Unholy DK: First Impression of the New Death Knight Talent Trees in Dragonflight

0
63
Quantcast


With the recent reveal of the Dragonflight Death Knight talent trees, our Unholy Death Knight writer provides initial reactions and first impressions to this revamped system. We break down the DK and Unholy trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!

ROW 1
Rake
Rake the target for Bleed damage and additional Bleed damage over 15 seconds. Awards 1 combo point.
Granted by default when selecting Feral Specialization.

Frenzied Regeneration
Heals you for 20% health over 3 seconds.
Granted by default when selecting Guardian Specialization.

Rejuvenation
Heals the target over 12 seconds.
Granted by default when selecting Restoration Specialization.

Starfire
Call down a burst of energy, causing Arcane damage to the target, and a small amount of Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power.
Granted by default when selecting Balance Specialization.

ROW 2

Thrash
Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.
Granted by default when selecting Feral or Guardian Specializations.

Improved Barkskin
Barkskin duration increased by 2/4] seconds. Two Rank Talent.

Swiftmend
Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for a large amount.
Granted by default when selecting Restoration Specialization.

Starsurge
Launch a surge of stellar energies at the target, dealing Astral damage, and empowering the damage bonus of any active Eclipse for its duration.
Granted by default when selecting Balance Specialization.

ROW 3

Rip
Finishing move that causes Bleed damage over time. Lasts longer per combo point.

Swipe
Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form.

Improved Frenzied Regeneration (NNF)
Frenzied Regeneration and Barkskin increase all healing received by 20%.

Remove Corruption
Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.

Moonkin Form
Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects.

ROW 4

Maim
Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point.

(3 Ranks) Increased Armor and Physical Damage (NNF)
Armor and Physical damage dealt increased by 2/4/6]%. Three Rank Talent.

Ironfur
Increases armor for 7 seconds.

(3 Ranks) Increased Healing and Magic Damage (NNF)
Healing and Magic damage dealt increased by 2/4/6]%. Three Rank Talent.

Hibernate
Forces the enemy target to sleep for up to 40 seconds. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.

ROW 5

(2 Ranks) Feline Swiftness
Movement speed by 8/15]%. Two Rank Talent.

Skull Bash
You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.

(2 Ranks) Thick Hide
Reduces all damage taken by 3/6]%. Two Rank Talent.

Choice: Wild Charge / Tiger Dash
Wild Charge:
Fly to a nearby ally’s position.

Tiger Dash:
Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.

Wild Charge
Fly to a nearby ally’s position.

Tiger Dash
Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.

(2 Ranks) Increased Healing & Healing Taken (NNF)
Healing done and healing taken increased by 3/6]%. Two Rank Talent.

Cyclone
Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 seconds. Only one target can be affected by your Cyclone at a time.

(2 Ranks) Astral Influence
Feral & Guardian: Increases the range of all your abilities by 1/3] yards. Two Rank talent.

Restoration & Balance: Increases the range of all your abilities by 3/5] yards. Two Rank Talent.

ROW 6

Tireless Pursuit
For 2 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed.

Soothe
Soothes the target, dispelling all Enrage effects.

Sunfire
A quick beam of solar light burns the enemy for a small amount of Nature damage and then an additional Nature damage over 12 seconds.

Typhoon
Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 seconds. Usable in all shapeshift forms.

ROW 7

Primal Fury
When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect.

Ursoc’s Endurance (NNF)
When you use Barkskin or Survival Instincts, absorb a small amount of damage over 8 seconds.

Stampeding Roar
Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 seconds.

Wild Growth
Heals up to 5 injured allies within 30 yards of the target over 7 seconds. Healing starts high and declines over the duration.

Improved Sunfire (NNF)
Sunfire now applies its damage over time effect to all enemies within 8 yards.

ROW 8

Choice: Incapacitating Roar / Mighty Bash
Incapacitating Roar:
Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.

Mighty Bash:
Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.

Incapacitating Roar
Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.

Mighty Bash
Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.

(2 Ranks) Ursine Vigor
For 4 sec after shifting into Bear Form, your health and armor are increased by 15/30]%. Two Rank Talent.

(3 Ranks) Lycara’s Teachings (NNF)
You gain of a stat based on your current form.

  • No Form: Haste
  • Cat Form: Critical Strike
  • Bear Form: Versatility
  • Moonkin Form: Mastery

Improved Rejuvenation (NNF)
Rejuvenation’s duration is increased by 3 seconds.

Choice: Mass Entanglement / Ursol’s Vortex
Mass Entanglement
Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.

Ursol’s Vortex
Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.

Mass Entanglement
Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.

Ursol’s Vortex
Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.

ROW 9

(2 Ranks) Well-Honed Instincts
When you fall below 40% health, you cast Frenzied Regeneration, up to once every 120/90] seconds. Two Rank Talent.

Improved Stampeding Roar (NNF)
Cooldown reduced by 60 seconds.

Renewal
Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.

Innervate
Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.

ROW 10

Furor
When you shift into a form you haven’t been in for 20 sec, abilities cost no Rage, Energy, Astral Power, or Mana for 4 seconds.

Heart of the Wild
Abilities not associated with your chosen specialization are substantially empowered for 45 seconds.

Nature’s Vigil
For 20 sec, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 min cooldown.

ROW 1
Eclipse
Casting 2 Starfires empowers Wrath for 15 seconds. Casting 2 Wraths empowers Starfire for 15 seconds. These Eclipses occur in alternation.
Eclipse (Solar): Wrath cast time reduced 8% and damage increased 20%.
Eclipse (Lunar): Starfire cast time reduced 8% and critical strike chance increased 20%.

ROW 2

(2 Ranks) Improved Eclipse
Eclipse now reduces the cast time of affected spells by 15%.

]

(2 Ranks) Improved Moonfire and Sunfire
Moonfire and Sunfire duration increased by 3/6] seconds. Two Rank Talent.

]

ROW 3

Force of Nature
Summons a stand of 3 Treants for 10 sec which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.

(2 Ranks) Nature’s Balance
While in combat you generate 1/2] Astral Power every 2 seconds. While out of combat your Astral Power rebalances to 50 instead of depleting to empty. Two Rank Talent.

Warrior of Elune
Your next 3 Starfires are instant cast and generate 40% increased Astral Power.

ROW 4

Starfall
Calls down waves of falling stars upon enemies within 40 yds, dealing Astral damage over 8 seconds.

Improved Moonkin Form
While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.

