Lichborne: Unholy and the state of the Cataclysm beta talent trees

With this week's Lichborne, I was hoping to have run a few heroic Cataclysm dungeons so I could report back to you on how death knights play through them -- but alas, it was not to be, as my beta client refuses to log in to the game without crashing. Luckily, there are plenty of things to discuss apart from that. This week, I'd like to discuss our talent trees as they currently are in the beta and where things are headed for us as the release date draws nearer.
Unholy: The first finished Cataclysm talent tree?
Unholy's been getting a lot of love lately. We got a nice, pumped-up Ghoul, a replacement for Necrosis that also wiped out Runic Empowerment, and the latest change, an addition to Unholy Presence of a global cooldown reduction of 0.5 seconds. Now that we've had some time to digest, absorb and test all of this, we're forced to come to one conclusion: We may finally have a death knight tree that looks pretty much finished and fun.
For most of the Cataclysm beta, there have been three major problems with the unholy tree. First, we were GCD-capped. The whole point of the rune system change was to provide us more breathing room, and instead, it kept us locked into a rotation that was (if possible) even tighter than live version. Second, we strayed far too far into dual-wielding territory. Between talents like Sudden Doom and Necrosis, among other things, dual wielding was just plain pulling ahead of two-handed weapon damage. Of course, some death knights welcomed this -- but not all, by far (I may be biased here, as I tend to be a die-hard two-handed weapon unholy death knight when I have my choice). In addition, Blizzard made it clear it wanted unholy to be exclusively for two-handed weapons. Third, Runic Empowerment just made our rotation random and hard to assess. For a tree that's generally known for a solid, predictable rotation, this got a little bit confusing and frustrating for unholy death knights used to a certain playstyle.
That's where Runic Corruption comes in. Runic Corruption replaces Necrosis. Due to the higher auto-attack damage of dual wielding, Necrosis was a huge factor in dual wielding's damage supremacy, since it added extra shadow damage to said auto-attack damage. With Necrosis nowhere in sight, suddenly dual wielding isn't so hot anymore, and in fact, preliminary number crunching suggests that the removal of Necrosis may by itself have re-established the dominance of two-handed weapons, at least at current gear levels. Now, mind you, we're not out of the woods yet. There's still a chance that Sudden Doom could tip the scales. Still, for the first time since beta started, two-handed weapon diehards can breathe easier.
Runic Corruption also ended up saving the day for the Runic Empowerment issue. Since it replaces Runic Empowerment's rune refresh proc with a quick burst of faster rune regeneration, it removes the randomness from our rotation, replacing it with a quick burst of refreshment that speeds up our rotation without disrupting it. Of course, the big problem here is that between that and the fact that it makes Death Coil cheaper, it also exacerbates our GCD issues.
Luckily, that's where the latest change comes in. As of a recent beta build, Unholy Presence will knock our global cooldown down by 0.5 seconds. That 0.5 seconds allows us to use our abilities faster. That means more opportunities to fire off Sudden Doom procs or drain our runic power pool, more opportunities to churn out strikes, and so on. Right now, preliminary math and preliminary dummy tests on the beta and PTR would suggest that this more or less fixes the GCD issue, even with Runic Corruption.
So what does that mean? Does it mean unholy is perfect? I'd say it's not quite there, but it's good enough. That is, it'll be a good, solid tree coming into Cataclysm (assuming proper numbers balancing), and it has a lot of varied and fun mechanics, with the last few nagging issues not being deal breakers. But as for those nagging issues, I break them down like this. First, we still have Virulence, which is a completely boring ability that feels like it should possibly just be passive. Second, there is still that weird hanging blood rune when (or if) you apply diseases with Plague Strike and Icy Touch. Luckily, we should be able to mostly avoid that by using Outbreak and Pestilence, but in cases where Outbreak is on cooldown and Pestilence can't be used because it would break crowd control, this may get a little annoying. Third, Sudden Doom still has the potential to push dual wielding back over the top and should probably be changed to a proc-per-minute mechanic to prevent this.
The follies of frost, the bad times of blood
Of course, even beyond those little niggling things, there's one other problem that won't go away so easily. Blood and frost are still death knight trees, and they still need work. Frost, for example, still needs a solution to its GCD woes. Thanks to the massive amount of runic power the spec generates, especially with two-handed weapons, it's nearly as bad as unholy was before the presence change. If frost is going to use Frost Presence, that probably should change somehow. Blood, in the meantime, mostly needs less reliance on the RNG. Making Runic Strike independent of dodges or parries would help here, as would making the various tanking cooldowns either free or costing Runic Power in order to free up runes. It would also be helpful if the confusion between Heart Strike and Death Strike could be cleared up as well (namely, that Blood Rites promotes the use of Heart Strike, while Blood Shield promotes the use of Death Strike).
Still, my guess is that we still have at least another two months or so in the development cycle, so they have plenty of time to tweak stuff. Right now, it's important to note that even as we have problems, there is forward movement being made. We have at least one solid tree. Now we just need to tighten up the other two.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
jordan Sep 29th 2010 2:36AM
They actually nerfed rp gen for 1 rune and 2 rune abilities by 5 this patch. not surprised you didn't notice.
