Blood Death Knight Tank Mythic+ Tips — Battle for Azeroth (BfA) 8.1.5
On this page, you will find tips and advice to tackle Mythic+ dungeons with your Blood Death Knight in World of Warcraft — Battle for Azeroth (BfA) 8.1.5.
1. Blood Death Knight in Mythic+
Blood Death Knights are a very strong choice for Mythic+ tanking, with a deep utility toolkit and a much higher degree of self-sustain than most other tank specializations. While Blood can struggle with massive damage attacks, it shines in its ability to control enemies and shape pulls.
2. Blood Death Knight Mythic+ Rotation
Your rotation in Mythic+ is unchanged from the rotation provided on our Blood Death Knight Rotation page. From a practical perspective, the biggest difference in the feel of the rotation will be ensuring that Bone Shield will not expire between pulls — it will be important to keep two runes available to refresh it with a Marrowrend before moving out of melee range of the current fight.
3. Blood Death Knight Utility
- Gorefiend's Grasp is a signature Blood Death Knight ability and an important component of Blood's value in Mythic+. On a 2-minute cooldown (90 seconds with Tightening Grasp), it will immediately pull all enemies within 15 yards of the target together. You will typically want to plan ahead of time where in a given dungeon you will want to use it. Gorefiend's Grasp is particularly strong for bringing loosely-spread casters together to cleave, interrupting multiple dangerous channels or casts simultaneously, and positioning multiple high-priority targets together.
- Death Grip is a versatile ability with several uses in Mythic+. Death Grip can be used to reposition individual casters in melee range, or as an additional interrupt on dangerous casts or channels. Be aware that Death Grip will only interrupt casts if the enemy is repositioned by the spell; enemies that are immune to repositioning effects, enemies that are currently rooted by another ability, and enemies that are already directly adjacent to the Death Knight will not be interrupted. To use Death Grip to interrupt a cast on an enemy already in melee range you should take a step back first, which will require additional planning. Death Grip also serves as a second taunt, and can be used to gain aggro on an additional target while engaging a group of enemies.
- Mind Freeze is the Death Knight interrupt ability. It operates identically to other melee interrupts such as Kick and Pummel, except that it has a 15-yard range. This allows Death Knights to interrupt casts when enemies are standing in zones that other melee cannot reach, helping to reposition them in a safer location.
- Asphyxiate is a 4-second, single-target stun on a 45-second cooldown. This is particularly useful for preventing uninterruptible casts, or preventing enemies with movement abilities or that are coded to flee at low health from repositioning. As with Death Grip, be aware that enemies that are immune to stun effects will not be interrupted by Asphyxiate.
- Death and Decay, when paired with the Grip of the Dead talent, becomes a highly effective tool for starting to kite as you head to the next pack. As with Bone Shield, be sure that Death and Decay is available to use when you are ready to move on to the next pack.
- Raise Ally is the Death Knight combat resurrection spell. While in a raid environment, you would not normally want to rely on the tank for combat resurrection, in a Mythic+ dungeon you may be the only player to bring this utility. Additionally, the instant-cast nature of Raise Ally will make it preferable to other combat resurrections in some circumstances, even considering the cost in Runic Power. If you need to resurrect an ally, be sure to consider both timing and positioning — avoid placing the newly-resurrected player in the path of a dangerous boss cleave or immediately prior to a dungeon-wide damage event.
4. Blood Death Knight Mythic+ Talents
|56||✓ Heartbreaker||✓ Blooddrinker||✗ Rune Strike|
|57||✗ Rapid Decomposition||✓ Hemostasis||✗ Consumption|
|58||✗ Foul Bulwark||✓ Ossuary||✗ Tombstone|
|60||✓ Will of the Necropolis||✗ Anti-Magic Barrier||✗ Rune Tap|
|75||✓ Grip of the Dead||? Tightening Grasp||✗ Wraith Walk|
|90||✗ Voracious||✓ Bloodworms||✗ Mark of Blood|
|100||? Purgatory||✗ Red Thirst||✓ Bonestorm|
Most talent choices remain the same between raiding and Mythic+ content for Blood Death Knights. We have highlighted below some of the key differences in talent recommendations. Some of our recommendations draw a distinction between "lower-tier keys" and "higher-tier keys": there is no easy guideline as to where the line exists between the two. In these situations, you will need to take your gear, your skill, and your familiarity with the dungeon into account in deciding which talent to select.
