Blood Death Knight Tank Rotation, Cooldowns, and Abilities — Battle for Azeroth (BfA) 8.0.1

Last updated on Aug 13, 2018 at 12:31 by Volstatsz 44 comments

On this page, you will learn how to optimize the rotation of your Blood Death Knight, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. in order to maximize your survivability and DPS. All our content is updated for World of Warcraft — Battle for Azeroth (BfA) 8.0.1.

1. Rotation for Blood Death Knights

Generally speaking, your goal during each fight is to use your resources (Runes and Runic Power) to generate threat and to stay alive.

1.1. Opener for Blood Death Knight

The opener operates under the assumption you will be actively tanking on the pull. If your co-tank will be tanking the only target, save Dancing Rune Weapon Icon Dancing Rune Weapon for your first active tanking period and follow the standard rotation.

  1. Use your pre-pot.
  2. Use Dark Command Icon Dark Command.
  3. Use Blooddrinker Icon Blooddrinker, if you are using this talent, while closing with the boss.
  4. Use Dancing Rune Weapon Icon Dancing Rune Weapon. Ideally, you can time your pull so that your global cooldown is ready before the boss reaches you.
  5. Use Marrowrend Icon Marrowrend.
  6. Use Blood Boil Icon Blood Boil.

1.2. Standard Rotation

The rotations for single-target and AoE are extremely similar, so we have grouped them together. The recommended playstyle is based on the following priority of abilities.

  1. Use Marrowrend Icon Marrowrend if your Bone Shield Icon Bone Shield is close to expiring (3 seconds or less), or if you will not be in range of a target before your Bone Shield will expire.
  2. Use Death Strike Icon Death Strike, if any of these conditions is true.
    • Immediately after taking a large hit or your health is low enough that you will not overheal.
    • Your Blood Shield Icon Blood Shield is close to expiring or you will not be in range of a target before your Blood Shield will expire. This will only happen while not actively tanking.
    • Using your next rune spender will overcap your Runic Power.
  3. Use Blooddrinker Icon Blooddrinker, if you are using this talent, and Dancing Rune Weapon Icon Dancing Rune Weapon is not up. If Dancing Rune Weapon and Blooddrinker become available at the same time, use Blooddrinker first before activiting Dancing Rune Weapon.
  4. Use Blood Boil Icon Blood Boil if any nearby enemies do not have your Blood Plague Icon Blood Plague disease, or if you have two charges of Blood Boil.
  5. Use Marrowrend Icon Marrowrend if you have 7 or fewer stacks of Bone Shield Icon Bone Shield (6 or fewer with any ranks of Bones of the Damned Icon Bones of the Damned) You can let your stacks go as low as 5 without losing the buff from Ossuary Icon Ossuary, but the longer you wait, the higher the chances are that you will drop below 5 stacks as you need to use Death Strike Icon Death Strike.
  6. Use Rune Strike Icon Rune Strike, if using this talent, if you have 2 charges and have 3 or fewer runes.
  7. Dump runes to keep 3 runes on recharge at all times. Use the following priority list any time you have 3 or more runes:
  8. Use Blood Boil Icon Blood Boil if Dancing Rune Weapon Icon Dancing Rune Weapon is up.
  9. Use Death and Decay Icon Death and Decay if you have a Crimson Scourge Icon Crimson Scourge proc.
  10. Use Blood Boil Icon Blood Boil.
  11. Use Rune Strike Icon Rune Strike, if you are using this talent.

2. Taunting

Dark Command Icon Dark Command is your main taunting ability. It works on a single-target and has an 8-second cooldown.

Death Grip Icon Death Grip grabs your target and moves it to your location. It also has the effect of taunting the target and interrupting spellcasting. The movement effect does not work against most raid bosses.

3. Survival Cooldowns for Blood Death Knights

Below, we present the cooldowns at your disposal and quickly go over how they should be used. More information about each cooldown can be found in subsequent sections.

