Alright! time for the “Unholys Opener makes no sense!” post of the week.
mapped things out with the proposed changes, and… oh boy this one is a slew of contradictions.
so to start with the contradictions now,
Every penultimate, and every final talent wants you to do something different.
Unholy Assault should be used before Apocalypse to generate Wounds
Unholy Assault should be used 5s after Gargoyle for its Haste
Apocalypse should be used 5s into Gargoyle for Festermight
Apocalypse should be used before Gargoyle to generate Runic Power, and ensure the ghouls are spawned for Commander of the Dead’s buff immediately after.
DT with Commander of the Dead should be used IMMEDIATELY After Gargoyle, and no more than 4.5s after Apocalypse
DT with Ghoulish Frenzy should be used at the very end of our opener as to buff us, the player, when we are doing the most damage ourselves (and not just spamming cooldowns that are unaffected by it)
DT with Unholy Pact should be used 10s into Gargoyle to overlap its strength buff with the end of Gargoyle
Unholy Blight should be used 5s into Gargoyle for Morbidity
Unholy Blight should be used on encounter start to apply all diseases immediately
Empower Rune Weapon should be used 5s into Gargoyle for its Haste
Empower Rune Weapon should be used before Gargoyle to generate resources
Gargoyle should be used with at least 90 Runic Power
Gargoyle needs to be sent out in a period of time where Bloodlust will effect its full duration.
Abomination Limb should be used at the start of the encounter to generate resources
Abomination Limb should be used at the end of our opener so it overlaps all our other buffs that affect it
We should generate as much runic power as possible before Gargoyle
All we can press before Gargoyle is Festering Strike, Unholy Blight (sometimes), Apocalypse (sometimes), Outbreak, and Army of the Dead.
i don’t even know what to do anymore if im being honest, how am i supposed to find the best combination all of the lesser of all evils here? Not even considering when multiple of these are selected (as they often are)
Heres an example
Army of the Dead, 20-28rp
Festering Strike, 40-53rp
Festering Strike, 60-73rp
Dark Transformation, 72-102rp
Death Coil, 42-77rp
Death Coil, 12-50rp
Death Coil, 0-20rp (if the RNG gods smiled upon you with Runic Attenuation, and Frost Fever RP procs, or Sudden Doom)
Unholy Blight, 10-38rp
Unholy Assault, 10-38rp
Empower Rune Weapon, 15-46rp
Abomination Limb, 15-51rp
In this example, we sacrificed;
Generating at least 90 runic power before Gargoyle (unless the RNG gods smile upon you)
Starting Festermight 5s into Gargoyle
Empower Rune Weapon generating resources before Gargoyle
Abomination Limb generation resources before Gargoyle
DT At the end of the opener so Ghoulish Frenzy buffs the player on its more damaging phase
DT 10s into Gargoyle for Unholy Pact
Unholy Assault before Apocalypse to reduce setup Globals
now… at a glance, this looks mostly fine, and well, its the Opener ive been using for simulations thus far.
But, it desyncs Unholy Assault from Apocalypse for the rest of the encounter, killing the value in the recent change so it should be used to setup Apocalypse if taken. (Granted, this is better than before where it was much further desynced)
Ensures Empower Rune Weapon will never align with our other cooldowns, so we hold it for the next Gargoyle (1m after it comes off cooldown), just used as a haste buff rather than resource generating talent.
Puts Abomination Limb on a weird spot rotationally, where its always giving resources when we don’t really need them, and basically always coming at the start of a new Festermight window, gimping its damage potential after the opener.
now then… how do we fix some of this convoluted mess?
To start, please consider Commander of the Dead’s buff, its only on the active pets, so we cant freely adjust when we use our pet cooldowns, we always want Dark Transformation last. Might be a good opportunity to move it to the player?
Please think about our opener resource generation before Gargoyle. Giving us something more here will help a ton in ensuring we can smoothly flow into Gargoyle without relying on RNG in Frost Fever, and Runic Attenuation RP procs to get us the rest of the way there.
Festermight, Maybe consider how this works, or its duration? Giving it some ironfur type effect where its always rolling, and the stacks dynamically adjust would be a godsend both here, and in general play outside of cooldowns, as we wont be punished nearly as hard for pressing apocalypse 1-2s early, or popping a wound as a less than ideal time.
Consider Unholy Pact, this talent has far outshined its partner in that node, Defile, forever without defile being night fae, the strength portion of this talent really isnt needed tbh, just convolutes things, and makes it hard for defile to compete.
Consider Ghoulish Frenzy, this only effects us, and our main ghoul.
The player buff is a static 15s (Looks like this was changed to the duration of Dark Transformation) we have to optimize our personal damage for (none of our other minions benefit, so, we really dont want to use this when we are in a slurry of popping cooldowns that do beans for damage)
Consider whats on the Global Cooldown. Some of the bloat in the opener, and convoluted nature of it is due to stuff being there that really has no reason to be. With our resource generation available after these changes, unholys at a really nice balance with a few resource nodes left on the table. Removing a few GCD’s does increase the downtime a but, but, we have little enough to where it wont feel terrible to do so.
Consider Abomination Limb’s benefit to Unholy. Runic corruption procs from it are, well… kinda not needed anymore to reduce downtime. Maybe its time to give this a bit of RP generation spice?
Consider Morbidity, and its effect on only player damage causing us to want to stuff like Unholy Blight at the end of the opener where we are doing substantially more damage.
Everyone working on Unholy right now is moving it in the right direction, and i appreciate everyone doing so.
Right now most of my feedback has been targeted at these major pain points, and contradictions, so, id like to take a moment to just say, thanks for listening to us, thanks for responding. Its not easy trying to fix up Unholy, its been a mess for many years, and its a very complex spec at that. Seemingly simple changes have cascading effects. You guys are very close now, a couple more little tweaks, and all those dominoes can fall into place to make Unholy truly something great for everyone who plays it. So, keep up the good work.