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[Blood] [Death Knight] In-Depth PVE Guide 7.3.5

 
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Lightning

[Red Devil]



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(since 08-11-2022 11:10)
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Post Posted: 25-05-2020, 12:19:26 | Translate post to: ... (Click for more languages)

A Death Knight specialized in Blood protects their allies with crude power,
dark magic and various manipulations with the enemy’s blood.
Unlike that of many other tanks of different classes,
Death Knight’s tanking model is more bound to receiving damage and instantly restoring it.




Contents

1. Introduction
2. Glossary
3. Main abilities
4. Talents
5. Artifact and Relics
6. Netherlight Crucible
7. Legendaries
8. Gameplay
9. Stats
10. Set bonuses
11. Macros





1. Introduction

Let’s take a closer look at the weakest and the strongest aspects of this specialization:

Advantages:

+High self-healing;
+Opportunity to grant the self-healing effect to their group;
+Nice continuous damage decrease;
+Opportunity to kite on a small area;

Disadvantages:

-Low mobility;
-Average surviving from frequent magic damage;

Basic information on the spec:


Like any other Death Knight spec, this one uses 2 resources: Runes and Runic Power (RP).
Runes should always be ready before the combat. After being used, Runes start to restore.
Only 3 Runes can be restoring at the same time. Rune’s restoring speed depends on Haste value.
Runic Power is somewhat similar to Fury – you can store it and spend it.



2. Glossary

Spoiler:



3. Main Abilities



Offensive
Spoiler:



Defensive
Spoiler:



Utility
Spoiler:




4. Talents
General information.
Spoiler:


Tier 1. Level 56


Bloodworms. Critical auto-attacks summon worms which live for 15 secs. After that, they explode, and restore 15% of the absent HP. If you happen to go below 50% of your HP, Bloodworms explode tight away and restore your whole HP stock.

Heartbreaker. Heart Strike generates 2 RP per each hit on extra targets.

Blooddrinker. This is a maintenance spell. For 3 secs (less given higher Haste value) you steal Health from your target for 1 Rune. You can relocate and employ defensive abilities during the cast.


*At the moment, there are no alternatives to Blooddrinker. Get it in any case.

Tier 2. Level 57


Rapid Decomposition. Death and Decay does damage 15% more often, and while you are within its active range, you restore 1 RP per sec.

Heart of Ice. Death Strike prolongs your Icebound Fortitude ‘s active time by 2 secs.

Spectral Deflection. When receiving damage that exceeds 25% of your max HP, an additional charge of Bone Shield is consumed which increases the damage lowering rate.

* Rapid Decomposition is your default choice because it generates RP.
Sometimes you may need Spectral Deflection if you’re facing long and painful fight.


Tier 3. Level 58


Ossuary. With 5+ stacks of Bone Shield, Death Strike demands 5 RP less, and max RP increases by 10.

Blood Tap. Generates 1 Rune. 2 charges. CD 1 min. CD decreases by 2 secs with each spent Bone Shield.

Anti-Magic Barrier. Anti-Magic Shell increases max HP by 25% for the next 10 secs.

* Ossuary is your default talent as it saves you a lot of RP. Other talents are weak as opposed to this one, but don’t ignore them completely, especially if you have to stand through massive instant damage (Maiden of Vigilance’s Hammer of Creation in the Tomb of Sargeras, for example). In cases like that Anti-Magic Barrier is recommended.

Tier 4. Level 60


Mark of Blood. For 30 RP, it marks your enemy with a debuff that hits the target with auto-attacks causing it to restore you 3% of the target’s max HP.

Red Thirst. Every 6 RP spent restore Vampiric Blood for 1 sec.

Tombstone. Consume 5 charges of Bone Shield, and for each charge, you get 6 RP and a shield for 6% of your max HP for 8 secs. CD 1 min.

* Red Thirst is a default choice making your Vampiric Blood ‘s CD about 45 secs. There is a theoretical situation where you could use Mark of Blood – you’ll have to tank with a weak partner sometime; but it is really hard to think of a situation where you could possibly need Tombstone. With 2T21 Tombstone can be used for slightly dps increase, but not for surviveability.

Tier 5. Level 75


Tightening Grasp. Shortens your Gorefiend’s Grasp by 30 secs, and your Death and Decay slows the enemies down by 70%.

