In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.
Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Blood Death Knight rotation and playstyle (such as from reading our guide).
We will first list the most important changes to the Blood Death Knight Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.
Finally, we will give you some information about the most useful talents and glyphs you should choose.
New Abilities
Scent of Blood is a very important new mechanic (it existed in Cataclysm too, although it was only remotely related to the current version). It is a stacking self-buff, that procs each time you perform a melee attack. It increases the healing and minimum healing done by your next
Death Strike by 20% per stack, up to a maximum of 5 stacks. Moreover, each time you gain a Scent of Blood stack, you also gain 10 runic power.
Control Undead allows you to take control of any hostile Undead mob (only one mob at a time, however). Bosses are immune to this ability. The mob's attack speed and casting speed are diminished, but it retains all of its abilities. You cannot summon your ghoul (
Raise Dead) while you have a controlled mob, although you can control a mob while your ghoul is active, having both up at the same time.
Soul Reaper is a nuke, with "execute" properties. It deals 100% weapon damage and applies a debuff on the target, lasting 5 seconds. If, when the debuff expires, the target is below 35% health, it deals a moderate amount of Shadow damage. The ability's damage, when the target is not below 35% health, does not make it worth casting. Finally, if the target is killed while the debuff is active, you gain 50% haste for 10 seconds.- Tier 1 talents offer a choice between
Plague Leech and
Unholy Blight (and
Roiling Blood, although this is a passive ability). We discuss these talents in greater depth in the Talents section. - Tier 2 talents offer a choice between
Lichborne and
Anti-Magic Zone (and
Purgatory, but this is a passive talent). We discuss these talents in greater depth in the Talents section. - Tier 4 talents offer a choice between
Death Siphon,
Death Pact, and
Conversion. We discuss these talents in greater depth in the Talents section. - Tier 5 talents offer a choice between
Blood Tap and two passive spells,
Runic Empowerment and
Runic Corruption. We discuss these talents in greater depth in the Talents section.
Changes to Existing Mechanics
- The base global cooldown is now 1 second by default. Previously, this was a feature of
Unholy Presence.
Death Strike cannot be parried.
Horn of Winter now grants 10% increased attack power to all raid members. This is due to the old buff of Horn of Winter (549 Strength and Agility to all raid members) having been removed. Horn of Winter now also lasts for 5 minutes, instead of 2 minutes (3 with the appropriate glyph).
Frost Fever and
Blood Plague now last 30 seconds.
Removed Abilities:
Blood Tap has practically been removed. There is a new spell with the same name in Mists of Pandaria, although it has nothing to do with the Cataclysm version of Blood Tap.
Lichborne has been removed as an easily-attainable spell. It is now one of the 3 mutually exclusive tier 2 talents.
Death Pact has been removed as a default spell. It is now one of the 3 mutually exclusive tier 4 talents, although it has been slightly changed (it is more powerful now).
Blood Strike has been removed (although it was not part of the Blood rotation anyway). It is now only available to Unholy Death Knights.
Rotation
The rotation for Blood Death Knights remains largely unchanged in Mists of Pandaria (see our Cataclysm guide for more details).Firstly, the introduction of
Secondly, in case you choose
Finally, because
Multiple Target Rotation
When against 2-4 enemies, your go-to ability will beCooldowns
Nothing significant has changed in terms of defensive cooldowns for Blood Death Knights (Talents
Tier 1 talents offer a choice between 3 talents that are related to your diseases.The other two talents simply make it easier to spread your diseases, and do not affect your tanking ability directly. They may have usefulness when you encounter adds.
Tier 2 talents offer a choice between 3 survival talents.
The mechanics of the encounter you are progressing on will determine your choice. Anti-Magic zone is useful as a raid cooldown any time there is a big magic damage attack that you want to mitigate. Purgatory can be useful in allowing you to bypass encounter mechanics, while Lichborne simply allows you to help out the healers by keeping yourself alive during times of heavy damage.
Tier 3 talents offer a choice between 3 crowd-control and utility talents.
Tier 4 talents offer a choice between 3 self-healing talents. We believe that
At the same time,
Tier 5 talents offer a choice between 3 talents that improve your rune regeneration. In terms of efficiency, the choice will come down to either
Tier 6 talents offer a choice between 3 crowd-control talents. In a rather disappointing turn of events, the tier 6 talents have no effect on your actual DPS performance. These talents are heavily PvP-centric and we believe that for PvE the choice will be largely irrelevant.
The stun provided by
Glyphs
While many Death Knight glyphs are interesting and have applicability for PvP or questing, in terms of PvE performance, there are only a few Major Glyphs that we consider worth mentioning.
Glyph of Dancing Rune Weapon greatly increases your threat generation while
Dancing Rune Weapon is active, but reduces the damage that it deals by 25%. Using this glyph will depend on which you prefer between threat and DPS.
Glyph of Icebound Fortitude allows you to use
Icebound Fortitude much more often, but reduces its duration by 75%. This can be useful on fights where you need to mitigate high damage regularly (and often), but when this damage is not sustained.
Glyph of Vampiric Blood increases the healing you receive during
Vampiric Blood by 15%, but causes Vampiric Blood to no longer grant health.
Glyph of Death Coil grants your
Death Coil the ability to be cast on allies. When doing so, it will place a damage absorption shield on them.
Glyph of Anti-Magic Shell allows your
Anti-Magic Shell to absorb all the magic damage taken (up from 75% without the glyph), up to 50% of your maximum health. In practice, this will allow Anti-Magic Shell to absorb slightly more damage, in some situations, improving your survivability.

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