Blood Death Knight Tank Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as a Blood Death Knight.
The other pages of our Blood Death Knight guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Volstatsz, a Blood Death Knight theorycrafter and moderator for the Acherus Death Knight community. You can follow him on Twitter.
1. Introduction
If you are new to Blood, this is a great place to start to get an understanding of how the spec works. On this page we will discuss what abilities you have, what they are used for within the specialisation, how they interact with each other and also with important cooldowns. If you already have experience with Blood and are comfortable with it in Legion, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resource
Runic Power and Runes are your two resources. Throughout the fight, you
will look to spend as many Runes as possible and generate as much Runic Power
as you can, which you will then spend to keep yourself alive through
Death Strike.
3. Basic Abilities
These are your core skills that are available regardless of talents, and form the core gameplay of the specialisation.
Marrowrend deals damage to the target and generates 3 charges of
Bone Shield (an important survival mechanism that is explained
later on). Marrowrend costs 2 Runes to cast, and this is generally a top
priority to use whenever your Bone Shield is about to expire.
Death Strike deals damage to the target and heals you for 20% of
the damage taken in the previous 5 seconds. Moreover, due to your
Mastery (
Mastery: Blood Shield), a percentage of the healing is also
applied to you as a damage absorption shield. Death Strike costs Runic Power
to use, and it is used almost exclusively for the healing and damage absorption
it provides (as well as to avoid capping Runic Power).
Blood Boil deals damage to all enemies within 10 yards and applies
your
Blood Plague DoT to them. It is only used to keep up the DoT or
if there are no other actions you can perform.
Death and Decay places a rune on the ground that damages enemies
standing in it. It costs 1 Rune to use, and it is generally used simply to
deal damage and generate Runic Power.
Heart Strike damages the target as well as another nearby target
(up to 3 additional targets,for a total of 5 targets, if you are standing in your own
Death and Decay), and costs 1 Rune to cast. It is used to convert Runes
into Runic Power.
Wraith Walk is a useful movement ability that increases your
movement speed by 70% for 3 seconds, breaking any root effects when used,
and preventing you from being slowed or otherwise impaired for its
duration. It has a 45-second cooldown and performing any action (other than
moving) will cancel its effect.
4. Important Procs
Crimson Scourge is a passive that causes your auto attacks against
targets affected by
Blood Plague to have a chance to make your next
Death and Decay free of cost and reset its cooldown. You should be on
the look-out for these procs and always use them on Death and Decay, even if you
are fighting a single target.
5. Active Mitigation
Bone Shield is a buff that reduces all damage you take by 16% and
increases your Haste by 10%. Each cast of
Marrowrend applies 3 charges
(or stacks) of Bone Shield, and each melee swing made against you consumes one
charge. Having Bone Shield up with at least 1 charge is a very high
priority.
Aside from
Bone Shield,
Death Strike can be considered
active mitigation, in the sense that you will be using it throughout the fight
to keep yourself alive thanks to the healing (and damage absorption) it
provides.
It is worth pointing out that for boss abilities that check whether or not
an "active mitigation" effect is active, you are interested in the
Recently Used Death Strike 3-second buff which is applied by
using
Death Strike and
Marrowrend.
6. Defensive Cooldowns
Blood Death Knights have 3 important defensive cooldowns.
Anti-Magic Shell absorbs up to 30% of your maximum health in magic
damage over 5 seconds, and should be used to mitigate magic damage and generate
Runic Power.
Vampiric Blood increases your maximum health and the amount of
healing and absorbs you receive by 30% for 10 seconds. It should be used either
proactively in anticipation for high amounts of damage, or reactively when low
on health and in danger of dying.
Icebound Fortitude reduces all damage taken by 20% for 8
seconds. It should mostly be used proactively when you anticipate taking
high damage, such as from specific boss abilities.
Note that
Dancing Rune Weapon (discussed below) also has defensive
properties.
7. Offensive Cooldown
Dancing Rune Weapon is generally used as a DPS cooldown, but the
increase in
Parry chance that it provides means it can also be used defensively.
8. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Corrected the amount of damage reduction provided by Icebound Fortitude.
- 09 Jan. 2017: Updated a few ability descriptions to account for 7.1.5 changes.
- 08 Dec. 2016: Page added.
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