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Beta
Unholy Death Knight State on the Shadowlands Beta
暗影国度
由
Bicepspump
发表于
2020/08/18,16:05
Feedback and opinions on the current state of Unholy Death Knight in Shadowlands, talking about spell and talent changes, the new Runeforges, Legendary Powers, GCD Issues and more!
State of Unholy in Shadowlands Beta
This article will display and discuss the changes that have hit the Unholy Death Knight so far in the Shadowlands beta. There's been a significant amount of individual changes, but the overall feel and gameplay remains similar to BFA Unholy. We've received some nice new utility in the forms of
巫妖之躯
and
反魔法领域
, a bit of added complexity to the normal rotation with
召唤石像鬼
becoming baseline as well as a selection of new runeforges.
Shoutout to the Acherus community as always for their eagerness to have constructive discussions and their help in creating this article.
Spell Changes
末日突降
now works with
传染
A great overall addition. Consuming procs of
末日突降
with
凋零缠绕
in AoE situations doesn't feel good in most scenarios (unless you can excplicitly benefit from the CD-reduction on
黑暗突变
). It naturally translates the proc into a more versatile power-gain and increases the power of
末日使者
in AoE scenarios (probably still won't be worth over other alternatives).
召唤石像鬼
is now Baseline
Another good change to the spec. It adds flavour and complexity without sacrifising dps-utility (as the talent did in BFA). It does introduce another GCD in the opener which doesn't help the GCD-issues with Unholy (discussed later on). It's still a much less significant factor in the rotation compared to the Dark Arbiter of Legion but opens up for some optimisation.
爆发
has been reworked
爆发
now only spreads
恶性瘟疫
on the instance of application (used to be every second for 6 seconds). Its duration has also been increased from 21 seconds to 27 seconds. Finally, it no longer has a chance to erupt (was 30% on every tick).
Lots of implications here. First of all, even if the base duration has been increased, the actual duration has in fact decreased. Because of the fact that
恶性瘟疫
pandemics (up to 30% of the overall duration is added to the new DoT), in conjunction with the continuous application through the
爆发
debuff, the real BFA durations are 33.3 seconds (without
黑死病
) and 19.65 seconds (with
黑死病
). This means that in Shadowlands, the duration has been
decreased
by ~6.5 seconds.
The fact that
恶性瘟疫
no longer erupts doesn't matter too much. By splitting the erupt damage, it only scaled linerally overall with added target (just like the DoT itself). From a PvE perspective, this is only a tuning nerf in a way.
Since
爆发
no longer applies
恶性瘟疫
continuously (every 1 second) over 6 seconds, spreading your disease in AoE is no longer trivial.
爆发
is amongst the first GCDs in your AoE opener in BFA and thereafter only requires a reapplication further down the line. In Shadowlands, you have to be conscious about how you use
爆发
since it no longer automatically spreads to any target that is introduced to the pull. Often, one applies it on pull and then reapplies it when appropriate in order to cover all targets. You can also simply wait with the application until the tank has gathered everything in the pull, but will then trade a GCD for less DoT damage. A benefit of the change is that you now have more agency over your DoT. You can avoid scenarios where it spreads to unintended targets. Overall though, I don't think I like this change. It doesn't help with our already long list of GCDs to use and it makes spreading your DoT a nuisance.
黑暗突变
now grants your ghoul 100% energy on use (Rank 2 benefit)
In BFA, some players utilise macros in order to pool the energy of our pet in AoE scenarios. This allows it to use more
横扫爪击
during
黑暗突变
which in turn results in more damage and more
溃烂之伤
s being generated. With this change a macro will no longer be required to minmax. However, one can now introduce minmax play where the pet energy is forcefully drained before using
黑暗突变
, thus maximising the benefit of the energy gain. This is a thing since the pet only casts the claw ability when above 70 energy. I'd personally remove this energy threshold as it's no longer required for entering
黑暗突变
with high energy.
There's an additional effect that needs to be taken into account here. The energy is granted
instantly
when you activate
黑暗突变
but the transformation effect is a projectile that has a
travel time
. This means that, potentially, the pet gains the energy, uses up a chunk on a weak single target claw and then gets transformed. You then lose out on casts of the empowered attacks! To negate this, you need to stand as close to your pet as possible (or use a macro to delay the first cast of claw). A much better solution would be to make the energy gain occur on transformation instead.
诅咒大军
now provides the benefit of the
亡者魔导师
Azerite trait
This is a nice and thematic change to an otherwise arguably boring talent. The Magus spawned is slightly different from the BFA version where it uses more frostbolts than shadowbolts. This doesn't have a significant impact but is still interesting.
