Blood Death Knight Talents
Blood Death Knight talents, row by row
Class Talents 44
Row 1
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 sec.
Focuses dark power into a strike with both weapons, that deals a total of Physical damage and heals you for 20.2% of all damage taken in the last 5 sec, minimum 7.1% of maximum health.
Raises a geist to fight by your side. You can have a maximum of one geist at a time. Lasts 1 min.
Row 2
Auto attacks have a chance to generate 3 Runic Power.
Connected from Icebound Fortitude
Death Strike's cost is reduced by 5, and its healing is increased by 15%.
Connected from Death Strike
Frostscythe deals 20% increased damage during Remorseless Winter.Heart Strike hits up to 3Scourge Strike and Festering Strike deal 10% increased damage. additional enemies while you remain in Death and Decay. When leaving your Death and Decay you retain its bonus effects for 4 sec.
Connected from Raise Dead
Row 3
Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
Connected from Runic Attenuation
Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 sec. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 sec.
Connected from Runic Attenuation
Absorbs are 15% more effective on you.
Connected from Runic Attenuation, Improved Death Strike
Death's Advance grants an additional 25% movement speed over the first 3 sec. Movement speed while using Price of Progress is increased by 5%.
Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 sec. Taking any action cancels the effect.
Connected from Improved Death Strike
Increases Haste by 2%.
Connected from Cleaving Strikes, Improved Death Strike
Dominates the target undead creature up to level 38, forcing it to do your bidding for 5 min.
Connected from Cleaving Strikes
Your ghoul's attacks have a chance to apply Enfeeble, reducing the enemies movement speed by 30% and the damage they deal to you by 12% for 6 sec.
Connected from Cleaving Strikes
Row 4
Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 sec.
Connected from Mind Freeze
Chains of Ice affects 1 additional nearby enemy.
Connected from Mind Freeze, Blinding Sleet, Gloom Ward
Your auto attack damage grants you an absorb shield equal to 50% of the damage dealt.
Connected from Gloom Ward
Stamina increased by 20%. Damage taken reduced.
Connected from Unholy Momentum, March of Darkness or Wraith Walk, Gloom Ward
Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 sec.
Connected from Unholy Momentum
Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 sec.
Connected from Unholy Momentum, Control Undead, Enfeeble
Connected from Enfeeble
Row 5 opens at 8 points spent in Class Talents
Connected from Permafrost, Proliferating Chill, Coldthirst
Raise Ally costs 30 less Runic Power.
Connected from Permafrost
Connected from Veteran of the Third War, Death Pact, Permafrost
The cooldown of Death Pact is reduced by 30 sec, and you receive 50% increased healing while its healing absorb is active.
Connected from Death Pact
Increases the effectiveness of your Runeforge effects by 20%.
Connected from Death Pact, Brittle, Blood Bond
Row 6 opens at 8 points spent in Class Talents
Chains of Ice now also roots enemies for 4 sec but its cooldown is increased to 12 sec.
Connected from Icy Talons
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 sec.
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
Connected from Icy Talons, Anti-Magic Zone, Death Notes
The cooldown of Anti-Magic Zone is reduced by 60 sec and its duration is increased by 2 sec.
Connected from Anti-Magic Zone
Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.
Connected from Death Defiance, Unholy Bond, Anti-Magic Zone
Connected from Unholy Bond
Row 7 opens at 8 points spent in Class Talents
Damage taken from area of effect attacks reduced by 3%. When suffering a loss of control effect, this bonus is increased by an additional 6% for 6 sec.
Connected from Ice Prison, Asphyxiate or Death's Reach
Increases Leech by 3%.
Connected from Assimilation, Asphyxiate or Death's Reach, Anti-Magic Barrier
Increases Lichborne duration by 2 sec and reduces the cooldown by 30 sec.
Connected from Grip of the Dead, Anti-Magic Barrier
Row 8 opens at 23 points spent in Class Talents
Anti-Magic Shell increases healing received by 15%.
Connected from Suppression
Connected from Blood Scent, Suppression
Your chance to be critically struck is reduced by 3% and your Armor is increased by 6%.
