Introduction
Unholy has come a long way over the course of the BFA beta, having been nigh unplayable prior to the hefty talent shake up, which no one saw coming. Unholy plays much the same as Legion at its core but is no longer funneled into ST or AoE exclusively and is a much more versatile spec because of it.
Gameplay
Overall, if you enjoyed Unholy throughout Legion, you will certainly have a good chance at liking it in Battle for Azeroth. Unholy is also viable in more than just one aspect of the game, which was hardly seen throughout Legion now that it has a larger toolkit that can handle different AoE scenarios, such as using
전염병 or
부정의 파멸충, while still keeping respectable single target damage.
Another noteworthy change is that the cooldown reduction of
어둠의 변신 from
죽음의 고리 still exists and is now baseline, similar to the talent
Shadow Infusion in Legion, effectively making the cooldown of
어둠의 변신 slightly smaller (which will decrease even further as the expansion goes on, since the GCD/min will increase with our increasing haste values, leading us to cast more
죽음의 고리s per minute).
Gameplay -- The “Wound” system
While mostly unchanged, there are very important to note is the changes with
고름 일격 /
고름 상처 (the “wound” system). With the change from an 8 wound cap to a 6 wound cap,
고름 일격 now applying 2-3 wounds down from 2-4 and
대재앙 costing 4 wounds; Opener rng is effectively eliminated,
대재앙 will always follow 2
고름 일격s maximum.
All in all, these minor changes reduce the amount of variance when it comes to the wound system, leading to the system feeling more fair and predictable
Talents/Spells -- Cliffnotes
모두 섬기리라 - This is one of the largest issues with current unholy, yet it still exists as a talent. Ideas such as making it transform while
어둠의 변신 is active, making it scale with our mastery or even just giving us a replica of our current pet. All of us agree that Alfred the Archer needs some changes or to be unfortunately removed, else it looks like it will see no use just like throughout Legion
Banter - Technical Issues of AWSWhile the talent has various AI issues, and could see some rare use in PvP (in its BfA iteration), the talent will likely never see play with its current iteration (same mechanics as Legion, but without the perk of no CD on
시체 되살리기). The biggest issue, AI aside, is where it gains damage; the only secondary stat that actually increases its damage is Versatility, which is not a sought after stat for Unholy. The fact that he also cannot use
anymore highlights just how useless Skulkerdad is.
If there is a rework in a later patch, with the AI issues get ironed out, and the pet can acquire scaling with mastery (similar to our friend Gary the Gargoyle), we could see this talent being popular in a later patch cycle. However, I don’t think anyone would be sad to see our Skelebro go.
유행병 and the L90 Talent Row - Having no clear single target application feels problematic with this row,
유행병 feels like a worse version of Infected Claws and Blizzard outlined they do not wish for us to use
죽음과 부패 or Defile single target. Replacing
유행병 with something passive would answer these concerns.
Banter: An important issue that the
유행병 debate has raised is Unholy’s lack of strong sustained AoE, an area where Frost shines. Some of the various suggestions people have to improve or change
유행병 involve removing this one weakness that Unholy has, in comparison to Frost.
So while this talent could be made more appealing, this is also an area where Frost becomes more appealing in comparison (constant and reliable AoE through Frostscythe spam, or Breath of Sindragosa), which is important when balancing two DPS specs for a class.
Unfortunately, not changing this talent will leave the row completely useless for single target.
유행병 doesn’t have to change, but something on this row does
가고일 부르기 -
Dark Arbiter has a successor in
가고일 부르기, functioning much the same as Arbiter did in Legion but with a nerfed ramp up (2 Runic Power - 1% increased damage). Lasting 30 seconds on a 3 minute cooldown, it covers more of
피의 욕망 and aligns with the racial:
광폭화. Consequently, baseline
가고일 부르기 has been removed.
The variance of
Dark Arbiter is something that many people didn't like about the talent. Amazing pulls could give you an adrenaline kick with an 80 million damage Arbiter, but a lackluster pull could also make you feel really bad with a 30 million DA. I’m sure most raiders know the pain of their Death Knight’s comparing how big their
Dark Arbiter pulls were, almost as if they were overcompensating for something (their mechanical prowess, obviously).
Essentially, the reduced proc rate of
불시의 파멸(through the loss of Double Doom, and the loss of being able to take this alongside
부정의 습격) will reduce the variance of the new
가고일 부르기; since a higher percentage of your
죽음의 고리s used to empower Gary will now come from building Runic Power instead of from procs.
