Wowcircle 4.3 4 x100 dk branch blood. Additional Attack Spells

Good day, dear friends, I decided to bring to your attention a guide to D.K. Blood.

The whole guide tried to adapt to our server.

So, let's begin:

Talents:

The first build is universal, which is suitable for both raids and dungeons. Distinctive feature this build is that taken Abomination's Power. (Similar buffs: True Shot Aura, Blessing of Might, Unleashed Fury). Buffs do NOT stack.

Are you experiencing difficulties with hold aggro on huge packs? you need a lot AOE?Second build especially for you. Here we are uploading Soreness for more efficient AOE. Note that The smell of blood only 2 out of 3 taken.

The third build is geared towards survivability. Absolutely not suitable for going to dungeons and bosses with a large number of hells, it is designed only for complex raid dungeons, where the mana of healers is worth its weight in gold. The main feature of this build is to take such a talent as rebirth, thanks to which we can heal ourselves with an ability The face of death. Scarlet Scourge And Unholy Command DO NOT take.

Symbols:

Engraving.

A rather nice class ability that allows us to enchant weapons, and most importantly, completely free. Of all the variety of runes (chants), only three are suitable as Tank runes. This is actually the Rune of the Stone Gargoyle or the Rune of Shattered Swords or the Rune of the Fallen Knight. The most suitable rune, the other two can come in handy only in non-standard situations.

Characteristics.

Feature Priority:

Endurance > Mastery > Accuracy and Mastery > Dodge = Parry

Let's consider each stat separately.

Endurance.She's a stamina. Essential for any tank.

Mastery.Very tasty stat for us, it gives us a Blood Shield (similar to a block). There is a misconception that if you gain OMG the amount of mastery at the expense of endurance and other characteristics, then Blood Dk will be imba. But it's not. In fact, everything is exactly the opposite.

Accuracy And skill The main reason we want to get 960 Hit Rating for melee attacks and 885 Mastery Rating (26 Mastery) is to eliminate the Death Strike miss. If this strike misses, it will be very bad for our survival. In addition, even the most fierce DD will have a hard time getting aggro off us.

Evasion And parry.Less priority characteristics, but 13-14% of the rating should be mandatory.

Races:

For the Horde: Tauren is supposed to be the best race for tanking DK (they have increased HP, that's what you need!)

For Alliance: Night elf this race has more chances to dodge attacks, I played very little for the alliance, so I won’t say much, but I advise this particular race.

Good luck in new endeavors. I close the topic in order to avoid flooding.

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Blood is a specialization that relies on strong self-healing. Such tanks usually take more damage and negate it with Death Strike , Bone Shield and other effects. This guide describes the features of DK Tanks, as well as general tactics regarding tanking. If you are interested in details about the role itself, read our.

List of guide changes 12/16/2017:

  • Ancient Healing Potion changed to Astral Healing Potion.
  • Netherlight Crucible: Updated talent priority.
  • Equipment: Updated recommendations for set bonuses and legendary items.
  • Rotation: The bloodsucker has been added to the rotation. Added mention of the effect of the T21 bonus on the use of Dancing Rune Weapon.
  • Enchantments, Food, and Consumables: Updated gem selection recommendations (secondary stats only).
  • Talents: Updated recommendations for choosing talents in tiers 1 and 4, taking into account bonuses from Tier 21.
  • Brief guide: The bloodsucker has been added to the rotation.

The Blood Death Knight guide is relevant for World versions of Warcraft Legion 7.3. Below, you'll learn everything you need to know to successfully complete raids and dungeons in Advanced Mythic mode.

This guide has been approved by player Volstatsz, a well-known specialization theorist and moderator of the Acherus Death Knight community. It can be found in Twitter.

Changes in patch 7.3

  • There are no significant changes.

Changes in patch 7.2.5

  • The Tier 2 talent Devour Souls has been replaced by the Heart of Ice talent.
  • Many abilities and talents (notably Death and Decay and Heart Strike) have been significantly buffed.
  • New legendary items have been added to the game, Soul of the Deathlord and Corruption of the Soul Flayer.

Changes in patch 7.2

  • Artifact talents have been reworked. By investing 35 points in development, the player gains access to new talents (Fortitude of the Ebon Blade, Feast of Scavengers, Vampiric Aura, Soul Drinker and Legionfall Harmony). An additional (fourth) rank has been added to all old talents.
  • The game has a new legendary item, Ryotu's Infinite Courage .

