Blizzard need to rework Unholy Death Knight’s talent tree, and to make it so we can fully tailor our spec for Diseases, or Undeads when we talent in to it. This wont require to split the spec at all, and Festering Wound, should no longer be a debuff on the enemy player. But, it should be changed to Necrotic Might, that stack up to 30 stacks, and it should last for 30 seconds, on the Death Knight as a buff that gets consumed by Scourge Strike/Death Coil.
Epidemic should be changed/baked in whit Outbreak when you talent in to it.
- [NEW EFFECT] Epidemic. Enemies effected by Virulent Plague gets Marked By The Deathlord. When you hit them whit Epidemic, your Death Coils seeks out any target Marked By The Deathlord, at a reduced power past the first target. This last as long Virulent Plague is active on the enemies effected by Marked By The Deathlord.
Unholy Blight should be located where Epidemic used to be.
- [NEW EFFECT] Unholy Blight. 1,5 minute CD. Unholy Blight stacks up to 5 stacks on the enemies, and when Unholy Blight is cast, it last for 10 seconds. Unholy Blight’s Disease last for 16 seconds.
[ADDITIONAL EFFECT] Your Pet also emits Unholy Blight for 10 seconds. This effect counts as the Death Knight’s Unholy Blight.
Improved Festering Strike should be removed. Instead Sudden Doom should be located there, and it cost 1 talent point.
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[NEW EFFECT] Harbinger of Doom, and Doomburst popping effect should be baked in to Sudden Doom. When Death Coil has been cast, consume 1 stack of Necrotic Might. When Sudden Doom has proced, consume 2 stacks of Necrotic Might instead.
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[SMAL CHANGE] Runic Mastery. Cost 1 talent point. Increase the damage of all your Runic Power abilities by 20%.
Lots of Death Coil/Scourge Strike passives should be moved to the first row, or be removed. We should not need to buy back our skills, and our Pet. That’s just filler talents, and it’s a bad talent tree design. Also, Plaguebringer/Clawing Shadow, and up to Coil of Devastation should be swapped with Unholy Command, and Eternal Agony location.
The second part of the talent row, and how the talent pathing is made there is perfect for talent building. But, it’s filled with useless passives that do the same thing. Move all of it to the first row, or remove them.
The left side of the middle talent row should be all about Plagues, and Defile. No Minions, no Pet, and no Dark Transformation. Only Dot&Rot.
Easy way for this, is by adding Diseases with secondary effects that do something unique to that said Disease. This is not hard to achieve. Here is an example.
- [NEW PASSIVE] Festering Plague. For every Necrotic Might you consumed, deal damage based on the current amount of Necrotic Might you have consumed in it’s 30 seconds duration.
[ADDITIONAL EFFECT] Generate 1 Necrotic Might every 3 second, and every time Necrotic Might is consumed. Generate 2 Runic Power. Replenishing Wound should be baked in to Festering Plague.
Pestilence’s effect should be baked in to Defile.
- [NEW EFFECT] For every Necrotic Might you consume, increases Virulent Plagues damage by 1%, stacking up to 30%, for 30 seconds. In addition, Virulent Plague should last 3 seconds longer as well. This acts as a buff on the DK.
Improved Death Coil should be removed. This is mostly because of the change i want for Epidemic.
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[NEW PASSIVE] Nothing But Misery. Costs 2 talent points. Enemies effected by all your unique Plagues will have a 5-10% chance to suffer from each individual Diseases that are causing damage to the victim. Each unique Disease will individually have their duration extended by 0,25-0,5 seconds, when the effect has proced.
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[SMAL CHANGE] Coil of Devastation last for 30 second, and deals 30% of Death Coils damage. But, all Disease skills interact whit Coil of Devastation. Like Plaguebringer, and other effects that specifies to boost Plague damage on the enemy target.
Soul Reaper should be located after Pestilence, and in between Death Rot/Army of the Damned. This talent can only be taken, if Pestilence has been taken in the Disease side of the talent row. Soul Reaper should cost 30 Runic Power, instead of 1 Rune.
- [NEW EFFECT] Enemies struck by Soul Reaper at 35%, or below, gets infected. When Soul Reaper detonates upon the victims death, it consumes 2 stacks of Necrotic Might. This counts as a Disease, and deals damage during it’s duration on the enemies afflicted by it.
[ADDITIONAL EFFECT] When the victim die. Their soul explode, spreading Soul Reaper. Enemies around the victim of Soul Reaper, gets infected regardless of the HP they have.