]

Celestial Alignment
Bring the celestial bodies into alignment over the target area applying Moonfire and Sunfire to all enemies. For 20 sec, both Eclipses are maintained and you gain 10% haste.

ROW 5

Improved Starsurge
Starsurge further empowers the damage bonus of any active Eclipse.

Solar Beam
Summons a beam of solar light over an enemy target’s location, interrupting the target and silencing all enemies within the beam. Lasts 8 seconds.

Shooting Stars
Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating 2 Astral Power.

ROW 6

(2 Ranks) Improved Starfall
Casting Starfall extends the duration of active Moonfires and Sunfires by 2/4] seconds. Two Rank Talent.

(2 Ranks) Power of Goldrinn
Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals Arcane damage to the target. Two Rank Talent.

(2 Ranks) Starlord
Starsurge and Starfall grant you 2/4]% Haste for 15 seconds. Stacks up to 3 times. Gaining a stack does not refresh the duration. Two Rank Talent.

ROW 7

Stellar Drift
Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 12 sec cooldown.

(2 Ranks) Stellar Inspiration
Starsurge and Starfall have a 10/15/20]% chance to empower Eclipse or extend Moonfire and Sunfire by double the amount. Three Rank Talent.

Light of the Sun
Reduces the remaining cooldown on Solar Beam by 15 seconds when it interrupts the primary target.

(2 Ranks) Umbral Intensity
Eclipse’s damage bonus to Wrath and Starfire starts 10/20/30] stronger. Three Rank Talent.

Precise Alignment
The duration of Celestial Alignment is increased by 5 seconds.

ROW 8

Choice Node:

Choice: Blessing of Elune / Blessing of An’she
Blessing of Elune
Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.

Blessing of An’she
Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.

Blessing of Elune
Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.

Blessing of An’she
Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.

Soul of the Forest
Eclipse increases Wrath’s Astral power generation 50%, and increases Starfire’s area effect damage by 150%.

(2 Ranks) Fury of the Skies
Moonfire increases your Arcane damage to the target, and Sunfire increases your Nature damage to the target, by 1/2]%. Two Rank Talent.

Choice Node:

Choice: Twin Moons / Stellar Flare
Twin Moons
Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.

Stellar Flare
Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.

Twin Moons
Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.

Stellar Flare
Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.

(2 Ranks) Solstice
During the first 6 sec of every Eclipse, Shooting Stars fall 250% more often. Two Rank talent.

ROW 9

Choice Node:

Choice: Oneth’s Clear Vision / Timeworn Dreambinder
Oneth’s Clear Vision
Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.

Timeworn Dreambinder
Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.

/ Timeworn Dreambinder ]

Oneth’s Clear Vision
Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.

]

Timeworn Dreambinder
Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.

]

(2 Ranks) Umbral Infusion
While in an Eclipse, the cost of Starsurge and Starfall is reduced by 5/10]%. Two Rank Talent.

]

Choice Node:

Choice: Incarnation: Chosen of Elune / Convoke the Spirits
Incarnation: Chosen of Elune
An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.

Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Incarnation: Chosen of Elune
An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.

Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

(2 Ranks) Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time. Two Rank Talent.

Choice Node:

Choice: Syzygy / Primordial Arcanic Pulsar
Syzygy
Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.

Primodial Arcanic Pulsar
Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.

Syzygy
Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.

Primordial Arcanic Pulsar
Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.

ROW 10

Choice Node:

Choice: New Moon / Fury of Elune
New Moon
Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.

Fury of Elune
Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.

New Moon
Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.

Fury of Elune
Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.

Improved Incarnation/Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

]

Choice Node:

Choice: Adaptive Swarm / Balance of All Things
Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Balance of All Things
Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.

Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Balance of All Things
Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.

Orbit Breaker
Every 30th Shooting Star calls down a Full Moon upon its target.

BASELINE ABILITIES

Feral Instinct
Reduces the chance enemies have to detect you while Prowl is active.

Feline Adept
Soothe and Remove Corruption are usable in Cat Form.

ROW 1

Tiger’s Fury
Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 seconds.

ROW 2

(3 Ranks) Increased Energy
Energy increased by 10/20/30]. Three Rank Talent.

]

Omen of Clarity
Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy.

(3 Ranks) Improved Tiger’s Fury
Tiger’s Fury generates an additional 10/20/30] energy. Three Rank Talent.

]

ROW 3

Improved Shred
While stealthed, Shred generates 1 additional combo point.

]

Scent of Blood
Each enemy hit by Thrash reduces the cost of Swipe by 3 Energy for the next 6 seconds.

Choice Node:

Choice: Predator / Sabertooth
Predator:
The cooldown on Tiger’s Fury resets when a target dies with one of your Bleed effects active, and Tiger’s Fury lasts 5 additional seconds.

Sabertooth:
Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.

Predator
The cooldown on Tiger’s Fury resets when a target dies with one of your Bleed effects active, and Tiger’s Fury lasts 5 additional seconds.

Sabertooth
Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.

ROW 4

(2 Ranks) Improved Prowl
While stealthed, Shred deals increased damage, and has double the chance to critically strike. While stealthed, Rake will stun the target for 4 sec, and deal increased damage.

]

(2 Ranks) Improved Shred and Swipe
Shred & Swipe deal 20% increased damage against bleeding targets. Two Rank Talent. Swipe deals 20% increased damage against bleeding targets.

]

ROW 5

(3 Ranks) Sudden Ambush
Finishing moves have a 1/2/3] % chance per combo point spent to make your next Rake or Shred deal damage as though you were stealthed. Three Rank Talent.

Berserk: Relentlessness
Go berserk for 20 sec, giving finishing moves a 20% chance per combo point spent to refund 2 combo points. Combines with other Berserk abilities, granting all known Berserk effects while active.

(3 Ranks) Taste for Blood
Ferocious Bite deals 2/4/6]% increased damage for each of your Bleeds on the target. Three Rank Talent.

ROW 6

Lunar Inspiration
Moonfire is usable in Cat Form, costs 30 energy, and generates 1 combo point.

Primal Wrath
Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point.

Moment of Clarity
Omen of Clarity now triggers 50% more often, can accumulate up to 2 charges, and increases the damage of your next Shred, Thrash, or Swipe by 15%.

Brutal Slash
Strikes all nearby enemies with a massive slash, inflicting Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point.

Savage Roar
Finishing move that increases damage by 15% and energy regeneration rate by 10% while in Cat Form. Lasts longer per combo point.

