

Army of the Dead generates 30 RP and Empower Rune Weapon generates 25 RP. We can hold up to a maximum of 100 runic power any RP that you generate beyond that limit is wasted. Ideally you should spend your RP ahead of time to avoid overcapping, but in some situations (e.g. 1-rune cost abilities generate 10 RP whereas 2-rune cost abilities generate 20 RP. Runic PowerĮvery rune you spend on an ability will generate Runic Power (RP). During that time, you will want to use abilities that require Runic Power. This will create some downtime afterwards, when your runes will be recharging. In practice you will want to use your runes as much as possible. Death runes are referred to as the rune space that they occupy, such as Unholy-Death, Frost-Death, or Blood-Death, and more than one Death rune can be recharging at the same type if they are of different rune types. A Death rune counts as the type of rune that it replaced. For example, if you have just used both your Unholy runes, they will be recharging one after the other, and not simultaneously. Only one rune of each type may recharge at the same time. How fast your runes recharge is influenced by your current haste. Runes that have just been used will take a few seconds to recharge, until they can be used again. Unholy DKs have two Unholy, two Frost, and two Blood runes. Death runes count as any type of rune, meaning they can be used in place of Blood, Unholy or Frost runes. Our abilities cost one or more runes of certain types (other abilities cost Runic Power instead, explained below). Some of these abilities benefit from a passive mechanic previously called Reaping (that functionality now stated within each ability’s tooltips), which converts the runes spent into Death. The Death Knight has Unholy, Frost, and Blood runes by default, with one pair of each type for a total of six runes. – Updated Necrotic Plague section (Step #8) – Updated Simulations section with 6.2 data – Added new single target talent comparison sim based on simc bugfix – Updated summary to reflect recent hotfixes – Updated sims and spec performance summary due to recent hotfixes I don’t have time to run them right now during Mythic progression, sorry. Whereas an encounter like Xhul’horac would be superior for Unholy because the adds are all spread throughout the room, allowing Necrotic Plague to tick for a long duration on a high amount of targets. Whether you should play Unholy or DWF will largely depend on the type of encounter. For example, an encounter like Kormrok would be best for DWF because the Grasping Hands calls for burst AoE damage (at which DWF excels at) and is primarily single target. However, DW Frost’s superiority for single target and priority target DPS makes up for that fact that it’s slightly behind in AoE. Once Unholy acquires Reaper’s Harvest, it will be stronger for AoE when and if NP is allowed to tick on a high number of targets for a decent amount of time.
#Bop doesnt stop army of dead dmg? Patch
Patch 6.2 Spec PerformanceĭW Frost is competitive and viable as is Unholy in Hellfire Citadel, with 2h Frost no longer being viable. For Necrotic Plague, managing your plague duration and cooldowns is key. For Defile, timing, placement, recognizing the pathing of the boss, and tank positioning is key.


For Breath of Sindragosa, ability timing and Anti-Magic Shell use for runic power generation is key. Throughout a fight you will juggle both your runes and runic power resource for maximum damage output. The rotation relies heavily on which Tier 56 and 100 talent you are using, each having a unique playstyle that changes the way you approach an encounter. Unholy is a pet based spec that focuses heavily on timing and resource management. Skullflower has been soul reaping since Wrath of the Lich King launched, and began playing the game in early 2005. He maintains the Frost and Unholy guides and owns/operates . This guide is written by Skullflower, a main raider in Midwinter obsessed with Death Knights.