Tremble Before Me. Enemies damaged by your Death and Decay may get up in fear for 3 secs. For each target, it works no often than once in 10 secs. Damage dealt to those targets may cancel the effect.

March of the Damned. Wraith Walk works 100% longer, and cancels any stunning, slowing and petrifying effects when cast.

* It’s your pick, get whatever fits your current situation best.

Tier 6. Level 90


Will of the Necropolis. If your Health is below 35%, all the incoming damage is decreased by 35%.

Rune Tap. For 1 Rune, you get to decrease the incoming damage by 40% for 3 secs. 2 charges, CD 25 secs.

Foul Bulwark. Every Bone Shield charge increases max Health by 2%.

* Foul Bulwark is the strongest talent in any situation. That’s why – even if you need Rune Tap – it is extremely recommended you have the Legendary Soul of the Deathlord so that you don’t deprive yourself of Foul Bulwark. If you don’t have the Legendary ring, but you still need to lower the incoming burst damage, you’ll have to get Rune Tap.

Tier 7. Level 100


Bonestorm. Demands 10 to 100 RP. Effect duration depends on how much you spend. Each 10 RP = 1 sec. The effect itself deals dark magic damage to all the enemies around you. Each hit on an enemy restores 2% of your max HP which lands you a nice heal on AoE. CD 1 min.

Blood Mirror. Applies a 10-sec effect on your enemy redirecting 20% of the damage received by you to that selected target. 2 min CD.

Purgatory. Cheat Death. Allows you to survive a deadly hit. This situation enables a 3-sec buff that absorbs healing equal to damage prevented that way. The effect gets cancelled if you receive enough healing. Otherwise you die. The effect works no more than once every 4 min, tracked by the debuff. Death cancels the effect which enables Purgatory to act during the next attack fatal for you.

* In progress, it’s really useful to have an opportunity to survive various things which makes Purgatory the obvious pick. If you do not intend to die, use the other 2 talents depending on the type of your encounter: Bonestorm for AoE, and Blood Mirror for single target.

All in all, your basic universal build is like this: 3112133

Blooddrinker
Rapid Decomposition.
Ossuary.
Red Thirst.
Tightening Grasp.
Foul Bulwark
Purgatory

Tanking demands you to be very peculiar about every encounter. So remember your talents and their properties as well as of what use they can be in different situations.



5. Artifact
Spoiler:




5.1 Relics
Spoiler:



6. Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. In general, the traits in this Tier are rather strong as compared to the regular traits or Tier 3 traits.

Master of Shadows is better than any other trait in terms of defensive properties.

Shadowbind and Chaotic Darkness are also good.

Not bad are: Murderous Intent, Torment the Weak, Light Speed and Refractive Shell.

Tier 3. Follow the priorities described in the Relics section meaning you are always recommended to get Carrion Feast, Veinrender and Dance of Darkness. But don’t fall into the trap if, to get them, you have to choose a bad trait in Tier 2 while you could get something better.





7. Legendaries
The Blood Death Knight has access to the total of 14 Legendaries. All of them can be divided into 3 groups: strong, average and… garbage. Let’s begin from the top.

Strong Legendaries:

Skullflower’s Haemostasis. Your Blood Boil empowers the next Death Strike by 20% regarding both damage and its healing effect. Stacked up to 5 times. The strongest Legendary for any situation. Increases survival due to the healing, mastery-driven absorbs and dps. Above that all, it has 2 of the best secondary stats.

Shackles of Bryndaor. Death Strike returns 15% of the RP spent on its use in case it restores more than 10% of your max HP. In general, this bonus works every time as your basic Death Strike heal cannot be lower than 10% of your max HP, plus, this effect is empowered by versatility. And there is always versatility in your gear, in some form, which means the effect is always active. This is second of the nest Legendaries on single target.

Soulflayer’s Corruption. This is your best Legendary on 3+ targets or at least on 2 targets with 100% uptime in combat. It goes particularly well with our golden trait number 3 – Umbilicus Eternus.

Soul of the Deathlord. Gives you Foul Bulwark, the strongest talent on its Tier in any situation. This gives us an amazing opportunity to get Rune Tap on the Tier without losing the stamina bonus.

Average:

Sephuz’s Secret. This Legendary is awesome for Mythic+. Its effect can be activated by Mind Freeze, Death Grip, Gorefiend’s Grasp, Asphyxiate and the race abilities of Blood Elves and Taurens.

