Unholy Death Knight DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Unholy Death Knight (WoW MoP 5.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing an Unholy Death Knight will face you with.
The other articles of our Unholy Death Knight guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Mendenbarr, a prominent theorycrafter who maintains Death Knight guides on Elitist Jerks.
1. Single Target Rotation↑top
The single target Unholy Death Knight rotation follows a priority system that can best be summarised like this:
- Keep your diseases (
Frost Fever and
Blood Plague) up at all
times (apply with
Outbreak and extend their duration through
Festering Strike). - Cast
Soul Reaper- Only when the target is below 35% health.
- Cast
Dark Transformation. - Cast
Death Coil if
Dark Transformation is not up. - Cast
Scourge Strike if you have less than 90 runic power. - Cast
Festering Strike if you have less than 90 runic power. - Cast
Death Coil if- You are at or about to be at maximum runic power (90 or more) OR
- You have a
Sudden Doom proc.
- Cast
Scourge Strike. - Cast
Festering Strike. - Cast
Horn of Winter. - Cast
Death Coil.
This rotation assumes that you have taken the
Blood Tap talent,
which we believe is currently the best choice. This means that you need to
perform an additional action, which is managing your
Blood Charges.
Currently, we propose simplifying the issue by including Blood Tap in a macro
with Death Coil, which makes good use of the ability and allows you to focus
on other things.
- #showtooltip Death Coil
- /cast Death Coil
- /cast Blood Tap
1.1. Presence
You should always be in
Unholy Presence.
2. Multiple Target Rotation↑top
The basic multiple target (AoE) rotation depends on whether you want to do AoE DPS for a short or a more sustained period of time.
2.1. Short Duration AoE
- Apply (and maintain) your diseases, and use
Pestilence to spread
them to all enemies. - Cast
Dark Transformation. - Cast
Death and Decay/
Scourge Strike. - Cast
Blood Boil. - Cast
Death Coil if you have a
Sudden Doom proc or you are
about to reach maximum runic power. - Cast
Icy Touch.
2.2. Sustained AoE
- Apply (and maintain) your diseases, and use
Pestilence to spread
them to all enemies. If you have the
Roiling Blood talent, your diseases
will automatically be spread when you cast
Blood Boil, so there is no need
for Pestilence. - Cast
Death and Decay. - Cast
Festering Strike twice. This will turn all your Blood and
Frost runes into Death runes. - Spam
Blood Boil until you run out of runes.
Simply repeat this cycle.
2.3. Presence
You should always be in
Unholy Presence.
3. Cooldown Usage↑top
As an Unholy Death Knight, you have a total of 4 DPS cooldowns. Below, we explain how they are best used.
3.1. Unholy Frenzy
Unholy Frenzy increases the target's melee and ranged haste by 20%
for 30 seconds, at the expense of 20% of their maximum health, over its entire
duration.
The following three things should be taken into account when using Unholy Frenzy.
- It does not matter very much if you stack it with
Heroism/
Bloodlust/
Time Warp, since it is a very minor DPS gain
to do so. - It should be used on cooldown (although it can be delayed slightly to time it with phases when the boss takes increased damage or when particular burst is required).
- There is no benefit from stacking it with with
Summon Gargoyle.
Theoretically, Unholy Frenzy can be cast on any friendly party or raid member, but we recommend casting it on yourself.
3.2. Summon Gargoyle
Summon Gargoyle is a very powerful cooldown that is free of cost.
You generally want to use it whenever it is available, but you can save it for
a period when you need to do extra damage. The gargoyle scales with spell
haste, and using it together with
Heroism/
Bloodlust/
Time Warp
allows the gargoyle to get a few extra casts off, increasing its damage
slightly.
3.3. Empower Rune Weapon
Empower Rune Weapon refreshes all of your runes and grants you 25
runic power. It has a 5-minute cooldown and, as such, it can realistically
be used only twice per fight.
Empower Rune Weapon should be used when all of your runes are on cooldown and you have low runic power. It is useful in providing a large burst of DPS, so keep that in mind when deciding when to use it.
3.4. Army of the Dead
Army of the Dead summons a number of ghouls to fight at your side for
a short while. As it has a 10-minute cooldown, it can only be used once
per fight.
It is best to cast this shortly before combat or during phases when you cannot attack the boss, since it has a cast time during which you cannot attack.
4. Optional Read: Mastering Your Unholy Death Knight↑top
The above-mentioned priorities (and the resulting rotation) may appear complex and confusing. To alleviate this, we will explain, among other things, the rotation in a bit more detail.
4.1. Dark Simulacrum
Dark Simulacrum is a very special ability. It places a debuff on the
target, which causes you to mimic their next spell cast that costs mana to
use. This grants you the ability (it will replace Dark Simulacrum on your
bars) for a short amount of time. Using this mimicked ability can be very
beneficial (even exploitative) on some encounters.
Note that Dark Simulacrum does not work, most times, in PvE.
4.2. Diseases and Festerblight
In addition to the damage that your two diseases do, the damage done by
Scourge Strike is increased by 18% for each disease present on the
target (this extra damage is dealt as Shadow damage). For this reason, it is
imperative to have a high up-time on your diseases.
Thanks to
Festering Strike prolonging the duration of your diseases,
they should never drop off. At the start of the fight, as well as any other
time that they may drop off, you should simply re-apply them with
Outbreak. In case Outbreak is also unavailable,
Plague Strike will
apply both diseases.
