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06/19/08, 11:33 AM
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#3301
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Si Tibi Narraremus Te Interficere Debemus
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Originally Posted by Anonymus
Merging CoS and CoE is a deffinate warlock buff. Which reminds me of a thing I was wondering about for a long time now:
Why aren't there curses affecting Nature/Holy damage?
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Doesn't fit at all. Warlocks are magic users, and they branched off from the mage set. Warlocks are all about using anything demonic in their arsenal (which explains fire and shadow) and given their history as a class, why not throw a bone to mages in the process of upping our own damage?
Nowhere in this, however, is there room thematically to say 'oh, btw, you can increase Holy & Nature damage'. It just doesn't fit...it'd be like Sanctity Aura from pallies increasing Shadow & Fire damage...just isn't going to happen.
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06/19/08, 11:45 AM
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#3302
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Von Kaiser
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I think that question comes up every month or so, and it's not going to happen. First as has been mentioned it just doesn't work with lore aspects, but most importantly, if it applied to holy or nature damage, those damage abilities would simply be scaled down to stay at the same dps they are now. Being independent of having a warlock to provide the curse for you is a good thing and not a weakness for those classes or specs.
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06/19/08, 1:37 PM
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#3303
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Bald Bull
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Having a separate curse for nature and holy would not have made sense. However, now that Curse of elements is fire, shadow, frost, and arcane, there is no thematic impediment to simply saying "increases all magical damage." There's nothing in there about nature and holy specificly.
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06/19/08, 6:37 PM
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#3304
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Glass Joe
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Originally Posted by Smurrf
It just doesn't fit...it'd be like Sanctity Aura from pallies increasing Shadow & Fire damage...just isn't going to happen.
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Yeah, you would need some sort of crazy "improved" sanctity aura to do that.
Seriously though, I see no problem with adding a damage curse for holy/nature. Call it unholy curse or something, there is no lore reason a warlock shouldn't be able to curse someone to be more vulnerable to those things, at least none compelling enough to make it unthinkable.
It would require a lot of rebalancing though, you can't just stick on that much extra damage without needing rebalance and any elemental shaman that saw they were losing damage to make warlocks more useful would have a fit.
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06/19/08, 6:50 PM
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#3305
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Great Tiger
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delete
Last edited by Northerner : 06/19/08 at 6:53 PM.
Reason: Derailing thread
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06/19/08, 6:57 PM
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#3306
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Great Tiger
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Its probably because they don't want Shamans and Boomkins doing as much damage as the pure casters as well as offering group buffs at the same time.
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There's always free cheese in the mouse traps, but the mice there ain't happy.
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06/19/08, 11:04 PM
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#3307
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Piston Honda
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Originally Posted by Caffeine
I think that question comes up every month or so, and it's not going to happen. First as has been mentioned it just doesn't work with lore aspects, but most importantly, if it applied to holy or nature damage, those damage abilities would simply be scaled down to stay at the same dps they are now. Being independent of having a warlock to provide the curse for you is a good thing and not a weakness for those classes or specs.
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Actually the logic of scaling because another class can buff is rather flawed, blizz scales classes to stand on their own quite well normally, if they didnt it would be them basically saying "you need to have X class around to be useful" which blizz generally tries to stay away from.
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06/20/08, 5:24 AM
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#3308
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Von Kaiser
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Originally Posted by Latas
Actually the logic of scaling because another class can buff is rather flawed, blizz scales classes to stand on their own quite well normally, if they didnt it would be them basically saying "you need to have X class around to be useful" which blizz generally tries to stay away from.
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But you do need to have 2-3 Warlocks in a raid. DPS requirements for raid encounters are clearly designed with everyone having nearly all available synergies and buffs.
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06/20/08, 8:22 AM
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#3309
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Glass Joe
Blood Elf Warlock
Mal'Ganis
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Just a quick question, not sure if it was stated before but, I am a current destro lock that is hit capped and my guild is asking me to go utility spec, due to our lack of even one. I am the least geared so I figured I'd do it. But I see the hit cap was 76, I think that what it said, with 5/5 in Suppresion. What if I took those 5 points out. What is the cap then? Thanks for the help.
