How is Unholy DK in Mythic +?

Leveling this guy up, was leveling a Warlock alt, but I main a Warrior so I tried DK. Kinda like the two mashed together, I love it!

I don’t play a dk but my guildie does. From what I’ve seen, unholy is pretty good in mythic+ because there’s lots of trash to spread dots to. His dps dips a little when it’s just 1 target such as a boss fight, BUT if he has army of the dead available, his dps shoots right back up.

I’m leveling a dk myself because it looks really fun :smiley:

Unholy is completely viable in all forms of high end content an does very well in mythic plus

Stretching it a little. Unholy is viable in m+ and one of the worst melee specs in Uldir. Nowhere near “very well” in any form of pve content.

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Unholy is perfectly viable in all forms of pve content an cam do very well in all content, just cause it’s not top doesnt mean it isnt good.

It’s not anywhere near the top though, it’s bottom 5, which isn’t good in any way. Obviously it can perform well in the hands of a good player, all bottom specs can. Just top specs always perform better in the hands of a player of the same skill.

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I think his point is that even though it’s near the bottom, it’s not so far away in terms of pure numbers that it’s literally not worth playing.

UDKs perform quite well in M+, especially in big pulls and when you have Army of the Dead (AotD). It’s weakness is AotD’s cooldown and cough your pet if you play it wrong. 8 mins cooldown for AotD is ridiculous because it’s your main source of damage when your group start a boss fight and 8 mins is too long for it to recharge for you to use fighting the next boss. You can take the first talent in 7th row to maximize this ability’s effectiveness, but, Unholy Frenzy is much better dealing with trash and it’s CD is acceptable though.

Don’t be lazy. Just go blood for mythic+.

In m+ unholy dk is a lot of fun. You have grip, stun, cleave, huge ST CD. Managing cds is challenging but rewarding when performed well. Frost is definitely better for some dungeons, like KR and AD because of the control undead utility, but you can always just bite the bullet and run without a pet for a pack or two if your tank needs it. you can also MC the infested undead and run them out of the groups, if you need to. I honestly prefer UH to Frost, but they’re both incredible and I wish i could play the class rather than the spec.

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It’s not that UH damage is bad in Mythic + it’s that the utility isn’t that desirable. When is the last time you said man I really wish we had an UH DK for X reason. Grip just isn’t all that useful and we have no aoe stun. In Sanguine I would much rather have a pushback like a druid brings and in melee a DH with aoe stun is just better. You could go on and on and on but even in the homogeneous class environment we are in now UH still falls behind in useful utility.

when was the last time you said that about anyone that wasn’t a rogue or demon hunter?
/thread

Sometimes even a convenience is nice to have. Warlock health stones, summon, aoe stun, banish. Mage polymorph can be very handy and mana buns can be convenient for grievous. DK’s have… path of frost that just isn’t very handy besides lacking imortant things like an aoe stun or aoe silence like a moonkin and roots etc. Brez is nice but many classes have those now and death grip. Control undead is extremely niche. I’m not saying that DK’s are horrible in mythic+, it’s just for dps they are closer to the bottom of the pack for what they bring overall.

Grip just isn’t that useful? Lmfao. Nuff said.

On sanguine weeks for instance I would much rather have a druid knockback. Grip is more of a pvp ability, it has pve uses but I would trade it for many other utilities pve wise in a heartbeat.

Now mass grip which a tank dk brings can be nice.

Depends on how you use it.

In both PvE and PvP it can function as an extra interrupt, help isolate targets, and facilitate cleaner engagements.

In dungeons it’s mostly an extra interrupt, especially if a mob is “casting” an ability that can’t be interrupted but breaks if they’re moved. It can be used in combination with fast CC to clean up bad pulls or break up pulls.

In raids, it can be crucial for getting priority targets into melee for cleave, or getting special adds away from the boss to keep people safe.

In PvP, it checks all 3 boxes.

This thread is specifically about mythic + and grip just doesn’t compete with aoe stuns, knockbacks, silences, and stuff like sheep to prevent a mob from casting at all. Other things like dispel which was stolen by dh and spell steal, grip has uses of course it’s just not as useful as what many other classes have for mythic +

As this graph shows, if you plan on doing M+10 as melee, you’re basically going to want to roll DH or Rogue. There are more M+10 DH than there are all other melee combined, excluding Rogue.

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I disagree, grip is very very good in M+. It can be used as a suedo interupt if needed, it can stop unique attacks (Golems that do the lightning AoE in KR, the Mob after the first boss that does lightning in KR, the faceless ones that cast Maddening Gaze in UR, ECT…), and it’s a great position tool. Remember, stuns DR but grips don’t.

I have just started doing m+ done a few higher keys and I’m allways like top damage
It is all about useing Dnd and pet buff at the right time
on big pulls i can jump way ahead of everyone

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