Defiler of This Land should be located were Vile Contagion used to be.
- [NEW PASSIVE] Defiler of This Land. Defile last for 20 seconds, and all it’s secondary effects, both debuffs/buffs are doubled in power.
Vile Contagion should be located were Unholy Blight used to be.
- [NEW EFFECT] Vile Contagion. 3 minute CD. Vile Contagion causes all your unique Diseases to flare up. Vile Contagion deals 35% of the Dots damage every time the Diseases tics. Vile Contagion last for 15 seconds on the enemy target that are effected by it. Think of this like a mini multi striking effect.
Important thing to note. With Vile Contagions multi striking effect, it should trigger the stacking function of Necrotic Plagues damage, that causes it to stack up Necrotic Plague by 1 stack per tics on the enemy player, this also applies to Nothing But Misery as well.
{Now, for the Undead side of the middle talent row}
Feasting Strikes should be removed.
Raise Sludge Belcher should be located before Unholy Command.
- [NEW PASSIVE] Raise Sludge Belcher. Raise Sludge Belcher deals 10% more damage, and has 10% more health. Raise Sludge Belcher takes 10% less damage.
[ADDITIONAL EFFECT] When All Will Serve is taken, you raise 2 Nerubians instead of 1 Skulker.
Skulker/Nerubians will interact with all Pet related buffs.
{Sins i noted that a lot of the unnecessary passives we have in our talent tree that should be moved to the first talent row, or be removed. This will open up a lot of empty passive/talent slots to be filled}
Army at my Command should be placed were Sudden Doom used to be located.
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[NEW PASSIVE] Army at my Command. You control 4 Army of the Dead Ghouls. They follow, and attack your focused target.
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[NEW PASSIVE] You Will Serve Me in Death. Open a Death Gate from the Ebon Hold, when Raise Dead is cast. 1 Necromancer will come forth, and serve you, fighting alongside his master.
[ABILITIES]
- [Shadow Bolt] Necromancer casts Shadow Bolts.
- [Bone Fiends] Necromancer Raises up 2 Skeletons for 10 seconds, on a 30 second CD. Skeletons will use the Rattlegore model.
- [Ghoul Frenzy] Ghoul Frenzy increases the movement speed, and attack speed of the buffed Ghoul, and the Necromancer only targets one of the Army of the Dead Ghouls, Raised from Army at my Command.
- [Bone Shield] The Necromancer cast Bone Shield on the Death Knight. Bone Shield has 4 charges, and reduces the damage the Death Knight takes by 10%, this buff last for 30 minute.
Unholy Pact should be removed.
- [NEW PASSIVE] Plague Monstrosity. Raise Dead/Raise Sludge Belcher emits a Plague Cloud as an aura. Plague Cloud deals damage to enemies close to the Ghoul/Abomination.
[ADDITIONAL EFFECT] Plague Cloud has a small chance to Raise Exploding Monstrosity. The Monstrosity walks towards the closest enemy target, and then detonates it’s Disease filled body. This Minion does not count towards Unholy Aura’s 1% damage increasing effect for it’s Minions. But, Exploding Monstrosity benefits from Unholy Aura’s damage increasing effect, when Minions increase Unholy Aura’s 1% + X amount damage.
Reaping should be a choice nod with Magus of the Dead, and Ruptured Viscera should be baked in to Army of the Dead talent.
- [NEW CD] Raise Crypt Lord. 3 min CD, and last for 30 seconds. The Death Knight points his Rune Blade at the enemy target, and a Crypt Lord will Burrow Charge the targeted enemy of the Death Knight. Enemies struck by the Crypt Lord are knocked up in the air, and any close to him are knocked aside.
[ABILITIES]
- [Burrow Spikes] The Crypt Lord slams the ground, causing a torrent of Burrow Spikes to fire in a frontal cone to hit the enemy targets.
- [Insect Swarm] Enemies close to the Crypt Lord are struck by infected insects. Insect Swarm deals damage, and applies Virulent Plague to the enemies struck by it.
- [Raise Beetles] The Crypt Lord Raises Beetles every 6 seconds. Raise Beetles fights alongside the Crypt Lord for 12 seconds.
- [Spiked Carapace] When the Crypt Lord have been struck by physical melee attacks, it deals a small portion of that damage back at the enemies close to the Crypt Lord.
Crypt Lord should also have a PVP talent that Cocoons the target. Cocoon locks them in place, and prevents them from using escape tools.
Vision of an Army should be placed were Harbinger of Doom used to be located.