  • Anti-Magic Shell Icon Anti-Magic Shell absorbs up to 30% of your maximum health in magic damage over 5 seconds, and should be used to mitigate magic damage and generate Runic Power.
  • Dancing Rune Weapon Icon Dancing Rune Weapon increases your chance to parry attacks by 40%. It also significantly increases your damage and resource generation and should be used in situations where you can benefit from both the offensive and defensive components of the ability.
  • Vampiric Blood Icon Vampiric Blood increases your maximum health and the amount of healing you receive by 30% for 10 seconds. It should be used either proactively in anticipation for high amounts of damage, or reactively when low on health and in danger of dying.
  • Icebound Fortitude Icon Icebound Fortitude reduces all damage taken by 30% for 8 seconds. It should mostly be used proactively when you anticipate taking high damage, such as from specific boss abilities.

4. Optional Read: Mastering Your Blood Death Knight

While the information we gave in the previous sections will yield very good results, there are many things you should be aware of, in order to play your Blood Death Knight to its full potential. In particular, we explain in great detail how to properly use your various survival cooldowns.

4.1. Runes and Runic Power

Death Knights use a dual resource system of runes and Runic Power. While it is quite straightforward in how it works, we will explain it here for the sake of completion.

4.1.1. Runes

You have a total of 6 Runes, which are available by default. Some of your abilities have Rune costs, and whenever you use an ability that consumes one or more Runes, those Runes will immediately begin recharging. The exact amount of time it takes a Rune to recharge depends on how much Haste you have.

Whenever a Rune is consumed, you gain 10 Runic Power (more on that below).

At most, 3 of your runes can be charging up at the same time. It is therefore optimal to keep at least 3 runes on cooldown in order to maximise the recharge rate over the course of the fight.

4.1.2. Runic Power

Runic Power is a resource that resembles Rage, in the sense that it decays when out of combat, but does not decay during combat. As mentioned above, consuming Runes generates 10 Runic Power per Rune spent, and this is the primary means of generating Runic Power, although some abilities also help with this. You can have a maximum of 115 Runic Power, increased to 125 if using the Ossuary Icon Ossuary talent.

4.2. Detailed Cooldown Usage

4.2.1. Anti-Magic Shell

Anti-Magic Shell Icon Anti-Magic Shell's most powerful effect is its ability to prevent the application of debuffs. If a magical ability would apply a debuff, and any damage the ability causes is fully absorbed by Anti-Magic Shell Icon Anti-Magic Shell, the debuff is not applied.

Timing the use of Anti-Magic Shell Icon Anti-Magic Shell is critical, particularly when you are taking magical damage from sources other than the ability you intend to protect against. Heavy magic damage can easily eat through the shield before the intended attack, leaving you vulnerable to the debuff.

Anti-Magic Barrier Icon Anti-Magic Barrier can allow for more effective use of Anti-Magic Shell Icon Anti-Magic Shell in nearly every way, with a reduced cooldown, increased size, and increased duration.

4.2.2. Dancing Rune Weapon

Dancing Rune Weapon Icon Dancing Rune Weapon grants you 40% chance to parry for 8 seconds. Moreover, for the duration, there are several other benefits that you gain.

Your rune weapon's attacks deal approximately 30% of the damage you deal, making Dancing Rune Weapon Icon Dancing Rune Weapon a potent DPS cooldown. On encounters with burn phases where the boss takes additional damage, you should save Dancing Rune Weapon Icon Dancing Rune Weapon to line up with those phases.

Avoid using Dancing Rune Weapon Icon Dancing Rune Weapon while not actively tanking - it is generally not a DPS loss to hold it for your next period of active tanking, and the 40% parry is a powerful overall reduction to damage taken.

The Tier 21 Set Bonuses improve this ability, decreasing its cooldown and providing a short boost to Rune regeneration when it expires. If using the 4-piece bonus, do not be afraid to go lower than usual on runes in order to maximize your use of Heart Strike Icon Heart Strike and Death Strike Icon Death Strike during Dancing Rune Weapon.

4.2.3. Vampiric Blood

Vampiric Blood Icon Vampiric Blood is your most versatile cooldown. It grants you 30% extra health for 10 seconds and increases your healing received (from all sources, including self-heals) by 30%. It can be used reactively; however, you will gain more benefit from using this proactively, and you should have a specific plan for what abilities you will mitigate with it.

Red Thirst Icon Red Thirst and the Service of Gorefiend Icon Service of Gorefiend legendary both reduce the already-short cooldown of Vampiric Blood Icon Vampiric Blood. These should be used only when the reduced cooldown will benefit your cooldown plan — a lower cooldown on a defensive ability has little benefit if you are saving the ability for a specific attack.