天启
cooldown reduced to 75 seconds
This makes the cooldown align perfectly with
邪恶突袭
which is nice. However, it unfortunately doesn't align it with our other cooldowns.
黑暗突变
,
and
邪恶虫群
all have effective cooldowns of ~45 seconds, desyncing them from
天启
and
邪恶突袭
. Furthermore,
召唤石像鬼
doesn't sync either. I think it'd be better to actually increase the cooldown of
邪恶突袭
to 90 seconds to make everything align nicely.
精通:恐惧之刃
now affects pets
This is a huge change for Unholy. In BFA mastery simply doesn't translate well into single target since such a small fraction of our overall damage is shadow damage. By adding pets to our mastery, it will now scale much better into single target scenarios. Furthermore, the spec itself will generally scale better with secondary stats, good news, everyone! Currently, any pet that also deals shadow damage "double-dips" into mastery, meaning that it gets the benefit twice. It's unclear if this is unintended but it makes things like Gargoyle's
暗影箭
deal significantly more damage.
Certain abilities are now capped in AoE
天灾打击
and
暗影之爪
now only hits up to a total of 5 targets when you're standing in your
枯萎凋零
/
亵渎
/
消亡之债
(total damage was previosuly capped at 20 targets).
爆裂之疡
now only hits up to 8 targets with the splash damage (total damage was previously capped at 20 targets).
This change is in line with multiple other caps that Blizzard has introduced to specs across the board. The big question now is how much it will affect our damage output in AoE. The big change will be in relation to the "wound build" in AoE, where we utilise the combination of
感染之爪
and
爆裂之疡
. Other builds simply see a simple scaling change to their
枯萎凋零
window (
天灾打击
and
暗影之爪
damage caps at 5 targets). There's a small effect related to the decreased Runic Power gain from popping less wounds in AoE, it's tiny though.
First of all, let's consider the change to
爆裂之疡
. By capping it at 8 targets, Unholy now scales quadratically up to 9 targets, and then linearly from that point. Previously this was quadratically up to 21 targets, and linear beyond that point. The damage certainly scales less drastically, but still scales well. Important to note here is that it never stops scaling. This is a clear advantage compared to pretty much every single spec out there.
The change to
天灾打击
and
暗影之爪
is more difficult to digest. Our ability to generate
溃烂之伤
s in AoE hasn't been impacted (only increased through the addition of legendary effects). The change only affects our ability to burst these wounds we generate. Let's consider a scenario where we use 6
天灾打击
s in a single
枯萎凋零
(quite realistic). That has the potential of bursting 30
溃烂之伤
s; a significant amount. The damage is no longer as front-loaded as in BFA (you could burst 30+ wounds in 2 gcds), but the overall damage output isn't necessarily limited. Currently,
天灾打击
and
暗影之爪
aren't "smart" when used in your
枯萎凋零
, meaning they won't prioritise targets that have
溃烂之伤
s on them. I really hope this will be changed since it makes our burst into a bit of a lottery. A large pull also tends to contain targets of variable health pools. The initial damage of your burst will help to kill targets will low hp, thus triggering the wounds they hold automatically. Finally, we will generally require more uses of
天灾打击
and
暗影之爪
to pop all the
溃烂之伤
s in our
枯萎凋零
. This indirectly leaves less room for using other abilities (
传染
is the main one here) if we want to ensure that all
溃烂之伤
s are burst. Our damage is therefore in a way less efficient when you consider the damage output per GCD and there's a larger risk of overcapping Runic Power.
The change will certainly decrease our ability to burst wounds, but it's not necessarily always the case. We still hold the tools required to enable our insane scaling and can potentially realise the damage in the majority of scenarios. If I were to address our scaling, I'd limit the target cap of our pet's
横扫爪击
. It's the source of the insane scaling through the uncapped generation of
溃烂之伤
s . By limiting our
枯萎凋零
window the gameplay of spreading
溃烂之伤
s through tab-targeting with
脓疮打击
becomes unrewarding and we potentially reach scenarios where we might not even utilise the
天灾打击
and
暗影之爪
interaction with
枯萎凋零
.
邪恶虫群
now stacks up to 4 times, increasing DoT damage and pet damage to target for each stack
This is a very interesting change that has plenty of implications. First of all, in conjunction with
爆发
being nerfed (making
黑死病
less powerful) and an increase in damage, the raw output is now much better than BFA. Furthermore, the pet damage increase (currently only works on main ghoul, unclear if intended) is really valuable. If it works on all our ghouls, we'll want to properly time the usage of
邪恶虫群
to maximise the overlap between 4-stack uptime and our pets dealing heavy damage. I think it'll add some flavour to our rotation.