Blood DK Changes in Patch 7.1.5:

  • Rune Grab reduces damage taken by 40% (up from 25%).
  • Bone Shield is only consumed by melee attacks.
  • Absorption from Vampiric Blood is 30% more effective.
  • Many talents have been slightly buffed and Purgatory has been nerfed.

1. Tank DK changes in Legion

Compared to Warlords of Draenor, the Blood specialization has not changed significantly, but there are still some differences:

  • Frost Presence, Blood Presence, and Unholy Presence have been removed from the game.
  • Resolve has been removed from the game.
  • The rune system has been greatly simplified. Now all runes belong to the same type, each rune is recharged individually.
  • Outbreak, Chill, Army of the Dead, and Soul Reaper have been removed from the game.
  • Bone Shield is now applied automatically when using the new Spine Shatter ability.
  • Death Strike now costs Runic Power and is the only way to spend this resource.

2. Short guide

This section is intended for those who are just starting out as a Death Knight, don't aim to raid Mythic, or just want to keep their play style as simple as possible, not wanting to constantly remember to prioritize and keep track of various effects.

Basics

Blood Death Knights rely on self-healing more than any other tank. They also take more damage, but their abilities make up for it.

Their main goal in combat is to build up as much Runic Power as possible and then use it on Death Strike to heal themselves and gain a shield from Mastery: Blood Shield).

Talent Selection

The choice of talents in this build is dictated by their ease of use. In terms of survivability, this build is slightly inferior to the optimal one, and outgoing damage does not suffer too much.

  • Level 56: Bloodsucker
  • Level 57: Rapid Decay
  • Level 58: Crypt
  • Level 60: Red Thirst
  • Level 75: March of the Damned
  • Level 90: Unholy Bulwark
  • Level 100: Purgatory

Characteristics

Currently, the priority of secondary stats for the Blood specialization is as follows:

  1. Speed
  2. Versatility
  3. Mastery
  4. Critical hit

Basic rotation

The base rotation (both single and multi-target) for a Blood Death Knight is based on the following list of priorities:

  1. Use Spine Shatter if Bone Shield ends soon.
  2. Use Blood Boil if any nearby enemies are missing Blood Plague.
  3. Use Death Strike if your health drops to a critical level or after a strong blow.
  4. Use Death and Decay when Crimson Scourge procs.
  5. Use Death Strike, being careful not to build up maximum Runic Power.
  6. Use Bloodsucker.
  7. Use Spine Shatter if you have 6 or less Bone Shield stacks.
  8. Use Death and Decay if you have 3 or more runes.
  9. Use Heart Strike when you have 3 or more runes, or if you need to quickly accumulate rune power for Death Strike.
    • Always keep resources in reserve so that you can use Spine Shatter to maintain Bone Shield (if you have the Crypt talent, the number of shield effects should not fall below 5).
  10. Use Wither (artifact ability).
  11. Use Blood Boil.

Active Damage Absorption Spells and Defensive Cooldowns

The Blood Death Knight has 2 active damage absorption spells to help him survive in combat. Both are listed in the above rotation.

3.2. Basic abilities

These abilities always remain the same, regardless of the choice of talents.

Netherlight Crucible

The Netherlight Crucible works very simply. You can choose one of two development paths (Light or Darkness) and follow it to the talent that is considered the best in terms of artifact development.

All tier 2 talents in Netherlight Crucible are very powerful and are even more valuable than tier 3 talents. In terms of defense, the best talent in actual content is Shadow Master.

  • If you have the 2T21 bonus, use Dancing Rune Weapon when you are actively tanking the boss and it will help you smooth out the incoming damage.
  • If you have the 3T21 bonus, use your resources efficiently while Dancing Rune Weapon is active - avoid overflowing your rune pool and rune power. While Dancing Rune Weapon is active, don't be afraid to spend more runes on Heart Strike and Death Strike than usual.

9.3.3. Vampire blood

Due to the lack of incoming damage reduction effects, Death Knights do not perform well against enemy abilities based on "pure" amount of damage taken (without self-healing and absorption). An example is Elereth Wildhound and her Web of Pain. In this case, Icebound Fortitude can make life a lot easier for the raid.

9.3.5. Tier 6 Talents

10. Priority of characteristics for the DK Tank

The stat priority for a Blood Death Knight depends on whether they are more interested in survivability or increased outgoing damage.

