
- |
Increases the damage reduction of Icebound Fortitude by up to 20%. This bonus is at full value when you are
below 50% health. Additionally, if you get the killing blow on an enemy the cooldown of Icebound Fortitude is
reduced by 3 seconds. |
Infliction of Sorrow |
- |
When Vampiric Strike hits an enemy with Blood Plague the duration of Blood Plague is
increased by 3 seconds (up to 39 seconds total duration) and instantly deals 10% of the damage of Blood Plague.
Infliction of Sorrow also interacts with Gift of the San'layn by dealing the full damage of Blood Plague
to the target after Vampiric Blood ends with your next Heart Strike. |
Frenzied Bloodthirst |
- |
Increases the maximum amount of stacks of Essence of the Blood Queen by 2. You will also deal 3% more damage per stack
with Death Strike. |
The Blood is Life |
- |
Vampiric Strike has a chance to spawn a Blood Beast. The Blood Beast will attack your target for 10 seconds and explode
for a potion of the damage it dealt. This explosion will also heal you. |
Visceral Strength |
- |
When you consume a Crimson Scourge proc, you are given 6% Strength for 8 seconds. |
Incite Terror |
- |
This debuff increases shadow damage taken by the enemy by 1% per stack for 15 seconds (up to 5 stacks, and each stack refreshes
the duration of the debuff). Incite Terror is applied from casting Vampiric Strike or
Heart Strike on the target. Vampiric Strike itself will deal 4% more damage per stack. |
Pact of the San'layn (Choice Node 3) |
- |
Blood Beasts will now store 50% of the Shadow damage you deal. |
Pact of the San'layn (Choice Node 3) |
- |
The chance to trigger Vampiric Strike is increased by 15% if the target is below 35% health. |
Gift of the San'layn |
- |
Whilst Dancing Rune Weapon is active Heart Strike is replaced with Vampiric Strike. The Haste bonus of
Essence of the Blood Queen is increased by 150% whilst Dancing Rune Weapon is active. |
3.5.
Deathbringer Hero Talents
Ability |
Abbreviation |
Description/Effect |
Reaper's Mark |
- |
Reaper's Mark is a DoT placed on an enemy that lasts 12 seconds. Each time Shadow
or Frost damage is dealt to the target it gains a stack. If it reaches 40 stacks, the target is below
35% health (can only happen every 3 minutes per target), or times out on the target
it will explode, dealing damage based on the number of stacks it had.
If the target affected by Reaper's Mark dies, it is re-applied to the nearest enemy; if there
are not enemies left alive, it instead fizzles (but still grants Exterminate stacks). |
Wave of Souls |
- |
Applying Reaper's Mark to a target will fire Wave of Souls from you
to your target and then back to you. Enemies hit will take 5% increased damage (per stack, stacking up to 2 times)
to enemies if they are critically hit by this ability, when the wave returns to you, it will always critically strike. |
Wither Away |
- |
Blood Plague will deal damage every 1.5 seconds instead of every 3 seconds, and the second scythe from Exterminate will
apply Blood Plague. |
Bind in Darkness |
- |
Blood Boil's damage is now Shadowfrost and is recoloured to be Blue (in line with the asthetic of the tree). |
Soul Rupture |
- |
When Reaper's Mark explodes, 10% of the damage dealt to the target will be dealt to nearby enemies. Enemies hit will
deal 5% less physical damage for 10 seconds. |
Grim Reaper (Choice Node 1) |
- |
Applying Reaper's Mark grants 3 stacks of Bone Shield. When Reaper's Mark explodes, it will deal up to 30% additional damage based on the missing health of the target. |
Reaper of Souls (Choice Node 1) |
- |
All Soul Reaper damage is buffed by 20%. Whenever you apply Reaper's Mark to a target, the remaining
cooldown on Soul Reaper is reset and your next Soul Reaper is free and will detonate as if its target was in execute range. |
Pact of the Deathbringer (Choice Node 2) |
- |
Once every 2 minutes you can trigger Death Pact at 50% effectiveness. When Reaper's Mark the cooldown
of this effect (and Death Pact) is reduced by 5 seconds. |
Rune Carved Plates (Choice Node 2) |
- |
Gain up to 7.5% damage reduction against Physical and Magic damage (1.5% per stack). Spending a rune will give a stack of
magic damage reduction for 5 seconds and regenerating a rune will give a stack of physical damage reduction. Obtaining a stack
of either effect will refresh the duration. With optimal play, you can maintain 5 stacks of this effect at all times. |
Swift and Painful |
- |
In single target, Reaper's Mark grants you 10% strength for 8 seconds when it detonates.