If you have chosen
Plague Leech as your tier 1 talent, then you should
use this ability to consume your diseases every time that
Outbreak is
available. As soon as you have consumed the diseases (and gained the Death
rune), you should use Outbreak to re-apply them.
4.2.1. Festerblight and Disease Gaming
The damage that your diseases do is influenced by your attack power (as well as by your Mastery and Critical Strike chance, but to a much lesser degree) at the time when the diseases were applied. Even if your attack power increases or decreases while the disease is active and ticking, it will continue to deal damage based on the attack power you had when you applied it.
As a result of this, it is preferable to apply diseases when you have high attack power (due to trinket procs, potions, etc.). We recommend an addon to help you with this. There is a playstyle referred to as Festerblight which seeks to take advantage of this mechanic.
In the Festerblight playstyle, you make sure to apply your diseases
at the start of the fight with as many stacked procs as possible
(
Rune of the Fallen Crusader,
Potion of Mogu Power,
Synapse Springs,
Blood Fury, any trinkets, etc.) and then you maintain these diseases on
the target for the entire duration of the fight, by extending their duration
through
Festering Strike.
In order to do this properly, you must make much more frequent use of
Festering Strike, so your normal rotation is altered so that you now use your
Death runes on Festering Strike instead of on
Scourge Strike.
If you are doing this well, then your diseases will end up with a very long duration. Ideally, you should time your disease duration so that you do not have much left on them when the fight ends. So, if you find yourself with 2 minutes left on your diseases and roughly 2 minutes until the end of the fight, you can safely start using Scourge Strike again. Also, if there is a period of time during which your raid must do burst damage, then you can use Scourge Strike during this time, assuming that your diseases will not run out.
The Festerblight playstyle will result in a 6% DPS increase over the normal playstyle, on fights where you do not need to change targets or where you are forced to reapply diseases on the only target.
4.3. Dark Transformation and Death Coil
Each time you cast
Death Coil, you stack a buff on your ghoul. When
the buff reaches 5 stacks, you can cast
Dark Transformation, which
consumes the stacks and significantly buffs your ghoul for 30 seconds.
To put it simply, you should use Dark Transformation on cooldown. Maximising the amount of time that your ghoul is transformed is an important part of your DPS.
Note that your ghoul cannot gain any stacks of the buff while he is transformed, meaning that you should attempt to save your runic power and use a series of Death Coils as soon as his transformation ends.
Sometimes, you will get free Death Coils proccing from
Sudden Doom.
In this case, you should use the free Death Coil regardless of the state of
your ghoul's transformation, since it may otherwise be wasted by a new
proc.
4.4. Soul Reaper
Soul Reaper can be cast at any time during the fight (provided that you
have the necessary rune), and it works much like a DoT that has a single tick.
Specifically, Soul Reaper instantly applies a debuff to the target, that lasts
for 5 seconds, and at the end of this duration, it will tick once.
Soul Reaper will only tick if the target is at or below 35% health at the moment when the tick takes place. If the target has more than 35% health, the tick will do no damage, and the entire Soul Reaper will essentially have no effect whatsoever, other than using up the respective rune.
So, even though in our priority we mention including Soul Reaper in your rotation when the target is at or below 35% health, in reality, you can start using Soul Reaper slightly sooner than that, provided that the target will be at 35% health or less at the time that the 5-second debuff expires.
4.5. Horn of Winter
The mention of
Horn of Winter in the DPS priority list may seem odd,
so we would like to quickly clarify it. As a Unholy Death Knight, there are
certain moments in your rotation when there is literally no damaging spell
you can cast. Occasionally, you can fill this dead-time with casts of
Horn of Winter, which will serve not only to refresh the buff for your raid,
but also to grant you 10 runic power.
4.6. Anti-Magic Shell Usage
Anti-Magic Shell absorbs a large amount of magic damage, and grants you
runic power based on the amount of damage that it absorbs.
While this ability has amazing survivability benefits, allowing you to often taken practically no damage from various raid-damaging mechanics, it also has great benefits for your DPS.
Indeed, the amount of runic power you gain if you absorb a lot of magic damage is far from negligible.
Therefore, you should always try to make use of Anti-Magic Shell to boost your runic power generation throughout the fight. The best way to do it is to know when a raid-damaging attack is coming, and to have Anti Magic Shell up for that time. Then, simply enjoy the extra runic power (and don't forget to spend it).
That said, make sure that your Anti-Magic Shell is not needed for something much more important to your own survival, before using it just to get more runic power.
Finally, while you can use Anti-Magic Shell to purposefully stand in void zones, you should be very careful when doing this.
5. Changelog↑top
- 20 May 2013: Patch 5.3 update: updated the damage boost provided by Festerblight to 6% (down from 10%).
- 03 Apr. 2013: Made several updates.
- Updated the ideal ways of using your cooldowns (notably that there is no
penalty to stacking
Unholy Frenzy with
Heroism/
Bloodlust/
Time Warp, and that there is no benefit in
stacking
Summon Gargoyle with Unholy Frenzy). - Reworded several aspects of the rotation priority to make it more accurate and clear.
- Added a section for disease gaming and for the Festerblight playstyle.
- Updated the ideal ways of using your cooldowns (notably that there is no
penalty to stacking