New Spells and Talents
巫妖之躯
is now baseline
A great change, both for thematics but also for utility. The ability to negative Charms, Fears and Sleeps often prove useful one or more times throughout the dungeons and raid tiers in an expansion. Furthermore, the Leech provides a useful self-heal, especially potent in heavy AoE scenarios where one might draw aggro. It then gives us the tool to stay healthy. Furthermore, it also allows us to heal ourselves with
凋零缠绕
. This can be useful in scenarios where
灵界打击
isn't possible or when it simply heals more.
反魔法领域
is now baseline (dmg reduction is 20%)
Another wonderful change. The ability to help your party or raid is great for any class. 20% magic damage reduction is significant and I'm confident we will see its usefulness in raids and dungeon content. We'll definitely be included in defensive CD rotations when applicable!
牺牲契约
added to our base kit
The ability to explode your pet probably reminds you of the
最后的惊喜
azerite trait. An added heal and agency over when the explosion happens makes this new spell much more versatile. It's an emergency heal as well as a possible addition to your rotation. It's unclear if the damage is enough to warrant a single target use (two GCDs to explode and resummon might be worth spending on other spells). For AoE though, it will almost certainly be part of our rotation. You can currently simply click off the pet in the totem bar to explode it, thus saving you a GCD. Don't think this is intended but might be a minmax thing you can do.
秽邪契约
added to the final talent row (to replace
召唤石像鬼
)
This is the only new talent we'll receive in Shadowlands. The damage portion works identically to the
冥狱锁链
Azerite trait, making both you and your pet deal damage around you, as well as dealing damage in a straight line between you (the range is very forgiving so there's no need to ever worry about it not hitting the targets in your pull). The addition comes in the form of the 8% strength increase. This provides a significant damage increase and has great synergy with legendaries and conduits that increase the uptime on
黑暗突变
(currently doesn't scale with increased duration, possibly a bug). There exists possibilities of stacking the strength buff with other CDs but it's unclear if it'll be worth to hold on to for any lengthy periods of time.
5 new Runeforges
It's awesome to see some additions to an otherwise stale corner of the Death Knight ability kit. However, it doesn't seem like anything will dethrone
堕落十字军符文
in end-game PVE content.
癔狂符文
With 20 extra Runic Power and a Runic power generation increase, this runeforge is obviously targeted at resource generation. It helps to reduce downtime in our rotation and to avoid capping resources. It will make your rotation feel better, but not do a lot more damage. A Frost Death Knight would find this more useful since it directly helps to increase the duration of
冰龙吐息
.
鲜红符文
Increased damage to
灵界打击
as well as a heal when your health falls low, this runeforge is obviously catered towards Blood Death Knights. It might see play in situations where survivability is of utmost importance, but even then,
堕落十字军符文
probably heals for more overall.
护咒符文
A fully defensive runeforge that really doesn't synergise with Unholy at all. Might see play for Blood DKs or in PvP?
天启符文
A very thematic runeforge that inherits the mechanics of an Artifact Trait from Legion:
诅咒大军
. Unfortunately, it's a bit worse since it's only your main ghoul that apply the debuffs. Lots of possibly useful outcomes when using this runeforge, but unfortunately not any significantly good ones in the current state. Would need a buff to be competitive.
无尽渴求符文
This rune has a very specific niche: leveling, and it does it really well. I'd recommend using this rune while leveling in any content. Movement speed after every kill as well as a nice heal will keep you healthy and allow swift obliteration of your enemies. The fact that the target killed needs to reward experience or honour makes it useless in end-game PvE content.
Legendary Powers
Shadowlands brings with it a number of legendary powers for us to use. A couple of the effects have been seen before but we also get lots of completely fresh ones. If I'd had to place a bet on what we'll want to prioritise, I'd say
狂热畸兽
because of the big damage increase as well as the versatile use cases. Possible contenders would be
超级菌株
and
猜疑之息
which also have good output.
General Powers
死亡之拥
A purely defensive legendary which makes
反魔法护罩
much more potent. Can see potential niche use when there are magic abilities that must be soaked, and a normal
反魔法护罩
can't get the job done. It has a tiny offensive perk since it can allow for a greater amount of Runic Power generation.
永生之握
Providing a small utility increase (an extra grip right after using
死亡之握
isn't very powerful...) this legendary will probably not see use in any end-game PVE situation for us.
