
Originally Posted by XanthusX
My guild is nearing the end of its first week in Ulduar and I've had alot of time to test the 12/0/59 spec in almost every fight. I can definitely say its much stronger than the frost variant with near BiS naxx gear as I was considerably much further ahead than when the other DK in my guild tried it out. Blood was the only competitive spec that I've gone up against so far but I still generally would come a few hundred DPS ahead of any DK using that spec as well. Possibly a skill difference though. I haven't had to run any others as my dual spec needs to be tank.
I want to add that Ulduar has a TON of movement fights. Nearly every fight I can think of involves almost constant stop and go dps. Unholy being as loose as it is lets you have some gap in your rotation and it performs very well on most of these fights.
I've been using the Dark Death glyph in my 3rd glyph spot and it's quite amazing. Fights like General Vexaz and Yogg get alot of benefit from it as you get a huge buff on General if you can stand in the Shadow crashes. They also make your glyphs reappear almost instantly if you can stand for a good while and scourge strike spam over and over for 15k on crits. VERY fun fight. Yogg with the 4 watchers up I was seeing 10k crits from just death coil.
I'm starting to doubt this OMG OMG t7>t8 stuff. Granted the RP boost is amazing but I think with a 4set t8 you're looking at huge gains to your Scourge Strike which is according to meters over 30% of my damage. Having that t8 4 set may offset the RP gains with shear monstorous Scourge strikes. Not to mention the 2 set bonus which will help with the death coils you do fire off.
I want to note with the massive amount of movement in most these fights I've been almost completely ignoring Unholy blight unless there is an AoE situation. It doesn't seem worth it when there is so many things to pay attention to and trying to stay in the mobs ass far enough to make sure its ticking.
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I doubt the 2 specs are that far apart, i've been getting very similar numbers.
You can not say that your spec is better because you did more dps than another DK that tested it out. He might be doing something different, or have more lag.
You can only really draw such a conclusion if you yourself use both specs. (And even then it stays a subjective conclusion).
Ulduar indeed as a ton of movement. As far as improved unholy presence goes, you don't exactly NEED it anywhere in ulduar though. However I very much doubt if, if you look at the talents in the bigger picture, there is much better to invest in. Im now using a 12/0/59 spec which has 3 points in necrosis (instead of 1) and 0 points in IUP, and frankly movement wise i hardly notice a difference, there are a few cases where the extra speed could be quite useful though. So I'm thinking about speccing back.
Unholy Blight is indeed less useful than in naxx, but not using it at all in ulduar is a waste. Unholy Blight is still the best RP dump as long as you can get the 30 seconds in. I think nearly every boss allows for that in ulduar, be it not constantly.
For the bosses i've done:
-Razorscale: great on adds, and he's on the ground for 20+ seconds so good on the dragon as well
- Deconstructor, no real question, semi-tank and spank fight
- Kologarn, useful you're more than 20 sec on a body part
- Auriaya, didnt do her myself, fear makes it hard though.
- Hodir, this is doubtful, you spend most time dpsing him. But you randomly have to run out, which probably makes DC superior
- Freya, useful
- Thorim, well this is mostly aoe, and at the end its a tank and spank. So better than DC i'd say.
- Mimiron, this is a dodgy one. In phase 1 its dodgy, in phase 2 its good, in phase 3 i was on soaking bomb damage, but if you aoe its good. In phase 4 its good because i think it damages all 3 parts.
We're personally on the General now, so can't really say how good it is there, but my guess is that its better to use DC.
The glyph made death coil a lot more potent, however back when unholy blight cost 60 RP it already was better damage per RP than deathcoil, so i doubt a 15% dmg increase makes a difference now.
I have to agree though that in a lot of fights its easier to focus on Death coils since you can't grantee you're in melee all the time.
You overestimate the T8 bonus, or you misunderstand what it does.
20% bonus on each part of the disease damage.
For scourge strike that is 11% per disease, increasing that with 20% gives 13.2% per disease.
That is a pretty nice bonus, but compared to an extra 10 RP (which equals 1-1.25 extra death coils each 20 second) i dont think it holds up, and methods sheets seem to confirm that.