Unholy DK is in a weird place right now, our damage profile feels all wrong, with a big initial spike, and then pitiful sustain damage. Even though we are capable of good performance in raid encounters the damage breakdown between us and our pets still feels way off. Not to mention we are really struggling in PvP, especially in what has traditionally been our niche: sustain and drain.
I believe there are 3 primary issues:
- Low Personal damage/High Pet damage,
- Low sustain damage/High spike damage,
- Low self healing.
When combined these issues create an unholy death knight that plays in an unexpected and redundant style, leaving itâs previous rot melee niche unfilled in favor of competing (and poorly) over an already over populated spike damage based play style.
-1: Pets are Dom, you are Sub
Pets are and always have been an important part of unholy and our toolkit, I am not advocating for the removal of pets. However, many of our current problems are based around our pets and how much of our damage they are responsible for. With all of our cooldowns either summoning of buffing pets our class has devolved into stacking as many pets and pet buffs as possible and basically letting them do all the work for you. Because of the power of this initial spike pets are dealing around 50% of our damage on a raid boss. With this much of our damage baked into our pets, the consequences of losing a pet, or not correctly timing your pets can be devastating. Iâve lost as much as 2/3 (about 10k dps) of my total opener spike dps (about 15k) because of an accidental Timmy dismiss. The fight was progression yet I felt so horrible about that one button I just wanted the whole raid to wipe so I actually had a chance to good dps on the rest of the 5+ minute fight. Which brings me to my next point:
-2: Rotation feels worthless
Unholy has a (relatively) complex rotation, yet with so much of our damage attached to our pet spike opener you canât actually tell the difference between doing your rotation well, and constantly fumbling (over-capping runes and/or runic power, not having festering wounds up ect). There is an element of cooldown recovery built into our abilities, but itâs usually redundant with either boss specific timings or waiting for other cooldowns (like unholy blight). The only rotational ability that seems to reflect my performance is soul reaper, giving me noticeably better dps when I execute it properly, and punishing my dps for poor execution and missed opportunities. chefs kiss.
-3: PvP where art thee?
In PvP the problem is worse. The unholy deathknight kit is designed with high sustain damage and high self healing in mind. Currently we have neither. The 5-7 GCDâs we need to initiate our spike damage is impractical, and getting all that damage countered by a single frost nova is a liability. Our cooldown game play is inherently second rate to that of a paladin or a warrior, even if our numbers were higher (which they are not) as direct in your face damage will always be superior to longer windup, slower delivery, and more easily mitigated/telegraphed pet based spike. Traditionally this wouldnât be a problem, as traditionally unholy deathknights have been the strongest melee after all offensive cooldowns are inactive. Thus we more focus on disruption and defensive cooldowns to mitigate our opponents spike and then punish them in the proceeding sustain. However, even with our unique and niche defining necrotic strike mechanic we arenât able to out pressure our opposition (significant gear advantage notwithstanding). It goes from bad to worse, as we arenât able to heal through their pressure either. We have always operated on good self healing, be it Death Strike, Conversion, Death Siphon or something new entirely. The form it takes is irrelevant, what matters is we need to be able to heal through the damage of someone we are locked in a 1v1 with, especially if we are also using our vast array of disruption abilities to mitigate their damage. Death strike currently fails spectacularly at this task even when you execute it correctly.
To help resolve the above issues and get unholy back on track I recommend the follow changes:
TALENTS:
A: Remove Cooldown and Virulent plague application from Unholy Blight:
- This would help Flattens dps graph by decrease delta between spike window and sustain window
- Managing Debuffs is more thematic to unholy than managing cooldowns
- Stacking mechanism rewards players who refresh before it falls off
- Uncaps potential cooldown reduction of Apoc and Dark transformation, no longer requiring them to wait on unholy blightâs 45 second CD.
B: Remove Strength buff from Unholy Pact but decrease dark transformation CD slightly
- 5% strength is Unnecessary buff to cooldown window period
- Talent decreases dark transformation CD to compensate for strength loss during cd
- Disconnects Dark Transformation from Apocalypse, so (legendary notwithstanding) we donât have to always use them at the same time for max damage from each.
C: Decrease power of All will serve.
- Completely passive and has no interaction
- Clawing shadows requires you to preform your rotation while doing mechanics to maximize itâs damage, should be optimal choice for single target
D: Change Necrotic strike to a baseline ability instead of a PvP talent
- Iconic ability, there is a certain expectation to have it
- Doesnât have to be âcompetitivelyâ balanced with other throughput PvP talents (eg auras), can be as weak or strong as it needs to be to compete with scourge strike/clawing shadows instead.
- Many PvE encounters feature healing mechanics where clever unholy dks can take advantage of the throughput gain from necro over scourge.
- Change to Flat absorb amount, scaling with attack power for more transparency and therefore easier balancing
NUMBERS:
Decrease damage pets by about 50%, Increase all other damage by about 50%
- Instead of being 50%:50% itâs more 75%:25% with you dealing the 75%
- More Agency in the hands of the player
- More of overall damage in runs based on rotational up time
- Punishes over capping resources directly
- Room to recover from a bad opener
Remove dated 50% Deathstrike PvP nerf
- Return primary defensive mechanism to functionality
- Help most where DKs are struggling (solo play and 2v2, especially as double dps)
- Return Focus to sustain damage and rot comps as itâs still a player expectation that unholy is THE rot melee.
Increase all Damage by X% (5%? 10%?)
- I suspect that reducing the synergy between pet cooldowns will lower overall dps, even with unholy blightâs cooldown removed, so increase dps here to bring spec back up to raid viable.