Connected from Unholy Endurance, Blood Scent
When you fall below 30% health you drain health from nearby enemies, the damage you take is reduced by 10% and your Death Strike cost is reduced by 10 for 8 sec. Can only occur every 2 min.
Connected from Unholy Endurance
Row 9 opens at 23 points spent in Class Talents
Consuming a Rune has a chance to increase your Strength by 3% for 8 sec.
Connected from Insidious Chill, Osmosis
When you would pull an enemy, the damage they deal to you is reduced by 6% for 6 sec.
Connected from Runic Protection, Insidious Chill
Damage taken below 30% Health is reduced by 20%.
Connected from Runic Protection, Blood Draw
Row 10 opens at 23 points spent in Class Talents
Magic damage taken is reduced by 8% and the duration of harmful Magic effects against you are reduced by 35%.
Connected from Rune Mastery
Anti-Magic Shell now removes all harmful magical effects when activated, but its cooldown is increased by 20 sec.
Connected from Subduing Grasp, Rune Mastery
Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
Connected from Subduing Grasp, Will of the Necropolis
Connected from Will of the Necropolis
Blood Talents 41
Row 1
Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec Generates 5 bonus Runic Power, plus 2 Runic Power per additional enemy struck.
Row 2
Smash the target, dealing Physical damage and generating 3 charges of Bone Shield. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
Connected from Heart Strike
Deals Shadow damage to all enemies within range.
Connected from Heart Strike
Row 3
Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
Connected from Marrowrend
When you would pull an enemy generate 1 charge of Bone Shield. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
Connected from Blood Boil
Row 4
While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by Runic Power. Additionally, your maximum Runic Power is increased.
Connected from Vampiric Blood
Vampiric Blood's healing and absorb amount is increased by 5% and duration by 2 sec.
Connected from Vampiric Blood
Heart Strike damage increased by 15%.
Connected from Bone Collector
Connected from Bone Collector
Row 5 opens at 8 points spent in Blood Talents
Connected from Ossuary
Your Heart Strike generates 2 additional Runic Power per target hit.
Connected from Ossuary
Connected from Improved Vampiric Blood, Ossuary
Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 30% parry chance.
Connected from Improved Vampiric Blood, Improved Heart Strike
Connected from Improved Heart Strike, Relish in Blood
When Crimson Scourge is consumed, damage taken is reduced by 4% for 10 sec.
Connected from Relish in Blood
Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.
Connected from Relish in Blood
Row 6 opens at 8 points spent in Blood Talents
Shadowy tendrils coil around all enemies within range of a hostile or friendly target, pulling them to the target's location and Silencing them for 3 sec.
Sprout an additional limb, pulling enemies further than 8 yds from you every 1 sec. The same enemy can only be pulled once every 4 sec.
Connected from Leeching Strike, Heartbreaker, Foul Bulwark
Bone Shield increases your Haste by 10% and it can stack 2 additional times.
Connected from Dancing Rune Weapon, Foul Bulwark
Dancing Rune Weapon's cooldown is reduced by 30 sec and now generates 5 Bone Shield charges.
Connected from Dancing Rune Weapon
Connected from Hemostasis, Dancing Rune Weapon
Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 85% more Health.
Connected from Bloodworms, Perseverance of the Ebon Blade, Hemostasis
Row 7 opens at 8 points spent in Blood Talents
Heart Strike has a chance to make your next Blood Boil empowered, dealing 50% increased damage and echoing after 3 sec.
Connected from Gorefiend's Grasp or Abomination Limb, Leeching Strike
Death Strike heals for an additional 20% of its healing over 5 sec.
Connected from Insatiable Blade, Improved Bone Shield, Gorefiend's Grasp or Abomination Limb
Summons 1 additional copy of Dancing Rune Weapon and increases its duration by 4 sec.
Connected from Insatiable Blade
Death Strike's healing is increased by 5% and grants you 15% Leech for 8 sec.
Connected from Insatiable Blade, Rapid Decomposition, Deadly Reach
Anti-Magic Shell heals you for 100% of the damage it absorbs.
