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Unholy Death Knight Raid Boss Tips Guide
Por Veissdrachen
[Last Updated]:
21/06/2018
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Parche: 7.3.5
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Welcome to the Unholy Death Knight Guide, updated for World of Warcraft Legion Patch 7.3.5! This guide is currently updated and maintained by
Veiss Versa
, who has been a raider in various DPS capacities for 9 years, and is currently 5/11 Mythic Antorus. You can also find him on
YouTube
and
Twitch
, or at his
blog
.
For more Death Knight discussion, visit the Death Knight
Class Discord
, the
Unholiest
Discord, or ask our guide writers questions on
Wowhead's Discord.
For additional class and community Discord links
visit our Discord Servers page
.
Share your own spec guide using our new
class guide system
!
General Mythic+ Tips and Tricks
can absorb damage from and negate several effects on many encounters, making
a very useful talent in nearly many forms of content. Remember that damage
ABSORBED
by
will grant you
, so try not to be capped. Effect applications that are
NEGATED
by
do not contribute to Runic Power gain.
Being an Unholy Death Knight is pretty straightforward. We have a decent damage mitigation ability in
, and can heal ourselves from hard hits using
.
Our typical talent builds don't vary much. If you want to use a particular build, you can use various legendary items to bolster your ability to deal damage in differing modes.
Important Note:
If you take the
talent, you will not be able to hit the Fel Explosives spawned during
with
, with or without
active.
Offers the most leeway in combinations of Legendaries and Tier pieces of the three spec options, with no highly recommended Legendary options blocking tier slots (With the exception of
, which is not mandatory.
This spec is good for either Mythic 10+ Third Affix, offering respectable damage depending on your choice of legendaries in all damage from single target, to multi to cleave.
Blocks the Shoulder slot for Tier when using required Legendary
.
This spec is best on
, but can be modified via legendaries to perform moderately well on
as well. Will still be the weakest of the three in general for
Blocks access to the Helm slot for Tier, requiring
This setup is strongest on
of the three recommended setups, but performs the poorest of the three on bosses in
, even with legendaries oriented towards single target damage.
OR
. (You can swap Talents to Bursting Sores and use the Bracers to achieve similar, but spikier and less reliable damage to the Ring)
Legendaries, How Do They Work?
Rather than focusing on a standard legendary setup, your choice of legendary can vary greatly depending on the level and type of content you are doing. While optimal raiding legendaries are relatively standard (Even though there are different available setups for a variety of situations), Legendary choice in Mythic+ is variegated in scope.
I'll break the most useful legendaries down into Single Target, Multi-Target and Defensive, as well as which affixes they match well with. The standard legendaries that are necessary for each spec will still apply, but you can use the following breakdown as a helpful guideline into which legendaries will help you to accomplish your goals best in tandem with whichever ones are absolutely necessary to use. Note that as a Death Knight, most of the affixes mean very little to us other than "Do more of this type of damage", so this part of the guide will focus mainly on that.
Single Target
: Works well with all builds, offering tremendously increased single target damage, as well as a 5 second stun on what is essentially a 40 second cooldown. Extremely strong on
,
and
.
: Very strong single-target oriented legendary. Great for
, and
Multi-Target
: Excellent AOE oriented Legendary, with powerful applications on
,
. When used in tandem with
, turns Soul Reaper into a very strong jack of all trades setup, allowing you to use any combination of tier pieces of your choice, while dealing respectable damage in both single target and AOE.
: Very much the same as Soul of the Deathlord above, just with Strength for flavor, and a cooldown.
Defensive
: The Cape Formerly Known as Acherus' Disappointment, this legendary is actually very useful on
,
, and
. With
, it can either absorb the damage dealt after the dot is applied (granting Runic power and healing), or be used in tandem with the
talent to grant you a 20 second
that completely prevents the application of the
debuff. (Can be really nice, but can result in you watching your entire group slowly die from the massive dot after a successful over-pull... or just a large pull where everyone AOE'd like it was their job.)
: Very straightforward, this just shields you from a lot of damage. Particularly useful on
,
.
Common Sense Tips
If you get stunned,
can help you get out of it. (Most of the time. There are exceptions)
breaks Roots as well as Slows. Keep this in mind.
There are some unavoidable hard hits that come from bosses, keep yourself healthy with
if you take a hard knock.
is a reliable method of proccing
on cooldown. Remember that the cooldown of
is shorter than the cooldown of
, so you'll want to save the spell to proc the effect properly, if you are using Sephuz.
Antorus, the Burning Throne
There are not very many difficult mechanics on Garothi Worldbreaker.
helps against
.
You will want to save
for AFTER
, if you want to survive on Mythic. Using it during will not negate the pulling effect, leaving you too close to the boss to survive the ensuing damage.
Try to dot both hounds with
greatly reduces damage taken from
and
.
cannot
prevent the fear from
. You will need raid members to stack on you for it!
Using
3-4 seconds before the adds spawn will help you be more efficient with Runes.
Try to cast
shortly before the adds spawn to maximize damage before they charge away.
can negate the stun and the damage from
. Use this to your advantage to continue dealing damage while running out with your
.
will also negate the stun, allowing you to continue dealing damage.
Avoid stepping on
.
Stay out of
.
Be careful when returning to the platform from the portals; landing in
will get you killed.
Do your best to dot the adds from the Transport portals.
Dodge
Probably the only fight in the game where
is useful.