ROW 7

Predatory Swiftness
Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms.

Infected Wounds
Rake causes an Infected Wound in the target, reducing the target’s movement speed by 20% for 12 seconds.

*Survival Instincts
Reduces all damage you take by 50% for 6 seconds.

ROW 8

Berserk: Jungle Stalker
Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed and allowing the use of Prowl once while in combat. Combines with other Berserk abilities, granting all known Berserk effects while active.

(2 Ranks) Carnivorous Instinct
Tiger’s Fury’s damage bonus is increased by 3/6]%. Two Rank Talent.

(2 Ranks) Eye of Fearful Symmetry
Tiger’s Fury causes your next 2 finishing moves to restore 1/2] combo points. Two Rank Talent.

(2 Ranks) Cat-Eye Curio
Clearcast abilities generate 15/30]% of their Energy cost. Two Rank Talent.

Berserk: Frenzy
Go berserk for 20 sec, causing your combo point-generating abilities to bleed the target for an additional 150% of their damage over 8 seconds. Combines with other Berserk abilities, granting all known Berserk effects while active. Passive: Combo-point generating abilities reduce the cooldown of Berserk by 0.3 seconds.

ROW 9

Choice Node:

Choice: Feral Frenzy / Bloodtalons
Feral Frenzy
Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.

Bloodtalons
When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.

Feral Frenzy
Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.

Bloodtalons
When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.

Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Choice Node:

Choice: Incarnation: Avatar of Ashamane / Convoke the Spirits
Incarnation: Avatar of Ashamane
An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.

Convoke the Spirits:
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Incarnation: Avatar of Ashamane
An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.

Convoke the Spirits
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Soul of the Forest:
Your finishing moves grant 5 Energy per combo point spent and deal 5% increased damage.

Choice Node:

Choice: Draught of Deep Focus / Apex Predator’s Craving
Draught of Deep Focus
When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.

Apex Predator’s Craving
Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.

Draught of Deep Focus
When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.

Apex Predator’s Craving
Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.

ROW 10

(2 Ranks) Unknown
This ability does not have a description but has the icon of Adaptive Swarm.

Unknown

Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

]

Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

ROW 1

Maul
Maul the target for Physical damage.

ROW 2

Gore
Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage.

Survival Instincts
Reduces all damage you take by 50% for 6 seconds.

ROW 3

Choice Node:

Choice: Brambles / Bristling Fur
Brambles:
Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.

Bristling Fur:
Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.

Brambles
Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.

Bristling Fur
Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.

Improved Bear Form (or Ursine Adept)
Bear Form gives an additional 20% stamina. Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form.

]

Improved Survival Instincts
Survival Instincts now has 2 charges.

Improved Mangle
Mangle deals 20% additional damage against bleeding targets.

ROW 4

Innate Resolve
Regrowth and Frenzied Regeneration healing is increased by 12.0% on yourself.

Infected Wounds
Mangle and Maul cause an Infected Wound in the target, reducing their movement speed by 50% for 12 seconds.

Berserk: Ravage
Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, and Growl by 100%. Combines with other Berserk abilities, granting all known Berserk effects while active.

Ursoc’s Endurance
Increases the duration of Barkskin and Ironfur by 1 seconds.

Gory Fur
Mangle has a 15% chance to reduce the Rage cost of your next Ironfur by 25%.

ROW 5

Pawsitive Outlook
Thrash has a 10/20]% chance to trigger an additional Thrash. Two Rank Talent.

Scintillating Moonlight
Moonfire reduces damage dealt to you by 2/4]%. Two Rank Talent.

Tooth and Claw
Autoattacks have a 20% chance to empower your next Maul, stacking up to 2 times. Empowered Maul deals 40% increased damage and reduces the target’s damage to you by 15% for 6 seconds.

Layered Mane
Ironfur has a 5/10]% chance to grant two applications. Two Rank Talent.

ROW 6

Earthwarden
When you deal direct damage with Thrash, you gain a charge of Earthwarden, reducing the damage of the next auto attack you take by 30%. Earthwarden may have up to 3 charges.

Twin Moonfire
Moonfire deals 20% increased damage and also hits another nearby enemy within 15 yds of the target.

Galactic Guardian
Your damage has a 5% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 8 Rage, and deals 300% increased direct damage.

Vulnerable Flesh
Maul has an additional 15/30]% chance to critically strike. Two Rank Talent.

Vicious Cycle
Mangle increases the damage of your next Maul, and Maul increases the damage of your next Mangle by 10/15]%. Stacks up to 3. Two Rank Talent.

Reinforced Fur
Ironfur increases armor by an additional 4% and Barkskin reduces damage by an additional 5%.

ROW 7

Berserk
Persistence: Go berserk for 15 sec, reducing the cooldown of Frenzied Regeneration by 100% and the cost of Ironfur by 50%. Combines with other Berserk abilities, granting all known Berserk effects while active.

Fury of Nature
While in Bear From, you deal 10/20]% increased Arcane damage. Two Rank Talent.

Front of the Pack
Increases your movement speed by 5/10]%. Stampeding Roar’s radius and duration are increased by 15/30]%. Two Rank Talent.

Berserk
Unchecked Aggression: Go berserk for 15 sec, increasing haste by 15%, and reducing the rage cost of Maul by 10. Combines with other Berserk abilities, granting all known Berserk effects while active.

ROW 8

Choice Node:

Choice: Dream of Cenarius / Ursoc’s Fury
Dream of Cenarius:
When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.

Ursoc’s Fury:
Maul & Thrash grants you an absorb shield for 75% of all damage they deal.

Dream of Cenarius
When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.

Ursoc’s Fury
Maul & Thrash grants you an absorb shield for 75% of all damage they deal.

Elune’s Favored
While in Bear From, you deal 30% increased Arcane damage, and are healed for 30% of all Arcane damage done.

Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Choice Node:

Choice: Guardian of Elune / After the Wildfire
Guardian of Elune:
Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.

After the Wildfire:
Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.

Guardian of Elune
Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.

After the Wildfire
Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.

ROW 9

Reinvigoration
Frenzied Regeneration’s cooldown is reduced by 10.0%.

Pulverize
A devastating blow that consumes 2 stacks of your Thrash on the target to deal Physical damage and reduce the damage they deal to you by 35% for 10 seconds.

Choice Node:

Choice: Convoke the Spirits / Incarnation, Guardian of Ursoc
Convoke the Spirits:
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Incarnation, Guardian of Ursoc:
An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.

