Lichborne: Unholy DPS in Wrath of the Lich King

With the last announced content patch of Wrath of the Lich King released, and the devs stating that they don't plan to make any major class changes until patch 4.0 and the Cataclysm expansion, It's a good time to start taking a look at how our trees have fared this expansion. Yes, I know that death knights were technically introduced this expansion. Certainly this means there's a comparative breadth to what we have experienced, but Wrath was a time of great change and turmoil for all of our mechanics and trees as well. Let's start our look back with Unholy, specifically by looking at two of its most volatile abilities: Unholy Blight and Scourge Strike.
Unholy Blight gets blighted
Unholy Blight has had a pretty huge free fall from its former pinnacle. At its peak, it not only served as a functionally constant aura of high damage around the unholy death knight, pushing AoE damage to unbelievable heights, but it served as a fourth disease, which in turn pushed Scourge Strikes and Blood Strikes to unbelievable levels, as they do additional damage for each disease on the target.
The downfall started pretty quickly. The loss of the fourth disease pushed unholy death knights down to three diseases and gave an immediate secondary nerf to Scourge Strike and Blood Strike damage. UB also suffered from a switch down to the 21-point slot. This was because Gargoyle was so overly powerful that blood DPSers were taking it over their own 51-point talent, and Blizzard decided to fix that by putting it well out of their reach. Of course, being a 21-point talent, and low enough on the tier to continue to tempt both blood and frost DPSers (who were also creating a weird hybrid frost/unholy AoE build until Blizzard moved Howling Blast from 31 points to 51 points in the tree), that left it open to more damage debuffs. However, as unholy death knights dominated damage meters in the big AoE trash fights, the calls to nerf the blight became louder and louder. Finally, Blizzard reduced it to a small DoT that did first 30% of Death Coil's damage, then 10%. In short, our poor, neglected 21-point talent, once a signature identity of the unholy tree that made both AoE DPSing and tanking simple and fun, isn't even recognizable, and certainly is not much fun these days.
But it's worth it to ask a question: Was it justified, and how can we restore Unholy Blight to its former glory?
Unfortunately, it probably was justified. Part of the issue with AoE Unholy Blight wasn't just the AoE damage itself, but the fact that it was being magnified so much. Unholy, as a tree, is tailor made to magnify magic with Ebon Plaguebringer and Impurity. Add on to that Rage of Rivendare, and you're looking at massive amounts of damage on top of what Unholy Blight does at its base. With all those variables working together to keep Unholy Blight powerful, it may be no surprised that they despaired of the whole thing and changed the most basic way Unholy Blight works.
Of course, frost does have an extra AoE attack in Howling Blast, so one could argue that unholy deserves it as well. But Howling Blast has some drawbacks (at least in its most current balanced state) that make it easier to keep than AoE Unholy Blight. The cost of a frost/unholy rune combination means you are giving up a much stronger single target Obliterate. Plus, since Unholy Blight was activated by runic power, you'd pretty much have no trouble activating it and keeping it activated as long as you were in combat. That makes Howling Blast a much more complicated AoE attack.
That said, there are arguments for bringing back Unholy Blight, too. With Blizzard completely revamping the talent trees in Patch 4.0, it should, in theory, be easier to rebalance Unholy Blight to bring back the old AoE damage utility. It provides some break to the monotony of using all your runic power for Death Coil spam, and with low enough damage, it shouldn't be overpowered or usable by tanks for easy-mode threat. It adds some much needed variety for a tree that was once the king of shadow damage but more and more leans to pure physicality, a sort of second cousin of blood DPS instead of its own unique style. In addition, if Blizzard succeeds at making AoE mob burn down a less viable form of dungeon clearing in Cataclysm, it also provides an additional balancing point for the new Unholy Blight; it wouldn't always be the most opportune button to push if it would disrupt crowd control.
The zen of Scourge Strike
Scourge Strike might be one of the most confused skills of the Wrath era, alternately supremely overpowered or near useless, depending on the patch. The main issue with Scourge Strike was shadow damage. Making Scourge Strike a completely shadow damage related strike, as it was in the early Wrath days, caused two complications. First, its damage was then exponentially inflated by unholy's various shadow damage buffs. Secondly, it completely negated the need for armor penetration on gear. Where blood death knights had to stack armor penetration to get their Heart Strikes to do the big damage, unholy death knights just started doing their top damage straight out the gate. This turned out to be a drawback for unholy death knights too. As new raids came out and drops had armor penetration on them, unholy death knights found themselves saddled with a stat they had little use for. Blizzard first tried to fix this fiasco by simply dropping the damage of Scourge Strike in various ways. Unfortunately, they were a little too overly enthusiastic and ended up making Scourge Strike drastically underpowered to the point that many unholy death knights skipped it altogether and started using Obliterate for their Frost/Unholy needs as soon as they had a pittance of armor penetration.
