I got questions on how should the rework look like, so I came up with Bringing back Presences.
For example back in Mists of Pandaria, DKs had presences(blood, unholy, frost). You could choose one active presence, while each of the presences gave u different personal buff.
My idea is: Bring back presences and instead of them giving you a personal buff, rework them to give whole group something. Could work as a Druid 3% versa buff, but as an aura.
Unholy presence = 2% haste for whole group
Frost presence = % of crit or mastery for whole group
Blood presence = % HP buff for whole group
You could pick one of the presences, depending on the group, or just get a baseline presence depending on what spec are you playing(unholy = unholy presence).
I always wondered why the Presences got removed. Did they think it was too similar to paladin’s auras?
In that case, I often advocate for Death Knights being designed as thematic opposites to Paladins too. So instead of auras that buff allies, why not auras that debuff enemies? DH have something like that too.
Some ideas:
DoT amplifying aura.
Health Draining/leech amplifying aura
damage to absorb shields aura (more of a pvp idea really)
Aura that makes enemy buffs last less (again more of a pvp thing but maybe pve too)
I would definitely decouple the presence from the spec. Imagine, you could have the frost one for cleave, uh for single target, and blood as utility in tough raid spots. Change around as we see fit.
Iw just tested dk on ptr
unholy burst is gone but out of burst dmg is really high I like it.
Forst is better than before for sure.
Iw tested on dummy:
Bursting wound with 20%talent is about 40k
Cleaving shadow avarage 30k
Death coil avarage 30k
Pvp talent doomburst is really good to pop 2wounds with death coil really high dmg about 100k
Everthing is buggy on ptr cant really see correct numbers details not working
Problem about DK overally is no utility it brings into m+ groups. The numbers of dmg are actually pretty fine, I don’t think there is any problem with damaging(saying as udk main). The only problem is no instant damage on totem in BH, VP last boss add and ofc NL dungeon, where your damage as unholy gets lower with lower add count.
They need to implement these pvp changes in to the pve and it would be good
For pvp is really good feals like warrior even better.
They will probably do that
Oblit hits really hard in pve too, like 200-250k + seem to be my chunkiest crits but only a low weapon. Not tried any PvP this xpac yet with UH being meh lol
This is how unholy should be pet builds are out dated too much cc and roots in the game and the ai is to dumb like literally one blinding light and unholy burst is countered right now. Short apocalypse and big coils yes please
Coils are same as they were
Apocalypse hits over 100k
Cleaving shadows hits betwen 30-60k
Wounds betwen 40-60k
Unholy feals really nice and smooth
But I have fealing they gona nerf it before it goes live
I agree with you desease not working anymore very low preasure no one likes them
Can you guys discuss these things in some other(maybe new post) pretty please? This is some dmg pvp info which does not corespond with my original post about the DK group providing utility, it is also not an opinion. Have a nice day