Service of Gorefiend. Allows you to use Vampiric Blood more often. This one is occasional, but it is great for surviving.

Archimonde’s Hatred Reborn. Additional defensive CD carried out in dps. Goes particularly well combined with Vampiric Blood ‘s HP.

Prydaz, Xavaric’s Magnum Opus. Just a good Legendary. Additional absorb and multiple stats.

Acherus Drapes. This Legendary is extremely occasional, but for its objective, it’s extremely powerful. Its main use is in Mythic+ with Necrotic affix.

Insignia of the Grand Army. Looks good if you have strong Tier 2 traits at Nehterlight Crucible. Otherwise its not worth using.

Dumpside, or extremely occasional stuff:

Lana’thel’s Lament. A weakish bonus. It can, though, have a nice uptime if you remember to use Death and Decay.

Rattlegore Bone Legplates. Extremely peculiar. The second part of its bonus could be interesting as it allows you to save a substantial amount of RP which enables the Death Strike to be used more times in a row, if necessary. All in all, this’s a weak Legendary.

Aggramar’s Stride. It is very weak as compared to all the other Legendaries but if you need running speed – why not? After all, Death Knights do struggle with mobility, don’t they?

Rethu’s Incessant Courage is a craft Legendary, incredibly weak in the bonus part. It is only worn before the first two Legendaries are received, since it’s better than wearing any of the other specialization’s Legendaries or wearing none at all.




8. Gameplay
Let’s view 2 key points: using your abilities for dps, maintaining your survival and using defensive CDs.

Dealing DPS is as important as pressing defensive CDs as all your rotation dials down to spending Runes to maintain your Bone Shield stacks and to collect RP. The latter is later spent on Death Strike to heal effectively.


General priorities:
Spoiler:


Combat starters:
Spoiler:


Survivng:
Spoiler:





9. Stats

The characteristic stats look somewhat like this:

Ilvl (Stamina/Strength) > Haste >= Versatility > Crit >= Mastery

Before picking equipment, remember this very important rule somewhat similar to that of the relics: the items’ level! These conditions are to be accounted for before considering the item’s characteristics:

- For any armor slot a 5 ilvl increase is enough.
- For garments (neck, rings), 10 lvl increase is enough.
- The gems’ slot is about 5 ilvl.
- Avoidance also makes about 5 ilvl but only when dealing with AoE mechanics (e.g. Maiden of Valor’s Unbound Chaos is some really terrible damage dealer, so avoidance here is an extremely important issue.

Haste is our all. It increases the Rune’s restoring speed which enables you to use them more frequently, hence receive RP quicker. And RP helps you heal by Death Strike.


Versatility just increases your healing and dps but reduces the incoming damage. It’s all simple and clear.


Crit is a pure dps stat giving the least defensive properties out of all; maybe just Blood Plague, the golden trait Skeletal Shattering and the critical damage by Consumption.


Mastery – from the defensive viewpoint this is, for sure, an interesting stat. But it does scale terribly, though. And it works against the physics. As a result, if you don’t rely on it, surviving grows a lot less efficiently as compared to Haste or Versatility. As a dps stat, it’s about the value of Versatility.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Enchants and Consumables.
Gems:
- Saber’s Eye of Strength.

- Versatile Labradorite or Quick Lightsphene

- Enchants:
– For the neck: Mark of the Heavy Hide for surviving; Mark of the Hidden Satyr – for dps.
– Rings: Binding of Haste or Binding of Versatility for surviving.
– Cloak: Binding of Strength
- Food:
Lavish Suramar Feast, 500 Strength (should be used in any dps spec)
- Flasks and Potions:
Flask of the Countless Armies. 1300 Strength for 1 hour. By default. If you need stamina for surviving massive simultaneous damage, use Flask of Ten Thousand Scars
Potion of Prolonged Power. Increases all stats for 1 min.



10. Set Bonuses

Spoiler:





11. Macros

Interrupt with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.
Spoiler:


Combat resurrection at cursor’s position
Spoiler:


Death’s Caress at cursor’s position:
Spoiler:


Death Grip at the cursor’s position; if there’s no target under the cursor, the grip is applied to the current target:
Spoiler:



Last edited by Lightning on 25-05-2020, 14:02:47; edited 2 times in total
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