2.1.
New Content
The Midnight Season 1 launch has finally arrived, and with it we get a lot of new
goodies to play with. From a new Tier-Set, to three new raids, as well as the start
of the Mythic+ and PvP Season 1, there is a lot of new content to engage with. If you
want to check out any of the new content, make sure to head over to the dedicated sections!
2.2.
Guide Updates
The guide has been updated with new talent build fit for Raid and Mythic+ scenarios.
Furthermore, the gear page now has BiS lists, trinket priority and crafting priority
to help you gear as efficiently as possible in Season 1.
2.3.
Class Tuning
Unholy received a significant tuning pass on the 17th of March, reducing all damage
by 20% and while buffing
Epidemic by 10% and
Virulent Plague by 15%.
This was effectively a 20% nerf (slightly less in AoE) bringing Unholy to the bottom
of the pack in Raid DPS.
The initial nerf was followed by a significant ~20% buff on the 18th of March,
essentially reversing the initial nerf. Unholy now sits in a much better place
in the Raid.
When it comes to tuning adjustments, our next planned pass is expected to arrive
with the Midnight Season 1 launch on March 17. Our next pass will follow immediately
afterwards utilizing data gathered during the week Heroic difficulties are available;
these changes will go live with the launch of Mythic raid difficulty and Mythic+ on
March 24.
Beyond these dates, we will look to perform more tuning passes based on data gathered
during the starting weeks of Mythic difficulty for Season 1 and the March on Quel’Danas
available the week of March 31. For these two passes we err on the side of caution with
the amount of tuning we do until their respective Mythic end-bosses die to avoid being
overly disruptive to progression. After these key dates we will have several check-in passes
planned roughly a month apart. Once players obtain higher item level and better optimized gear
sets, the throughput of several specs will shift up or down relative to others and we feel
it’s important to be diligent in looking at the current state of class balance as time goes on.
2.4.
Midnight Changes for Unholy Death Knight
Unholy Death Knight has received a significant rework in
Midnight. The
Festering Wounds, that have been a core aspect of
the spec since Legion, are now gone, replaced with a minion-summoning gameplay loop
at its core. More emphasis has been put on our plagues with both a
new pure single-target disease called
Dread Plague as well as more disease
interaction within our talents. Our AoE is now decoupled from
Death and Decay
and we instead passively cleave via standard
Scourge Strikes.
Finally, we have a new core rotational ability called
Putrefy which we use to summon and sacrifice ghouls.
The feel of Unholy Death Knight is similar in some cases to previous expansions.
We maintain our core rotation of
Festering Strike,
Scourge Strike
and
Death Coil, but now also press
Putrefy every so often. Our
AoE rotation has seen the most change as it is now very similar to our single-target.
Pestilence has been introduced which creates this huge burst button
that scales off our plague durations. In general, the rotation is simpler with
fewer opportunities for skill expression.
2.5.
New Apex Talents
We have received three new talents in our spec tree that we can talent into as we
level from 80 to 90. These are generally really powerful, buffing
Army of the Dead
significantly and sending automatic
Putrefys as your
Dread Plague ticks.
2.5.1.
Putrefy
Putrefy summons a lesser ghoul to leap at your target, dealing direct damage and
then exploding for AoE damage. We have several new talents that
boost this interaction in various ways:
Unholy Devotion makes your permanent ghoul temporarily do more damage when
you cast Putrefy (multiple applications can overlap).
Blightburst makes the explosion effect of Putrefy extend the duration
of your plagues and deals a portion of the damage the diseases would do in that
duration instantly. Also applies our plagues to unaffected targets - nice synergy with our plagues
and a source of plague duration extension and application. This ability heavily reduces the number of
Outbreaks
we use in general.
Reanimation reanimates the ghoul you Putrefy as a
Magus of the Dead.
Also increases the damage of our Magi
- Major source of Magus summoning and damage increase.
Putrid Echoes gives you an additional charge of Putrefy and increases
its damage - provides some nice flexibility with the additional charge
and enables you to both use the ability more efficiently, as well as spending
the charges in a more burst-like manner. For example, with
Reanimation you
can summon 2 Magus of the Dead during your
Dark Transformation for some nice AoE
burst.
Harbinger of Doom reduces the Cooldown of
Putrefy
whenever you summon a ghoul with
Scourge Strike.
Soul Reaper automatically consumes all stacks of
Putrefy
and uses them. This effectively removes the need to Putrefy when in execute.
Pestilence gives a charge of Putrefy when used.
All these interactions make
Putrefy an important spell to leverage that has
a big impact on your damage.
2.5.2.
Festering Wound Removal
Festering Wounds are now completely gone from Unholy Death Knight.