Connected from Rapid Decomposition, Bloodworms
Row 8 opens at 20 points spent in Blood Talents
Connected from Boiling Point, Lifeblood
While Blood Shield is active, taking direct damage reflects Shadow damage back to the attacker. Blood Shield can now absorb up to 65% of your maximum health.
Connected from Lifeblood
Blood Shield's duration is increased by 2 sec and it absorbs 20% more damage.
Connected from Voracious, Everlasting Bond, Lifeblood
Connected from Voracious
Connected from Blood Feast, Voracious
Row 9 opens at 20 points spent in Blood Talents
When you cast Dancing Rune Weapon, you become enveloped in a blood mist that surrounds you for 8 sec, increasing your Parry by 5%. Deals Shadow damage every 1 sec to enemies within range. Every time it deals damage you gain 2 Runic Power, up to a maximum of 10 Runic Power. Deals reduced damage beyond 8 targets.
Connected from Plague Infusion
You deal 6% more damage and receive 5% more healing while standing in your Death and Decay.
Connected from Bloody Reflection, Iron Heart
While Blood Shield is active, you deal 8% increased damage and damage taken is reduced by 4%.
Connected from Iron Heart
Empower the runes in your weapon, reducing the damage you take over the duration and unleashing a devastating attack that deals Shadow damage and consumes up to 75% of your Blood Plague instantly from enemies in front of you. I: Consumes up to 25% of your Blood Plague. While empowering, your damage taken is reduced by 5% and an additional 8 sec after empowering. II: Consumes up to 50% of your Blood Plague. While empowering, your damage taken is reduced by 10% and an additional 4 sec after empowering. III: Consumes up to 75% of your Blood Plague. While empowering, your damage taken is reduced by 15% and an additional 2 sec after empowering.
Connected from Bloodied Blade, Iron Heart
Reduces the cooldown on Vampiric Blood by 2.1 sec per 10 Runic Power spent.
Connected from Coagulopathy
Row 10 opens at 20 points spent in Blood Talents
The damage is increased by 2% for every 1 Runic Power spent while Blood Mist was active.
Connected from Blood Mist
An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 min.
Connected from Sanguine Ground
Consumption now contributes to your Mastery: Blood Shield. Each time an enemy strikes your Blood Shield, the cooldown of Consumption has chance to be reset.
Connected from Consumption
After Vampiric Blood expires, you absorb damage equal to 6 times the damage your Blood Plague dealt during Vampiric Blood.
Connected from Red Thirst
Row 11 opens at 20 points spent in Blood Talents
While Dancing Rune Weapon is active, Parrying an attack has a 100% chance to make your next Heart Strike cost no Runes and deal 150% increased damage.
Deathbringer 14
Row 1 opens at 1 points spent in Deathbringer
Viciously slice into the soul of your enemy, dealing Shadowfrost damage and applying Reaper's Mark. Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. Reaper's Mark travels to an unmarked enemy nearby if the target dies.
Row 2 opens at 1 points spent in Deathbringer
Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and it is always a critical strike on its way back.
Connected from Reaper's Mark
Connected from Reaper's Mark
Blood Boil deals 30% increased damage, and is now Shadowfrost. Shadowfrost damage applies 2 stacks to Reaper's Mark and 4 stacks when it is a critical strike.
Connected from Reaper's Mark
Your auto attack damage grants you an absorb shield equal to 50% of the damage dealt.
Connected from Reaper's Mark
Row 3 opens at 1 points spent in Deathbringer
When Reaper's Mark explodes, it deals 10% of the damage dealt to nearby enemies.
Connected from Wave of Souls
Reaper's Mark explosion deals up to 30% increased damage based on your target's missing health.
Connected from Wither Away
When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 min. When a Reaper's Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 sec.
Connected from Bind in Darkness
Reaper's Mark grants 3 charges of Bonegrinder if it is known.]?c1[Death Strike damage increased by 12%.][]
Connected from Frigid Resolve
Row 4 opens at 1 points spent in Deathbringer
If no enemies are struck by Soul Rupture, you gain 10% Strength for 8 sec. Wave of Souls is 100% more effective on the main target of your Reaper's Mark.