猜疑之息
A significant damage increase connected to your
枯萎凋零
/
亵渎
makes the ability much more worthwhile to use in single target. Also creates value in
亵渎
due to the decreased cooldown. The added CC (fearomones heh) is nice but you also have the risk of the targets moving out of your
枯萎凋零
/
亵渎
. Scales well in both single target and AoE, however, it suffers grately during phases of heavy boss/add movement.
超级菌株
This legendary provides us with both
冰霜疫病
and
血之疫病
, both giving a lot of damage as well as two nice perks.
冰霜疫病
has a chance of giving 5 Runic Power every time it ticks, and
血之疫病
passively heals you, really nice. Works well in single target but shines in AoE.
Unholy Specific
致命缠绕
Decreasing the cost of
凋零缠绕
gives you more resources in your rotation, making it feel more fluent and decreases downtime. The CD reduction on
黑暗突变
is significant and can allow us to reach 100% uptime if used in conjunction with the conduit that increases
黑暗突变
duration. Currently unclear if it's powerful enough. Will work best in prolonged AoE encounters or when you have heavy synergy with
黑暗突变
uptime.
死亡终途
灵界打击
damage increase isn't too valuable but
凋零缠绕
does provide a good bonus. The cooldown reduction on
枯萎凋零
/
亵渎
can be very powerful if you synergise it with spells such as
消亡之债
and
猜疑之息
. If you don't have any synergy, the cooldown reduction really isn't worth it (if it was,
亵渎
would've been a useful talent in BFA...). Another legendary that suffers from heavy boss movement and I think it'll be required to run heavy synergy for it to be useful.
狂热畸兽
Looking like a very powerful legendary, 20% attack speed and damage increase at 25% uptime is great. Scales really well with
致命缠绕
. Currently has a fixed duration of 15 seconds (hopefully a bug) so increasing the duration with a conduit doesn't synergise here. Due to the flat damage increase, this legendary works really well in all situations. Versatile in its use with few drawbacks.
复活的蹒跚者
Another legendary inspired by a Legion artifact ability. Scaling well with AoE with both high damage and spreading wounds, this legendary can be useful in dungeons. However, the low proc rate (1.5 RPPM) is a severely limiting factor. Furthermore, since we now have difficulties actually bursting wounds in AoE, the additional wounds possibly aren't that useful.
Covenant Abilities
Lots of new abilities for us to use here. If I were to pick a covenant at this stage it would be Night Fae. Both because of the big potential output from
消亡之债
but also because of
灵魂变形
providing the movement ability we sorely lack.
Kyrian
失格者之梏
A solid single target dps increase that reaches high levels of uptime. Definitely a good option for situations where you don't need to care about AoE damage.
召唤执事者
A cleanse with a heal gives good utility. Can definitely have really high value if you can cleanse a big debuff.
Venthyr
云集之雾
An AoE damage ability that also provides a significant amount of resources (at 5+ targets, it's 135 Runic Power total, 15 per sec). This ability allows you to spam
传染
in heavy AoE as well as dealing significant damage itself.
暗影之门
A teleport with a channeling time. Provides some moveability during encounters but the channeling time is a big negative. Will certainly see situations where its really useful. Does provide the possibility of skips in dungeons!
Necrolord
憎恶附肢
AoE damage in combination with a grip, this covenant ability doesn't have the same damage output as the other options. It's also difficult to foresee situations where the grip is actually useful in PVE. Overall lackluster compared to other options.
血肉铸造
A purely defensive ability with some really nice flavour to it. Channeling it near a corpse to build a larger shield feels like something a Death Knight would do! A 20% shield can be crucial in situations where abilities bring you really low in a single instance, or simply as a heal during any encounter.
Night Fae
消亡之债
An interesting ability that makes
枯萎凋零
/
亵渎
much more valuable. Each time it deals damage, you get 1% strength increase up to 15%. If you have a single target you'd get 1% at the first tick, 2% at second up to 11% once your
消亡之债
finishes. The buff itself pandemics so that total duration becomes 23 seconds. The ability currently doesn't work with
亵渎
at all but if it does, and the cooldown becomes 20 seconds, you could chain this buff to receive a 15% strength increase with 100% uptime. Probably the strongest ability on paper and only suffers with high movement.
灵魂变形
It's not secret that Death Knights are amongst the slowest specs in the game. An ability that provides both a small teleport and a big movement speed buff is therefore
very
valuable. Useful in pretty much all content!
GCD Issues
Let's take a step back from the individual changes and consider the spec as a whole. Unholy in Shadowlands has a significant problem: GCDs. When we jump into Shadowlands, we not only lose the high haste values we've been stacking, we also receive some new GCDs to press.