All in all, speed and versatility are best performance for a death knight with the Blood specialization. At very high level speed, the value of this characteristic decreases, and versatility, on the contrary, rises in price. However, there are no limits at which the speed becomes completely useless. As such, you shouldn't be sacrificing item level (and by extension stamina, strength, and armor) for speed. Any equipment that gives 10 or more units. item level will be a noticeable improvement for you. If you have room for optimization, consider the following priority lists:

Survival

  1. Speed
  2. Versatility
  3. Mastery
  4. Critical hit

Max Damage

  1. Speed
  2. Critical hit
  3. Versatility
  4. Mastery
  1. Speed
  2. Versatility
  3. Critical hit
  4. Mastery

Strength is the primary feature. When changing items of equipment, pay attention primarily to strength indicators. Strength increases the effectiveness of self-healing and attack power, which is based on ability damage, and also increases the chance of dodging hits.

Mastery Increases the durability of shields from Mastery: Blood Shield. It reduces and smoothes the received damage.

Versatility increases damage dealt and healing, and reduces incoming damage.

Speed increases the speed of attack and replenishment of runes, i.e. gives additional resources for more frequent use of abilities.

Most bosses have abilities that cannot be dodged or otherwise avoid taking damage. In addition, you will need a certain amount of health so that the healers have time to heal you before the boss makes the next (deadly) attack. Thus, there is an acceptable minimum endurance indicator. This indicator is always present on equipment items, so endurance stones should not be used. (cheaper), but it is worth remembering that the stones restore more health.

In addition, you will need boost runes that work in both raids and Mythic dungeons. Corrupted Augment Rune is a one-time (cheap) option. Lightforged Augment Rune - Reusable, costs 50,000 gold, requires Exalted with Army of the Light.

14. Macros for Death Knight "Blood"

14.1. General macros for death knights

14.1.1. Resurrect an ally

  • #showtooltip Raise Ally
  • /cast [@mouseover,help][@target]Raise Ally

15.1.2. Addons for boss fights Deadly Boss Mods or Bigwigs

Warn about boss abilities and give helpful tips on mechanics. We strongly recommend downloading and installing them. Remember that more popular than .

15.1.3. GTFO

15.1.5. Weak Auras

WeakAuras is a very useful addon that allows you to visualize buffs/debuffs and cooldowns. The addon has flexible settings and allows you to more effectively use the features of a particular class. You can also use it for other purposes. .

We present to your attention the PvE guide to unholy DK for patch 4.3.4. This guide covers all the main aspects of playing the Death Knight Unholy branch in Cataclysm 4.3: talents, build, equipment selection, rotation and much more.

A more recent version of the guide is available:

Changes in 4.3 / 4.3.4

In patch 4.3, unholy dk has been affected by the following changes:

  1. (4.3) Now the summoned gargoyle will always use ranged attacks regardless of the distance to the target.
  2. (4.3) Passive ability Unholy Might now increases strength by 25% instead of 20%.

In the subsequent patches 4.3.2, 4.3.3, and 4.3.4, the Unholy Death Knight received significant changes.

PvE addons

Raid addons:

Other useful addons:

  • // - Keep track of buffs and debuffs.

You can find more useful modifications on the page "".

Talents / build

The standard and most common set of talents for pve unholy DK is build 5/1/35. In this 3/3 set, the Suppress Magic talent is taken to unlock the Anti-Magic Zone ability, which is useful for the raid.

Optional Talents

Death Knight has no Unholy large selection optional talents in PvE, besides, none of them gives a significant increase in dps. You can choose from the following talents:

  • 1/2 Unholy Command . Reduces the cooldown of Death Grip by 5 seconds.
  • 2/2 Defile . Allows you to slow targets, a very situational talent.
  • 2/3 or 3/3 Magic Suppression . 1 point in this talent is mandatory. The rest can be invested to increase the amount of runic power generated from absorbing damage and to increase the amount of damage absorbed.
  • 1/1 Anti-Magic Zone . A very useful talent, often used in PvE battles. Highly recommended.
  • 2/2 Improved blood circulation . Reduces the CD of the Blood Tap ability by 30 seconds, which when used correctly results in a slight increase in dps.

Build Variations:
- 5/1/35 : Desecration talent build to slow down enemies.
- 7/1/33 : Improved Blood Tap talent build.