In a perhaps inevitable move, the final fix came late in the Wrath game, when they turned Scourge Strike into a primarily physical strike, with the shadow damage a smaller portion of the total damage, determined as a fraction of the physical damage. It was a pretty ingenious fix, really, one that keeps a small portion of the shadow damage flavor while putting the Scourge Strike under the control of traditional melee scaling versus armor and making armor penetration useful to unholy death knights.
Again, this was probably a move that needed doing. Unholy death knights needed to be bought in under the armor penetration stat umbrella for reasons of both class balance and ease of itemization. As of the latest patches, we're actually hanging tough, and in this case, the fix didn't completely gut the ability as did Unholy Blight's fix.
Once more, with feeling
Overall, we've probably done all right with the unholy tree. Currently, I'm giving it a B-, and that's primarily because of the issues with certain patches leaving us (or at least our signature attack, Scourge Strike) underpowered and the current somewhat bland implementation of Unholy Blight. We're actually sitting pretty going into Cataclysm, and as long as they keep the balancing act going, unholy should hold its own against frost DPS and remain a viable spec.
That said, there is once issue I'd like to address: feeling. Current, unholy feels a little bland. Of our signature abilities, Unholy Blight is now a very slight debuff; Gargoyle is, at least in feel, very similar to blood's 51-point talent, Dancing Rune Weapon; and Scourge Strike is now primarily physical. We have our Ghoul, but the other trees can summon Ghouls too; they just don't stick around as long. We no longer really have an iconic-feeling attack like Howling Blast, something that's big and flashy, or the Bloodworms and incredibly health-draining power of blood. We need a flashier gimmick. Bone Shield is probably the closest thing we have right now, but they're (understandably) giving that to blood in Cataclysm.
So that's my challenge to Blizzard. Give us a good, flashy signature attack or unique look in Cataclysm. That can be bringing back AoE Unholy Blight, implementing a new explosive runic power dump of a new sort or maybe even letting unholy remove the taunt from Army of the Dead and otherwise modify it in survivability and attack power so we can possibly justify summoning it more often than we currently do. Whatever it is, I'm pretty happy where we are powers-wise. Now give us something fun to work with. That's all I ask.
Filed under: Analysis / Opinion, Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
K Jun 29th 2010 5:14PM
I miss Unholy Blight so much...
I remember running through the world and seeing low lever mobs drop left and right... And don't even get me started on chainpulling old-world dungeons.
When I last played my DK, it only did 1-2% of my total damage... Pity.
StopQQ Jun 29th 2010 5:17PM
Remember how it used to crash the client on beta it was awesome becuz unholy blight was a world effect it was crazy, and WG + shit load of DK in december 2009 + UB was a total lagfest.
StopQQ Jun 29th 2010 5:22PM
I meant 2008 btw :D
Musashi Blaker Jun 29th 2010 6:13PM
I remember it fondly too, I use to use it as a low level instance mob aggro magnet, especially in ZG when you can mount up after using it and run around aggroing all the mobs.
StopQQ Jun 29th 2010 5:15PM
Blizz could do a talent that remove AotD channel time deep in the unholy tree (probably tagged with another talent) It would be awesome to have an AotD instant cast in raid.
Teron Jun 29th 2010 5:25PM
How bout something to remove the taunt? Please? There are fights where I don't mind it, but that gets pulled out almost every time there's a DK in my heroics, and watching someone get AOE'd to hell because of it makes me feel like smacking my teammates.
Onoral Jun 29th 2010 5:21PM
How can you have an Unholy DK article without the pain that was the neutering of the original Master of Ghouls? Coming back to life as a ghoul WAS the signature of the Unholy tree, and one I sorely miss, balance be damned! The short time we had it was by far one of my favorite stretches of WoW, and not because I did anything spectacular with it. It really just became a fun toy when fighting over Saronite deposits in Icecrown while waiting for everyone to get to 80 in 12/08.
I'm sure it'll never return, but it was truly a tree-defining epic ability. Even if you only got to use it when you failed.
Still, I love the Unholy tree and am psyched about what Cataclysm is bringing for it.
Vitos Jun 29th 2010 6:08PM
My word, yes. I totally forgot about that.
I remember the first time I fought a DK on my paladin. I had him dead to rights and then this ghoul jumped out and ate me. I was absolutely blown away by the awesome that was the Ghoul and rolled an Unholy DK right away just to get that ability myself.
