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How to Play a Blood Death Knight in the Shadowlands Pre-Patch
来自 Mandl
[Last Updated]:
2020/11/05
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Shadowlands is almost upon us, bringing with it Patch 9.0 and a large chunk of Class changes and updates. In this guide, we will take a look at the most significant changes for Blood Death Knight, detailing how you can expect to play the spec during the Shadowlands pre-patch.
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How to Play a Blood Death Knight in Shadowlands Pre-Patch
To get into playing a Blood Death Knight in Shadowlands, all you need to do is have a Death Knight, a two-handed weapon, and the willingness to tank for your friends. Really, that's all it takes!
Death Knights are one of the two tanks in World of Warcraft focused around
reactively
healing some of the damage they take, instead of outright preventing it. Our entire toolkit revolves around a number of small cooldowns, and the use of
to undo most of the damage we take (or, more precisely, 25% of the damage we took for the 5 sec prior to actually using it).
Our resources are
Runes
, regenerating at a static pace, and
Runic Power
, acquired by spending runes. The conversion factor from one to the other depends on the spell you used to spend runes - most spells, with the exception of
, provide 10 RP per Rune; Heart Strike provides up to 25. Runic Power is used to fuel
.
As a hero class, we now start at level
8
, down from 55. All races can be death knights, and the race choice, outside of very specific encounters, is more of a cosmetic choice than a performance one.
If you are a returning player or feel that you'd benefit from a more in-depth take on the spec, the rest of this guide, and both the
beginner's guide
and
rotation guide
, may prove to be worthwhile reads when it comes to the finer details of the spec.
How Different Does Blood Death Knight Feel in the Shadowlands Pre-Patch?
This is the second expansion in a row with very few mechanical or rotational changes to Blood Death Knights. This means that if you already know how to play the spec, you can rejoice, kick your feet up and enjoy a
very
small learning curve for now. Shadowlands introduces a couple of changes, but they won't be enabled in the pre-patch. When the time comes, we'll be delighted to walk you through how to use spells like
or
(if you pick the respective Covenants), and
optimally.
We've detailed the changes below, but a short and sweet summary of the two changes is as follows:
Go to Acherus, and affix a weapon with
if you would like to play with the runeforge we'll likely use early in Shadowlands
Get used to pressing
before engaging enemies
New Abilities for Blood Death Knights in Shadowlands Pre-Patch
We are gaining access to a couple of new Runeforges:
, a more defense/healing throughput oriented rune than
, a deep execute-style DPS rune masquerading as a survival option
, which you can safely ignore as the effect requires the killing blow to proc
On top of this, even though the bulk of our spell changes will happen in Shadowlands itself and not in the pre-patch, we are gaining a couple of minor things:
is now baseline. There's a whole section about how to use it further down, but the quick take is: there's a reason to bind it. It is a niche ability, but it is something you'll use.
is now also baseline. This is a huge change because it completely opens up the talent row for competitive choices, based on tuning. For now, you'll be picking
on the row, although there will be cases where
will shine, particularly depending on your requirements and ability to anticipate and manage an extra resource. Whatever happens, since it will become a Level 58 ability, you
will be losing
during the pre-patch
. Do not worry! It's for the better.
We are gaining (for now) a minor DPS cooldown in the form of
.
Finally, we gained two defensive cooldowns:
, to grant our entire group a 20% magic damage reduction zone, and
, a minor defensive cooldown that also allows us to negate fears. The second part of this spell will see
tremendous
use in King's Rest if M+ remains open, as it will allow us to negate all fear overlaps on Dazar instead of just half of them!
In terms of talents, a few new spells have showed up:
,
and
. You can safely ignore
, as it is wholly outclassed by both
and
on top of being a risky button to press.
vs.
gets a bit dicier - if you want more control over your runes,
;
otherwise.
There has been one talent change worth noting:
suddenly gained a
lot
of defensive potential. It now:
Causes your
to heal for 20% more
Increases the minimum
threshold by 3%, to 10% (this is not currently reflected in the tooltip)
Should you find yourself in a situation where you absolutely need more constant defensive throughput, this talent is now a clear winner.
remains the general go-to on the row for every other situation.