Symbols

Basic symbols:

For one purpose:

  • Symbol of the Resurrection of the Dead
  • Glyph of the Face of Death
  • Glyph of the Scourge

For AoE fights, replace the last two characters A symbol of death and decay And Symbol of the ice touch.

Large symbols :

Doesn't provide a significant dps boost. In pve unholy, DKs usually use the following large symbols:

  • Blood Boil Symbol
  • Glyph of Anti-Magic Shell
  • Pestilence symbol

Small characters :

  • Blood tap symbol
  • Embrace of death symbol
  • Glyph of the Winter Horn

Primary Attribute Priority

PvE unholy dc in Cataclysm 4.3.4 should adhere to the following priority of characteristics:

Strength > Accuracy (up to cap) > Speed ​​> Critical Strike > Mastery > Mastery

It's worth noting that if your death knight wields the sword Gurtalak, Voice of the Deep, Mastery becomes slightly more important than Critical Strike.

Strength . The main characteristic of unholy dk, increases attack power. You should strive to gain as much Strength as possible on all items of equipment (including stones and enchanting).

Accuracy. The next best PvE stat down to capping. Ensures that all your attacks reach their target and no resources are wasted. Cataclysm 4.3 PvE Death Knight hit cap is 8% (961 hit rating, 841 for draenei).

Speed ​​. The best secondary stat after reaching the hit cap. Increases attack speed and rune power regeneration, and increases the attack speed of Ghoul and Gargoyle.

Critical hit. Increases the critical strike chance of all attacks and abilities.

Mastery. Increases Shadow damage dealt. This is approximately 40% of the total damage of an unholy dk.

Mastery. Reduces the chance that the enemy will dodge your attacks. For an unholy, this is the least valuable stat and you should generally avoid equipping it or reforging it into other stats.

Reforging

Reforging pve unholy dk in 4.3.4 is carried out in accordance with the above priority of characteristics:

  1. First of all, gain a hit cap (8%) by reforging the worst stats into hit: Mastery > Mastery > Critical Strike > Haste(as a last resort).
  2. Next, reforge the worst stats, including excess Accuracy, into Speed ​​> Critical Hit.

stones

Please note that if the bonus for color matching is less than +20 strength or +30 of another characteristic, it is better to ignore it and insert a red stone for strength into this socket.

Enchanting

Head Arcane Mark of the Wild Hammer
Arcane Mark of the Dragonmaw
Shoulders Greater Inscription of Jagged Stone
Back +65 Critical Strike
Breast +20 to all stats
Wrists +50 strength
Hand brush +50 strength
Belt Ebony belt buckle
Legs Dragonscale Leg Armor
Feet +50 speed
Weapon Rune of the Fallen Knight

rotation

PvE Unholy DK rotation is based on the priority lists below:

One goal

You should always be under the Power of wickedness.

  1. Maintain disease targets (Chill and Blood Plague) all the time (hang them with Outbreak and refresh them with Decay Strike).
  2. Use Dark Transformation whenever possible.
  3. Use Death and Decay/Scourge Strike if both unholy/death runes are active.
  4. Strike with Frost Strike if both blood and frost runes are active.
  5. Use Death Coil while under the Relentless Doom proc or to drain excess rune power.
  6. Use Death and Decay / Scourge Strike.
  7. Hit with Decay Strike.
  8. Use the Horn of Winter.

Multiple goals

In short AoE fights, you should use Unholy Presence, and in long fights, Frost Presence.

  1. Hang and maintain diseases, spread them to all targets with Pestilence.
  2. Use Dark Transformation.
  3. Use. Increases attack speed by 20% for 30 seconds, but drains 20% of health over its duration. When using DK's Unholy Frenzy, keep the following in mind:
    • The effect of this ability does not stack with similar effects from Bloodthirst / Heroism / Time Warp. Thus, you must be sure that the use of these abilities will not overlap.
    • As a general rule, Unholy Frenzy should be used on cd. In some cases, you can delay the cast of the ability if at certain points in the battle the boss takes increased damage or burst is required.
    • The ability should be used simultaneously with the summoning of the gargoyle (before the summoning), since the characteristics of the gargoyle depend, among other things, on the attack speed of the death knight.

    In principle, Unholy Frenzy can be used on allies, but it is better to use it on yourself.