Convoke the Spirits
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Incarnation, Guardian of Ursoc
An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.

Choice Node:

Choice: Blood Frenzy / Soul of the Forest
Blood Frenzy:
Thrash also generates 2 Rage each time it deals damage.

Soul of the Forest:
Mangle generates 5 more Rage and deals 25% more damage.

Blood Frenzy
Thrash also generates 2 Rage each time it deals damage.

Soul of the Forest
Mangle generates 5 more Rage and deals 25% more damage.

Survival of the Fittest
Reduces the cooldowns of Barkskin and Survival Instincts by 33%.

ROW 10

Choice Node:

Choice: Untamed Savagery / Rend and Tear
Untamed Savagery:
Increases the damage and radius of Thrash by 25%.

Rend and Tear:
Each stack of Thrash reduces the target’s damage to you by 2% and increases your damage to them by 2%.

Untamed Savagery
Increases the damage and radius of Thrash by 25%.

Rend and Tear
Each stack of Thrash reduces the target’s damage to you by 2% and increases your damage to them by 2%.

Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

]

Rage of the Sleeper
Unleashes the rage of Ursoc for 10 sec, preventing 25% of all damage you take and reflecting Nature damage back at your attackers. While active, you are immune to loss of control effects.

BASELINE ABILITIES

Nature’s Cure
Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.

ROW 1

Lifebloom
Heals the target over 15 seconds. When Lifebloom expires or is dispelled, the target is instantly healed. May be active on one target at a time.

ROW 2

Efflorescence
Grows a healing blossom at the target location, restoring a small amount of health to three injured allies within 10 yards every 2 seconds for 30 seconds. Limit 1.

Nature’s Swiftness
Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.

Omen of Clarity
Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana.

ROW 3

Improved Lifebloom
Lifebloom is now treated as 1/2] additional Restoration heal over time effect(s) for Mastery: Harmony. Two Rank Talent.

Improved Nature’s Swiftness
Nature’s Swiftness cooldown is reduced by 10/20] seconds. Two rank Talent.

]

Ironbark
The target’s skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 seconds.

ROW 4

Improved Wild Growth
Wild Growth heals 1 additional target.

]

Improved Regrowth
Regrowth’s initial heal has a 20/40]% increased chance for a critical effect if the target is already affected by Regrowth. Two Rank Talent.

]

Improved Ironbark
Ironbark cooldown is reduced by 10/20] seconds. Two Rank Talent.

]

ROW 5

Unstoppable Growth
Wild Growth’s healing falls off 15/30]% less over time. Two Rank Talent.

Tranquility
Heals all allies within 40 yards 8 seconds. Each heal heals the target for a small amount over 8 sec, stacking. Healing increased by 100% when not in a raid.

Ysera’s Gift
Heals you for 2/4]% of your maximum health every 5 seconds. If you are at full health, an injured party or raid member will be healed instead. Two Rank Talent.

ROW 6

Nourish
Heals a friendly target. Receives triple bonus from Mastery: Harmony.

Soul of the Forest
Swiftmend increases the healing of your next Regrowth or Rejuvenation by 200%, or your next Wild Growth by 75%.

Inner Peace
Reduces the cooldown of Tranquility by 30/60] seconds. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Two Rank Talent.

Cultivation
When Rejuvenation heals a target below 60% health, it applies Cultivation to the target, healing them for a small amount over 6 seconds.

ROW 7

Improved Tranquility and Wild Growth
Increases healing done by Tranquility and Wild Growth based on t: he current health of the target. Lower heal targets are healed for more.

]

Choice Node:

Choice: Cenarion Ward / Abundance
Cenarion Ward:
Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.

Abundance:
For each Rejuvenation you have active, Regrowth’s cost is reduced by 6% and critical effect chance is increased by 6%.

Cenarion Ward
Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.

Abundance
For each Rejuvenation you have active, Regrowth’s cost is reduced by 6% and critical effect chance is increased by 6%.

Stonebark
Ironbark increases healing from your heal over time effects by 10/20]%. Two Rank Talent.

ROW 8

Choice Node:

Choice: Spring Blossoms / Overgrowth
Spring Blossoms:
Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.

Overgrowth:
Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth’s heal over time effect to an ally.

Spring Blossoms
Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.

Overgrowth
Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth’s heal over time effect to an ally.

Rampant Growth
Regrowth heals for more over its duration, and its healing over time effect also applies to the target of your Lifebloom.

Autumn Leaves
Rejuvenation’s duration is increased by 1 sec, and it heals for an additional amount when it is your only heal over time on the target.

Grove Tending
Swiftmend heals the target for over 9 seconds.

Choice Node:

Choice: Invigorate / Memory of the Mother Tree
Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.

Invigorate
Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.

Memory of the Mother Tree
Wild Growth has a 40% chance to cause your next Rejuvenation or Regrowth to apply to 3 additional allies within 20 yards of the target.

ROW 9

Germination
You can apply Rejuvenation twice to the same target. Rejuvenation’s duration is increased by 2 seconds.

Choice Node:

Choice: Incarnation: Tree of Life / Convoke the Spirits
Incarnation: Tree of Life:
Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.

Convoke the Spirits:
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Incarnation: Tree of Life
Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.

Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Improved Innervate
If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Passive: Mana regeneration increased 5%.

]

ROW 10

Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Choice Node:

Choice: Photosynthesis / The Dark Titan’s Lesson
Photosynthesis:
While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.

The Dark Titan’s Lesson:
You may Lifebloom two targets at once.

Photosynthesis
While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.

The Dark Titan’s Lesson
You may Lifebloom two targets at once.

Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

]

Ephemeral Incarnation
Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.

Choice Node:

Choice: Flourish / Verdant Infusion
Flourish:
Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.

Verdant Infusion:
Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.

Flourish
Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.

Verdant Infusion
Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.

Vision of Unending Growth
Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.

Starting at ID 300

ROW 1

Chains of Ice
Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.
Granted by default when selecting Frost Specialization.

Death Strike
Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.
Granted by default when selecting Blood Specialization.

Raise Dead
Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.
Granted by default when selecting Unholy Specialization.

ROW 2

Mind Freeze
Smash the target’s mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.

Anti-Magic Shell
Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.

Improved Death and Decay
Blood: Heart Strike hits 3 additional enemies while you remain in Death and Decay.
Frost: Obliterate hits 1 additional enemy while you remain in Death and Decay.
Unholy: Scourge Strike hits 5 additional enemies while you remain in Death and Decay.