4.2.4. Icebound Fortitude

Icebound Fortitude Icon Icebound Fortitude is a straightforward damage-reduction cooldown that lasts for 8 seconds, reducing all damage taken by 30%. Generally, you should use this when you are about to take high damage from pre-determined boss abilities, or when you are otherwise vulnerable (because the healers cannot reach you or because your other cooldowns are unavailable).

Icebound Fortitude Icon Icebound Fortitude also clears stuns and makes you immune to stun effects for the duration of the buff. In encounters where stun effects are applied to the tank, you should consider whether you can incorporate Icebound Fortitude into your cooldown plan in a way that both mitigates threatening damage while leveraging the stun immunity. If no threatening damage is present during the stun, consider using Death's Advance Icon Death's Advance instead to prevent the stun.

Blood Death Knights deal very poorly with abilities that take into account raw damage amounts before absorbs and self-heals (given their low number of damage reduction abilities). Abilities that mirror damage dealt to you onto other players, or otherwise determine their effect based on how much damage you take, can be particularly difficult for Blood Death Knights to manage; Icebound Fortitude Icon Icebound Fortitude should be saved for those abilities in those situations.

4.2.5. Tier 4 Talents

Rune Tap Icon Rune Tap works as a damage reduction cooldown, and you should use it often to mitigate the damage of hard-hitting abilities that happen in roughly the space of the 4-second duration of Rune Tap.

4.3. Death Strike and Blood Shield

Death Strike Icon Death Strike is your most important self-healing ability. It is also part of your regular ability rotation during combat. In order to make the most out of Death Strike and of your Mastery (Mastery: Blood Shield Icon Mastery: Blood Shield), you cannot simply use Death Strike whenever it is available.

The most immediately apparent effect of Death Strike is that it heals you, so it is always well used after you have taken damage to heal yourself back up a bit and help the healers. Be smart about when you are using Death Strike. As it depends on your damage taken in the previous 5 seconds, it should be used after taking high damage. Of course, capping your Runic Power while not using Death Strike should also be avoided.

Generally, you should avoid trying to stack Blood Shield Icon Blood Shield proactively while actively tanking - using Death Strike Icon Death Strike at full health sacrifices as much as 85% of its value. While not actively tanking, you will work to rebuild resources — to include Blood Shield — for your next period of active tanking. Blood Shield has a 10-second duration; it can fall off between uses of Death Strike Icon Death Strike if you are not actively using your rotation during off-tanking periods.

Note that Mastery: Blood Shield Icon Mastery: Blood Shield only absorbs physical damage; do not rely on it to mitigate a large magical attack.

4.4. Bone Shield

Your Marrowrend Icon Marrowrend ability applies 3 stacks of Bone Shield Icon Bone Shield each time you use it, up to a maximum of 10 stacks. As long as you have at least 1 Bone Shield stack active, your Armor is increased by 40% of your Strength and your Haste is increased by 10%. Each successful melee attack made against you consumes a Bone Shield charge. Bone Shield has a duration of 30 seconds, after which the stacks simply drop off you. This is unlikely to occur while actively tanking in a normal boss encounter, but you should take care to watch the duration of your Bone Shield Icon Bone Shield buff on encounters with no melee attacks, or with long periods of downtime.

There is an internal cooldown of 2.5 seconds for Bone Shield charges being consumed.

Keeping Bone Shield up is pivotal to playing Blood properly. The Haste increase is essential for Rune regeneration and the damage reduction is essential for survivability. Moreover, if you have taken the Ossuary Icon Ossuary talent, then with 5 or more stacks of Bone Shield, the cost of Death Strike Icon Death Strike is reduced by 5 Runic Power, which allows you to use it more frequently.

Effectively, you will always want to prioritize maintaining high amounts of Bone Shield Icon Bone Shield stacks; you should use Marrowrend Icon Marrowrend when you have 7 or fewer stacks of Bone Shield (6 or fewer if you have any ranks of Bones of the Damned Icon Bones of the Damned, unless you need the additional Runic Power from using Heart Strike Icon Heart Strike). Even then, you should immediately try to re-stack Bone Shield.

5. Changelog

  • 13 Aug. 2018: Updated for Battle for Azeroth launch.
  • 04 Aug. 2018: Updated the rotation to include new optimizations.
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