    Summon Gargoyle. Pairs well with Unholy Frenzy. Keep in mind that the Gargoyle's stats scale with the DK's stats, so it's best to summon it under the proc of accessories, potions, and so on.

    Empowered Rune Weapon . Instantly ends the cooldown of all Runes and grants 25 Runic Power. The ability has a 5-minute cooldown and can usually only be used twice during a fight. The ability should be used when all your runes are used up or you are low on runic power.

    Army of the Dead. Summons Ghouls that fight for the DK Anholy side for a short period of time. The ability has a 10-minute cooldown and therefore can only be used once per battle. It's best to spawn ghouls shortly before the start of the fight or during phases when you can't attack the boss, as the death knight can't take other actions during the spawn.

    Blood tap. Instantly activates 1 Blood Rune and turns it into a Death Rune. The ability should be used on CD, but only if one or both blood runes are unavailable.

    Raid set bonuses

    T12 (4.2):

    • 2 items : Horn of Winter generates an additional 3 Runic Power every 5 seconds for 2 minutes when used.
    • 4 items : Scourge Strike deals an additional 6% damage as Fire damage.

    T13 (4.3 / 4.3.4):

    • 2 items: The Relentless Doom talent has a 30% chance to grant 2 charges instead of 1 when triggered.
    • 4 items: Runic Corruption has a 40% chance and Empower Rune Weapon has a 25% chance when triggered to increase your Mastery Rating by 710 for 12 seconds.

    We hope that this Unholy DK 4.3 guide will help you understand the main aspects of playing the Unholy Death Knight in Cataclysm 4.3.4 and will allow you to increase the damage dealt in PvE raids.

The death knight in the blood branch is a great tank that not only holds aggro well, but can also give out good DPS.

There are a lot of opinions among World of Warcraft players about which branch is better to tank DK in. Many players, especially among those who have not played DK, believe that Ice is the best branch for DK as a tank, some say Unholy and they are all partly right - each of the three branches of the death knight has talents that increase armor, increase dodge rating, reduce incoming damage, and so on, however, the tank in the blood branch has a very big advantage - self-healing, which gives it excellent survivability among other tanks.

1. Characteristics

  1. Protection - for blood, DK is the most important and you need to dial it for raids 540 units. Having typed this amount, the boss will not be able to crit at you and lay you down in a couple of hits.
  2. Endurance is the second most important characteristic for a DK in the role of a tank, we gain it according to the principle the more the better
  3. Accuracy - we gain 8%, since Blood DK is tanked with a two-handed
  4. Mastery - so that the boss cannot dodge our parry attacks, you need to score 26 points.
  5. Armor, Evasion and Parry - recruit from gear

Important! For the Death Knight, the stat priority of the tank in the Blood branch when choosing equipment is as follows:
Protection (up to cap 540) > Endurance > Armor > Evasion+Parry > Accuracy (up to cap 8%) > Mastery (up to cap 26)

Aggro set spells

Icy Touch - Strikes with magic, generates great aggro, inflicts a chill that allocates additional aggro.
Rune Strike – A follow up melee strike will deal additional damage and generate good aggro. We always use it according to CD and according to the strength of the runes.
Death and Decay - Releases a large amount of aggo and hits many targets. Together with the symbol increases your aggro by 20%.
Dark Power is a taunt that will constantly force the enemy to attack you. I do not recommend starting a pull with her. Used only when breaking aggro.
Death Grip - This taunt is exclusively for mobs. Pulls one of them towards you and makes you attack for 3 seconds.

Additional Attack Spells

Plague Strike is a weak attack that can inflict Blood Plague on the opponent.
Pestilence - does not deal damage, but is able to spread the disease to all targets around you.
Boiling Blood - Wets all targets in the area. If a disease is applied to the target, then the damage is increased.
Strangle - Insta will silence the mob and send it to a mile radius.

Rescue spells for better survivability:

Death Strike - Deals good damage. This hit will heal Blood DK by about 9% of his total HP, while generating some aggro.
Anti-Magic Shell - A shield that absorbs magic. A useful feature in the CLC and in the Crypt.
Rune Capture - with the talents pumped in and the symbol inserted, heals the tank n 40% of overall indicator HP.
Blood of the Vampire - if there is a symbol, then for 15 seconds raises HP by 15 percent of the total. Can be used on CD and at critical moments.
Army of the Dead - During his calls, incoming damage will be reduced by 50 percent. Does not generate aggro, but helps to take out the enemy.
Resurrection of the dead and deadly alliance - in battle, we resurrect our ghoul and sacrifice it immediately in favor of sixty percent of the increase in total HP.