]

ROW 3

Icebound Fortitude
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.

Blood Scent
Increases Leech by 3%.

Veteran of the Third War
Blood: Stamina increased by 10/20]%. Two Rank Talent
Frost & Unholy: Stamina increased by 5/10] % Rank Two Talent. Two Rank Talent

Suppression
Increases Avoidance by 3%.

Brittle
Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.

ROW 4

Blinding Sleet
Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.

Permafrost
Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.

Death Pact
Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.

Wraith Walk
Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.

Sacrificial Pact
Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.

Unholy Ground
Gain 5% Haste while you remain within your Death and Decay.

ROW 5

Merciless Strikes
Increases Critical Strike chance by 2/4]%. Two Rank Talent.

Anti-Magic Zone
Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.

Might of Thassarian
Increases Strength chance by 2/4]%. Two Rank Talent.

ROW 6

Proliferating Chill
Chains of Ice affects 1 additional nearby enemy.

Choice: Runic Empowerment / Runic Corruption
Runic Empowerment:
Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.

Runic Corruption:
Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

Runic Empowerment
Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.

Runic Corruption
Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

Anticipation
Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.

Asphyxiate
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.

Death’s Advance
For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.

Anti-Magic Barrier
Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.

Control Undead
Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.

Choice: Death’s Reach / Grip of the Dead
Death’s Reach:
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.

Grip of the Dead:
Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

Death’s Reach
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.

Grip of the Dead
Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

Enfeeble
Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.

ROW 7

Acclimation
Icebound Fortitude’s cooldown is reduced by 60 seconds.

Assimilation
The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.

Lichborne
Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.

ROW 8

Icy Talons
Your Runic Power spending abilities increase your melee attack speed by 2/4/6]% for 6 sec, stacking up to 3 times. Three Rank Talent.

Horn of Winter
Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.

Improved Death Strike
Death Strike’s cost is reduced by 10, and its healing is increased by 3/6/10]% for Blood specialization and 20/40/60]% for Frost and Unholy specialization. Three Rank Talent.

]

Will of the Necropolis
Damage taken below 30% Health is reduced by 30%.

Unholy Bond
Increases the effectiveness of your Runeforge effects by 10/20/30]%. Three Rank Talent.

ROW 9

Runic Attenuation
Auto attacks have a chance to generate 5 Runic Power.

Rune Mastery
Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.

Blood Draw
When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.

Death’s Echo
Death’s Advance, Death and Decay, and Death Grip have 1 additional charge.

ROW 10

Empower Rune Weapon
Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

Abomination Limb
Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds. Gain Runic Corruption instantly, and again every 6 seconds.

Soul Reaper
Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.

ROW 1

Heart Strike
Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies’ movement speed by 20% for 8 sec.

ROW 2

Marrowrend
Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.

Blood Boil
Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.

ROW 3

Foul Bulwark
Each charge of Bone Shield increases your maximum health by 1%.

Crimson Scourge
Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.

Improved Blood Boil
Increases the maximum number of Blood Boil charges by 1.

]

ROW 4

Improved Boneshield
Bone Shield increases your Haste by 5/10]%. Two Rank Talent.

]

Improved Heart Strike
Heart Strike damage increased by 10/20/30]%. Two Rank Talent.

]

Blood Fortification
Stamina increased by 10/20/30]%. Damage taken reduced by 3/6/10]%. Three Rank Talent.

Rune Tap
Reduces all damage taken by 20% for 4 sec.

ROW 5

Blood Tap
Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.

Reinforced Bones
Increases Armor gained from Bone Shield by 10%.

Leeching Strike
Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.

Vampiric Blood
Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.

Hasty Bargain
When Crimson Scourge activates, you gain 3/6]% Haste for 6 sec. Two Rank Talent.

Death’s Caress
Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges. 6 second cooldown.

ROW 6

Choice: Blooddrinker / Consumption
Blooddrinker:
Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.

Consumption:
Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

Blooddrinker
Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.

Consumption
Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

Choice: Mark of Blood / Tombstone
Mark of Blood:
Places a Mark of Blood on an enemy for 15 sec. The enemy’s damaging auto attacks will also heal their victim for 3% of the victim’s maximum health.

Tombstone:
Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

Mark of Blood
Places a Mark of Blood on an enemy for 15 sec. The enemy’s damaging auto attacks will also heal their victim for 3% of the victim’s maximum health.

Tombstone
Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

Choice: Voracious / Bloodworms
Voracious:
Death Strike’s healing is increased by 20% and grants you 15% Leech for 8 sec.

Bloodworms:
Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.

Voracious
Death Strike’s healing is increased by 20% and grants you 15% Leech for 8 sec.

Bloodworms
Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.

Relish in Blood
While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.

ROW 7

Ossuary
While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.

Improved Vampiric Blood
Increases all healing and absorbs by 5/10]% and duration by 2/4] sec. Two Rank Talent.

]

Hemostasis
Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 4/8]%, stacking up to 5 times. Two Rank Talent.

Heartbreaker
Heart Strike generates 1/2] additional Runic Power per target hit. Two Rank Talent.

ROW 8

Rapid Decomposition
Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.

Dancing Rune Weapon
Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance.

Gorefiend’s Grasp
Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target’s location.

ROW 9

Shattering Bone
When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay. Two Rank Talent.

Heartrend
Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional 20/40]% damage based on your missing health. Two Rank Talent.

Crimson Rune Weapon
Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.

Tightening Grasp
Enemies hit by Gorefiend’s Grasp take 5/10]% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend’s Grasp by 30 sec. Two Rank Talent.

Red Thirst
Reduces the cooldown on Vampiric Blood by 1/2] sec per 10 Runic Power spent. Two Rank Talent.

ROW 10

Bonestorm
A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.

Everlasting Bond
Summons 1 additional copy of Dancing Rune Weapon. Additionally, each rune spent increases its duration by 0.5 sec.

Purgatory
An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.

Unquenchable Thirst
While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.

ROW 1

Frost Strike
Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage.

ROW 2

Obliterate
A brutal attack with both weapons that deals Physical damage.

Howling Blast
Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever.

ROW 3

Killing Machine
Your auto attack critical strikes have a chance to make your next Obliterate critically strike.

Rime
Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 150% additional damage.

ROW 4

Unleashed Frenzy
Frost Strike increases your strength by 1.0% for 6 seconds, stacks up to 3 times.

