Death Knight Glyphs(Updated for Warlords of Draenor):

Below I list the best death knight glyphs to use in your death knight builds. I also have a list below of all of the glyphs available to death knights and what they do.

 

Blood PVE Glyphs:

(Major) Outbreak, Blood Boil, Empowerment, Dark Simulacrum, Regenerative Magic, Anti-Magic Shell, Glyph of Absorb Magic

Blood PVP Glyphs:

(Major) Runic Power, Outbreak, Blood Boil, Empowerment,Dark Simulacrum, Regenerative Magic, Anti-Magic Shell, Glyph of Absorb Magic

 

Frost PVE Single Target Glyphs:

(Major) Dark Simulacrum, Regenerative Magic, Empowerment, Anti-Magic Shell

 

Frost PVP Glyphs:

(Major) Dark Simulacrum, Regenerative Magic, Empowerment, Rune Power

 

Unholy PVE Single Target Glyphs:

(Major) Regenerative Magic, Dark Simulacrum, Empowerment, Blood Boil, Pestilence, Anti-Magic Shell

Unholy PVP Glyphs:

(Major) Runic Power, Empower, Dark Simulacrum

 

I do not list the best Death Knight minor glyphs so pick what you wish, I myself usually go with Path of Frost, Army of the Dead and Tranquil Grip(if not blood spec'd).


Major Death Knight Glyphs

•Anti-Magic Shell - Causes your Anti-Magic Shell to absorb all incoming magical damage, up to the absorption limit.
•Unholy Frenzy - Causes your Unholy Frenzy to no longer deal damage to the affected target.
•Icebound Fortitude - Reduces the cooldown of your Icebound •Fortitude by 50%, but also reduces its duration by 75%.
•Chains of Ice - Your Chains of Ice also causes 150 Frost damage, with additional damage depending on your attack power.
•Death Grip - Increases the range of your Death Grip ability by 5 yards.
•Death and Decay - Your Death and Decay also reduces the movement speed of enemies within its radius by 50%.
•Shifting Presences - You retain 70% of your Runic Power when switching Presences.
•Icy Touch - Your Icy Touch dispels one helpful Magic effect from the target.
•Enduring Infection - Your diseases are undispellable, but their damage dealt is reduced by 15%.
•Blood Boil - Increases the radius of your Blood Boil by 5 yards.
•Mind Freeze - Reduces the cooldown of your Mind Freeze ability by 1 sec, but also raises its cost by 10 Runic Power.
•Strangulate - Increases the Silence duration of your Strangulate ability by 2 sec when used on a target who is casting a spell.
•Unholy Command - Immediately finishes the cooldown of your Death Grip upon dealing a killing blow to a target that grants experience or honor.
•Outbreak - Your Outbreak spell no longer has a cooldown, but now costs 30 Runic Power.
•Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by 30 sec and increases its duration by 4 sec.
•Death Coil - Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs up to [ 85% of AP ] damage.
•Swift Death - The haste effect granted by Soul Reaper now also increases your movement speed by 30% for the duration.
•Regenerative Magic - If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 50%, based on the amount of damage absorption remaining.
•Absorb Magic - Increases the total damage absorbed by Anti-•Magic Shell by 100%, but Anti-Magic Shell no longer generates Runic Power.
•Ice Reaper - The Runes you spend on Chains of Ice will become Death Runes when they activate. Death Runes count as any type of rune.
•Icy Runes - You gain an additional 10 Runic Power when you use Chains of Ice.
•Empowerment - Your Empower Rune Weapon also heals you for 30% of your maximum health.
•Raise Ally - Your Raise Ally ability no longer costs any Runic Power.
•Runic Power - Whenever you are struck by a movement-impairing effect, you will generate 3 Runic Power every 1 sec for 5 sec.


Minor Death Knight Glyphs:

•Death's Embrace - Your Death Coil refunds 20 Runic Power when used to heal an allied minion, but will no longer trigger Blood Tap when used this way.
•Horn of Winter - When used outside of combat, your Horn of Winter ability causes a brief, localized snow flurry.
•Foul Menagerie - Causes your Army of the Dead spell to summon an assortment of undead minions.
•Resilient Grip - When your Death Grip ability fails because its target is immune, its cooldown is reset.
•Path of Frost - Your Path of Frost ability allows you to fall from a greater distance without suffering damage.
•Death Gate - Reduces the cast time of your Death Gate spell by 60%.
•Corpse Explosion - Teaches you the ability Corpse Explosion.
•Tranquil Grip - Your Death Grip spell no longer taunts the target.
•Army of the Dead - The ghouls summoned by your Army of the Dead no longer taunt their target.