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06/20/08, 8:37 AM
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#3310
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by Skêith
Just a quick question, not sure if it was stated before but, I am a current destro lock that is hit capped and my guild is asking me to go utility spec, due to our lack of even one. I am the least geared so I figured I'd do it. But I see the hit cap was 76, I think that what it said, with 5/5 in Suppresion. What if I took those 5 points out. What is the cap then? Thanks for the help.
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short answer: 202
long answer: You seem to not be understanding what hit cap means. 5/5 suppression will cap you for affliction spells only, which are usually about roughly half of your damage. Without suppression you require 202 which you should already know if you're hit capped. More details in the compenium.
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06/20/08, 10:29 AM
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#3311
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Von Kaiser
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Originally Posted by Nerull
Im wondering this as well if this will be worth it. Ofcourse, the more dps your mages dish out, the lower the treshold becomes to take one malediction warlock.
Im doubting though if shadow embrace is worth it, to me it seems only usefull for Brutallus which we have killed a couple of times now, while on the other bosses shadow embrace is either useless or not going to contribute a significant portion to your kill as the physical damage the boss deals , if any, seems a pretty marginal part of the encounter.
Assuming aprroximately 400-500 dps loss from a warlock going from destro to malediction/ruin build , how much dps do your casters need to put on the table to make it worth it ? Anyone who can run some numbers would be appreciated.
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Although not 100% accurate, according to the DPS difference of Afflic and Destro in endgame gear from Leulier's (about 450), you'd need approx 17k shadow/fire DPS for malediction to surpass the difference. That's assuming you're just sitting there chaincasting like Brut or something of course. It'll all just rely heavily on raid makeup, if you look at the top Brut parses you'll see that the guilds running comps like 4 locks 2 mages and 2 spriests will definitely be meeting the mark. Also have to consider that this is assuming an optimal situation for a destro lock, on other fights where it'll be more catered to afflic and where you can safely have your pet DPSing, the difference will be a lot smaller.
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06/20/08, 12:20 PM
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#3312
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by mko
Although not 100% accurate, according to the DPS difference of Afflic and Destro in endgame gear from Leulier's (about 450), you'd need approx 17k shadow/fire DPS for malediction to surpass the difference. That's assuming you're just sitting there chaincasting like Brut or something of course. It'll all just rely heavily on raid makeup, if you look at the top Brut parses you'll see that the guilds running comps like 4 locks 2 mages and 2 spriests will definitely be meeting the mark. Also have to consider that this is assuming an optimal situation for a destro lock, on other fights where it'll be more catered to afflic and where you can safely have your pet DPSing, the difference will be a lot smaller.
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Imps can dps on Brutallus. He only damages players.
17k fire/shadow dps is a lot, but the point is moot. One affliction lock is typically the way to go, and this change will make it even more so.
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06/20/08, 2:28 PM
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#3313
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Von Kaiser
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Originally Posted by Arelenda
Imps can dps on Brutallus. He only damages players.
17k fire/shadow dps is a lot, but the point is moot. One affliction lock is typically the way to go, and this change will make it even more so.
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Ya they can, was just saying that the difference was not counting pet DPS for the affliction.
And the point is not moot, why would you have one affliction lock instead of destro if you don't have the proper raid and destro would be doing more damage? I'd imagine the point for most guilds players is to contribute the maximum amount of DPS possible, not to be a unique snowflake just cuz.
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06/20/08, 3:04 PM
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#3314
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Allergic to Effort.
Draenei Shaman
Proudmoore
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Originally Posted by mko
Ya they can, was just saying that the difference was not counting pet DPS for the affliction.
And the point is not moot, why would you have one affliction lock instead of destro if you don't have the proper raid and destro would be doing more damage? I'd imagine the point for most guilds players is to contribute the maximum amount of DPS possible, not to be a unique snowflake just cuz.
