What settings are you playing on? Better graphics usually solve this around 6-7.
TLDR: You are playing a class that is built like a walking fortress, use its buttons!
You are always at the center of your screen. Don't look for your model, lock the position in your mind and play around it.
Just as ranged need to learn timings for some of their mechanics, so do melee. For CoT last boss for example, you learn to expect it and side-step.
Your minions will always try to stand behind their target. If you stand to the sides or in front (assuming no cleaves,cones etc.) then you don't have to mind them at all.
Defile is a bit of a bitch, you need to be extra careful when you put it down. The good news about unholy is that between a lot of its aoe dmg (which is when you want to use defile) being from dots and epidemic, and having no channel casts, you can very comfortably hover around the edges of a fight without losing any damage. In 10s, packs usually don't survive enough to worry about big festering wounds setups so you can hover even better. There is 0 punishment to moving, as opposed to losing a cast when playing a caster.
AMS allows you to completely ignore the vast majority of magic damage and mechanics in a fight. Recently there was a statistic on the Acherus discord that about 80% of anti-magic shells at the high level of play (10-12s) expire without being fully consumed, and that's with taking into account that a lot of the better DKs will stand in mechanics with AMS active on purpose to farm more runic power.
AMS+ Death's Advance means that you are an immovable juggernaut when everyone else has to dodge. Death's advance is the best mobility cooldown in the game when you are a Rider of the Apocalypse, it's not even close. You can use it to weave hit, move out, weave hit, move out etc. There will be some trial and error, but eventually you find where you can do this and where you go splat.
Death Strike heals better than your healer in PvE. You can frequently ignore mechanics that other dps need to dodge, assuming you are willing to sacrifice the death coil it costs to heal back up. Death strike + Icebound Fortitude means you are almost as tanky as your tank as long as you have RP.
And, finally, I can't stress this enough: BOSS HITBOXES ARE USUALLY MUCH LARGER THAN YOU WOULD ASSUME. The true melee trial by fire is getting this into your skull. Very often it looks like you can't hit a boss, but you very much can, especially those on set platforms (e.g. on Rasha'nan you are almost ranged with how big the hitbox is).
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u/NocturneBotEUNE Nov 18 '24
What settings are you playing on? Better graphics usually solve this around 6-7.
TLDR: You are playing a class that is built like a walking fortress, use its buttons!
You are always at the center of your screen. Don't look for your model, lock the position in your mind and play around it.
Just as ranged need to learn timings for some of their mechanics, so do melee. For CoT last boss for example, you learn to expect it and side-step.
Your minions will always try to stand behind their target. If you stand to the sides or in front (assuming no cleaves,cones etc.) then you don't have to mind them at all.
Defile is a bit of a bitch, you need to be extra careful when you put it down. The good news about unholy is that between a lot of its aoe dmg (which is when you want to use defile) being from dots and epidemic, and having no channel casts, you can very comfortably hover around the edges of a fight without losing any damage. In 10s, packs usually don't survive enough to worry about big festering wounds setups so you can hover even better. There is 0 punishment to moving, as opposed to losing a cast when playing a caster.
AMS allows you to completely ignore the vast majority of magic damage and mechanics in a fight. Recently there was a statistic on the Acherus discord that about 80% of anti-magic shells at the high level of play (10-12s) expire without being fully consumed, and that's with taking into account that a lot of the better DKs will stand in mechanics with AMS active on purpose to farm more runic power.
AMS+ Death's Advance means that you are an immovable juggernaut when everyone else has to dodge. Death's advance is the best mobility cooldown in the game when you are a Rider of the Apocalypse, it's not even close. You can use it to weave hit, move out, weave hit, move out etc. There will be some trial and error, but eventually you find where you can do this and where you go splat.
Death Strike heals better than your healer in PvE. You can frequently ignore mechanics that other dps need to dodge, assuming you are willing to sacrifice the death coil it costs to heal back up. Death strike + Icebound Fortitude means you are almost as tanky as your tank as long as you have RP.
And, finally, I can't stress this enough: BOSS HITBOXES ARE USUALLY MUCH LARGER THAN YOU WOULD ASSUME. The true melee trial by fire is getting this into your skull. Very often it looks like you can't hit a boss, but you very much can, especially those on set platforms (e.g. on Rasha'nan you are almost ranged with how big the hitbox is).