🩸 Overview Slowdog's BDK v7 is a Blood Death Knight tank macro for Mythic+ built around the Deathbringer hero talent tree and tuned for patch 12.1. It builds on v6, which pulled Soul Reaper out of the loop after it was moved off the Blood tree, leaving a dead cast sitting in the old rotation, and v7 is a rebalance of that loop based on real combat logs from three keys, not guesswork from patch notes. ⚙️ What it does The opener lands Death and Decay ahead of Reaper's Mark, then Raise Dead and Dancing Rune Weapon, and from there it runs a 13 action loop. Death and Decay now has a single slot because v6 had two, and they kept firing back-to-back, which burned a rune on a spell you were already standing in. Marrowrend dropped from three slots to two since 42% of its casts were landing with Bone Shield already at max stacks, and the freed-up rune went to Heart Strike, which now has four slots. In my logs, Heart Strike went from about 5.6 to 9.5 casts per minute while Bone Shield still sat at 10 to 12 stacks 72 to 78% of the time. Blood Boil keeps three slots as rune-free filler, and you'll occasionally see it land twice in a row, which is normal and appears in other players' logs at about the same rate. 🎮 Modifiers Shift is Death Strike on demand. Ctrl is Vampiric Blood; hold it when the damage is coming rather than after. Don't skip these. They do a lot of the survivability work in this build, and without Shift for Death Strike I had a hard time staying alive past about three minutes. 🚫 What's Excluded Death Grip, Gorefiend's Grasp, Anti-Magic Shell, Icebound Fortitude, and any grip utilities are all manual and should be bound separately. 📥 Setup Import the GRIP string via /gems import, load the talent string in the Talents panel, drag it to your bar, and bind it. Bind all your manual cooldowns before you pull anything. Press Shift before you need it, not after you're already in critical mode. Validation Tested on 12.1, Deathbringer M+ build, on three keys (+9 Den of Nalorakk, +9 Ruby Life Pools, +10 Murder Row) with zero deaths on any of them. Heart Strike went from about 5.6 to 9.5 casts per minute after I traded one Marrowrend slot for it, since 42% of Marrowrend casts were landing at max Bone Shield. Bone Shield still sat at 10-12 stacks about 72-78% of the time and was at 4 or under 2-7% of it. Death Strike and Vampiric Blood modifier overrides are unchanged from earlier testing. D&D runs about 3.9 casts per minute off a single slot, but about a quarter of those casts still refresh it early, so that is the open item. Anything above +10 is untested, so tell me how it holds up. 💬 Feedback Wanted Drop a comment with your ilvl and key level, and let me know how it's holding up. Warcraft Logs links are always useful.
Death Knight GRIP-EMS Sequences
🧪 This Is A Beta I'm calling V6 a beta because the change is new; it's only been through dummy pulls and one real key (a +6). V5 fixed the Death and Decay double-fire I saw in V4, but when I went through the logs, the Bone Shield uptime was poor because Marrowrend only had 2 slots in the loop and was barely cast. V6 is the fix for that and nothing else. I haven't run it through a high-key yet, so treat it as a test build I'm asking you to help me close out. 🩸 Overview This is a Blood Death Knight macro for the San'layn build, Mythic+ focused, Sequential step function. Three anchor steps run first outside the loop (Dancing Rune Weapon, Raise Dead, and Death and Decay), then a 19-action Priority loop handles Death Strike, Heart Strike, Blood Boil, Marrowrend, and Vampiric Blood. Spell names only, every step well under GRIP's 255-character limit, resets on Combat End and Target Change. ⚙️ What Changed From V5 The only change is Marrowrend. In V5 it sat in the Priority loop with 2 slots, and in a real +11 log of V5 that left Bone Shield up about 43% of the fight. I tried making it a single anchor step first, and that was worse, because a one-slot step in GRIP-EMS only fires on a small fraction of cycles, so Marrowrend got cast once in almost three minutes on the dummy. V6 gives Marrowrend 16 slots spread through the Priority loop instead, which means it comes up many times per cycle. The slots come from the Death Strike, Heart Strike, and Blood Boil pool, so the loop stays the same size. Everything else is identical to V5, including the Death and Decay anchor that replaced the V4 loop slots. 