How Do AoE Target Caps Affect Blood Death Knights in Shadowlands Pre-Patch
We were the original target-capped tank, so we're seeing exactly zero changes on that front:
still cleaves 1 extra, 4 extra in
is still uncapped
Minor caps were added to talented abilities:
is now capped at 8 enemies for damage (cap of 5 for healing is still in effect)
is also capped at 8 targets
However, for the most part, you will largely not notice a change.
How Do the GCD Changes Affect Blood Death Knights in Shadowlands Pre-Patch
We have had no changes for spells being taken off, or put on the GCD, and as a result, we have no changes to report on this. Whilst we believe
does not merit its GCD due to being a short, no-additional-effect cooldown, the best we can do for now is to just keep pressing it.
How Strong is Blood Death Knight in Shadowlands Pre-Patch?
Defensively, we have become slightly better, and we now bring a group magic defensive cooldown. As Ny'alotha is full of situations where this can be used, you can expect this to cause your strategy for certain bosses to change slightly (particularly N'zoth).
Offensively, we're largely the same - the removal of Twilight Devastation will hurt everybody, including us. As is the case in Shadowlands, we're likely to be in the shadow of Protection Paladins in terms of raw output, but that's down to tuning, and as we know, tuning is subject to change ;-)
What are the Big Gameplay Changes for Blood Death Knights?
Rune Tap Usage
has been made baseline, and you can now make use of it in ways you were not able to before. Look out for cases where you can spend an additional rune to further reduce the damage you take over a short period of time. Do note that it is still a
survival loss
to use this ability when you would not die from the hit, as it effectively consumes a rune that would be better spent on
(and thus prevents you from gaining 5-15 additional RP through
and the base
bonus).
Possible cases include:
's
(particularly with a fear overlap for which you don't have
or
) -
can cover 3 of the 4 hits of the combo, although realistically, it will be safer to cover the last two hits
's
's third
hit, in case you didn't parry any of the first two. You should ideally bank a rune and reactively hit
if you see that you will take a 300%-buffed hit
if you bugged him, in order to reduce the
wild
melee damage he does
during his AoE cast (
). The melee that comes after is
perfectly
synced with the detonation.
It is also worth using when pulling a pack, as that rune would be "wasted" anyway. Run in, 1 second before getting melee'd, hit
. As we are probably the tank that is the most susceptible to dying on pull, this is a welcome addition despite being, largely, a band-aid.
The Big Weapon swap Min-Maxing Game
Since you can now change your weapon in keys, you will also ideally want two weapons to swap between:
A weapon with
(or
if you know you will need the extra RP)
A weapon with
, to swap in during execute phases. The ideal example of this would be the last boss of Underrot
How does the Loss of Corruption Affect Blood Death Knights in the Shadowlands Pre-Patch?
It doesn't.
With the removal of Twilight Devastation, players who have decided to gear for offensive throughput will largely see no changes outside of DPS meters. As every spec is losing either that or stat amplifications, this should result in largely no changes, assuming spec balance is also on point.
Players who have decided to spend all their corruption budget on defensive corruption will likely have to re-learn a couple of mechanics they could ignore by stacking Versatility, and will likely take a small learning curve hit in the process.
Best Talent Builds for Blood Death Knight in Pre-patch
No changes! We're still running the same builds we have been all expansion:
This build has two potential choice rows:
Level 40
: If you need to apply a strong snare to enemies for an encounter, pick
. Otherwise, default to
, or
if the encounter requires more frequent use of
Level 50
: If you are likely to trigger
due to encounter-specific constraints, pick it. Otherwise,
is a safe pick.
This build leverages the strength of
to set up large pulls, coupled with the kiting strength provided by
.
You should, therefore, not have to re-learn anything in particular regarding talents. Do note that the pre-patch will "helpfully" auto-select
for you, as it is in the place
was. Make sure to change that over to
instead.
Best Rotation for Blood Death Knight in Pre-Patch
In terms of abilities, and as a basic rotation primer, playing the spec can be seen as a basic priority list:
Never overcap Runic Power. Overcapping is a net loss of resources, and there is no way to get those back
Aim to always be at or above 5
(this is because of
granting you a 5RP refund on
).
gives you 3
(6 if
is active at the time)
when you need it. It is also your most damaging offensive ability, so if you don't need the healing, don't hesitate to use it for damage!
Never cap on
charges. This is your main
application tool, along with providing
stacks
Use
when you get a
proc. This also causes
to cleave up to 5 targets.