3. Rotation

Basically, the entire rotation consists of two parts: how to start the fight and the rotation for the next cycle, which constantly needs to be repeated. The main difficulty lies in the constant control of the CD for a limited number of all runes. The type of rotation itself must be chosen depending on the opponent. If on Saurf it is necessary to take a greater bias on aggro, then in the battle with Rebrad it is better to use it for greater survivability, but, for example, on the professor, you need to clearly combine everything - in the 1st and second phases we keep aggro, in the third phase we switch attention to survivability. Use all saving spells wisely, for example, on Rebrade there is a moment when the first heal is in the spike, the second heals the first and there is no one to heal you. Don't wait until your health drops below the plinth. If the heal is in the spike, we squeeze the blood of the vampire and, according to the situation, capture the runes. Otherwise, when it is clear that the raid will now fall, start to squeeze the rescue abilities gradually - this will help the healers to restore the raid without diverting their attention to the tank.

Remember that if the cooldown on blood runes hangs, then we hang a buff for 10 seconds, which will reduce damage by 10 percent. Therefore, follow this also competently, and if you missed the moment, then the blood tap will help you out. Do not forget to check before the pool itself - what power you have, otherwise wipe.

Rotation for better aggro

That rotation is for one mob or boss. If we beat one mob, then the third and fourth points of the pool are replaced by boiling blood. When using this type of rotation, you will need a glyph of ice touch very much. If the boss is brought down by crazy DDs, then we constantly use the blood tap on the CD.

Survival rotation

This rotation is designed entirely for the symbol of the disease. Everything will consist in the fact that you will constantly heal with the help of a death blow. But at the same time, a disease must hang on the target, otherwise there will be no healing. In order to constantly prolong the disease without spending runes of ice, we spend blood runes on pestilence, which will constantly update the time of the general effect of the disease with the symbol of the disease. This cycle, I single-handedly brought down the Chief at 4.8 kgf, using my rescue abilities competently.

Rotation to keep aggro in the pack

Here, the purpose of all the runes is very strictly scheduled, and there is simply no room for error. We start the rotation with Ice Touch, this will take the necessary aggro so that DDs do not rip him off after the first hit. Then we throw a puddle and immediately hit the plague, then pestilence follows with a spread over a pack of diseases. On your main target, we throw a blood tap and spend a death rune for an icy touch for powerful aggro. Then, for each cycle in the rotation, we use one blood rune for pestilence to renew diseases, one rune for blood boil, two ice runes for ice touch, two unholy runes for plague strike, which will give the target the main additional aggro. Requires Glyph of Ice Touch.

Rotation for survivability in a pack for a DC tank

In this rotation, there is a chance that the evil DPS will break the aggro, but it is unlikely that the DK tank will turn into a Dead Knight. ATTENTION! - In the CLC, this type of rotation is not needed.

4. Talents

Let's talk in detail about each talent

Branch of Blood:

  • "Blade Fence" - reduces incoming damage by 5%.
  • "Blade Armor" - raises your strength at the expense of armor.
  • "The smell of blood" - provides us with a constant source of runes.
  • Two-Handed Weapon Specialization - Damage from two-handed weapons will be more.
  • Rune Capture and Improved Rune Capture are useful heals.
  • "Grim Resolve" - ​​increases the crit rating.
  • "Reflection of spells" - with a probability of 20 percent, you can reflect almost half of the flying damage.
  • "Bloody Strikes" - increases the damage from the abilities "Blood Strike", "Strike to the Heart" and "Blood Boil".
  • "Veteran of the Third War" - increases tank stats.
  • "Bloody mark" - when they beat you, they heal at the same time, something like that.
  • "Power of the abomination" - increases the attack power of the raid members by 10% and your strength by 2%.
  • "Hysteria" - buff for dd.
  • "Great power of blood" - increases in healing and endurance.
  • "Enhanced Death Strike" - increase the damage from the ability by 30% and 50% heal.
  • "Vampire Blood" - the ability to heal.

