Protadins will most likely avoid all your weapon blows, which gives them Mana if they have Blessing of Sanctuary. Protection Paladins are similar difficult, but not for their damage, but for their toughness. Mark of Blood is relatively useless against DPS paladins, as their two-handed weapons don’t attack fast, so keep them away, make them pop bubble, run away, rune tap and prepare to kill again. If you’re going to be close to them, only let it be for an instant, as their slow 2 handed weapon is going to cause damage faster than you can regen with blood abilities. Staying close to a ret pally will never be fun, so I suggest keeping them a few feet away, and only coming in for Rune Strike/Death Strike/Frost Strike combos. Try and keep them at a distance, damaging them with Icy Touch and Death Coil. Try to anticipate their Hammer of Justice and use Icebound Fortitude to counter it.
Therefore, it’s important that you start popping cooldowns early. As blood, you need to damage them to regenerate health, however whenever you are in melee range, they always seem to destroy your health too fast. The rest of the fight should solve itself in your favor so long as you continue to damage.Ĭurrently, Retribution paladins are extremely difficult for death knights. There is no bad time to use it since all their attacks are magic based. Keep enough runic power for Anti-Magic Shell, should he/she use the Shatter combo. Cast Icy Touch as your rotation allows.Īpply spell interrupts like Mind Freeze and Strangulate as necessary. Immediately reapply Chains of Ice and keep the debuff on the mage throughout the fight. Now it is time to use Death Grip, which will draw them back to you.
The first reaction of the mage will be to blink, which is why you ran towards them initially. Run towards the mage and Chains of Ice to keep them still, followed up with an Anti-Magic Zone if you are unholy spec.
How the opening sequence is handled will determine the rest of the fight. The trump cards of this fight will be Anti-Magic Shell, Anti-Magic Zone, as well as Death Grip.Ĭreate a ghoul if you do not already have one and immediately send it after the mage. Death knights are well equipped to handle any threat that a mage has to offer, but the opening sequence is key.