Unholy
Scourge strike: Now 100% weapon damage + 624 + 12% increase per disease Costs 1 unholy rune
Vicious Strikes: Extra 6% crit + 30% extra crit damage
Resiliant infection: Basic use is that dispelled diseases spread with pestilence will refresh runes (faster dps!)
Necrosis: extra 30% damage of all autoattack is shadow damage
Unholy frenzy: Basically wings for dks but lose health while in it
Corrupting strike: 30% extra damage for scourge strike
Desecration: AOE 50% slow, AOE hamstring
Sudden doom: Extra damage from random proc for free
Anti-Magic Zone: Anti-caster
Summon Gargoyle: More burst
Ebonic Plague: Disease #3 which increases disease damage by 30%
Pet stun + annoying damage on healers
Frost
Frost strike: 40 runic power 100% weapon damage as frost attack
Obliterate: Does an assload of damage
Hungering cold: CC
Rime: Obliterate can make you howling blast again and make it cost nothing
Might of the frozen wastes: free runic power (45% chance to get 10 runic power from autoattacks)
Pillars of frost: Anti-knockdown
Killing Machine: free proc of crit for frost strike
Blood
Not worth it really. IMO, someone else can do this if they think it will work
All
Necrotic strike: 80% of ap as -healing (1 unholy)
Festering strike: 100% wep damage + 800 + increase disease duration by 6 seconds
Send their spell back to them.
Burst Rotations (assuming diseases are up)
Unholy: Gargoyle, Unholy Frenzy, Scourge strike, festering strike, scourge strike, festering strike, death coil (possibly multiple)
Additional damage, Additional damage, Big damage, Big damage, Big damage, Big damage, Meh damage
You can actually after a bit of ramp up time get off...Scourge strike x 6! seriously... wtf.
Frost (assuming max runic power): Obliterate, [possibly howling blast] Obliterate, [possibly howling blast], Obliterate [ possibly howling blast], frost strike x 3
Big damage Damage x 6
Not sure which at this point will have higher burst potential but it seems switching targets will be equally easy with both specs.
What this team has over paladins
-Well.... damage. No matter how much the ret trys he cannot get 4+ big damage moves in a 5 second rotation...they get what... MAYBE... crusader strike, judgement, exorcism, crusader strike, holy wrath, Templars verdict. The only way they do huge damage is on a 2 min cooldown which lets them do... crusader strike, templars verdict, judgement x 3 which in the same amount of time the DK would have done more damage >_>
-Both specs can get lichborne and on a pale horse... less time spent slowed + anti-fear/sheep (big for killing mages)
-Teaming with a priest or shaman also gives extra anti-fear mechanics.
-Round robin death grip.... seriously this is amazing
-Desecration and chains of ice/chibilitans... two manners to slow your target (60% speed reduction for 10 seconds)
-Heal oneself with lichborn + death coil
-Anti-healing on the opponent
-Not juggling holy power or worrying about mana whatsoever.
-RANGED silence
-Unholy can pet sac for 100% life back while in combat and use it every 2 mins.
-Negate 75% of non physical damage for 8 seconds
-Can apply their DOTs instantly on a 1 minuet cooldown
What paladins have over dks
-An extra stun
-Bubble (though it is getting more and more useless)
-Can actually heal oneself while not in combat easily to full
-Wings = free hammer of wraths in your burst rotation
-Off GCD interupt
-Pet at level 85
-AOE healing hands to help stay alive a bit longer. But this is a 1 min cooldown and will need to be staggered.
-50% damage reduction for 12 seconds.
-Can heal oneself at the sparing of damage.
-Always hit 3 targets
-DOT which does quite a bit of damage.
-Every 9 seconds they can heal any party member for atleast 70% of their life.
What paladins lack
-Snare
-Anti-healing of some sort.
-Reliable damage worth the mana other than crusader strike and templar's verdict (3 stacks of HP)
-Reliable mana regen fast enough to burst (4% per second is not enough if you are constantly fighting)
-RELIABLE burst that is not on a 3 minuet cooldown
Connect With Us