Branches Ice and Unholy:

  • "Fortress" - an increase in armor and a decrease in the duration of slowdowns.
  • "Sickness" - increases the chance to hit and increase aggro.
  • "Premonition" - adds 5% to slopes.
  • “Sickness” is a plus for aggro.
  • "Insatiable Dead" - increase in strength and + to aggro.
  • "Night of the Dead" - reduces the CD on the crowd of the dead. This is a lifeline, because the dead take almost half the damage on themselves.

5. Symbols

Large:

  • Glyph of Disease - When using the Pestilence ability, the duration of diseases and their secondary effects on the target is updated
  • Glyph of Rune Tap - Rune Tap heals you for 10% more Health and heals your party members for 10% of their total Health
  • Glyph of Vampiric Blood - Increases the duration of your Vampiric Blood spell by 5 sec.

Small:

  • Glyph of Death and Decay - Increases the damage of your Death and Decay spell by 20%.
  • Glyph of the Frost Touch - Increases the damage dealt by your Chill disease by 20%.
  • Glyph of Dark Dominion - Increases the success rate of your Shadow Dominion ability by 8%.

6. Enchantment

  • Hat - Magical Mark of the Steadfast Defender +37 Stamina and +20 Defense
  • Spaulders - Greater Inscription of the Pinnacle +20 Evasion and +15 Defense
  • Cloak - Scroll of Enchant Cloak - Titan Cloth +16 Defense
  • Chest Armor - Enchant Chest Armor - IX Health +275 HP
  • Bracers - Enchant Bracers - Stamina VI +40 Stamina
  • Hands - Enchant Gloves - Gunsmith +2% threat and +10 parry
  • Belt - Eternal Belt Buckle Extra Socket
  • Pants - Jormungar Leggings Enhancement +55 Stamina (stamina slang) and +22 Agility.
  • Feet - Enchant Boots - Tuskarr Vitality +15 Stamina
  • Weapon - Rune of the Stone Gargoyle

7. Stones

  • Meta - Severe Earthsiege Diamond +32 stamina and +2% gear to armor
  • Blue - Solid majestic zircon +30 stamina
  • Red - Regal Dreadstone +10 Dodge Rating and +15 Stamina
  • Yellow - Etched Ametrine +10 Strength and +10 Accuracy OR Intense Eye of Zul +10 Accuracy and +15 Stamina

8. Bis sheet

  • Head - Sanctified Scourgelord's Greathelm
  • Neck - Malachite loop
  • Shoulders - Sanctified Scourgelord's Plate Shoulders
  • Cloak - Royal Crimson Cloak
  • Breast -

We are glad to present to your attention the pve dk tank guide for WoW 4.3 and 4.3.4 patch. This guide covers the main aspects of playing Blood Death Knight in Cataclysm: talents, build, symbols, stat priority, equipment selection and much more.

A more recent version of the guide is available:

Changes in 4.3 and 4.3.4

Blood DC in patches 4.3 and 4.3.4 has been affected by the following changes:

  1. Death Strike now restores health not only on hit, but also if the enemy dodges or parries the attack. However, the Death Knight will no longer receive rune refunds when dodging and parrying an attack.
  2. Armor now increased by 55% while under the influence of blood, up from 30%.
  3. Blade Barrage is now a passive talent that reduces damage.
  4. Bone Shield now has 6 charges instead of 4.
  5. The passive ability "Veteran of the Third War" now reduces the cooldown of Outbreak by 30 seconds.

PvE addons

Raid addons:

Other useful addons:

  • // - Keep track of buffs and debuffs.

You can find more useful modifications on the page "".

Talents/build

For a PvD tank, the distribution of talents is pretty obvious - most of the talents are required and only a few are optional.

The base blood dc build should look like 29/6/0 . The remaining 6 talent points are optional and are distributed depending on the tasks performed and the style of play.

*The image shows the 2/3 Bloodforged Blade talent. This talent is optional for the tank and it is not necessary to take it.

Optional Talents:

  • 1/3 The smell of blood. Grants a small chance to gain additional Runic Power. This talent is for threat/damage generation and has no alternative survivability talents. It is recommended to take this talent if you do not need to invest points in Abomination's Strength or Scarlet Lash.
  • 1/3, 2/3, 3/3 Crock-hardened blade . Another threat/damage talent that has no survivability alternatives. It gives the death knight a small chance for an extra, very weak attack. This talent is recommended if you don't need to invest in Abomination's Strength and Scarlet Lash. Note also that Smell of Blood is slightly more preferable.
  • 2/2 Abomination's Strength . The talent should only be taken if no one in the raid can provide an attack power buff.
  • 2/2 Scarlet whip . Increases the damage of Blood Boil and also grants a chance on auto melee attacks to gain the ability to use Blood Boil for no rune cost. This talent should only be taken for AoE tanking.
  • 2/3, 3/3 Epidemic. Extends the duration of diseases inflicted on the target by 8/12 seconds. This talent simply simplifies the actions of the dk tank.