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Depends on what group you toss the affliction lock into, and by affliction i mean 40/0/21. If you're sticking him in with at least a resto shaman, raid DPS breaks even, or you even get a tiny gain and that's on top of 5% physical mitigation. If you're going to put him into a tank group, its a different matter, then its up to your raid to decide if losing ~100-200 raid DPS is worth the survivability increase.
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06/20/08, 3:09 PM
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#3315
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by mko
Ya they can, was just saying that the difference was not counting pet DPS for the affliction.
And the point is not moot, why would you have one affliction lock instead of destro if you don't have the proper raid and destro would be doing more damage? I'd imagine the point for most guilds players is to contribute the maximum amount of DPS possible, not to be a unique snowflake just cuz.
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Because of Shadow Embrace, obviously. SE decreases melee damage taken by 5%. It reduces the chance of tank death. No affliction warlock ever specs affliction because it's better dps. This is common knowledge.
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06/20/08, 3:27 PM
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#3316
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Glass Joe
Blood Elf Warlock
Lightning's Blade
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Quick question:
I've joined a guild working on M'uru and have been asked to level LW. I'm currently a 375 Tailor/385 Enchanter and I'm not sure what to drop. I don't intend to keep either of my rings long term, and I'd like to be able to enchant new ones in the near future. Sunfire Robe is amazing, but the guild I'm in hasn't seemed to have much luck with getting it to drop, and there are a lot of people already in line. I currently use FSW boots with 2 Spinels in them, so I would have to switch these out for Boots of Blasting and do some re-gemming because I'd be over the hit cap.
My current line of thinking is to drop Tailoring, use Boots of Blasting, and if at some point down the line I get the Sunfire Robe pattern, I'll probably have two new rings already enchanted and can easily drop enchanting. Has anyone been in a similar situation, and is there any flaw in the logic of my line of thinking? I can't decide, I need some help!
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06/20/08, 3:49 PM
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#3317
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Great Tiger
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Drop the tailoring. It is far, far easier to raise up again later if you want to do so and you'll want (dis)enchanting for WoTLK anyhow. Besides, although I too have much love for the Sunwell Robe in theory, in practice the droprate is very low and the potential number of interested people far too high.
Well, unless they all drop tailoring of course.
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06/20/08, 7:26 PM
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#3318
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Glass Joe
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I am here looking for some advice or stats to help convince my guild to use curse of recklessness. We have had in increase of warlock attendence latly and normally run cos/coe, then the rest use dmg curse. Everytime however I ask my guild "mind if i throw up a cor?" normally the response is no we dont want the tank to get owned -_-. I know the more melee we have the more benefical cor would be, and my guild is rather physical dps heavy (full melee group and a hunter group). Is there perhaps a post or ay insight on which boss's cor won't hurt the tank? I know gorefiend is a no and i believe azgalar as well? We just downed illidan last week and I want to increase our raid dps even more before we start to enter sunwell
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06/20/08, 9:21 PM
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#3319
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by atvrider450r
I am here looking for some advice or stats to help convince my guild to use curse of recklessness. We have had in increase of warlock attendence latly and normally run cos/coe, then the rest use dmg curse. Everytime however I ask my guild "mind if i throw up a cor?" normally the response is no we dont want the tank to get owned -_-. I know the more melee we have the more benefical cor would be, and my guild is rather physical dps heavy (full melee group and a hunter group). Is there perhaps a post or ay insight on which boss's cor won't hurt the tank? I know gorefiend is a no and i believe azgalar as well? We just downed illidan last week and I want to increase our raid dps even more before we start to enter sunwell
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The compendium already has links to this info, but in short:
given a 5/5 demo shout, CoR increases ALL physical dps by 5%, and gives the boss 55 AP, increasing his damage by around 2% on normal melee attacks. This is according to what people posted in this thread.
On farm raids, this is a no brainer. If your raid manages 25000 dps, and half of that is pysical, CoR would add 725 dps to the raid.
I recommend using it on all farm encounters, and unless you're having tank health issues, on all encounters.
Disclaimer: I haven't tested the exact effects of AP on boss mobs myself , and I'd love to see some real solid data about results of CoR on bosses.
