Unholy DK is only good in MDI and MDI like groups.
What is the reason behind not balancing Unholy’s skills like any other class’ ?!
Instead of dealing bad damage that scales with number of mobs without falling off, why not deal normal damage and have fall off!
Even in MDI, Unholy DK is only good for the insanely huge pulls where even the teams, that practice a long time, sometimes fail.
Unless there is an insanely huge pull, a lot of other classes out perform Unholy DK.
There are a few things that killed specialization and only two people wrote about it on the forum, I mentioned it on the EU forum and another colleague on the US forum.
The rest of the community wanted Festermight and Gargoyle back as the Dark Arbiter.
In fact, these two factors killed our specialization.
Unnecessarily, the community asked for spending runic power to buff the Gargoyle, instead of asking for the usual simple and strong CD like it was in WoD + ask for a talent that will reduce CD to 2 minutes.
Now it’s time for Festeright. 20 stacks is only achievable in a few fights with lots of enemies. Otherwise it’s very hard to get 20 stacks, and I’m guessing we’re balanced to 20 stacks. It would be much better for us if that wasn’t the case, and the damage from our attacks would be increased instead.
But now that we’ve got that, I’d suggest reducing the stacks from 20 to 10 while maintaining the same power.
Unfortunately, nothing like that happened.
What’s annoying is that apart from the Gargoyle, we have no other alternative to build to ST. It just doesn’t exist. Why?
If you want to go AoE you have two main paths - disease or wounds and that’s cool.
For AoE, there should be two additional scenarios or one combined, i.e. build for melee attacks, build for pets (Shambler etc) or combined, i.e. melee attacks + pets. The same should be true for single targets.
For single targets, there should be at least one, or preferably two, additional builds/paths for melee attacks, i.e. SS,FS,DC,SR,Wounds, etc.
Haven’t played unholy much but I fell like DK has not been looked on seriously this expansion especially frost in pvp. I hope we get some changes before patch 10.1. I would like abomination limb, remorseless winter (frost) and dnd off the gcd. do you think some gcds changes will improve DK?
Even now, it’s doable because you only need to redesign a few talents, although I’m a big advocate of rebuilding the entire talent tree from the ground up like Retri Paladin.
But to the point:
Outbreak is removed
in place of Outbreak we move Soul Reaper (as if Soul Reaper becomes the baseline for us)
Soul Reaper has a 10s CD
Soul Reaper now need 50% buff to dmg
Soul Reaper now also need infect Virulent Plague (like Outbreak), so also need increases range to 10 yards
Our execution at the moment is fluid and entangled in rotation, while not losing another slot on the bar to push this ability.
in place of Soul Reaper (dk tree) we add Rampant Transference
Now Rotten Touch also works with Epidemic (not only Death Coil)
This change makes Clawing Shadow able to do powerful cleav dmg in the dnd window again which is great and which is fair because you have to remember that it’s static damage for a short time so all you need is a tank or combat situation to force you to leave this place to lose many injuries
Rottuen Toch should also passively increase Festering Strike damage by 50%
Add a second talent in place of Gargoyle so you can choose one of them (Gargoyle or Improved Soul Reaper).
Improved Soul Reaper - Now Soul Reaper will instantly explode (not after 5s) and always critically strike
Summary:
Buff and tuning Soul Reaper
Buff and tuning Rotten Touch
Add Rampant Transference (new talent)
Add Improved Soul Reaper (new talent)
Remove Outbreak
In this way we get a strong build for melee attacks without unnecessary CDs like Gargoyle or Army, both for AoE and for ST, and above all we get strong execution damage.