Talent variations:

Reforging

Since our guide believes that Mastery is more useful for a DK tank than Parry / Dodge, the following points should be followed when reforging:

  1. Try to get mastery on all pieces of equipment - either from items or from reforging. We reforge the worst stats for a tank into Mastery (damage stats > threat stats > parry).
  2. When Mastery is clear, keep a balance between Parry and Dodge with a slight bias towards the latter.

stones

Color matching bonuses are only worth chasing if you can win something good (+30 Stamina, for example). If the bonus does not bode well, regardless of the color of the socket, insert stones for Mastery.

Special Nest: Rough hazy diamond
Red nest: Fine Lava Coral
Yellow nest: Cracked Lightstone
Blue Nest: Omnipotent Elven Peridot

Enchanting and Engraving

Head: Arcane Sign of the Earthen Ring
Shoulders: Greater Inscription of Indestructible Quartz
Back: +250 armor
Breast: +75 stamina
Wrists: +40 stamina / +50 evasion
Hands: +65 Mastery
Belt: Ebony belt buckle
Legs: Dragonhide Leg Armor
Feet: Lavohod

Engraving

Death Knights always use Weapon Etching instead of normal enchantments. Dk tanks should choose one of the following:

  1. Rune of Shattered Swords - Increases your parry chance by 4%. Preferred in most battles.
  2. Rune of the Stone Gargoyle - Increases armor by 4% and stamina by 2%. Can come in handy in some fights with a lot of magic damage, where extra stamina is preferable to parry.

Infusions, potions, food

Food : Depending on the preferred characteristics, the pve dk tank should choose food from the following dishes:

  • Lavascale Minestrone (+90 Mastery)
  • Blackbelly Sushi (+90 Parry)
  • Mudfish in mushroom sauce (+90 evasion)

Flask: You should use Flask of Steelskin. In fights where magic damage reduction is preferable, you can use Prismatic Elixir (+90 resistance to all schools of magic).

Potion:

  • Earthen Potion - in front of the pool
  • Legendary Healing Potion or Earthen Potion - During combat.

rotation

One goal

There is no rotation, as such, for the Blood Death Knight. The main task of the Blood DK in each fight is to create more threat and survive under the attacks of the boss. To do this, you need to use the following abilities:

  1. Hang and maintain Chill and Blood Plague on the target.
  2. Spend Frost and Unholy Runes on Death Strike, and Blood Runes on Heart Strike.
  3. Spend Runic Power on Runic Strike to generate more threat and drain Runic Power. Use Runic Strike when at least one Frost or Unholy Rune is on cooldown.

If you need to gain more threat at the beginning of the fight, you can use the Dancing Rune Weapon just before the start of the fight (if the appropriate symbol is placed).

Multiple goals

In general, other tanks are better prepared for AoE situations than DKs, but if you have to deal with multiple opponents, stick to the following points:

  1. Use Death and Decay on cd.
  2. Put Chill and Blood Plague on the target, and share it with other enemies through the Path of Blight.
  3. Hit enemies with Death Strike for healing and damage absorption through Blood Shield.
  4. Use Blood Boil under the Crimson Lash proc.
  5. Strike with the Heart if you are fighting 3 or fewer enemies and Blood Boil if you are fighting with 4 or more targets.
  6. Use Runic Strike to drain runic power when at least one of the runes is on cooldown.

Using cooldowns

DK tanks take much more unpredictable damage than other tanks. This is due to the fact that death knights do not have passive damage reduction abilities (block, for example) that would automatically do less incoming damage.

However, Blood DKs can parry and dodge attacks (although the total avoidance is usually around 30%). This is the main reason why DKs take unmitigated damage much more often than other classes. To make up for this, death knights have a lot of survivability abilities. In order to properly build threat and survive, the tank dk needs to properly use all of these abilities.

Below are all the main cooldowns for Blood Death Knights.