- (Passive/Active)
- Effect: Spending Runic Power heals all nearby party or raid members for a percentage of the healing received by the Death Knight. This passive allows the Death Knight to function as a secondary healer, converting their self-sustain into group sustain.
- Synergy: The healing effect scales based on the amount of Runic Power spent and the ability used (Death Strike, for example).
- Upgrade: Activating this ability causes the next three Runic Power expenditures to heal the Death Knight for additional HP, converting 50% of the healing into an area-of-effect (AOE) party heal.
2.(Active, 2-minute cooldown)
- Effect: Sacrifices 10% of the Blood Death Knight’s maximum health to instantly generate 40 Runic Power and reduce rune cooldowns by 50% for 10 seconds. During this effect, any healing the Death Knight receives is shared with nearby party members, healing them for 30% of the Death Knight’s healing taken.
- Benefit: This turns HP into a direct resource for stronger sustain and creates synergy with self-heal abilities like Death Strike and Vampiric Blood. You can sacrifice some survivability to boost damage and healing potential.
- (Active, 3-minute cooldown)
- Effect: Sacrifice 15% of your HP and 30 Runic Power to empower yourself and your group for 15 seconds. Party members gain 20% of your Leech and Haste, while you regenerate 5% of your max health every 2 seconds during the effect.
- Healing Component: Any excess healing received during this period is distributed among nearby allies, functioning as a healing redistribution effect.
4 (Passive)
- Effect: Whenever you drop below 30% health, you gain a shield equal to 20% of your maximum HP, and 50% of your current Runic Power is instantly converted into a heal for nearby allies.
- Rune Enhancement: If no allies are healed, your rune regeneration rate increases by 50% for 10 seconds.
5.(Active, 90-second cooldown)
Effect: The Death Knight sacrifices 5% of their max HP every 5 seconds for 15 seconds, generating Runic Power in return. During this effect, Runic Power spent on abilities also restores HP to nearby party members.
Bonus: If Vampiric Blood is active during this time, the healing done to allies is increased by an additional 25%.
- (Passive)
Effect: Spending Runic Power during Vampiric Blood causes an AoE healing pulse to your nearby allies, healing them for 20% of the damage mitigated or healed by the Blood Death Knight during this time.
- (Active, 2-minute cooldown)
Effect: Infuses nearby allies with vampiric energy, draining 5% of the Death Knight’s HP every 3 seconds for 15 seconds but regenerating their party members’ health by a percentage of the HP lost. Additionally, party members gain a Runic Power-based buff, increasing their damage and healing by 5% during the effect.
Extra: The Death Knight’s healing abilities, such as Death Strike, will convert part of the HP lost during the ability into health for the group.
I really like risk and reward
8(Active, 2-minute cooldown)
Effect: The Death Knight siphons a portion of health from all nearby party members, reducing their maximum HP by 5% for 20 seconds and transferring the total amount drained to itself as a heal.
- Bonus: While the effect is active, the Death Knight gains an additional 10% Leech and Armor, but healing to party members is reduced by 15% during the debuff period.
- Mechanic: This creates a tactical sacrifice, where the Death Knight empowers itself at the cost of group survivability, useful for moments when the tank needs an emergency heal.