🎮 Modifiers Shift - Death Strike Ctrl - Anti-Magic Zone 🚫 What's Excluded Trinkets are situational, so bind those manually. Anti-Magic Zone lives on Ctrl so you control when it goes up rather than it firing on its own. Dancing Rune Weapon is a single anchor step and not a keybind, which is also its weakness (see below), so if you want it down the second it comes off cooldown, put it on its own key. Don't put it or any other on-cooldown spell into the KeyPress field, because a cast line that's on cooldown there stalls the whole sequence, and I know that because it happened to me in testing. 📥 Setup Import the GRIP string with /gems import, load the talent string in the Talents panel, drag the sequence to your bar, and bind it. Keep your emergency and utility kit on separate keybinds, same as always. 📊 Beta Test Results Here's what's actually been checked. On a +6 Ruby Life Pools (17:08, no deaths), Bone Shield was up 80.69% with 51 Marrowrend casts, and several target dummy pulls of an earlier 10-slot version of the same idea landed at about 79%. That's roughly double the V5 number, but a +6 takes far less damage than a +11, so don't read it as an apples-to-apples comparison. I'd expect the uptime to drop a bit on a high key. What's still wrong is the stuff: Bone Shield still falls off for stretches (I counted 10 gaps over 30 seconds between Marrowrend casts in that run), Dancing Rune Weapon can fire well after it comes off cooldown (gaps of 97 to 171 seconds in the same run), and Death and Decay only goes off occasionally because of how single-slot anchors work in this engine. I also haven't checked Runic Power's behavior under real dungeon conditions. I saw two Death and Decay casts about a second apart in one V5 key and haven't pinned down why, so that signature is still worth watching for. 💬 Feedback Wanted If you run this, post your Warcraft Logs link, your item level, and the key level. The higher the key, the more it helps me, since that's the gap in everything above. I especially want to know about Bone Shield uptime, whether any two Death and Decay casts can occur within a second of each other, and how late Dancing Rune Weapon fires. Deaths, stalls, anything that felt off is worth more to me than a rating. -- I can get this stuff off of the logs you send me --
BUILDS: Rider of the Apocalypse Mythic+ & Raid *RECOMMENDED* CwPAAAAAAAAAAAAAAAAAAAAAAAYmhZMDDz2MzMTzmxMzMjBAAAAAAAgZGzYAwyMmZ2MzYMDYzsZYIDMbM0YBDYGAGzMjZAmZmxYA Talents/builds change weekly. If this import string fails or is outdated, check Wowhead, Archon.gg, or Murlok.io for the current meta. NOTES: This macro sequence has the following mods: Alt: Death Strike. Shift: Blinding Sleet. Recommended speed: 150ms This macro sequence has 1 version: Version 1: Rider of the Apocalypse. Auto trinkets. You can find more information, recommendations, & guides at https://houseofmacros.com
This is my Frost DK sequence for M+ and Raid. I built this around the Deathbringer hero tree, with separate ST and AoE sequences tuned around the damage and cast profiles from testing. The build uses Frozen Dominion, so Remorseless Winter is automatically triggered by Pillar of Frost and does not need its own rotational step. Reaper’s Mark and Pillar of Frost are on the same modifier for the regular Deathbringer burst window. Breath of Sindragosa, Empower Rune Weapon, and trinkets are grouped together for the larger burst window, while Frostwyrm’s Fury is kept on its own modifier so it can be fired at the right point during Pillar. The ST rotation is heavily weighted toward Obliterate, while the AoE version prioritizes Frostscythe and Glacial Advance without overcasting Howling Blast. This macro sequence has the following mods: Shift: Reaper's Mark + Pillar of Frost CTRL: Trinket slots 13 + Empower Rune Weapon + Breath of Sindragosa ALT: Frostwyrm's Fury For your normal burst, use Shift for Reaper’s Mark + Pillar. When Breath is available, try to pool some Runic Power first, use Shift, then CTRL for the full Breath window. Use ALT for Frostwyrm’s Fury during your Pillar/burst window. TALENTS M+-CsPAAAAAAAAAAAAAAAAAAAAAAMDwMjZmZGDz2MzMzMLmZmMjxYYMGMzMzMzMzMDAAAAAAAAAjZbgBsAWGmAjFMzYmZgBghZGAgB Raid-CsPAAAAAAAAAAAAAAAAAAAAAAMDwMjZmZGDz2MzMzMLmZmMjxYYmxgZMzMzMzMDAAAAAAAAAjZbgBsAWGmAjFMzYmZgBghZGAgB Let me know how you guys like it and any feedback would be greatly appreciated. Don’t forget to rate the sequence as well!