Daniel Whitcomb Sep 28th 2010 4:18PM
Jordan,
Yeah, the patch where that happened came after I wrote this article, and between that and the fact that, as mentioned, I haven't been able to get on the beta servers, I didn't have a chance to rewrite this article.
jordan Sep 28th 2010 4:18PM
Also missing from the patch notes was that vampiric blood no longer has a cost.
norm Sep 28th 2010 6:45PM
@Jordan
The Title reads UNHOLY not blood.
jordan Sep 29th 2010 2:46AM
"as would making the various tanking cooldowns either free or costing Runic Power in order to free up runes" That is exactly what's happening.
Vodkamartini Sep 28th 2010 4:35PM
My question for the DK community is this: if you're unholy in cata, do you use frost or unholy presence for better dps? My DK alt was a blood-spec dps in wrath, so it's gonna be a whole new learning experience.
Imnick Sep 28th 2010 4:36PM
Well if it was WOTLK everyone would use frost presence, but it looks like Blizzard is trying to get each spec to actually use the presence it is named after now.
Autowand Sep 28th 2010 5:14PM
Frost was better until this patch with the .5 GCD change to Unholy. Add the 5% haste from talents (that you pretty much take anyways for a filler) and it's now better for unholy than Frost presence is. Also to note, Unholy spec feels really good right now :) I'm loving what they've done to rune regen and how they're making your ghoul actually useful.
KPB Sep 28th 2010 6:45PM
I'm kinda disappointed with the way presences are shaping up right now. As it stands, it looks like it will be as simple and straight forward as blood uses blood, frost uses frost and unholy uses unholy with very little deviation from that. It's a small step forward from the current situation but I was really hoping for more. If each spec just uses it's respective presence, why have the presences at all? Just bake those benefits into that spec somehow. Blizzard also seems to have changed their mind about allowing non-blood specs to tank easier stuff by just poping the right presence with out needing a bunch of defense gear because the crit reduction is tied to a deep blood talent and resilience wont't reduce crit chance anymore so if you want to be crit immune you have to have a tank spec.
Imnick Sep 28th 2010 4:35PM
Wait, unholy will be USING unholy presence now?!
Amazing!
Chris Oct 5th 2010 2:10PM
Is this true? I've always wondered why they didn't make unholy pres the "2 handed" pres (plus fits with unholy theme) and left frost pres for DW frost dps.
I think they still need to buff 2 handed dps more though... still seems like DW gets the edge.
rmlunsford Sep 28th 2010 4:43PM
Can you explain why Blood Rites promotes the use of heart strike?
Cor Sep 28th 2010 5:12PM
I belive it's because the death runes can be used to crank out lots of heart strikes.
KPB Sep 28th 2010 5:57PM
What is the point of converting the runes used by death strike to death runes if you don't use them for something else. On live, that something else is heart strikes but if you do that on ptr you go with out your bubble from using death strike for extended periods of time hurting your survivability.
Boobah Sep 28th 2010 6:53PM
...and on live it means less healing, hurting survivability. This isn't new. Heart Strike comes out on top when damage is more important than the shield/heals, especially AoE damage with its new three target cleave, and Death Strike is more important when you need to hunker down and do the most to stay alive. If you find you never use those Death Runes for anything but Death Strikes, then I guess you've just saved yourself some talent points; there certainly seemed to be more that I could've picked up on the PTR, even without venturing into the second tier of Frost or Unholy.
Mytherion Sep 28th 2010 4:48PM
Re: your crashing beta client problem. I had the same issue with the beta client. I deleted my Data\Cache folder and it fixed it.
Brett Porter Sep 28th 2010 5:45PM
Same here! Worked like a charm :)
Malon Sep 29th 2010 6:59PM
They removed the need for a Blood Rune from VB? Awesome - tanking cooldowns should be available as and when needed, and the rune system penalised this. I know in raids I rarely use it, instead relying on trinkets and IBF.
SIde note: I had no idea that UH would be using Unholy Presence in Cataclysm. Great change, now each spec's Presence use is a bit more intuitive. I can't count the number of level 80 DKs I've seen using UHP just because they're specced Unholy.
richardplex Sep 28th 2010 6:04PM
I believe (though I might/probably am entirely wrong here) that Heart Strike does more threat while death strike makes the dk take less damage, thus giving tanks decisions to make. or something like that.
Also, another problem is that frost is completely undesirable as a subspec considering the first tier is veeery weak, even to frost death knights, particularly the 2h 1s. and hungering cold needs something done with it :P
Ianmis Sep 28th 2010 6:12PM
"Still, my guess is that we still have at least another two months or so in the development cycle, so they have plenty of time to tweak stuff. "
I realize that the trees and spells and all are balanced around the level cap of 85 for Cata but won't we see the talent tree changes and many of the new play mechanics in this next patch (4.01)? How is this going to affect that month or two of raiding before Cata? Will it even be worth it to raid if our spells and talents don't really work at 80?
I realize Cata isn't far off but I feel like 4.01 is almost forgotten about. I would actually like to still raid over the next month or so I would like to know more about it if possible. Especially, the tanking tree as that is what I do most often.