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Blood Death Knight Talents & Build Guide – Legion 7.3
Welcome to the Blood DK talent guide! This guide provides an overview of all Blood DK talents, information on which talents work well in different situations, and popular Blood DK builds in Wowhead's talent calculator. The Blood DK talent guide is written by
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Protection Warrior Guide
Rotation & Abilities
Macros & Addons
Recommended all-purpose Blood DK build:
The level 56 talent is primarily based on encounter specifics (how much AoE will you face, and how dangerous is it?), but
is generally accepted as the go-to choice 90% of the time.
The level 75 talent depends on the encounter, as it provides no boosts to either survivability or DPS directly.
The level 100 talent can be changed to provide more DPS if survivability isn't an issue.
Blood Death Knight Talents Overview
: Gives your critical strike autoattacks a chance to spawn a Bloodworm that will burst after a given amount of time or when you drop below a certain health threshold. This provides a safety barrier to counteract spike damage, but is a little unreliable due to the relatively high threshold, their low duration, and the otherwise underwhelming nature of Crit as a stat. Their heal value has recently been tripled, which put them ahead of
in terms of total healing in single target scenarios (potentially cleave, too). They are much stronger now than before, but the
gain (i.e., damage output and controlled self-healing) is generally still inferior to
due to the already-stated flaws inherent in spawning Bloodworms.
: Increases the runic power generation on
by 2 for each target hit. This is a decent passive talent, as Runic Power is necessary for both DPS and survivability. It is reliable, albeit not as strong as
used correctly. This is probably the best overall choice for beginners.
: Grants a new ability that channels on the target, draining health from them and healing yourself. This outperforms other choices in the tier for damage output, and is superior to
in single target. If taken, this should be used lined up with trinkets and procs when possible, but otherwise used immediately on cooldown.
: Generates 1 Runic Power per second while standing inside
, providing a very small boost to survivability and DPS, as well as slightly increasing the damage dealt by
. Although it is now a weak talent, it is better than the alternatives in many situations.
: Being able to extend the duration of
is really good (cool, even - but this is a strict no-pun zone), and could have huge value in a lot of situations. Its usage rate will primarily be determined by encounter design.
: Allows your
to consume an extra charge when taking high damage, providing a buffer for spike damage. It can be taken when the risk of dying is extremely prominent. Choosing
will reduce your
usage in favor of more
casts to maintain
. This is a DPS and self-healing loss in exchange for reducing more incoming damage and managing burst. This is a good talent for extremely dangerous bosses, and a fairly weak one otherwise.
: Reduces the cost of
by 5 Runic Power when at 5 or more
charges, as well as increasing max runic power by 10. This talent effectively allows much more frequent Death Striking, synergizing very well with talents that increase RP generation, and talents that improve
effectiveness. This outperforms the other options in the tier pretty comfortably.
: Allows you to actively regenerate runes by using the ability, the recharge time of which is determined by the consumption of
stacks. It puts more control over your resources in your own hands, effectively allowing you to generate runes when you need them most. It is worth less damage and healing than
, and as a result is just not as good.
: Basically turns
into an extra
. This talent can be powerful in the right circumstances, but giving up the offensive and defensive benefits of
is a poor trade most of the time.
: This talent provides a small amount of healing in most dungeon and raiding scenarios, and the Runic Power is virtually always better spent on
: A very powerful talent that decreases the cooldown on
by 1 seconds for every 6 Runic Power spent.
is our most versatile cooldown, and having more uses of it is extremely valuable.
: Another talent that puts resource management in the player's control. It allows you to consume Bone Shield charges to generate Runic Power and put a shield on yourself. Unfortunately, the talent has strong anti-synergy with
, along with resulting in an overall loss of Runic Power compared to playing without it. Avoid this talent.
: Decreases the cooldown on
by 30 seconds, as well as applying a slow effect to your
. This talent is mandatory for any encounter that requires frequent use of
, but is fairly useless if that is not the case. Generally the best choice for dungeons, as
is pretty helpful in dealing with caster and archer mobs, and the slow can be helpful in kiting if necessary.
: Gives your
a chance to cause enemies to cower in fear for 3 seconds, occurring at most once every 10 seconds. Damage will break this effect. While this talent has potential for randomly interrupting casts in an AoE, it is lackluster outside of non-challenging content. It currently has no place in raid encounters.
: Increases the duration of
by 100% and causes it break some Crowd Control effects. When Grips are not required for a fight, this talent is good. It helps slightly shore up DKs' biggest weakness, their abysmal mobility.
: Provides a damage reduction buff when reduced below 35% HP. While this is a decent talent on paper, the HP cutoff is low. The potential for passing from over 35% to dead is high, and it requires sacrificing a lot of constant personal defense from
just to have an occasional safety net in emergencies - emergencies that may never arise with
: Adds an additional cooldown, reducing damage taken by 40% for 3 seconds at the cost of 1 rune. With the readdition of
to Blood, DKs are not quite as desperate for percentage damage reduction cooldowns as they were at the beginning of Legion. If you require multiple damage reduction cooldowns for an encounter, this should be your first line of defense. It's not tremendous outside of those situations due to the Rune cost, which sacrifices damage and damage reduction from Heart Strike and Marrowrend, but it is a solid option when you need it.
: The simplest and strongest talent in this tier, it increases your HP by 12-20% under normal use. It synergizes well with
and provides a constant boost to defenses during an encounter, outweighing the occasional boosts from
. There are almost no situations in which this is not a great choice, if not the best choice.
: Gives a new ability that consumes up to 100 Runic Power when cast, giving an AoE effect around the player for 1 second per 10 RP spent, up to 10 seconds. Because it heals for each time it deals damage, it actually functions as a strong self-healing tool in AoE. It is a good AoE survival tool, and by far the best choice for AoE damage. It is potentially the least useful talent overall in raids, but its damage output can be helpful on add fights. It very strong in Mythic+, and practically a must-have during Fortified weeks.
: Gives a new ability that redirects 20% of
damage taken to the affected target for 10 seconds. It is the only active defensive cooldown in this tier, and has high offensive potential under normal tanking circumstances. This talent is best used before choreographed high-damage phases. It can be manipulated to increase damage output in non-threatening situations as well - cast
on a boss, then intentionally stand in fire to increase your dps. It is usually a superior defensive option to
(outside of significant AoE), and should be taken in most serious tanking situations.
: Will prevent you from dying once every four minutes, instead applying a healing absorb for the amount of damage taken. If you're healed out of the absorb within 3 seconds you live, otherwise you still die. This has historically been one of the best tools in the
toolkit, and it is still a strong, unique utility, as it
prevent deaths. It has lost quite a bit of ground in Legion due to the predictability of damage intake and the value of the two competing talents. If you are suffering deaths to random burst damage,
is still the best tool in the kit, but it is otherwise pretty much useless.
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