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Blood Death Knight Legendaries’ Ideal Crafting Order
We suggest the following crafting order considering you’re not searching for a particular Legendary for off-spec:
#1 | Craft Superstrain at rank 1. |
#2 | Upgrade Superstrain to maximum rank |
#3 | Craft and upgrade Crimson Rune Weapon to maximum rank |
#4 (Optional) | Craft Bryndaor’s Might at maximum rank |
This gives you near-instant access to a particular Legendary for the material you’re looking for. Bryndaor’s Might is listed as an optional final move for those who might need its benefits (RP throughput assuming optimal play in highly challenging content).
Legendaries of the Blood Death Knight
What Legendaries Does a Blood Death Knight Create?
Before we get into the Legendaries, a word about the slot: you will be primarily concerned with item level and will not be concerned with the item’s secondary effects. As a result, craft for the slot that will give you the best bang for your buck in terms of raw budget!
The Legendaries were ranked by their influence. Legendaries that have the greatest significance and importance are listed first; Legendaries that aren’t worth crafting (and there are a lot of them!) aren’t named at all.
Crimson Rune Weapon
Shoulders and Hands are the only slots available.
Shoulders are preferred for crafting, unless the gloves are slightly weaker.
To use as a secondary: Versatility/Haste
This legendary was revamped in 9.0.5, and now includes 5 Bone Shield charges when using Dancing Rune Weapon, as well as reducing the cooldown of Dancing Rune Weapon by 5 seconds if a charge of Bone Shield is lost.
Overall, it evolved from a late-expansion legendary to something that is completely ridiculous defensively and offensively for material that needs relentless tanking (such as Mythic+ and certain raid encounters).
Conclusion: On regular uptime fights, he’s decent both defensively and offensively. Craft is marginally better as a default choice, but Superstrain is slightly better.
Superstrain
Slots available: Chest, Neck
Chest is my favorite form of crafting.
Crit/Versatility (None of your plagues are influenced by hurry, and because this is a generic/offensive item, we suggest crit).
This Legendary is a fire-and-forget effect: applying Blood Plague (via Blood Boil) also applies Frost Fever and Virulent Plague. When it comes to injury, these are nerfed by 62.5 percent (although this was to account for the aura zeroing, since all of the diseases were in our spec aura), but they retain all of their additional effects. Frost Fever has a 30% chance per tick (+ 7% additional for each tick on mobs other than the first) to give you Runic Power, which is a good thing on top of the decent damage.
Offensively, it’s very cool, and the Frost Fever RP gains have a nice amount of healing throughput.
Blood Death Knights Almost Never Use Bryndaor’s Might Usable Slots: Crafting Preference: Feet and Back If your coat is slightly weaker, your feet.
To use as a secondary: Versatility/Haste
You will still cause this in tough material, and you will receive 15% more Death Strikes. Simple, easy, and defensively efficient with proper play, as all it does is increase your RP economy. This would be devastating for you if you are unable to optimize the use of your runes or RP. Even if you are, there would be a net loss in terms of damage.
It’s also worth noting that Voracious increases the minimum Death Strike value to 10.5 percent, causing this to still trigger regardless of circumstances.
Conclusion: Excellent defensively. Craft second, level one, then update until all else is completed.
Vampiric Aura
Crafting Preference: Chest,
Available Slots: Chest, Ring
Haste is a stat that I like (you will likely be using this with Red Thirst)
There could be battles where team EHP has a greater effect than anything else because they will not be able to survive otherwise. On the off-chance that there is a valid scenario for it, it may be worth crafting it at rank 1. Since it is such a rare circumstance, you can stop it unless absolutely necessary.
Legendaries of the Blood Death Knight for Mythic+
Crimson Rune Weapon. is recommended for Mythic+ due to the reliably high tanking uptime. This also has the benefit of giving you access to a big defensive with every pull rather than just every other pull, making it a very powerful option in the right hands.
It will take some time to learn, but if you don’t feel like you’re getting the most out of it, Superstrain is always a decent option (and actually pretty good offensively). The fact that Dancing Rune Weapon is so fine in M+ is its only fault.
Legendary Blood Death Knights For Raiding
The style of raid you choose is determined by the type of fight:
If you have a habit of sabotaging something? Weapon with the Crimson Rune Weapon. Sludgefist is a good example of this, since you can get Dancing Rune Weapon on pull, after the first pillar, and over the rest of the pillars, giving you a huge DPS and survival boost.
Superstrain would definitely outperform Superstrain in single-boss battles with the normal 50% uptime.
Legendaries for Blood Death Knights are ‘Do Not Craft’…
Other than that:
Unholy Legendary, underwhelming Phearomones class. In Fight for Azeroth, ten percent hurry never really benefited us, and Shadowlands is no different.
Gorefiend’s Domination : You’ll be crafting this for niche situations until we can wear two Legendaries. Before then, you stay away.
Death’s Embrace: We largely use cheese mechanics to consume 30% of a minute. It’s inefficient, strictly defensive, and situational. There are no known cases in which making the raise is worth a Legendary slot being squandered.
The Death’s Certainty: Even for Night Fae, the Legendary Trap is pointless. In encounters where pure ST DPS is needed, it has a very niche position to play.
Grip of the Everlasting: In Nathria, there are no grip fights that involve this.
Generics:
Vitality Sacrifice: You must sacrifice 70% of your maximum HP in one hit to receive 9% damage/healing for 20 seconds. It’s difficult to put into words how bad it is.
Sephuz’s Proclamation: Being CCed in PvE usually means you fucked up. In terms of offense, the current Sephuz effect is much greater than the old Sephuz effect.
Judgment of the Arbiter: It may depend on how many people are concerned, but it seems to be a “sim it or forget it” Iconic.
Echo of Eonar: Changed to a strictly defensive Legendary with a chance to get a random DR proc. It’d be a lot cooler if it was on-use; before then, it’s a trash-tier Legendary you’ll best avoid until your Soul Ash counter is about to burst.