Runic Command
Increases your maximum Runic Power by 5/10]. Two Rank Talent.

Improved Frost Strike
Increases Frost Strike damage by 10/20]%. Two Rank Talent.

]

Remorseless Winter
Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 sec and reducing their movement speed by 20%.

ROW 5

Improved Obliterate
Increases Obliterate damage by 10/20]%. Two Rank Talent.

]

Pillar of Frost
The power of frost increases your Strength by 20% for 12 seconds. Each Rune spent while active increases your Strength by an additional 1%.

Improved Rime
Increases Howling Blast damage done by an additional 75/100]%. Two Rank Talent.

]

ROW 6

Choice Node:

Choice: Frigid Executioner / Rage of the Frozen Champion
Frigid Executioner:
Obliterate has a 10% chance to refund 2 runes.

Rage of the Frozen Champion:
Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.

Frigid Executioner
Obliterate has a 10% chance to refund 2 runes.

Rage of the Frozen Champion
Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.

Improved Killing Machine
Your next Obliterate also deals Frost damage.

Choice Node:

Choice: Inexorable Assault / Cold Heart
Inexorable Assauit:
Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.

Cold Heart:
Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.

Inexorable Assault
Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.

Cold Heart
Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.

Choice Node:

Choice: Avalanche / Frozen Pulse
Avalanche:
Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.

Frozen Pulse:
While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.

Avalanche
Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.

Frozen Pulse
While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.

Biting Cold
Remorseless Winter damage is increased by 30%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.

Chill Streak
Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Costs 40 Runic Power. Chill Streak bounces up to 9 times between closest targets within 6 yards.

ROW 7

Murderous Efficiency
Consuming the Killing Machine effect has a 50% chance to grant you 1 Rune.

Might of the Frozen Wastes
Wielding a two-handed weapon increases Obliterate damage by 30%, and causes your auto attack critical strikes to grant Killing Machine.

Enduring Strength
When Pillar of Frost expires, your Strength is increased by 5/10]% for 6 seconds. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Two Rank Talent.

Frostwhelp’s Aid
Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit increases your Mastery by 2/4]%, up to 10/20]%. Two Rank Talent.

Gathering Storm
Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by 0.5 seconds.

Empower Rune Weapon
Empower Rune Weapon gains an additional charge. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

Choice Node:

Choice: Piercing Chill / Enduring Chill
Piercing Chill:
Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.

Enduring Chill:
Chill Streak’s bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.

Piercing Chill
Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.

Enduring Chill
Chill Streak’s bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.

ROW 8

Glacial Advance
Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.

Bonegrinder
Consuming Killing Machine grants 1% critical strike chance for 6 seconds, stacking up to 5 times. At 5 stacks, your next Killing Machine consumes the stacks granting you 5/10]% increased Frost damage for 10 seconds. Two Rank Talent.

Everfrost
Remorseless Winter deals 3/6]% increased damage to enemies it hits, stacking up to 10 tanks. Two Rank Talent.

Frostscythe
A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets.

ROW 9

Cold-Blooded Rage
Frost Strike critical strikes have a 5/10]% chance to grant Killing Machine. Two Rank Talent.

Frostwyrm’s Fury
Summons a frostwyrm who breathes on all enemies within 40 yd in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds.

Invigorating Freeze
Frost Fever critical strikes increase the chance to grant Runic Power by an additional 5/10]%. Two Rank Talent.

ROW 10

Choice Node:

Choice: Obliteration / Icecap
Obliteration:
While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.

Icecap:
Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.

Obliteration
While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.

Icecap
Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.

Absolute Zero
Frostwyrm’s Fury has 50% reduced cooldown and Freezes all enemies hit for 3 seconds.

Breath of Sindragosa
Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.

Festering Strike
Strikes for Physical damage and infects the target with 2-3 Festering Wounds.

ROW 2

Scourge Strike
An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst.

Improved Raise Dead
Your Raise Dead ghoul becomes permanent.

]

ROW 3

Sudden Doom
Your auto attacks have a chance to make your next Death Coil cost no Runic Power.

Outbreak
Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.

ROW 4

Replenishing Wounds
When Festering Wound pops it generates an additional 3 Runic Power.

Improved Festering Strike
Festering Strike damage increased by 10/20/30]%. Three Rank Talent.

]

Infectious Wound
Festering Strike has a 20% increased chance of applying 1/2/3] additional Festering Wounds. Three Rank Talent.

Epidemic
Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and an additional Shadow damage to all other enemies near them.

ROW 5

Improved Scourge Strike
Scourge Strike damage increased by %. Two Rank Talent.

]

Harbinger of Doom
Sudden Doom triggers 15% more often and can accumulate up to 2 charges.

Dark Transformation
Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul’s abilities are empowered and take on new functions while the transformation is active.

Deadly Coil
Reduces the Runic Power cost of Death Coil by 5/10]. Two Rank Talent.

ROW 6

Clawing Shadows
(Replaces Scourge Strike) Deals Shadow damage and causes 1 Festering Wound to burst.

Pestilence
Death and Decay damage has a 10% chance to apply a Festering Wound to the enemy.

Choice Node:

Choice: Unholy Pact / Defile
Unholy Pact:
Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.

Defile:
Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.

Unholy Pact
Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.

Defile
Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.

Choice Node:

Choice: Bursting Sores / Ebon Fever
Bursting Sores:
Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.

Ebon Fever:
Virulent Plague deals 15% more damage over time in half the duration.

Bursting Sores
Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.

Ebon Fever
Virulent Plague deals 15% more damage over time in half the duration.

Infected Claws
Your ghoul’s Claw attack has a 30% chance to cause a Festering Wound on the target.

All Will Serve
Your Raise Dead spell summons an additional skeletal minion.

ROW 7

Pestilent Pustules
Bursting a Festering Wound has a 10% chance to grant you Runic Corruption.

Unholy Command
Damage Dealt by Death Coil reduces the cooldown of Dark Transformation by 0.5/1] seconds. Two Rank Talent.

Army of the Dead
Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds.

Improved Death Coil
Death Coil deals 20/40]% additional damage and seeks out 1 additional nearby enemy.

Reaping
Your Soul Reaper, Scourge Strike, Festering Strike, and Death Coil deal 20% additional damage to enemies below 35% health.

ROW 8

Death Rot
Sudden Doom causes your Death Coil to burst up to 2 additional Festering Wounds and increases the Shadow damage the target takes from you by 4% per wound popped for 6 seconds.

