WoW Dragonflight 10.2 Best Blood Death Knight Build Guide for M+
Welcome to the Advanced Blood Death Knight Guide for M+ in Patch 10.2! The purpose of this guide is to provide accurate, in-depth BDK information specifically geared towards players progressing in M+. All information provided herein is based on a combination of M+ log data analysis, simulation craft analysis, BDK mitigation model analysis, in-game testing, and expert opinion. While this guide was primarily made with +18 and higher key levels in mind, the recommendations (particularly those concerned with playstyle) can also be used for success in key levels below this point, though a small number of optimization recommendations may be different if particularly low gear level, poor ability usage, or low key levels were taken into consideration.
WoW Dragonflight 10.2 Best Death Knight Talent Build
General Pathing, given the power of the lower-tier talents in each column, it is preferable to path through each column from the start rather than to use the weak cross-over talents [Blood Scent] and [Suppression] in most circumstances. Beyond that, we are particularly interested in picking up stronger talents such as [Blinding Sleet], [Gloom Ward], and [Runic Attenuation] in the frost column, [Improved Death Strike] and [Veteran of the Third War] in the blood column, and [Unholy Ground] in the unholy column. Some flexibility exists when choosing between some parallel paths and also when deciding how to use the remaining talent points needed to unlock late-tier talents.
Late-tier talent selection is relatively straightforward, only two end-row talents can be selected, while [Will of the Necropolis] and [Death’s Echo] are particularly appealing for their independent strength. In general, [Empower Rune Weapon] and [Abomination Limb] are seen as the most desirable end-row talents, though a theoretical argument could be made for [Soul Reaper] if a dungeon ever places a very large emphasis on single target damage (particularly in a higher-end key).
Some potential decisions related to the baseline Death Knight Talent tree are highlighted and discussed below.
-Decision Point 1: [Control Undead] vs. [Enfeeble]
[Sacrificial Pact] is extraordinarily weak unless you have some particular usage in mind, so that is why this choice mostly boils down to whether or not you have a reason to take [Control Undead] over [Enfeeble], which would be any time the extra crowd control could provide a noticeable value. [Enfeeble], itself, is not too appealing on its own, but it at least provides some value, unconditionally, while creating a path to [Brittle].
-Decision Point 2: [Grip of the Dead] vs. [Death’s Reach] vs. [Unholy Endurance]
[Grip of the Dead] and [Death’s Reach] both provide very specific utility, which may or may not be desirable to you depending on your need to kite or the usefulness of a 40-yard range ability with cooldown reset potential. However, if neither provides significant value, turning [Lichborne] into a reasonably strong defensive cooldown has decent value in practically all situations.
-Decision Point 3: Choose 3 Extra Mid- or Low-Tier Talents (1 can be a Late-Tier Talent)
The baseline build allows for two additional mid- or low-tier talents to be taken before the late-tier talents are unlocked, in addition to a third unused talent point that can potentially be used in any part of the tree. All desirable options for these points are situational, but some of the more generally useful options include [Anti-Magic Barrier], [Anti-Magic Zone], [Blinding Sleet], [Coldthirst], [Acclimation], and [Asphyxiate] if they weren’t previously selected already. However, if you have a specific reason to consider other utility options, feel free to choose whatever works best for you. Other candidates for these talent points are [Grip of the Dead], [Death’s Reach], and [Unholy Endurance], (again) if these talents were not already taken from earlier decisions. [Permafrost] or a one-off point in [Unholy Bond] are options for minor mitigation or damage gains in situations where most utility talents are not generating value, but these situations effectively don’t happen in M+.
-Decision Point 4: [Abomination Limb] vs. [Soul Reaper]
While [Abomination Limb] is an extremely useful and easy-to-utilize ability in M+ to the point where it is highly recommended for the decision you are making here, [Soul Reaper] provides a strong gain in priority damage at the cost of the AoE damage/grip utility advantages of [Abomination Limb], though these are also several inconveniences associated with [Soul Reaper] related to lost value when using it on short-lived enemies, being relatively more punishing rotationally, and penalizing your mitigation while you are actively using [Soul Reaper]. Given the 10.2 tier set and the 20% buff to [Soul Reaper] damage, there is a case to be made for [Soul Reaper] if a dungeon situation highly emphasizes priority damage while also de-emphasizing any other qualities, though whether or not it sees use will ultimately come down to dungeon tuning. Given the tradeoffs involved, we are generally going to be running [Empower Rune Weapon] in either case.
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