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06/20/08, 10:25 PM
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#3320
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Bald Bull
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There's a separate thread on this specific tangent over in the Public Discussion forum. The changes aren't particularly expressable as direct percents, since the improvement from armor penetration scales with armor penetration. But 5/5 improved Demoralizing Shout plus CoR leaves the boss with a vanishingly small amount of AP left (less than untalented demo shout on its own), which is probably negligable and you can use screech (hunter pet)ally worried to cover the gap.
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06/22/08, 9:56 PM
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#3321
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WTS ZA BEAR
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Fellow Warlocks,
I am wondering if you all have theorycrafted with Leulier's Spreadsheet vs Vontre's Magegraf. I have done so and i was surprised to see that there is a significant difference in the way the 2 sources value your "next stat". Essentially, I am trying to zone in on what scales best at this point whether it is haste or crit. Conventional wisdom says haste, but I have found some conflicting evidence.
WoW Warlock DPS Spreadsheet
http://www.magegraf.com
First, here is my armory. I should be in raid gear.
The World of Warcraft Armory
A couple disclaimers. The DPS for te sources are very close on my character, yet I cant get them identical. It seems Magegraf cannot include Fel Armor/Brilliant Wizard Oil. I have factored these out. Also, it has a duration for the fight which i am not sure how Leulier's calcuates this factor. Let's assume it is Brutallus and a 6 minute nuke fest.
After i "match" the 2 sources to the best of my ability I get this for next stats:
Magegraf
Spell Haste Rating: 1.09
Spell Crit Rating: 0.67
Leulier's Spreadsheet
Spell Haste Rating: 1.15
Spell Crit Rating: 1.20
i am not asking you all to plug i my character, but i am curious if you run your toon if you get the same disparity. Please let me know what you find. Apologies if this topic has already been addressed.
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06/22/08, 11:42 PM
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#3322
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Piston Honda
Blood Elf Death Knight
Mug'thol
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Originally Posted by Allaphon
Leulier's Spreadsheet
Spell Haste Rating: 1.15
Spell Crit Rating: 1.20
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Turn off Raid TNS and try again. There is no way you have 1.20 w/ Crit if you have Raid TNS off.
That said, Magegraf does account for Fel Armor, but has no option for Brilliant. Just use Superior.
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06/23/08, 4:24 AM
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#3323
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WTS ZA BEAR
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Originally Posted by LockApologist
Turn off Raid TNS and try again. There is no way you have 1.20 w/ Crit if you have Raid TNS off.
That said, Magegraf does account for Fel Armor, but has no option for Brilliant. Just use Superior.
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Yep. That brought the 2 much closer in line.
Leulier's Spreadsheet
Spell Haste Rating: 1.09
Spell Crit Rating: .85
Thanks for the help.
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06/23/08, 4:38 AM
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#3324
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Bald Bull
Blood Elf Paladin
Echo Isles
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Just how popular is the 0/40/21 build (Demonic Tactics/Ruin with a Succubus out)?
I was having a rather lively discussion with my Warlock friend who heavily advocated this, saying that the 15% Shadow damage from the Succubus and the 5% damage from Soul Link would cancel out the 20% Shadow damage Demo Sac of an 0/21/40 build, while the +5% crit from DT and +damage from Demo Knowledge would have to weigh against Shadow and Flame.
I was quite surprised when I found this build on the first post, as I've never actually seen anyone use it, whether in-game or even anecdotally (WWS, forum posts, etc.)
I really doubt that 5% and Demo Knowledge is worth more than S&F. I also didn't realize at the time that you'd be missing Backlash's 3% crit, lowering the gap to 2% crit and Knowledge, but I also didn't quite have the math to back up my argument.
I'm not trying to debunk him per se, but I really would like to hear from people's experiences with this build - another of my friend's supposed pro's was the ability to use your Imp as threat reduction if he got capped. How often does this come up, and is it a legitimate bullet point to promote the spec?
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06/23/08, 9:03 AM
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#3325
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Von Kaiser
Undead Warlock
Mazrigos (EU)
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I found the amount of concentration required to keep succubus alive too high. Also in many cases micro managing your pet won't save it anyway.
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