Apocalypse
Bring doom upon the enemy, dealing Shadow damage and bursting up to 4 Festering Wounds on the target. Summons an Army of the Dead ghoul for 15 sec for each burst Festering Wound.

Unholy Blight
Surrounds yourself with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 sec, stacking up to 4 times.

ROW 9

Festermight
Popping a Festering Wound increases your Strength by 1/2]% for 20 sec, stacking. Does not refresh duration. Two Rank Talent.

Frenzied Monstrosity
Dark Transformation also increases the attack speed and damage of you and your Monstrosity by 4/8]%. Two Rank Talent.

Morbidity
Diseased enemies take 3/6]% increased damage per disease they are affected by. Two Rank Talent.

Unholy Aura
All enemies within 8 yards take 10/20]% increased damage from your minions. Two Rank Talent.

ROW 10

Unholy Assault
Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing haste by 20% for 12 seconds.

Army of the Damned
Death Coil reduces the cooldown of Apocalypse by 1 sec and Army of the Dead by 5 seconds. Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.

Summon Gargoyle
Summon a Gargoyle into the area to bombard the target for 30 seconds. The Gargoyle gains 1% increased damage for every 2 Runic Power you spend.

Death Knight Dragonflight Class Tree

Death Knight Dragonflight Talents – What’s New?

The Dragonflight expansion has introduced a completely new take on talents and abilities. Instead of learning spells as we level and picking one out of three talent choices in set of rows, we now have talent trees that do both. You get one generic tree shared between the three Death Knight specs, as well as a spec-specific tree. The points you gain as you level will both be used to build out your ability toolkit as well as picking up passives that empower your abilities.

The class-tree allows us to pick up spells and passives previously only available to the other specs in our class. Blinding Sleet, Will of the Necropolis, Runic Empowerment and Empower Rune Weapon are some notable examples for the Unholy Death Knight. We’ll be able to dip into the resource-generating spells of the Frost Death Knight and the great defensives of the Blood Death Knight! Overall, we will have the possibility to pick up lots of utility that was previously locked behind the other two specs, as well as interesting passive and active abilities that will have a profound impact on how the Unholy Death Knight feels to play.

We will also have access to brand new abilities within this tree. is a powerful new passive deep in the Unholy branch, most likely drawing inspiration from Exacting Preparation. We will also be able to pick up which brings a proc-based strength buff based on Runes used. Overall though, there isn’t anything awfully new and exciting within the tree.

Death Knight Dragonflight Talent Tree – First Impressions

My first impression of the class-specific Death Knight tree is excitement. I feel like there’s lots of stuff in it that will make the Unholy Death Knight a strong class, especially the defensives we can pick up from the Blood part of the tree.

Having said that, I do feel like the tree is slightly unbalanced as it currently sits. The Blood portion holds an absolute ton of utility. Death’s Advance, Anti-Magic Zone, Anti-Magic Barrier, Abomination Limb and Asphyxiate are all spells that find great use in many PvE scenarios. You can pick up three of the earlier spells but you are unlikely to want to go all the way down to Abomination Limb, reinforcing the Blood Death Knight as the “utility dk” amongst the three specs. Blood has historically had both a shorter Cooldown on Death Grip as well as access to Gorefiend’s Grasp, putting it firmly ahead of the DPS DKs. I would like to see these utility spells spread out more across the three branches of the tree. I can foresee scenarios where you are forced as a DPS DK to build deep into the Blood branch to run Abomination Limb for an encounter requiring heavy grip utility (forsaking DPS by doing so).

Another thought is the relative weakness of Unholy’s middle portion of the tree. The only thing that will be useful in most cases is the 4% strength buff from . Otherwise, the utility is niche at best. Compare that to the huge throughput increase of Runic Empowerment from the frost tree or the big utility in the blood portion, it just feels a bit meh.

My very early thoughts bring me to the following general tree for Unholy DKs:

It picks up all the throughput it can get its hands on, following the Unholy and Frost branches all the way to the bottom. I believe the interesting aspect here is what choices we can make within this build, which spells do we want to change up in different scenarios etc? I’d like to start by highlighting a resource vs defensive choice at the bottom portion of the tree, Runic Attenuation vs Will of the Necropolis. We only have 11 points to spend here and there is a lot of good stuff, creating a lot of competition. Runic Attenuation is most likely the weakest choice in terms of throughput, making it the natural choice to give up for something else useful. Will of the Necropolis is such an incredibly strong defensive pick, essentially giving you a permanent Icebound Fortitude when you’re below 30% health… It’s hard to say at this point how balanced Unholy will be resource-wise. It’s a possibility that we have a ton of resources already, diminishing Runic Attenuation‘s value and making Will of the Necropolis an obvious pick. We might also end up picking Will of the Necropolis only for when it really matters for those high damage-intake bosses, we’ll see!

Another interesting choice will be the allocation of the final point outside of the bottom 11. In the example tree I put it in Anti-Magic Barrier but it can go anywhere really. for AoE CC, Asphyxiate for a nice stun, Death’s Reach for longer grips, for some nice extra Runic Power off interrupts, there are a lot of options! Still, I think it would be nice if there was a bit more overall choice. I can obviously be very wrong about the relative power of the different options here but it feels unnecessarily rigid.

Unholy Death Knight Spec Tree

Unholy Death Knight Talents for Raiding – What’s New?

The spec-specific tree contains some completely new spells, as well as a couple of returning ones.

  • is like an inverse The Instructor’s Fourth Lesson that helps to randomly build a large number of extra wounds.
  • is a new passive that feeds strongly into our execute. 20% increased damage on our main direct damage spells whenever the target is below 35% health!
  • is a new passive that allows Death Coil to burst Festering Wound, a concept we have not seen before!
  • is returning! Once an Azerite trait in BFA and we can now pick it up deep into the Unholy tree. This is an extremely fun passive that makes the Unholy AoE playstyle much more rewarding!
  • brings a new aspect to Death Coil making it cleave to one more enemy. Interesting synergies with and !
  • reminds us of the Necrotic Aura PvP talent but now only affecting pets. Will be really strong with any pet-focused build!
  • brings extra damage per disease we have active on the target. This synergises well with Virulent Plague and as well as any other potential diseases in Dragonflight! I get the feeling that the Shadowlands version of Unholy Blight was split up into the two talent nodes we now see. Once you combine them, you get the same effect but to all damage done!

