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Unholy Death Knight 7.3

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6 hours ago, Guest Griffin said:

On the subject of Scourge of Worlds (SoW), it is said through the guide and comments section that to use SoW correctly you must have Festering "Wounds" applied before using Scourge Strike.

My question is (assuming you're using Castigator and SoW is applied on target) do you need to have the minimum of 3 wounds on the target before using Scourge strike? Or is one wound acceptable while SoW is applied?

Eagerly waiting reply, been wondering about this for a while. Thanks.

No, I'm pretty sure that you should still wait for 3 wounds. Using SoW procs optimally is a relatively small optimization and doesn't warrant changing your core rotation.

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On 11/9/2016 at 10:59 AM, Guest Pacc said:

I would go Human or Worgen as both of them got bonus crit (Humans got all stats though) while worgens got only crit but resistence to shadow and nature dmg and a dashlike ability for speed

Humans generally do seem the best for damage output. The dash is nice, but it's not game changing from a DPS PoV. I'd prefer it on a tank. Draenei isn't bad for the main stat bonus.

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I haven't been super active lately here because not much is going on with the Unholy spec plus that i switched to frost a few weeks a go and seems to be doing better than Unholy.

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Currently i am the third tank in my Mythic raiding guild i flex in as Blood but primarily run Unholy. I do not have a full set of DPS gear yet and most of my gear is Haste/Mastery. Any talent suggestions based on my gear? I am wondering if focusing on Shadow Damage Talents would be better until i am able to add more crit to my gear.

Thank you, 

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13 hours ago, Drome said:

Currently i am the third tank in my Mythic raiding guild i flex in as Blood but primarily run Unholy. I do not have a full set of DPS gear yet and most of my gear is Haste/Mastery. Any talent suggestions based on my gear? I am wondering if focusing on Shadow Damage Talents would be better until i am able to add more crit to my gear.

Thank you, 

Not really, the shadow damage talents right now are quite  weak you can give it a go with Clawing Shadows but i don't think that you'd be happy with it.

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Guest Smooky

Do you think mastery build will be viable with the upcoming changes in 7.1.5 or is Castigator still go to route?

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16 hours ago, Guest Smooky said:

Do you think mastery build will be viable with the upcoming changes in 7.1.5 or is Castigator still go to route?

I'm not sure yet but  with the buff to Dark Arbiter we might see heavy stacking to mastery and haste.

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Guest IcyveinsGuest

Rotation/Priority question. Should I use Scourge Strike to consume all festering wound stacks or should I cast as many Scourge Strike I can before Festering Strike comes available and cast Festering Strike rather than Scourge Strike?

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Guest Guest DK

Rotation/Priority question. Should I consume all festering wound stacks with scourge strike even if festering strike comes available or should I use festering strike even if I have festering wounds left on the target?

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10 hours ago, Guest IcyveinsGuest said:

Rotation/Priority question. Should I use Scourge Strike to consume all festering wound stacks or should I cast as many Scourge Strike I can before Festering Strike comes available and cast Festering Strike rather than Scourge Strike?

It depends on the number of stacks I believe. If you're going to cap out, you SS. If you are certain you won't, you FS.

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1. Class Overview

"The Unholy specialisation currently provides higher single target and sustained/burst AoE damage than Frost, and it is an otherwise very strong specialisation."

IMHO this overview is pretty much obsolete and gives newcomers (including devs) a very misleading impression of the Unholy specialisation right now. Please amend.

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9 hours ago, Vordread said:

IMHO this overview is pretty much obsolete and gives newcomers (including devs) a very misleading impression of the Unholy specialisation right now. Please amend.

This will most likely be amended as required with the release of 7.1.5, since the whole guide will be updated as required.

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The guides are currently being updated for 7.1.5! I just wanted to leave a few notes for all of our users that might be getting ready to leave a comment:

  • Some pages do not require updates. The "Last Updated" stat does not mean the page is out of date, it might just not have needed any changes. If you feel that it does, leave a comment telling us what needs changing and why.
  • The process will not happen immediately - some guides will be updated faster than others simply due to the number of resources available. Be patient, they'll be ready when you need them!
  • There might be some continuity errors when making small adjustments to large guide pages. If you do find one of these, just let us know in the comments and we'll get it fixed ASAP.
  • "Why have you not taken into account X buff to X ability?" - remember, just because something got buffed, it doesn't mean it is now automatically better than the other options!

As always, we want to thank you all for being patient while we get things updated and I'm always available to help you all if you need it :)

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Guest Necrotik

What do you guys think about Unholy Frenzy? Im on the fence with that. I tried Dark Arbiter and i do much higher ST dmg than Soul Reaper, though i still cant decide between Unholy Frenzy and Clawing Shadows. UF makes the rotation much faster + it gives some nice SD procs while the Valkyr (from DA) is up, but on the other hand CS hits very good + scales amazing in AoE.

i cant trust simcraft yet since its not updated (version 710-03 still counts DA at 3 mins cd, for example). 

Thoughts?