4.1. Tier 1 (Level 56) Talents
You generally won't want to use Rune Strike in Mythic+; if you are looking for a more defensive option the choice will be Heartbreaker. Blooddrinker is still an acceptable choice and will result in higher damage output, however especially on higher-tier keys, the survival gain of Heartbreaker is significant and should not be ignored.
4.2. Tier 4 (Level 60) Talents
Choose Will of the Necropolis. As your talent selections are locked for the entire dungeon in Mythic+, a highly situational talent such as Anti-Magic Barrier is unlikely to be worth taking over the other options in this row, even if a specific encounter in the dungeon would be ideal for the talent. Similarly, Rune Tap simply does not provide enough value throughout a dungeon, and relatively few encounters have large spikes of damage for tanks to deal with, even on Tyrannical weeks.
4.3. Tier 5 (Level 75) Talents
In most Mythic+ dungeons you will want to take Grip of the Dead for the strong snare it will provide, allowing you to kite between packs. There may be specific pulls in some dungeons that require Tightening Grasp to facilitate difficult back=to-back pulls; however, this may be better resolved by developing a pull strategy that allows for the extra 30 seconds between uses of Gorefiend's Grasp. The notable exception to this is during Sanguine weeks, when a snare on Death and Decay can seriously undermine your pull strategy, and additional uses of Gorefiend's Grasp can be hugely important for repositioning enemies out of pools.
4.4. Tier 7 (Level 100) Talents
Generally, in a Mythic+ dungeon you will not be able to capitalize on the cooldown reduction provided by Red Thirst in a reliable fashion, making it a less desirable choice. Your default pick here will be Bonestorm, which provides a significant offensive and defensive benefit in Mythic+. In higher-tier keys, especially on Tyrannical weeks, you may find you get more benefit from the death save of Purgatory.
5. Blood Death Knight Dungeon Tips
- Dazar'ai Confessors will cast Bwonsamdi's Mantle; enemies will be immune to crowd control inside the effect (including Death Grip).
- Using Death Grip on Dazar'ai Augurs while channeling Fiery Enchant will interrupt the channel and place it on cooldown.
- Use Control Undead on a Reanimated Honor Guard; the damage from Rending Maul is significant.
- Use Asphyxiate to interrupt Shieldbearers of Zul when channeling Bulwark of Juju.
- Be ready to break the stun from Shadowblade Stalkers with Icebound Fortitude if needed to save the rest of the group.
5.1.2. Priestess Alun'za
- Save Dancing Rune Weapon for the first application of Gilded Claws.
- Drop Death and Decay as the Spirit of Gold spawns; follow up by using Death Grip to pull it back to the boss and, if necessary, Asphyxiate.
- It will be very difficult for you to escape Pursuit; watch the timer and save Death's Advance or another mobility cooldown in case you are fixated.
- Save Brain Freeze for interrupting Wracking Pain during movement unless your group has a reliable ranged interrupt for this circumstance.
- Pull Irontide Crackshots to you with Death Grip to position them for the pull.
5.3. King's Rest
- Interrupt King Rahu'ai's Channel Lightning with Death Grip.
- Spectral Beastmasters have a high damage output and make an ideal choice for Control Undead.
5.3.2. Dazar, The First King
5.4. Shrine of the Storm
- Watch Tidesage Initiates and be ready to Death Grip any that get away from the group when they flee.
- Gaining immunity to Rising Tides from Living Currents would require both Death's Advance and Icebound Fortitude to prevent both the stun and the knock-up; it will usually be better just to take the hit.
- Anti-Magic Shell can prevent applications of Rip Mind from Abyss Dwellers.
- Consider saving Death's Advance as an emergency tool during Phase Two, in the event that you get caught between two Aqualings as casting Surging Rush.
5.4.3. Lord Stormsong
- The most important Void Bolt to interrupt is the one immediately after he casts Awaken the Void, while everyone is starting to kite their Awoken Voids. Save your Mind Freeze for this interrupt if you do not have a ranged interrupt for it.
5.4.4. Vol'zith the Whisperer
- Use Gorefiend's Grasp to group Manifestations of the Deep, pulling them away from Vol'zith. You can snare Mainfestations with Death and Decay if your group doesn't have more effective way to control them.
