Mists of Pandaria Classic Blood Death Knight Talent Builds
On this page, you will find out the best PvE talent choices and builds for your Blood Death Knight in Mists of Pandaria Classic, as well as advised glyphs.
Talent Builds for Blood Death Knight
Blood Death Knight has considerably less
talents than past expansions though the simplification of the talent tree still leaves us with several choices
to make. As a Blood Death Knight your goal is to hold aggro, deal as much damage as possible and keep
yourself alive. The talents highlighted below not only bolster our personal DPS and survivability but
offer a ton of utility that can help trivialize encounters.
Blood Death Knight Tank Spec

Below is a rough breakdown of each choice available for each tier of Talents. Death Knight is a bit unique in that the first 4 tiers of talents come at level 56, 57, 58, and 60 and then follow the traditional route of a new tier of talents every 15 levels.
Level 56 Talents
This tier of talents offers unique interactions with your Diseases, how they are spread and even how to gain back Runes from your Diseases.
Roiling Blood causes your
Blood Boil ability to trigger
Pestilence. This is a great way to save yourself a Rune in a situation where you are consistently dealing AoE damage and want to spread your diseases.
Unholy Blight grants you a buff that applies your
Blood Plague debuff to any target within 10 yards for 10 seconds. This is another great way to spread
Blood Plague but its longer cooldown makes it a very niche ability.
Plague Leech removes your diseases from the target and activates two inactive Runes as Death Runes. This is the default choice in a single target situation but make sure to use this when your diseases are close to expiring or you are soon to snapshot or refresh your diseases with
Outbreak.
Level 57 Talents
This tier of talents is focused on survivability.
Purgatory causes otherwise deadly damage to send you into a state of purgatory which absorbs incoming healing until the healing taken equals the amount of fatal damage taken. You have 3 seconds to receive this healing or you will die. As a Tank you will constantly be taking damage and getting out of Purgatory can be a bit difficult but as long as your Healers are paying attention this adds a considerable buffer to a situation where the Tank would otherwise be dead.
Anti-Magic Zone summons a bubble that reduces all incoming Magic damage to anyone within it by 40% for 3 seconds. This is a great way to not only increase your personal survivability but make your entire group more resistant to Magic damage.
Lichborne causes you to become Undead, making you immune to Charm, Fear and Sleep effects. This also makes it so your
Death Coil ability can now be used to heal yourself. While this does scale incredibly with
Vengeance it is hard to consider just due to the strength of the other talents found in this tier but if you find yourself in a situation where you are separated from your Healer for an extended period of time or trying to solo something than this is an incredibly powerful option.
Level 58 Talents
This tier of talents focuses on crowd controlling abilities, both your ability to crowd control and ways to reduce the effectiveness of crowd control on yourself.
Chilblains causes your
Frost Fever disease to be slowed by 50% for 10 seconds after it is applied and your
Chains of Ice ability to root your target for 3 seconds.
Asphyxiate turns your
Strangulate ability into a stun. This can still be used as an interrupt on targets that are immune to stuns.
Death's Advance passively increases your movement speed by 10% and movement impairing effects may not reduce your movement speed below 70% of normal movement speed. It can also be activated for 30% movement speed and movement impairing effects may not reduce your movement speed below 100% of normal movement speed for 6 seconds. This will often be the default choice in this tier due to the strength of the passive movement speed increase and the on demand increase from the activation effect.
Level 60 Talents
This tier of talents is all about ways to self-heal.
Death Pact drains the vitality from an undead minion healing you for 50% of your maximum health while dealing 50% of your minions maximum health in damage to it. This is an incredibly strong personal cooldown that can help you survive what would otherwise be deadly incoming damage or just to help keep your healers ahead of the game.
Death Siphon deals Shadowfrost damage to the target and heals you for 150% of the damage dealt. This is a great way to heal yourself throughout the duration of an encounter and when paired with high amounts of
Vengeance this can lead to not only massive amounts of damage done but also a considerable amount of self-healing.
Conversion converts your Runic Power to health restoring of 3% of your maximum health back per second.
Level 75 Talents
This tier focuses entirely on maximizing your ability to regenerate Runes.
Blood Tap each time you cast a
Death Coil,
Frost Strike, or
Rune Strike you generate 2 stacks of Blood Tap. You can consume 5 stacks to refresh a random currently inactive Rune as a Death Rune. This stacks up to 12 times so you do not need to worry about pressing the button as soon as you are at 5 stacks. This is a great way to control your incoming Runes and allowing you to maximize your
Death Strike casts in specific windows you know that you will need them.