Something that has been pointed out though, is the distribution of critical strikes. Crit’s will still contribute to the randomness involved, and thanks to the increased duration/number of casts, could be more of a determining factor in how big your Garg is.
전염병 - Overall this talent is very satisfying, with the change from costing 1 rune with 3 charges (Legion), to 30 runic power with no charge (BfA). This removes the need to use
죽음의 고리 in AoE scenarios and gives us a source of active AoE detached from
죽음과 부패 windows.
저주받은 자들의 군대 - At first glance, this talent seems very boring for its row but it fills the same niche as our T20 set bonus and can be very strong when paired with
전염병 in M+ so that you can use Army of the Dead for multiple bosses for a decent chunk of damage.
However, Tzo did point out that this talent can be used in conjunction with
구울 괴수, which will certainly lead to some ‘interesting’ PvP situations.
Utility - So far the utility is solid within the Unholy talent tree, getting 2 dedicated utility rows. We have the ability to slow packs through DnD with
망자의 움켜쥠 - replacing our spammable 50% - 10 second snare in Debilitating Infestation in Legion.
섬뜩한 죽음 - a budget grip cooldown that probably won’t see use outside of leveling or some battlegrounds, and we still get to keep
어둠의 질식, albeit with a slight nerf. We also have
죽음의 서약 back which is amazing for self utility. We get to keep Spell Eater as a talent, and
망령 걸음 still exists, now in the form of a talent (sadly, for some), but is pretty cool since it works as an additional movement CD; it does not replace
죽음의 진군.
The addition of
죽음의 진군 gives us an overall superior option for movement speed increase. The longer duration, the ability to use spells when it's active and the knockback immunity are all aspects that render this new spell far better than
망령 걸음. Being able to use both for an encounter will certainly make future encounters interesting.
Defensives - It is worth noting that
얼음같은 인내력 got buffed to 30%, which can help out with dps DKs being viable for longer when pushing M+. Unholy still has
대마법 보호막, and now
죽음의 서약, but we unfortunately no longer have Unholy Endurance, which will be greatly missed.
Azerite Traits
Baseline Unholy feels a lot more like a complete spec in Battle for Azeroth than Legion Unholy did without the Artifact/Legendaries. The Azerite traits offered in dungeon gear seem to be somewhat bland at first glance. One of the more interesting ones,
곪아 터진 힘, adds some interesting gameplay into the mix with being able to burst wounds quickly to build up strength. This trait seems to be hilariously overtuned for AoE scenarios, and will likely see a “cap” (or a nerf) being added in the future.
지독한 상처 is probably the best trait in terms of Quality of Life, with a second effect of boosting the %chance of getting the maximum 3 wounds off
고름 일격 by a considerable amount.
Outside of the two aforementioned traits though, no other Azerite traits seem to offer any big gameplay changes, contradictory to the original pitch for Azerite traits ,where they were conceived as “filling holes that losing the Artifact would create”. But instead, the design consensus ended up being to make certain Legion spells baseline (
대재앙), as well as polishing the talent tree/adding some there (As we’ve seen with countless specs, Blood and Frost included).
This is not a critique at the design team/overall design direction for classes in BfA. We are simply just very interested to see if Azerite traits will eventually contain more depth, as none of them really seem to fit any of these holes, but instead mostly just give you some incredibly minor passives; something, again, leaving the traits looking quite bland.
This could easily change in the future though, with the eventual tuning pass, and the ability to acquire more of these traits. I’m going to laugh if they actually do this lol xd.
Wish List
- Overall the level 90 talents need to be rearranged or replaced, most notably 유행병. This could be done in multiple ways, either with a small talent reshuffle or a new talent entirely to give the row some depth. (Tzo)
- 전염병 affected by 불시의 파멸. (Urioh)
- Change up 섬뜩한 죽음 in some way.
This could be either through adding in pet grip, which is useful in both PvP and PvE, giving us grip that has 2 charges on a longer recharge or something that doesn’t require a killing blow to reset. The extra range is nice but not enough to warrant picking it in any difficult scenario, even for encounter’s where it would make sense, such as Aggramar. Another solution would be to remove the secondary component (Reset with experience/honour), and add 썩어 문드러져라’s perk as its second component (again, two charges of grip). (Tzo)