Instead of applying a debuff to enemies,
Festering Strike now applies a buff
on you
Lesser Ghoul (2-3 stacks per Festering Strike, stacking up to 8 times). These stacks
are consumed by
Scourge Strike, summoning a lesser ghoul.
This helps significantly in target swapping and setup as the stacks on yourself
stay as you change targets. Furthermore, we get more of a necromancer fantasy feel as
we summon significant numbers of undead minions. With the removal of wounds, we also
lost some iconic abilities like
Unholy Assault and
Apocalypse.
2.5.3.
Plagues
Midnight has introduced the
Dread Plague Plague, applied via
our
Outbreak or
Putrefy with
Blightburst, it deals damage to only a single enemy (can be talented to do
damage to a second one at reduced effectiveness with
Superstrain) and is our new source
of
Sudden Doom procs. It also has an interesting interaction when the target it's on dies,
triggering an explosion and spreading the Plague to a new target. This makes the Plague easy to keep
up in AoE and presents some fun scenarios where you get a chain-reaction effect
where lots of enemies die after each other.
The talent tree also presents a lot more talents that interact with Plagues.
Death Coil
and
Epidemic now extend the duration of
Virulent Plague and
Dread Plague
by default.
Scourge Strike deals extra damage based on your plagues,
Festering Scythe
now increases plague tick-rate, and the new
Blightburst talent extends the duration
and deals damage based off your plague damage. We have a new
Pestilence
talent that interacts with our Plagues, allowing you to consume them to deal
100% of the remaining damages as a big burst. When we press
Dark Transformation,
your next
Outbreak turns into this Pestilence ability. You get this gameplay loop
where you cast Dark Transformation, try to increase your Plague durations as much as possible
and then consume them for big burst damage. Especially
San'layn can do this effectively
due to the Plague duration increase with
Infliction of Sorrow.
2.5.4.
AoE Rework
Midnight sees the rework of the
Clawing Shadows talent, no longer granting range (
Scourge Strike
is now 30 yards by default), but instead being our AoE enabler. Every time we use Scourge Strike,
we simply cleave to one additional target, up to 4 (6 with
Scourging) extra targets. This does not require
Death and Decay at all. No more annoyance as tanks move out of your ground AoE,
you can just follow along and keep doing lots of damage. The drawback is that we get a natural
ramping nature in AoE, and you ideally want to chain-pull to maintain the stacks (they only last for
12 seconds). This is not an issue with
San'layn which immediately gets max stacks via the
Inevitable talent.
We also gain access to the new
Outnumber ability which grants our lesser
ghouls the Claw AoE ability during
Dark Transformation. This is a nice additional
AoE component to our pets which used to be exclusive to our Magi and our main pet.
It makes
Army of the Dead a stronger AoE cooldown due to the lesser ghoul summons and gives
Rune of the Apocalypse more AoE value!
Death and Decay is in a weird spot in AoE with few interactions left in our kit. It deals okay
damage in really big pulls and have some synergy left with
San'layn (through
Desecrate
and
Blood-Soaked Ground). Furthermore, we now have a talent
with
Scythe of Decay that casts it automatically when you use
Festering Scythe. In general
however, it simply is not worthwhile to press, regardless of talent choices.
It now mainly has utility value with
Grip of the Dead.
2.5.5.
Ranged Effectiveness
We are a lot more effective from range in the Midnight.
Scourge Strike is 30 yards by default, and
we have lost a lot of talents that would previously benefit from us staying in melee range.
Sudden Doom now procs off
Dread Plague hits instead of melee attacks and
Unholy Aura
now works off your minion summons. We just need to get in melee to hit
Festering Strike and can then run around for several seconds while losing minimal damage. We do
lose melee swings (2% of our damage) and our pets need to run a bit further when they are summoned.
Otherwise, we can pretend that we are ranged for significant portions of any fight.
2.6.
Hero Talents
Our Hero Talents have received three new talents each
These talents are generally not very impactful, mirroring some tier set bonuses
we have had in the past.
2.7.
Class Tree Changes
The Death Knight class tree has also seen some minor changes.
Blood Bond,
Death Defiance
and
Death Notes have all been added. Some nice defensives and a hook to talent into
Death Pact
(which is very much needed, we never pick this talent otherwise).
Soul Reaper has moved to
the spec tree and has been reworked to buff our minions and plagues and
Sacrificial Pact has been removed altogether.
We have also had some movement of nodes around the tree.
Death's Reach is in a much better spot as a choice node
with
Asphyxiate.
Wraith Walk has moved further up the tree and is now a choice with
March of Darkness.
Unholy Momentum is now a 2-point talent as well. Overall we get a bit more access to certain talents and some more options
in the tree.
Death Strike and
Unholy Endurance were nerfed a bit so we also lost some defensive power but not that
much in the grand scheme of things.