Blood Death Knight Review - Battle for Azeroth Community Opinions
07.08.2018 um 01:12
Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Blood Death Knight. See if this spec appeals to you in Battle for Azeroth!
We reached out to the Blood Death Knight community to give their thoughts and opinions on the changes and current state of the spec.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Blood Death Knight Guide
- Useful* minion on Acherus and MT for Yoshi City on Stormscale EU. Plays all tanks, prefers BDK/VDH.
- Simulationcraft developer and theorycrafter focused on tanking (mostly Blood DK and Prot paladin) and Frost Death Knight.
- GM + Raid leader of <Catalyst> on Tarren Mill-EU. Author of TankNotes. Player of all tank specs.
Terms and conditions apply
Blood saw quite a few changes in the alpha/beta, both in the form of core ability changes and the removal of our traits. Let’s cover the important ones:
As with all other tanks’ main mitigation ability,
is now armor-based. Instead of a flat 16% DR, it now increases your armor by 40% of your strength while it’s active. Its internal cooldown also got changed from 2.0s to 2.5s and the difference in terms of
depletion rate between bosses that melee you every 1.5s and those that do every 2s will be much lower.
was also quite literally put on the chopping block. The removal of traits cut it from 50+% extra down to 30%, and the nerf to
drastically reduced the frequency at which we can use it. On top of all this, the removal of
also means we lost our max-HP absorb shield at the end of VB;
now heals for 7% minimum health or 25% of damage taken over the last 5s, whichever is greater. It lost its synergy with
, the damage absorbed by
used to count towards damage taken in the last 5s for
’s healing calculation, but this is not the case anymore with
also was affected by the removal of the trait - it is now a much shorter duration (from 18+s to 8s), is on the GCD, and only summons one weapon copy. This, combined with the loss of the additional
charge trait, means we get 6
charges from a marrowrend during
Utility also took a hit in the form of
now having a reduced radius (particularly fun on Aggramar. Old habits die hard) and being impacted by a talent choice. Our regular grip is now also on a reduced GCD of 0.5s, which makes instant, reactionary grips much harder to pull off for pseudo-interrupts.
The level 56 row is relatively unchanged from the previous iteration.
falls by the wayside compared to the other two talents.
is straight-up more direct damage than
, but at 120 the extra runes from managing
properly are a sight for sore eyes.
is a bait-and-switch compared to legion - it no longer provides runic power while standing in your
Tod und Verfall
, which makes it no longer worth spending runes on. (It is still worth casting with
procs or in AoE situations).
is the go-to. It doesn’t work exactly like
and instead generates a stack for every enemy hit. It scales well on AoE and buffs your strongest damage and healing ability. Last,
is on par with
as far as damage go, but isn’t nearly as strong in situations where you need increased healing from
. It doesn’t have the Vampiric Aura ability from Legion’s artifact ability and is therefore not much more than a free aoe
every so often.
was nerfed by 50% and is very weak compared to the other two talents.
is the same as in Legion and could prove useful in some situations where you are trying to survive one shot mechanics.
is the choice in the vast majority of situations and provides a solid boost to your resource management.
Wille der Nekropole
is unchanged and is the best talent with current tuning.
may have some uses if we need to cheese a magic debuff every 45 to 60s.
is nerfed compared to Legion, but still fits its intended purpose to offer a defensive cooldown against large, relatively infrequent hits.
Probably the biggest pain point compared to Legion. A talent that we had before got split into two -
Umklammerung der Toten
being the previous
Tod und Verfall
slow in a slightly more interesting form (90% decaying every second),
being the reduced cooldown on
became a talent and is the last slot on this row, allowing you to have an extra sprint button and a way to break roots.
is an awkward and overall very weak talent. Providing leech after both our highest source of damage and our highest source of self-healing feels very awkward, and ends up in overhealing more often than not.
is the best choice : on top of offering a consequent DPS, they provide a solid heal that procs when you drop below 50% hp.
Mal des Blutes
has some potential interesting uses, but mostly in PvP. Unless you’re going to take very little damage in the encounter and feel the need to help your co-tank(s), the healing provided doesn’t make up for its runic power cost and for giving up on
’ damage and smart healing.
is unchanged from legion. Pick it if you need oneshot protection or are cheesing a mechanic that would otherwise one-shot you.
is the default choice: weaker than in Legion, it still provides a decent cooldown reduction on your main defensive cooldown and you can expect around 60 seconds effective cooldown on
instead of 90s.
has uses in aoe situations, but its cost combined with the low levels of haste available early in Battle for Azeroth make it extremely hard to pool enough Runic Power for a full cast. Using
can make pooling easier, but that will be at the cost of using
Class-specific traits come in three flavours - great, somewhat good, flat-out bad.
: even in its non-stacking, small amount of gain version, it provides a neat little boost to
Knochen der Verdammten
: the % chance does not stack. Provides a chance to generate an additional
charge and increases armor provided by
: might see some use when cheesing debuffs
: provides a small amount of extra throughput at no real cost or requirement to change your playstyle
: provides a small amount of burst healing and damage when dropping D&D. As we no longer have an incentive to keep D&D up as often as possible (the removal of the RP given by standing in it), this trait is a small amount of extra throughput in exchange for a wasted rune
: semi-decent idea, flat-out not strong enough
Umarmung der Sinistren
: somewhat similar in concept to the old UE, granting leech instead of a shield. ~1% leech, however, isn’t consequent enough
Some of our best traits come in the form of shared bonuses, as a large majority of them provide either base haste or burst haste, thus alleviating the pain of playing with very low haste.
The State of BDK
changes - promoting a true reactive playstyle
The changes to
’s minimum and maximum heal combined with
now being an armor buff truly promotes a playstyle that is built around anticipating damage and knowing when to bank runic power. Players actively gain throughput by timing
s properly, which is something that Legion did away with outside of cutting-edge content. This, however, came by reducing the player power, as opposed to promoting proper play, which may need some time to get used to.
In addition to this, the class has a few very evident weaknesses, but players can choose a set of talents to work around (or benefit from) some of those weaknesses. For instance, should we ever have to deal with a fight like Argus again,
can now be a viable and sensible choice (at the cost of some
s over the duration of the fight due to not being able to spec into
Early Expansion Blues
This spec has always been very dependent on haste. Our resource economy is directly affected by our rune regen, and as a result, the slower the spec is, the harder is it to recover from mistakes. A full rune recharge cycle (60-90RP depending on Marrowrend requirements) is typically around 16s in early gear. This can be solved by proper gearing and wise Azerite choices, but is still a major drawback which some of the other tank classes do not share.
As a result, we will most likely have to rely on external cooldowns more than we did in Legion, at least in the first tier or two of the expansion, particularly when not timing
Overall, blood feels like a sturdy, dependable tank if played properly. Mistakes, however, can easily cost what little life we have left. This is fine for people at the cutting edge of progression and in general people who are adepts at timing
s and managing resources, but will be a harsh change from Legion’s relative lenience for everybody else.
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