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[NEW PASSIVE] Vision of an Army. When Necrotic Might is consumed, you have a chance based on every Necrotic Might you consume, to Raise 2 Army of the Dead Ghouls for 10 seconds. This effect is limited 1 proc per time when it procs, and when this effect goes of, it also is limited to a total of 4-8 procs per minute.
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[NEW EFFECT] Unholy Command no longer reduces the CD of your Dark Transformation. This effect should be baked in to the Dark Transformations CD. Unholy Command instead causes your Army of the Dead Ghouls to deal 5%-10% increased damage, as long Dark Transformations CD is active.
{Now, for the last part of the talent row}
Most of the talents/passives will remain mostly unchanged. But there should be new talent/passives added. It’s to create new play styles. All the 2 talent points in the last row should be set to 1 talent point, and from Death Rot, 2 new passives should be added.
- [NEW PASSIVE] Ebon Plague. Costs 2 talent points. For every unique Disease you have applied to the enemy target. Ebon Plague deals 15%-30% increased damage, for each unique Disease.
[ADDITIONAL EFFECT] Death Rot stacks up to 15 stacks, and your Death Coil applies 2 stacks of Death Rot, up from 1 stack. Sudden Doom grants 3 stacks of Death Rot, up from 2 stacks.
The goal with Ebon Plague, and it enabling Death Rot to stack up even higher, is to make it so Ebon Plague feels like a strong talent point passive. It should open up both a pure Disease build, and a hybrid Minion/Disease build when you make your talent tree choices.
- [NEW PASSIVE] Necrotic Plague. For every Necrotic Might consumed, increases Necrotic Plague’s damage based on it’s stacks. Every time Necrotic Plague tics, it gains 1 stack as well. Necrotic Plague can’t be refreshed, and will run out in due time.
[ADDITIONAL EFFECT] Death Coil extends it’s duration by 0,5 second, and 1 second, if Sudden Doom has been consumed. Enemies effected by Necrotic Plague will be harder to be Dispelled, and for every second Unholy Blight’s active CD tics. Necrotic Plague will ramp up 1 additional stack of Necrotic Plague on the enemy player.
Seeing the return of Necrotic Plague, is something many players including me have wished to see returned back, as a defining part of the Disease build.
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[SMAL CHANGE] Festermight. Cost 1 talent point. Festermight stacks 1% strength, up to 30% stacks of strength, when Necrotic Might has been consumed. It last for 20-30 seconds.
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[NEW CD] Unholy Assault should be changed back to Unholy Frenzy. Unholy Frenzy has the same CD. But, Unholy Frenzy only grants 10% increased damage, down from 20%, and instead of it applying Festering Wounds, it generate 8-12 stacks of Necrotic Might instead.
Ghoulish Frenzy, and Morbidity should swap location, and cost only 1 talent point. The effect’s should be as strong as if you have spent 2 talent points in to them.
- [SMAL CHANGE] Superstrain deals 100% of Frost Fever, and Blood Plagues damage, up from 80%.
Bursting Soars should be added as a choice nod with Superstrain.
- [NEW EFFECT] Bursting Soars causes your Necrotic Might to pulse for X amount of damage on all enemies when they are struck inside Death and Decay/Defile, and based on every stacks of Necrotic Might consumed, the pulsing effect gets increased, and ramps up the damage the more Necrotic Might gets consumed.
Army of the Damned, and Army of the Dead should swap location.
- [CHANGED] Army of the Damned should reduce Army of the Dead’s CD, to a 3 minute CD. Instead of Death Coil reducing it by 5 seconds.
New choice nod should be added were Army of the Damned is located.
- [NEW PASSIVE] Unholy Bargain. Apocalypse has a 15 second CD. Apocalypse applies Crypt Fever to one target struck by Apocalypse, for 30 seconds. You no longer Raise Army of the Dead Ghouls.
[ADDITIONAL EFFECT] Enemies effected by Crypt Fever takes increased damage from the Death Knight’s Plagues.
The goal with Unholy Bargain, is to create a way for the Disease build, to strengthen it’s single target damage, and to make it so Apocalypse feels like a cool button to press for the Undead/Disease build your going for.
- [NEW EFFECT] Unholy Aura. cost 1 talent point. Unholy Aura starts at 0% increased damage. For every active Undead Minion you have out. Unholy Aura increases the damage of all active Undeads by 1%, stacking for unlimited stacks.