Runic Corruption whenever you deal damage with a
Death Coil,
Frost Strike, or
Rune Strike you have a 45% chance of activating Runic Corruption increasing your Rune regeneration rate by 100% for 3 seconds. This greatly increases the availability of our Runes though it can be a bit more difficult to predict since we only have a chance to proc this.
Runic Empowerment whenever you deal damage with a
Death Coil,
Frost Strike, or
Rune Strike you have a 45% chance to reactivate a currently inactive Rune. This has the highest variance of the talents in this tier due to the fact it returns a random Rune and can possibly return a Rune that is already very close to being reactivated.
Level 90 Talents
The final tier of talents offers a ton of utility and new and exciting ways to handle various situations.
Gorefiend's Grasp pulls all enemies within 20 yards to the location of the Death Knight's target (friendly or hostile). This effectively acts as an AoE
Death Grip making it considerably easier to group large amounts of enemies either to be AoEd down or crowd controlled.
Remorseless Winter enemies within 8 yards of the Death Knight will start to gain a stacking debuff slowing their movement speed by 15% per stack for 3 seconds, up to 5 stacks. Upon reaching 5 stacks the target will be stunned for 6 seconds. This is another great way to crowd control large groups of enemies as long as you can stay within melee range of them.
Desecrated Ground summons a corrupted patch of ground that causes the Death Knight to become immune to all crowd controlling effects for 10 seconds. This can be used to free yourself from an already existing crowd control. This talent allows you to stay active in a situation where your character would otherwise be crowd controlled. It is important to know that some specific mechanics may ignore this.
Glyphs
Glyphs in Mists of Pandaria have had their power scaled down considerably, Prime Glyphs have been removed and we will now only have to focus on Major and Minor Glyphs. Major Glyphs now focus on bolstering abilities you will already be using but are balanced in a way you will be able to switch between them depending on the specific encounter and how you choose to handle it.
Major Glyphs
As a Blood Death Knight, or really Death Knight in general Major Glyphs are heavily focused on increasing your personal survivability and
ability to contribute utility to your group. As Blood the one Glyph you should be using at all times is Glyph of Outbreak. Having
immediate access to both Diseases on the target in exchange for 30 Runic Power allows us to spend our Runes elsewhere like an extra
Death Strike.
Glyph of Outbreak removes the cooldown of your
Outbreak ability but now adds a 30 Runic Power cost.
Glyph of Death and Decay causes your
Death and Decay ability to slow enemies inside of its radius by 50%. With
Chilblains being made into a talent this is another great way to slow groups of enemies if you decide to choose another talent.
Glyph of Death Grip increases the range of your
Death Grip ability by 5 yards. This makes it even easier to reposition enemies that are at range.
Glyph of Festering Blood causes your
Blood Boil ability to behave as if all targets have
Frost Fever and
Blood Plague active on them. This is a great way to increase your damage dealt in a situation where the mobs are unlikely to live long enough to make
Pestilence spreading your diseases worth it.
Glyph of Regenerative Magic If your
Anti-Magic Shell ability expires without being fully consumed its cooldown is reduced based off of how much Magic damage was taken. This is a great way to gain Runic Power throughout a fight if you find yourself in a situation where you do not need Anti-Magic Shell for a large burst of damage.
Glyph of Anti-Magic Shell increases the amount of damage absorbed by
Anti-Magic Shell up to 100% from 75%. This can be a great way to mitigate incoming Magic damage but it is important to consider that it is still limited to 50% of your maximum health.
Glyph of the Loud Horn causes your
Horn of Winter to generate 10 additional Runic Power but doubles its cooldown. This is a solid choice as we will rarely be using Horn of Winter on cooldown.
Glyph of Dark Simulacrum reduces the cooldown of your
Dark Simulacrum ability by 30 seconds and increases its duration by 4 seconds.
Glyph of Icebound Fortitude reduces the cooldown of your
Icebound Fortitude ability by 50% but also reduces its duration by 75%. This is a great choice in any encounter where you are taking large amounts of damage in a single hit or short windows of burst.
Glyph of Shifting Presences allows you to keep 70% of your Runic Power when switching presences.
Minor Glyphs
Minor Glyphs as mentioned above only really offer you quality of life or cosmetic benefits in Mists of Pandaria so listed below are a few options that do impact your gameplay.
Glyph of Army of the Dead causes your Army of the Dead ghouls to no longer taunt. It is rare that you do want them to taunt so this glyph removes any possibility of error.
Glyph of Resilient Grip causes your
Death Grip cooldown to reset if used on an immune target.
Glyph of the Long Winter causes your
Horn of Winter to last for 1 hour.
Changelog
- 22 Jun. 2025: Guide created.