召唤石像鬼
becoming baseline,
邪恶虫群
becoming useful, the decreased duration of
恶性瘟疫
(in conjunction with the need to press it more than once in AoE) and the decrease in overall stats creates a situation where you spend a significant portion of your time pressing stuff that isn't part of your core rotation.
Unholy has three core spells,
凋零缠绕
,
脓疮打击
and
天灾打击
. In Shadowlands, you end up in situations where you aren't pressing any of these for significant periods of time. It's like you do your rotation, and then you need to press your CDs for a while, and then back to the rotation. Many of the CDs themselves also don't do anything on activation.
爆发
,
邪恶虫群
,
召唤石像鬼
,
黑暗突变
and
邪恶突袭
all cost a GCD but don't do anything special on activation. In total, we have 9-10 GCDs we press outside of the core three.
To give an example, the current optimal Unholy DK opener looks something like this:
爆发
亵渎
/
消亡之债
脓疮打击
亡者大军
脓疮打击
邪恶虫群
天启
召唤石像鬼
黑暗突变
邪恶突袭
Other Covenant Ability if Applicable
This is 12 GCDs that your locked into in the opener, resulting in 18 seconds worth of pressing stuff (at 0% haste) before you can actually start your core rotation. This simply doesn't feel good. You want to actually start doing damage quickly when fighting a boss!
A simple solution is to take some of the cooldowns off the GCD. Spells like
邪恶突袭
,
黑暗突变
and
召唤石像鬼
feel like they don't belong on the GCD. Another solution is to attach spells you gain through talents to already existing CDs. For instance
邪恶突袭
is almost always used in conjunction with
天启
and could be baked into this CD.
would also fit in here (the 2 runes used to be given by
天启
in legion). It'd nerf the ability a bit but that wouldn't be too bad since it has dominated the row for the entire expansion. Finally, you can also make the cooldowns do more when pressed. A good example here could be
邪恶虫群
spreading
恶性瘟疫
from targets it hits.
Passive Damage
Throughout BFA, our passive damage has been very high. Spells and abilities that we don't interact with other than pressing the button and then seeing the damage tick over a long time. This includes all our pets, the dots and melee damage. With the mastery change in Shadowlands, we'll most likely see the proportion of passive to active damage increase. Less and less of the damage will come from the core abilities and active cooldowns, removing a lot of the agency and skill that should be part of the rotation. Walking up to a boss and not hitting
凋零缠绕
,
脓疮打击
and
天灾打击
would deal 75%+ of the damage of someone using these abilities optimally in the rotation.
It doesn't feel good and I hope that actions can be taken to help this. One could increase the damage of these core abilities, or create agency over our cooldowns. Pet damage from army feels bad since we don't interact with it. If using
黑暗突变
buffed your pets for instance (Legion legendary), the damage from your army would feel much more like damage you inflicted, instead of some outside source.
Conclusions
Playing Unholy in Shadowlands has the same feel as the BFA version. We've got a series of good changes to our core kit, specifically gaining
巫妖之躯
and
反魔法领域
, getting
召唤石像鬼
baseline, pet damage now scaling with mastery, multiple new runeforges and
末日突降
now working with
传染
. The new systems look interesting and cool, could possibly have been a bit more interactive but I'm still happy. We have seen some changes that aren't as welcome. The way our AoE is capped doesn't quite hit the spot in my opinion because of reasons stated above. The changes to
爆发
feel a bit unecessary and the GCD problem is a core issue. I'm excited to see what else Blizzard has in store for us and hope we'll see some more iterative changes moving forward.
Previous Feedback Articles
These are all the spec feedback articles that we have done through the Shadowlands Alpha and Beta. Some of these are older than others, so please make sure to check the date. We'll be doing a second round of these articles once we're closer to the end of Beta.
Blood Death Knight
Arcane Mage
Assassination Rogue
Frost Death Knight
Fire Mage
Outlaw Rogue
Unholy Death Knight
Frost Mage
Subtlety Rogue
Havoc Demon Hunter
Brewmaster Monk
Elemental Shaman
Vengeance Demon Hunter
Mistweaver Monk
Enhancement Shaman
Balance Druid
Windwalker Monk
Restoration Shaman
Feral Druid
Holy Paladin
Affliction Warlock
Guardian Druid
Protection Paladin
Demonology Warlock
Restoration Druid
Retribution Paladin
Destruction Warlock
Beast Mastery Hunter
Discipline Priest
Arms Warrior
Marksmanship Hunter
Holy Priest
Fury Warrior
Survival Hunter
Shadow Priest
Protection Warrior
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