Slow adds and do as much damage as you can.
Stay near your healers and try not to die. Defile can be useful here, but most enemies will die so quickly, it won't matter terribly much.
Avoid sleeping your raid with
Make sure you are out of range of other players with
. Don't get slept!
Avoid being hit by
during phase 2.
Avoid triggering traps, during phase 2, and the bombardment during Phase 3
During phase 1, make sure you are not within 5 yards of any other players, especially your tanks.
Swap immediately to adds to bring them down while the damage debuff on them is strongest. Save your
for these phases.
Never move more than 8 yards from your raid, unless you get
. Move out quickly within a few seconds of the expiration
Try not to be in front of the rest of your raid;
will take you out of the fight.
Dot both bosses with
.
can give you some extra time to get to a safe zone during
, but don't dawdle.
Avoid being hit with
.
Sidestep Asara's
casts and dodge
.
Focus the adds during
,
and
. Avoid being near other players during
.
If you don't have a Blood DK tank, you may be put on add management duty. Use
to pull in the smaller adds one by one as the debuff falls off. Coordinate with your raid team to CC adds until you're ready to grip them.
Avoid
and
.
You want to try and stack up
If you are marked with a
orb, try to run directly back along the edge of the
.
During Phase 2, avoid the
, and make sure you run out with your
/
During Phase 3, focus the Constellar Designate add with
Help interrupt
.
During Phase 4, Release Spirit immediately, and quickly move to the Tree so that you can resummon your Ghoul/Abomimation, and recast your Augment Rune. Remember that you can Wraith Walk while a Spirit.
Because of Unholy's natural defenses against AOE, it's very likely you will just survive SoulBomb in this phase when you're supposed to die. There is nothing you can really do about this, but continue DPSing as normal.
If you do die, pick up as many
as you can before rezzing to keep working on the boss.
Tomb of Sargeras
Crashing Comet can be fully absorbed by
, and the dot damage effect negated. (This can really reduce strain on your healers as you completely remove the 1M/2s dot from the equation.)
The instant damage of
can be reduced or even negated by
, and the dot damage effect negated. (However, it's easier just to hide behind a pillar.) On Mythic, the damage from the Pillars can be negated as well.
Icebound Fortitude can be helpful during Infernal Burning on Mythic difficulty.
will absorb damage and prevent Torment gain while afflicted with
. This is also true if you find yourself inside a zone of
(possibly due to a raid member standing on or too close to the exit point of the cage zone.
Using your pet's
to move it between bosses can help with pet uptime.
Move out of melee range and do not attack Atrigan while he is casting
.
On Mythic difficulty, the adds are susceptible to
,
, and
. If you are fixated by an add, using Chains of Ice to slow its progress will give you more room to maneuver. They cannot be stunned, however, even with the effect of
can prevent the application of the
debuff from all sources, including Drenching Waters.
can be interrupted with
.
The
can be
ed while casting their jump to interrupt it, but they will begin jumping again immediately after.
Dodge pools during
.
can no longer negate the application of
when soaking another player's
but
There are very few, if any, mechanics on Sisters of the Moon that require special advice.
Crossing from one side of the room (indicated by the color on the ground) triggers
, resetting
or
.
Dodge the
.
On Mythic, don't dawdle when crossing the moon line. This will cause multiple Astral Purges to fire.
Rapid Shot can be absorbed with
. Take a tick or two before casting
, and healers can heal you up while the shield is active.
You are vulnerable to silencing by the Tormented Cries, so be careful of their placement.
applications can be prevented with
.
Untested: It may be possible to prevent being forced into the Spirit Realm via
using
. I would like to test this but have not had significant opportunity.
When affected by
, move to the designated side of the room.
There's nothing you can usefully prevent here with
, but it can protect you from having the bombs applied to you in the event other people mess up the orbs.
Try not to be close to other people jumping in the pit with their bombs, as this can cause a cancellation that will send you plummeting to your demise.
If you aren't confident if your ability to grab orbs, stay on the rails in the floor to avoid picking up any.
You can tell the next orb that will drop based on the color of the swirl pattern on the floor. Be mindful of the colors, and don't stand on them continuously; Step in when an orb of the right color is about to drop, and step out immediately after, as the orb colors rotate randomly.
A fun fight, nearly every mechanic that can affect you is reductible by Anti-Magic Shell.
Cast
when struck by
, as this will allow you to move quickly out of the slowing field without taking very much damage.
is excellent against
. If you move to the limit of your
range, You can still deal some damage, negate the damage of
, and generate Runic Power in the process to continue attacking.
The damage of
is very weak when split amongst players, so don't bother using AMS on this, it is much better saved for
.
will prevent the application of the debuff from soaking
. Be aware that the large version,
, deals physical damage, and will kill you instantly if you try to AMS it. Even Corpse Shield will not save you from the dot damage applied afterward.
AMS is also useful against the effects of
, shielding you against both the initial damage and the
that accompany it on Heroic difficulty and above.
is tremendously useful for getting into position for the
. As long as you are on or near the center of the platform, you will never be knocked off. (Obviously do not stand UNDER the singularity if it is in the center.)
If you have the
, casting on the boss during intermission stages can help you bring down the cooldown of your Army significantly before
returns to the field.
In order to avoid the beams from the obelisks, make sure you are not standing in line with any of the spiky protrusions on top, as thee indicate the source and direction of the knockback beam.
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