The intention behind the change to Unholy Aura, is to create a way for the Undead build to feel like it amounts to something, and to create this sugger rush feeling as you see your minions grow stronger the faster you consume Necrotic Might to raise them.
- [NEW EFFECT] Commander of the Dead should no longer increase the damage of your Undeads, after Dark Transformation have been used. Instead, your Gargoyle/Val’kyr has it’s CD reduced, down to 1,5 minute CD, and it last for 5 seconds longer. The other change this talent could have, is that Gargoyle/Val’kyr can be changed in to a passive that are always fighting alongside us. Tuning will be taken in to count as well.
From Gargoyle/Val’kyr, 2 new passives should be added.
- [NEW PASSIVE] Festering Dead. costs 2 talent points. For every Necrotic Might Consumed, at the primary target. You have 50%-100% chance, to Raise Skeletons fighting for you, for 10-20 seconds.
[ADDITIONAL EFFECT] Festering Dead has a 7,5%-15% chance, to Raise Skeleton Archer instead. Skeleton Archer deals more damage than the Skeleton Warrior.
[ABILITIES] Skeleton Warrior.
- [Charge] Charge the enemy target.
- [Plague Strike] When the enemy are hit with Plague Strike, it applies Virulent Plague to 1 target.
- [Melee Attacks] Skeleton Warrior cleaves the target with it’s melee attacks.
[ABILITIES] Skeleton Archer.
- [Chain Dive] Skeleton Archer throws a chain spike to close the distance towards the enemy target. This is similar to Rogues Grappling Hook.
- [Plague Arrow] Skeleton Archer fires a Disease filled arrow, to apply Virulent Plague to 1 enemy target.
- [Arrow Cleaving] The Skeleton Archer’s ranged attack cleaves the target.
The goal with Festering Dead, is to enable Unholy Death Knight’s the ability to have a steady Undead generating skill, and to increase not only Necrotic Might’s value. But, also to ensure that the important damage are being done from our minions as a whole, and not to tune us around our CD as a result. With all the Pet talent/passives we can have our CD’s be more about enhancing our play style/Necromancer theme, and less about us playing the waiting game for our CD’s to be used to deal damage.
- [NEW PASSIVE] Festering Scythe. Festering Strike is replaced for Festering Scythe. Festering Scythe has 30 yard range, and deals shadow damage. It applies 3 more stacks of Necrotic Might [5-6 stacks], up from [2-3 stacks], when it’s used.
[ADDITIONAL EFFECT] Scourge Strike/Clawing Shadow consumes 2 stacks of Necrotic Might, up from 1 stack. Death Coil Consumes 1 extra stack of Necrotic Might. Soul Reaper consumes 1 extra stack of Necrotic Might as well. Apocalypse consume 6 stacks of Necrotic Might, and Raises up 6 Ghouls, up from 4 Ghouls.
Important thing to note about Festering Scythe, and it’s goal as a talent. Unholy Death Knight’s at the moment have skills that turns us to a mid range fighter [Clawing Shadow/Death Coil]. But, we lack ways for our generator skills to fill that role as well, that being our melee swings for procs, or from Festering Strike to generate Necrotic Might from a ranged distance. I think by having access to talents like this, we can then have a more steady flow to our play style, and it helps making Unholy Death Knight feel distinct from other melee classes.
- [NEW PASSIVE] Blighted Rune Weapon. Melee attacks have a 30 yard range, and deals Shadowfrost damage.
For the small change were Soul Reaper used to be. I want a passive that lets Death Knight’s be able to keep attacking with our melee swings, at a ranged distance as an option. This can help us to proc our important buffs like Crimson Scourge/Killing Machine/Sudden Doom. This in my opinion should be a better talent alternative, instead of having to take Soul Reaper in the base talent tree.
- [SMAL CHANGE] Rune of Apocalypse Weapon Enchant. Rune of Apocalypse should no longer proc from the Pet Ghoul/Abomination’s abilities. But, instead, it should proc from our damage over time effects. The Rune Weapon Enchant debuffs should stack up to 5 stacks. I also think the debuff that deals Dot damage should be considered a Disease, and interact with Unholy Death Knight’s talents/passives.
Why i want to change Rune of Apocalypse a little bit, has to do with Death Knight’s only taking Rune of the Fallen Crusader over any other Weapon Rune Enchants. The goal behind this change, is to give Unholy Death Knight’s a Rune Weapon Enchant that favors the Disease build for more sustain Dot&Rot damage, over Rune of the Fallen Crusader which favor more a bursting play style.