Wave of Souls is 100% more effective against the target Reaper's Mark was cast on. |
Dark Talons (Choice Node 3) |
- |
Marrowrend and Heart Strike randomly cause you to gain 3 more Icy Talons stacks.
Death Strike now grants 2 stacks of Reaper's Mark, 4 if it critically strikes. |
Reaper's Onslaught (Choice Node 3) |
- |
Reduces the cost of Reaper's Mark to one rune and reduces it cooldown by 30 seconds, but
causes it to only grant one Exterminate stack. |
Death's Messenger (Choice Node 4) |
- |
The cooldown of Lichborne and Raise Dead is reduced by 30 seconds. |
Expelling Shield (Choice Node 4) |
- |
If an enemy directly hits you with a Magic spell (no DoTs, no AoE) while Anti-Magic Shell is active, their cast time
will be reduced by 10% for 6 seconds. |
Exterminate |
- |
When Reaper's Mark explodes your next two Marrowrend are empowered by Exterminate. Each Marrowrend costs 1 rune and will deal additional damage in two parts. The first part will hit your target
for a lot of damage and have a 30% chance to apply Reaper's Mark. The second part will deal AoE damage. |
4.
PvP Talents for Blood Death Knight
Since Battle for Azeroth, there is the option to go into "War Mode".
Enabling War Mode provides the following benefits:
- PvP talents enabled in the outdoor world.
- 10% increase in World Quest rewards at maximum level.
- 10% more experience gained while leveling.
- Earn Conquest Points, which can reward gear every week.
With the benefits of enabling War Mode for leveling and PvE content, it is
recommended to enable the feature to maximize your leveling and rewards at
maximum level. However, you will make yourself available for open-world PvP, and
the possibility of being "ganked" while leveling or doing World Quests exists.
4.1.
PvP Talents (War Mode) for Blood Death Knight
Death Chain is a nice damage increase when pulling 3 or more
enemies, though the 30-second cooldown prevents it from being used on every
pull.
Necrotic Aura and
Murderous Intent can be very strong
when completing open-world content in a group but have very limited value in
solo play.
Dark Simulacrum,
Decomposing Aura,
Strangulate,
and
Walking Dead all have limited value in PvE content.
Last Dance is a trap talent and should never be picked. You gain
no additional uptime on
Dancing Rune Weapon at the cost of one more
global cooldown every minute due to the reduced cooldown.
While PvPing as Blood Death Knight can certainly be fun, you might also
want to try out PvPing as either Frost or Unholy. Both of these specs will
deal a lot more damage while being squishier.
5.
Changelog
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 21 Oct. 2024: Added all the san'layn builds and cleaned up the page for 11.0.5
- 09 Sep. 2024: Updated for The War Within Season 1.
- 27 Aug. 2024: Added description for M+ talents to also be used for Delves.
- 21 Aug. 2024: Updated for The War Within Launch. Hero Talents added. Builds updated.
- 24 Jul. 2024: Correcting talent hashes.
- 23 Jul. 2024: Prepared for War Within. New talents added, builds changed.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated 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 build orders to suggest Soul Reaper as default in raid.
- 04 Sep. 2023: New template for 10.1.7. Also added SR build.
- 10 Jul. 2023: Reviewed for Patch 10.1.5.
- 01 May 2023: Reviewed for Patch 10.1.
- 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: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
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