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When it comes to the gear choice I know for the Crit build it's important to stack Crit as my primary stat (after strength), I'm currently sitting at 31% Crit but only 12% Haste. Now I have some gear I could use to raise the haste levels a bit at the cost of some of that crit but I don't know if I should? It just seems very sluggish at 12% haste though and I don't know if I am gimping myself or not being that low.

Also another question, I was thinking it might be worth taking Shadow Infusion over Infected Claws if I currently have the Legendary Shoulders in use, in order to micro manage being able to use Dark Transformation to boost the minions dmg by 30% each time I use Apocalypse. Where as with infected claws the timers don't really meet as often as they could. Does this seem like something worth doing?

Edited by Vinni

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6 hours ago, Vinni said:

When it comes to the gear choice I know for the Crit build it's important to stack Crit as my primary stat (after strength), I'm currently sitting at 31% Crit but only 12% Haste. Now I have some gear I could use to raise the haste levels a bit at the cost of some of that crit but I don't know if I should? It just seems very sluggish at 12% haste though and I don't know if I am gimping myself or not being that low.

There is no exact necessary number to definitely aim for. You can always use Simcraft to double check if pushing slightly more Haste might be a DPS boost for you.

6 hours ago, Vinni said:

Also another question, I was thinking it might be worth taking Shadow Infusion over Infected Claws if I currently have the Legendary Shoulders in use, in order to micro manage being able to use Dark Transformation to boost the minions dmg by 30% each time I use Apocalypse. Where as with infected claws the timers don't really meet as often as they could. Does this seem like something worth doing?

Something to remember is how far this will reduce the CD of DT. It's possible that you will end up with a useless talent if you are basically sitting there with DT up. I think this is basically "it could work or it could be terrible". If you do go ahead and test this yourself, let me know how it goes. I think it's going to change depending on the fight and also your playstyle/RP generation at that time.

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Guest Faelosia

I have a question quite similar to Vinni's one.

ATM I have the bracers and shoulders equipped, and I wonder if it would be better for me to wait for Apocalypse to be casted before I launch dark transformation (sitting with it available for 30sec) or use it anyway and just try to use both at the same time every 3minutes.

Knowing that in terms of damages, I believe the proc of wounds on the abomination's atack is still better, as I've got the bracers :).

Anyone got experience ?

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Guest Necrotik

Im not sure why you've set a questionmark at Dark Arbiter's icon. For pure single target its better than Soul Reaper. I ran a variety of sims (using both versions; 7.1.5-01 and 7.1.5-02) and the only case where DA and SR come really close to overall damage, is when the fight ends just a bit earlier before DA comes off cd. In all other cases DA is the winner.

On top of that, Dark Arbiter scales way better than Soul Reaper, with Mastery. The Val'kyr will do 20-25% of our dmg when picked, while Soul Reaper barely reaches 4%. Sure, the haste buff is good but its static. The more Mastery we get, the better Dark Arbiter becomes.

(On a side note, the sims were executed with the Legendary shoulders equiped)

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Guest Kemerinadk

Hello. I would like to ask you to give me few pieces of advice if it is possible. Before patch 7.1.5 my gear was plus/minus 862, dps 250, I focused on crit. After 7.1.5 I decided to focuse on mastery as more effective variant. My gear now is 867, 50% of mstery, 27% of crit and 20% of haste. Dps without burst is 220. It makes me unhappy becuse WoW is the game for children 12+. My link  http://eu.battle.net/wow/ru/character/гордунни/Кэмэрин/simple

So, If you help me to change situation with my dk, I will be so happy.

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Just chucking my two cents in as someone progressing through mythic NH.  Clawing Shadows / Pure mastery setup doesn't seem like a viable build. Even on Trilliax with extended melee downtime it under-performs verus the standard Castigator setup. With or without necrosis it makes no difference, not to mention Infected Claws on applicable fights is tremendous damage.

 

To answer a few questions to those above me:

@Faelosia It is not worth it to delay Dark transformation for Apoc. It will be available for Every other one with Gargoyle.  Shoulders do not change anything except make it imperative to use Dark Transformation after Gargoyle + Apocalypse when they are available. You'll be getting the benefits on pull and every 3 minutes past.

 

@Necrotik Don't fall into the sim trap. Sims show incredible amount of damage increase with a Clawing+Necrosis+DA build for my character but do not translate into such on any fight. This is not a player issue as I parse 99%+ across multiple characters, including Unholy DK. I'm not sure where you are getting your numbers from but DA will cap at about 15% of your damage on average with almost perfect RP dumping, even with shoulders equipped (which I own and have tested.)

 

@Kemerinadk Ignoring the numbers, your experiences are similar to mine. I personally would advise the 'Critical strike build' approach with the best gear you have available. (Emphasize Crit only on minor upgrades.) If you are confident you can execute either build properly, it makes sense to go with the one that is performing best for you.

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On 1/19/2017 at 10:05 AM, Guest Faelosia said:

Anyone got experience ?

Looks like your question has been answered above, just stopping by to confirm. I'd also like to add that the only time I would delay is if you won't get another use in the fight (this should only happen if you have downtime that causes the cooldowns to unsync).

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      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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