Spend all your remaining runes on
Your opener has changed compared to Battle for Azeroth. One additional pre-pull step has been added (highlighted in bold), and, due to the 5min potion change, you will no longer be rewarded for pre-potting. As a result, you should be using your potion whenever you
need it
, as opposed to pre-pull.
The current opener is as follows:
1 second before getting melee'd for the first time in the encounter, press
Use
, if talented, while closing with the boss.
Use
before the boss reaches melee range to ensure your abilities are off the global cooldown as you start taking damage. This is usable during the
channel without cancelling it.
Use
to build 6 stacks of
.
Use
to apply
.
The
Rotation guide
has information on the parts of the rotation that have not changed, including what happens after the opener.
Best Stats for Blood Death Knight in Pre-Patch
Our stat priority has not changed, and in fact, has been further reinforced by the changes due to diminishing returns on secondaries. When dealing with low-target-count physical damage, our priority is still:
Item level
Versatility
Haste
Critical Strike / Mastery
Offensively, you'll still be simming yourself, but this will depend on how quickly all the changes to the game (largely systems) are implemented within Simulationcraft, and by extension, Raidbots.
Additional info can always be found on
the stats guide
, including an explanation of why the priority is the way it is.
Best Azerite Traits for Blood Death Knights in Pre-Patch
No changes here either,
works regardless of corruption, making it the de facto best generic you can get.
The basic selection process for traits still stays the same. You're still looking inside-out for what piece to wear, in the following order of importance:
Either
or
on the innermost ring (
is ~1.5x better)
,
,
,
or
on the second innermost ring
A decent generic on the generic ring. You will
never
pick a Blood trait there. The list on the
Azerite page
is a good guideline to follow.
Either
or
on the class ring.
Best Essences for Blood Death Knights in Pre-Patch
Once again, no changes. The
Essences page
has more in-depth information, but a short and sweet summary of what you'll be playing is as follows:
Mythic+
No changes:
Major
:
or
(with the removal of Twilight Devastation, along with fire mage getting gutted, the second one is less appealing than it used to be ;-) )
Minors:
,
,
Raiding
No changes:
Major
:
Minors:
,
,
All Shadowlands Blood Death Knight Changes
For a detailed list of everything changing in Shadowlands for Blood Death Knight, check out our full Shadowlands Changes guide.
All Blood Death Knight Changes in Shadowlands
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评论
评论来自
Grymauch
This is a helpful update. Thanks!
Talents are showing Mark of Blood as selected though you are clear that Bloodworms is the one to pick.
Suggest adding a section for Leveling Tips, since that's looming in our future. Perhaps Rune of Unending Thirst? Different Talents, Essences, etc...
评论来自
trog
You currently have Red Thirst selected for M+ talents despite stating, "This build leverages the strength of Bonestorm to set up large pulls, coupled with the kiting strength provided by Grip of the Dead."
评论来自
rosencrants
At what percent HP do you switch to Rune of Sanguination?
评论来自
Daluur
The rotation guide says to stay above 5 stacks of bone shield because of ossuary, but we do not have that in the pre-patch. Is it an error? Or to keep people in practice for when shadowlands comes?
评论来自
Kman4225
Heart of Darkness section needs updating. The trait will not require corruption to give secondary stats in the pre-patch and beyond.
评论来自
Mag1tek
I think you're underestimating the effectiveness of Rune Tap. 20% damage reduction for 4 seconds is significant, and in a single-target situation you're only losing 5 or 7 RP compared to a Heart Strike. That's around 15% of a Death Strike, which itself is probably healing around 40% of incoming damage when you factor in Mastery. So the choice is like... 6% damage recovery vs. 20% damage reduction? I understand that Heart Strike is doing damage, but from a defensive perspective Rune Tap is absolutely a worthwhile button. If you save your healer even one GCD then it's a net gain.
The bottom line is: If you're going to be taking a lot of damage from a boss in the next 4 seconds, just hit Rune Tap. Don't overthink it.
评论来自
Blazethesage
Regarding that Weapon Swap bit, you may want to adjust for the addition of the "Off-balance" debuff that was added specifically to prevent frequent weapon-swapping for runeforge min-maxing.
评论来自
Kotvos
Hey, nice guide, the only thing missing (or I am just blind) is the fact that while Lichborne is active, you can use Death coil on yourself to get healed, with vampiric blood is actually a good chunk of HP. Feels like I'm back in wotlk during this prepatch lol :D
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