I think all of these new and returning spells are interesting in their own way. They move your mind to distinct playstyles and affect the rotation in various ways! I must say my favourite is but I’m also biased from having way too much fun playing Unholy in BFA… The most lackluster one is probably since there aren’t many options for focusing on a disease heavy build. The only thing we can do is to pick up and make sure we have as much uptime on our diseases as possible.

Unholy Death Knight Dragonflight Talent Tree – First Impressions

To start off, I feel like the devs have had a couple of builds in mind when creating this tree. You can clearly see a wound-based build and a pet-based build. There are some talents that point to a more disease-focused build but I don’t feel like that would be a defining attribute. One of my first thoughts is the distribution of talents across the tree. The different branches aren’t made consistent with the builds I just mentioned. Sure, the tree shouldn’t be structured in such a way that it’s blatantly obvious what path to take for a specific build, but there should still be some consistency.

I think the most clear example of this comes with the location of . It’s a vital part of any wound-based AoE build, but it’s completely disconnected to any other talent you’d pick up if you were focusing on such a build. Instead, you find these mostly present in the left-most part of the tree. I think it would make a lot more sense if swapped places with ! Furthermore, it would make the left part of the tree a lot more interesting, since it’s currently exceptionally weak in comparison to the other branches. Both and are particularly weak talents and render that entire branch uninteresting to any build type.

The locations of the traits buffing Death Coil are also worrying. , and would all synergise nicely but they are completely disconnected to eachother. None of these traits lie on connected paths where one is required to spec into another.

When it comes to actual builds, I think we’ll have two major ones. The wound-based build could look something like the following:

This build focuses heavily on building and bursting as many Festering Wounds as possible. and will increase our wound generation greatly and will assist in bursting them. Interestingly enough, this build forsakes picking up . This is mainly due to the increased random nature of our Festering Wound generation. Properly setting up for will be difficult without wasting resources since we risk overcapping on Festering Wound whenever we use at above 0 wounds… Furthermore, not picking up will result in our cooldowns desyncing, further devaluing . It’s currently unclear whether or not this waste is worth it or not, it will just feel bad whenever it happens. I predict that this will be a fast-paced and proc-based playstyle with a lot of resources to spare!

I believe this build will be the most popular AoE build, due to the quadratic scaling nature of the Festering Wounds, as well as the increased ability to both build and burst these wounds. Furthermore, we have again which greatly empowers such a build. Sadly, we probably won’t see the glorious days of BFA return. The 5-target cap on Scourge Strike cleaving is a major blocker to the potential and flow of this build. You simply don’t have enough GCDs in your Death and Decay window to reliably burst all wounds. I’d be very happy if the cap was increased just a bit, to 8 would be lovely Blizz.

When it comes to choice here, I don’t see too many options. is a potential alternative to to really boost the AoE burst and there’s potential to sacrifice a single point in either of these to reach the final talent row. This is probably relevant whenever you want to prioritise more single target, as the final talent row offers quite strong single-target options.

We also have a build focused heavily on empowering our pets:

This resembles what we currently run in Shadowlands with the major addition of ! We again have potential issues with depending on the cooldown of the ability. In Shadowlands, it syncs up nicely with our other cooldowns through the combined effort of Army of the Damned and Convocation of the Dead. We’ll lose the conduit meaning that the cooldown reduction available to us is greatly reduced. I hope to see a shorter base cooldown on , around 60 seconds, to allow for the overlap with the appropriate talent selection. We do risk ending up with a clunky opener again when picking up but it shouldn’t be all too different compared to what we have in Shadowlands. I feel like potential choice in this build comes from and . really isn’t very powerful in Shadowlands so I think it’ll depend on tuning if we actually commit to speccing into it.

Overall, I feel like the Unholy spec tree can use some work. There are quite a lot of talents that haven’t been impactful in a long time still making it to the tree. , , haven’t been good in the last two expansions and I don’t expect them to be of any useful in the next on either. I’d much rather see some new/returning spells (Necrotic Plague pretty please?) or significant changes to these weak ones. This is also means that the talent tree becomes rigid, since it lacks good choices. It doesn’t help that the tree itself has so few choice nodes, a total of two compared to balance druid’s 7 for instance. That being said, I feel like the added spells will bring a new and exciting feel to the Unholy Death Knight, as well as more options for players to explore builds!

Unholy Death Knight Dragonflight Talents for Raiding – How Strong is it?

When evaluating the strength of a tree at this stage, we cannot focus on the numbers. Instead, we must consider the niches of the tree, as well as the flexibility of any playstyle. I feel like Unholy will have the ability to swap between two damage profiles. A burst-heavy pet-playstyle that’s highly resistant to downtime, as well as a big AoE and constant damage profile that’s based on wounds. It’s always great to be able to deal a lot of damage without being close to the boss. It makes you a better melee progression spec that doesn’t lose as much damage from mechanics. Having the ability to spec into heavy AoE is a very useful attribute when focusing on Mythic+. You can choose to either be the trash-killer, or the boss-killer depending on the affixes and the group. This is also nice! We might run into trouble if the wound-based playstyle ends up being optimal for single target as well. Since the damage is aimed more towards our direct damage-dealing abilities, any downtime will instantly lower our DPS. We can still rely partly on our pets but not to the same degree!

Furthermore, we’ll have a lot of options that provide resources. The Frost DK branch of the generic tree brings a ton of extra stuff that we don’t have in Shadowlands. This will hopefully give us the opportunity to build a well-balanced Unholy resource-wise. Without Deadliest Coil in Shadowlands Unholy plays really quite clunky. I’m hopeful that what we’ve been given will be sufficient to create a spec that has a much better flow to its rotation!

Final Thoughts on the Death Knight and Unholy Talent Trees

I think my personality shines through a lot in this section but I still have to say it, I’m really excited! I really like the concept of the talent trees, the fun builds one can experiment and try out. With a well-built system, there can be such a large amount of variety of choice! I like the fact that we can tap into the powers of all the different specs, and that we’ll build our character from the ground up. Even if the optimal build might quickly be discovered, anyone who doesn’t care as much about throughput can truly personalise their character as they want. I hope to see a highly iterative process where the developers address the concerns of the community within the trees and try out new and bold things!
Get Wowhead Premium
As little as less than $1 a month to enjoy an ad-free experience, unlock premium features, and support the site!






Source link

LEAVE A REPLY

Please enter your comment!
Please enter your name here