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DeathKnight.NL

 


DeathKnight.NL

DeathKnight.NL



DeathKnight.NL

Death Knights

DeathKnight.NL

Unholy Talents

The Only Choice 7/0/32 + 2
When you take a look at this talent tree and how it is set up you will have few questions to ask about it. All the mandatory dps talents are picked up along the way. If you are wondering about Magic Suppression, this one is picked up in order to allow you to generate extra Runic Power along the way. One point is more than enough to ensure near saturation of Runic Power, allowing you to do more damage. The point invested in Desecration is done so to make sure enough points are invested to reach the higher tiers of the tree. This point could have easily been spent elsewhere though. In this respect, this point comes down to personal preference. The only other options with this point are either Unholy Command or Resilient Infection; the choice is your's and will have no impact at all on how much damage you are able to do in a PvE setting. The final two unspent talents are don't have an obvious home; spend them where ever you wish, it is not possible to spend them in a way that has any real impact (no matter how small) on your dps. As you would expect, Scourge Strike will be the ability causing the majority of your damage, followed by your pet Ghoul and Death Coil. It is important to remember that playing as an unholy Death Knight means you will be in Unholy Presence for the entire time.

The Final Two (A home for your remaining points)

There really is no place for these points to go. However, in some cases the points can be spent to gain tiny (non-dps) benefits, such as ease of play or raid utility:

  • Runic Power Mastery
    This talent can be a tough one to judge. The great thing about it is that you will be able to afford three consecutive Death Coils with just one point invested; Death Coil spam is handy to get Shadow Infusion back up after Dark Transformation. It will negatively impact Runic Corruption however, meaning little in terms of overall net gain.
  • Scent of Blood
    This talent will shine brightly on any fight where you'll get hit. The problem is it only works on direct damage and not aoe. Those fights are not at all common. A great talent in the right situation... that situation might never occur though.
  • Blade Barrier
    Now that the mana wars have begun for healers, anything that can reduce the amount of damage the raid takes will have real value. The damage reduction isn't massive however and will only contribute to helping out the raid healers in a very general way, but good in that it should be up most of the time.
  • Desecration
    The up side of this talent is huge. It is easy to apply without having to spend any of your resources and without you needing to break your rotation in any way. As such there's no penalty at all for applying the snare and its aoe aspect is very handy for groups of mobs. The down side though is just as huge as the up side. You'll have no control over when and where you use Desecration, meaning any fights that tanks want to move mobs around quickly it will be a hinderane.
  • Resilient Infection
    If you actually come up to a boss that cleanses then this talent will be handy... but that's not likely to happen often (if ever). This talent is going to be dead in the water for the rest of the time.
  • Magic Suppression
    A second (or even third!) point in Magic Suppression is going to put you way over in terms of Runic Power generation. It could be possible though that on certain fights it could be handy to have all that Runic Power to dump, but this won't happen often. The up side is increased survivability and possibly slightly more time available to you during certain parts of various fights.
  • Scarlet Fever
    Though on the surface this may look enticing (yes the 10% decreased melee damage is an amazingly incredible debuff) every single tank regardless of class will have this included in their spec already, making you picking it up rather redunant. It might be useful in encounters where mobs are taken down without tanks (such as certain aoe encounters), but these encounters are few and far between.
  • Hand of Doom
    Meant to be a straight up PvP talent, this talent can provide some handy raid utility in certain situations. The main problem here is the silence part of the Strangulate which is generally useless in raids; though the interupt aspect will still work.

 

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