This is the Frost Death Knight variation of my Super SBA sequence series. It works with any base and hero talent variations, simply import it and go! Goal: Help individuals like myself with limited hand mobility achieve good to great DPS with as little buttons as possible. Reality: You will still need to bind some buttons, you can not simple use 1 button to play WoW effectively. Q: What does Super SBA actually do? A: Super SBA uses Blizzard's build in Single Button Assist as the main engine for the sequence but will also use some cooldowns and abilities not included in the default Single Button Assist. It will also auto use trinkets. Note about trinkets: Be sure that if you have a trinket with a channel such as Puzzle Box or Wraps of Cosmic Madness that it is in your bottom trinket slot or it will not use it. Q: Is this better than SBA or a more advanced sequence? A: It depends, some classes do better than others with SBA and some specs are extremely difficult if not impossible to make a good EMS sequence for such as Balance Druid. Balance Druid is nearly impossible to get perfect using even the most advanced EMS sequence you can imagine, however SBA handles the Balance Druid spell rotation logic relatively well. Conclusion: SBA by itself will sometimes work better, EMS sequences will sometimes work better. My solution is to meet it all in the middle, you get a little bit of the best of both worlds with very little sacrifice. I managed to do pretty well in Midnight S1 using purely SBA and some macros, this just combines everything I've used into one package. How to use the sequence Import into GRIP-EMS with the import code like any other. Keybind the sequence OR use my preference the Action Bar Overrides plugin. Add any abilities not covered by the Super SBA onto your bars! Run at 100ms or spam the key as fast as you can. ?????? Profit! That's all! Pretty simple, if you have any issues please feel free to leave a comment here or join the GRIP-EMS Discord. My creator thread link for the official Discord: https://discord.gg/NQU5wUn6tZ
Second round of testing for frostbane M+ build. Any feedback is much appreciated! Update notes- moved some spells around to keep from rune starving in longer fights. This macro sequence has the following mods: Shift: Reaper's Mark, Pillar of Frost CTRL: Breath of Sindy, Frostwyrms Recommended speed: 150ms Trinkets and Defenses are cast manually. TALENTS - CsPAkXBWxkyfx9CbGaHonEAhLNAzMjZmZGDz2MzMzMLmZmMDGzMjBPgZMzMzMzMDAAAAAAAAAjZbgBsAWGmQGLYmhZGYGADzMAAD
Slowdog's Unholy DK | Rider of the Apocalypse | GRIP M+ Macro ST V1.0 Overview This is a single target Unholy Death Knight sequence built for Midnight patch 12.0.7 on the Rider of the Apocalypse hero talent tree and it's designed from the ground up around the new Lesser Ghoul resource loop that replaced Festering Wounds going into Midnight, so if you're running an older sequence that still treats wound stacking as the core mechanic you're playing a dead spec and leaving a lot of damage on the table. How It Works The loop opens with Army of the Dead and Dark Transformation together so your Abomination and your ghoul army both benefit from Commander of the Dead uptime, and from there it cycles Festering Strike to build Lesser Ghoul stacks, Scourge Strike to consume them and summon ghouls, and Death Coil as the Runic Power spender to proc Runic Corruption and keep your rune regeneration rolling. Putrefy fires twice per loop cycle and handles plague application via Blightburst so Outbreak only triggers as a true fallback when charges are depleted. Festering Scythe fires automatically after every Festering Strike at no rune cost and keeps your plague tick rate hastened continuously. Modifiers SHIFT fires Death Strike for emergency self-healing after a big hit and CTRL fires Icebound Fortitude when you need hard damage mitigation fast. What Stays Off The Sequence Trinkets are manual so you can align them with your Army of the Dead and Dark Transformation windows instead of letting them fire randomly on loop reset. Validation Validated on Slowdog, Unholy Death Knight, Stormrage, 259 ilvl, in a +4 Seat of the Triumvirate. Scourge Strike top cast at 10.9 CPM, Dark Transformation 37.49% uptime, Army of the Dead firing on cooldown throughout the run. Zero deaths. Slowdog's Unholy DK | Rider of the Apocalypse | GRIP M+ Macro MT V1.0 Overview This is the multi-target companion to the ST sequence, and it's what you switch to on trash packs in Mythic+. Same hero talent tree, same patch, same core loop -- the difference is Death and Decay replaces a step in the rotation to feed the Cycle of Death synergy and Epidemic replaces Death Coil as the Runic Power spender, so your damage spreads across the whole pack instead of hitting one target. How It Works The Cycle of Death talent creates a feedback loop between Death and Decay and Putrefy -- Death and Decay reduces Putrefy's cooldown by up to 3 seconds per enemy hit and Putrefy reduces Death and Decay's cooldown by 1 second, so in a dense pack both abilities are accelerating each other and you're getting more Putrefy explosions than you would on single target. Blightburst extends your plagues to unaffected targets on every Putrefy explosion which means you're not manually applying diseases to individual enemies, the sequence handles it passively. Death and Decay is cast at your feet via @player so it drops on your position instantly without requiring cursor placement. Modifiers SHIFT fires Death Strike, CTRL fires Icebound Fortitude. Same as the ST sequence. What Stays Off The Sequence Trinkets are manual so you can align them with your Army of the Dead and Dark Transformation windows instead of letting them fire randomly on loop reset. Validation Validated on Slowdog, Unholy Death Knight, Stormrage, 259 ilvl, in a +4 Seat of the Triumvirate on trash. Scourge Strike top cast at 10.9 CPM, Dark Transformation 37.49% uptime, Death and Decay 44.43% uptime, Army of the Dead firing on cooldown throughout the run. Zero deaths.