Orkchop Jun 29th 2010 6:28PM
I think this was one of the best abilities Blizz ever created. It took something frustrating, player death, and made it fun! Trying to get a couple hits for revenge, or running in a pack and exploding yourself had me laughing and not minding the run back. Oh and the time when the group wiped when the boss was at
GrumblyStuff Jun 29th 2010 6:44PM
And no corpse explosion either?!
As for coming back as a ghoul, I only remember one time it proved useful and that was taking out Zuluhed the Whacked before 80. Now if only there was a deep unholy talent to make AofD instant and Lichborne made you look like a ghoul for the duration... DK mirror image!
James Jun 29th 2010 5:27PM
Let us get more benefit out of that Holy Paladin gear which just gets disenchanted!
Mike Jun 29th 2010 6:03PM
That would be interesting, if Unholy Death Knights had talents that itemized them around wearing Int+Spi gear.
Saint Jun 30th 2010 12:46AM
My god, what an idea.
A 41/51 point talent that converts Int to Str and Spirit to Agility.
Bam, Unholy has it's unique-ness back, and SP Plate isn't just for one spec of one class.
zdave Jun 29th 2010 5:30PM
i just can't wait for all the CC-breaking fun!
Aralo Jun 29th 2010 5:41PM
The idea of instant army dosen't sound bad. Make it the 51 point talent with 3 teirs before it leading to it.
first teir into it. Reduces the time from 10-7 mins.
2nd teir removes the taunt off of army and increase their duraiton by 10 seconds
teir before last increases your str and the ghouls bennfit from your str by X% where x= 10 or somthing.
The talent it self at the 51 mark, seige of the dammned. cost 60 runic power, and 1 unholy rune. Cool down time 5 mins. Instantly cast of the Army of The dead.
That would be awesome. The numbers might need to be tweaked, but somthing along those lines where to get the amazing army would be deep at least and then it powers up your ghoul and you a bit with more talents in the tree. Add to it the 5 mins cool down time it would be equal to mirror image, teneants, and everythign else on super cool downs. Which means on average it will get used 2 per fight on average. You could remove the unholy rune part of it, but that make it a tand over powered.
K Jun 29th 2010 5:55PM
You do understand that you cant make a skill a 51 point talent and then add a whole bunch of talents that improve it but do jack until you actually get it (save the +str bit).
Talents don't work like that.
Mike Jun 29th 2010 6:13PM
I think he means there should be a tier 8 (36-point) talent that reduces the cooldown, that's required for a tier 9 (41-point) talent that removes the taunt, that in turn is required for a tier 10 (46-point) talent increases strength, which finally leads into the tier 11 (51-point) talent that makes it instant cast. Such a chain of talents, even into the 51-pointer, is a bit long but certainly not unprecedented.
Vitos Jun 29th 2010 6:20PM
Well there are a few things to consider here:
1) DKs get about 58 levels worths of talents really quickly, so pre-reqs aren't a big deal. You can get to the 51 point talent in 4-5 hours.
2) The described Talents all affect Army of the Dead. Siege of the Dammed is probably an off-GCD ability that lets you hit that, then hit Army.
3) DKs don't get army until 80, so for those 4 tiers- probably 10-15 points, are absolutely useless for 20 levels.
Therefore, I think that none of the talents should affect only AotD.
I would suggest:
Glyph: Your Army of the Dead no longer Taunts, but does 5% less damage.
51 pt Talent: Siege of the Dammed (I like that name): 5 min CD, 20 RP. Your next Army of the Dead cast in the next 10 seconds has its cast time reduced by 100% or your next Raise Dead cast in the next 10 seconds has its cast time increased by 3 seconds. Instead of raising a ghoul, you raise an abomination, with 50% more HP, 20% more damage. The Abom is controlable and has a taunt, DG like ability, and a cleave. Lasts for 2 minutes.
This way you don't have to worry about useless talents, and it gives you options. Of course, the numbers may have to be tweaked, but w/e.
Mike Jun 29th 2010 5:55PM
With the rearchitecturing of ArPen in Cataclysm, they really should put Scourge Strike and Unholy Blight back to their original Wrath designs without the balancing problems that they caused.
Brian Jun 29th 2010 11:27PM
The problem here is that it would still cause a balancing issue. Magical damage always ignores 100% of armor of the creature you're attacking, but physical damage does not. Unless they're changing physical or magical damaging attacks and how they interact with armor SS and UB would still need to be balanced so Unholy DPS doesn't crush Warrior PS right out of the box.