Last updated on May 17, 2024 at 00:00by Sellin
On this page, you will find out the best PvE talent choices and builds for yourBlood Death Knight in Cataclysm Classic, as well as advised glyphs.
1.
Talent Builds for Blood Death Knight
Blood Death Knight has a relativelyrestrictive talent build especially with the way Crimson Scourge now interacts withspecial attacks. Highlighted below is our guide on what talent set up will yield you the bestchance of surviving each encounter while taking the least amount of damage and dealing the mostdamage possible.
1.1.
Blood Death Knight Tank Spec
This spec goes is focused on optimizing our survivability and single target threat so itis largely geared towards Raid boss encounters. In a situation where you find yourselflacking in ways to maintain AoE threat consider moving two of the points from Toughness,two points from Runic Power Mastery and one of the points from Blade Barrier andput those points into Virulence and then Morbidity which will greatly increasethe damage dealt by both your diseases and your Death and Decay ability allowing you to maintainthreat on multiple targets much easier.
2.
Notable Talents
In this section we will go over some of the key talents you will use when youare playing a Blood Death Knight.Be sure to understand your most important talents as they are vital to play thebuild to its fullest strength.
- Bladed Armor — 6 Attack Power for every 180 Armor you have,while this acts as a largely passive damage increase this talent is great as itincreases the potency of nearly all of our abilities and turns our Earthen Potioninto a small DPS cooldown.
- Improved Blood Tap — greatly reduces the cooldown of your Blood Tap abilitywhich we will be using quite often to turn our Blood Runes into Death Runes and more importantly instantlyrefreshing the Runes. The more Death Runes available the more we will be able to cast Death Strike whichis our primary ability we will use to self-sustain.
- Bone Shield — gives you a buff that has six charges, each instance of damageyou take while it is active will consume a charge. While you have at least 1 charge active it reducesyour incoming damage taken by 20% and you deal 2% more damage. Paired with Glyph of Bone Shieldit will also give us a bit of a movement speed increase, as a Death Knight you will always strugglewith mobility so anything helps.
- Abomination's Might — increases Melee Attack Power by 20% andRanged Attack Power by 10% of everyone in your raid and party while also increasing yourStrength by 2%. This is an incredible group buff ontop of a slight personal DPS increase.
- Sanguine Fortitude — increases the damage reduction of your Icebound Fortitude spell by 30% and removes the Runic Power cost. This makes oneof our already most powerful cooldowns even stronger while makign it easier to use.
- Improved Blood Presence — increases the rate you regenerate Runes by 20%and reduces the chance you are critically hit by 6% while in Blood Presence. The increasedrate of regeneration for Runes is incredibly important as your single largest limtiing factor as a DeathKnight will be Rune availability.
- Vampiric Blood — increases your Maximum health by 15%, and increases the amountof healing received by 25% for 10 seconds. This greatly increases the amount of healing you are able toreceive while this is active from both Healers in your group but also by your own Death Strikeability.
- Rune Tap — instantly converts one of your Blood Runes into 10% of your maximum health.
- Will of the Necropolis — whenever a damaging attack brings you below 30% maximum healthyour Rune Tap ability will be instantly refreshed and cost no Runes. You will also take 25%reduced damage for the next 8 seconds. This effect can only occur once every 45 seconds. While not a truedefensive cooldown this is a great tool to deal with large incoming damage.
- Improved Death Strike — increases the damage done of your Death Strikeability by 120%, it's Critical Strike chance by 30% and the healing done by 45%. Death Strike is ourprimary spender of Unholy and Frost Runes while also being our main form of self-sustain so maximizingits effects is never a bad thing.
- Crimson Scourge — increases the damage dealt by our Blood Boil ability by 40% and causes our melee attacks against a targetinfected with Blood Plague to have a 10% chance to cause your next Blood Boilto be free. This talent is able to be procced not only off auto-attacks but special abilities like Death Strike and Heart Strike.
- Dancing Rune Weapon — summons a second Run weapon that replicates yourattacks for 12 seconds, it also grants 20% Parry rating while active. This is a greatway to establish initial threat thanks to Glyph of Dancing Rune Weapon.
3.
Prime Glyphs
Prime glyphs are new to Cataclysm, giving you a third "row" of glyphs you canuse on your character. While there are a couple of different options to choose from,there are some very clear front runners for each specialization.
- Glyph of Rune Strike — increases the Critical Strike chance of your Rune Strike ability which acts as our main spender of Runic Power.
- Glyph of Death Strike — increases the damage done by your Death Strikeby 2% for every 5 Runic Power, as Blood we will naturally always have a lot of Runic Power so thisacts almost as a passive damage increase to your Death Strike ability.
- Glyph of Heart Strike — increases the damage done by our Heart Strikeability by 50%. Heart Strike is our primary spender of Blood Runes so the added damage is a greatbenefit.
4.
Major Glyphs
Major glyphs typically offer utility-based options and can be highly situational.For Blood there are two mandatory Glyphs with the third slot beingup to player discretion.
- Glyph of Bone Shield — is our first mandatory Glyph as theadded movement speed is incredible on a class that is as limited as Death Knight whenit comes to mobility.
- Glyph of Dancing Rune Weapon — is our second mandatory glyph. This glyph causes our Dancing Rune Weapon ability to increase your threat generation by 50% while active,this makes initially establishing aggro considerably easier either at the start of a boss or when anew target appears.
- Glyph of Blood Boil — increases the radius of our Blood Boil abilityby 50% making it much easier to hit multiple targets you may not have established threat on yet.
- Glyph of Pestilence — increases the radius of your Pestilence abilityby 5 yards making the range of your disease spread much larger allowing you to spread diseasesto enemies you may have otherwise missed.
5.
Minor Glyphs
Minor glyphs typically provide very minor benefits. Your choices willtypically depend on what quality of life increase is the most meaningful for you.
- Glyph of Horn of Winter — increases the duration of your Horn of Winterability by 1 minute. This ability is used to generate Runic Power so we will often be usingit to do so on cooldown but this can be helpful maintaing the buff when you are otherwisetoo busy to rebuff.
- Glyph of Resilient Grip — instantly refreshes your Death Gripcooldown on a target that is immune.
- Glyph of Death Gate — reduces the cast time of your Death Gate ability by60% allowing you to return to Ebon Hold much quicker. Anytime you get a Weapon upgrade or need to respecyou will need to head back to Ebon Hold so this will save a great amount of time over the course of an expansion.