Connected from Soul Rupture
Marrowrend and Heart Strike have a 25% chance to grant 3 stacks of Icy Talons and increase its maximum stacks by the same amount for 6 sec. Runic Power spending abilities count as Shadowfrost while Icy Talons is active.
Reduces the cooldown of Reaper's Mark by 15 sec, but the amount of Marrowrends empowered by Exterminate is reduced by 1.
Connected from Grim Reaper
Reduces the cooldowns of Lichborne and Raise Dead by 30 sec.
When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 sec.
Connected from Pact of the Deathbringer or Rune Carved Plates
Reaper's Mark deals 5% increased damage.
Connected from Deathly Blows
Row 5 opens at 1 points spent in Deathbringer
After Reaper's Mark explodes, your next 2 Marrowrends cost 1 Runes and summon 2 scythes to strike your enemies. Deals reduced damage beyond 8 targets.
Connected from Dark Talons or Reaper's Onslaught, Swift and Painful, Death's Messenger or Expelling Shield, Echoing Fury
San'layn 14
Row 1 opens at 1 points spent in San'layn
Row 2 opens at 1 points spent in San'layn
Raise Ally revives players at full health and grants you and your ally an absorb shield equal to 20% of your maximum health.
Death's Advance and Wraith Walk movement speed bonuses are increased by 10%. Activating Death's Advance or Wraith Walk increases 4 nearby allies movement speed by 20% for 5 sec.
Connected from Vampiric Strike
While you are within your Death and Decay, your physical damage taken is reduced by 8% and your chance to gain Vampiric Strike is increased by 5%.
Death and Decay deals its damage 33.3333% faster.
Connected from Vampiric Strike
Your Leech is increased by 2%. While Lichborne is active, the Leech bonus of this effect is increased by 100%, and it affects 4 allies within 12 yds.
Icebound Fortitude reduces all damage you take by up to an additional 20% based on your missing health. Killing an enemy that yields experience or honor reduces the cooldown of Icebound Fortitude by 3 sec.
Connected from Vampiric Strike
Dread Plague deals 10% and Virulent Plague deals 10% increased damage.
Connected from Vampiric Strike
Row 3 opens at 1 points spent in San'layn
When Vampiric Strike damages an enemy affected by your Blood Plague, it extends the duration of the disease by 3.1 sec, and deals 10% of the remaining damage to the enemy.
Connected from Newly Turned or Vampiric Speed
Essence of the Blood Queen stacks 2 additional times and increases the damage of your Death Coil and Death Strike by 5% per stack.
Connected from Blood-Soaked Ground or Desecrate
Each time the Blood Beast attacks, it stores a portion of the damage dealt. When the Blood Beast dies, it explodes, dealing 15% of the damage accumulated to nearby enemies and healing the Death Knight for the same amount. Deals reduced damage beyond 8 targets.
Connected from Vampiric Aura or Bloody Fortitude
When Crimson Scourge is consumed, you gain 6% Strength for 12 sec.
Connected from Thrill of Blood
Row 4 opens at 1 points spent in San'layn
Blood Plague deals up to 30% increased damage based on the target's missing health. Vampiric Strike grants maximum stacks of Clawing Shadows.
Connected from Infliction of Sorrow
Vampiric Strike benefits from Incite Terror at 400% effectiveness.
Connected from Frenzied Bloodthirst
You store 10% of all Shadow damage dealt into your Blood Beast to explode for additional damage when it expires.
Your Death Coil, Epidemic and Death Strike have a 15% increased chance to trigger Vampiric Strike when damaging enemies below 35% health.
Connected from The Blood is Life
Vampiric Strike increases the damage of your Lesser Ghouls by 10% for 8 sec. Multiple applications may overlap.
Connected from Visceral Strength
Row 5 opens at 1 points spent in San'layn
While Dancing Rune Weapon is active you gain Gift of the San'layn.
Connected from Incite Terror, Inevitable, Pact of the San'layn or Sanguine Scent, Transfusion