5.5. Siege of Boralus
- Interrupt Snarling Dockhound's Clamping Jaws with your Asphyxiate.
- You can use Asphyxiate to prevent Bilge Rat Buccaneer's Banana Rampage. Save this for when it is being cast while dealing with other trash, to allow melee to remain on target.
- Use Anti-Magic Shell to drop stacks of Stinging Venom Coating from Ashvane Invaders.
5.5.2. Sergeant Bainbridge/Chopper Redhook
- Anti-Magic Shell can be used to avoid the knockback from soaking Heavy Ordnance that is about to explode, if it completely absorbs the explosion.
5.6. Temple of Sethraliss
- Use Asphyxiate to interrupt Drain from Faithless Tenders — unless your group has a mage who intends to Spellsteal the buff.
- Death's Advance will not prevent the gauntlet reset knockback from hitting an orb.
- You can clear a path for orbs in the bazaar fairly easily. Be ready to Death Grip the Orb Guardian that spawns when you first get close to the skull. With a well-timed Death and Decay, you can get some distance between you and the adds and run it in yourself as well, thanks to the passive snare reduction from Death's Advance.
- Use Asphyxiate to clear A Knot of Snakes from allies.
- Avoid using Death and Decay (assuming you have Grip of the Dead talented) until immediately after moving adds out of Dust Cloud.
- Use Anti-Magic Shell at the start of soaking an Energy Core; you will be able to soak a full pillar by yourself this way and still end with reasonable stacks of Galvanize.
5.6.4. Avatar of Sethraliss
- Only help to intercept Rain of Toads with Anti-Magic Shell active; the debuff affects your self-healing. You can still control toads and keep them from reaching your healer with Asphyxiate, Death and Decay, and Gorefiend's Grasp.
5.7. The MOTHERLODE
- Wait until Mech Jockeys actually start running towards a mech, then use Death Grip to interrupt their attempt to activate the mech. Asphyxiate will have the same effect if needed. Mech Jockeys will only attempt to activate a mech once.
- Use Death Grip or Asphyxiate to interrupt Repair cast by Expert Technician.
5.8. The Underrot
- When Devout Blood Priests get low on health, they cast Gift of G'huun followed immediately by Dark Reconstitution. You can Mind Freeze the first and Asphyxiate the second; she should be dead before the stun wears off.
- Use Control Undead on a Fallen Deathspeaker Turn off autocast on Wicked Frenzy until you are through that area — if a Reanimated Guardian is currently engaged, he will cast the buff on the hostile Guardian instead of himself.
5.8.2. Sporecaller Zancha
- You can break several spore pods using Anti-Magic Shell without applying the Decaying Spores debuff.
5.8.3. Unbound Abomination
- Use Death Grip to grab the Blood Visage farthest from Titan Keeper Hezrel when they spawn; Hezrel will stun and kill the closer Visage on his own.
5.9. Tol Dagor
- Throughout the cell block area, be alert for prisoners fleeing to aggro more trash. Use Death and Decay, Death Grip, Gorefiend's Grasp, and even Asphyxiate as necessary to keep enemies corralled.
- Use Death Grip to interrupt Riot Shield as Ashvane Jailers are channeling.
- Handcuff can also be placed on cooldown by interrupting Ashvane Officers mid-channel with Death Grip.
5.9.2. Overseer Korgus
- Rather than wildly repositioning the boss if you are stuck in the line of a Massive Blast, use Death's Advance to prevent the knockback and Anti-Magic Shell to mitigate the additional damage.
- As a last resort, Icebound Fortitude can be used to clear the stun from Heartstopper Venom.
5.10. Waycrest Manor
5.10.1. Raal the Gluttonous
- Use Gorefiend's Grasp only after the Bile Oozelings begin moving. Do not use Gorefiend's Grasp to group Bile Oozelings if there is any chance it will pull a Wasting Servant closer to Raal.
- 10 Dec. 2018: Updated tips for Freehold.
- 24 Sep. 2018: Updated tips for Atal'Dazar and Temple of Sethraliss.
- 02 Sep. 2018: Added dungeon tips.
- 24 Aug. 2018: Made minor changes to talent recommendations.
- 13 Aug. 2018: Page added.
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