Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warlocks
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Closed Thread
 
LinkBack (5619) Thread Tools
Old 02/25/08, 4:34 PM   #1601
Bandoer
Glass Joe
 
Orc Warlock
 
Earthen Ring
Stam is a detrimental stat after you have enough to survive. Currently extra stam is merely useless or superfluous.

Last edited by Bandoer : 02/25/08 at 4:40 PM.
 
User is offline.
Old 02/25/08, 4:44 PM   #1602
Wednesday
Tweedy Impertinence
 
Wednesday's Avatar
 
Draenei Shaman
 
Draka
Originally Posted by Tacitus View Post
I'm not entirely sure if I'm getting your point, but the only fight where I have tapped once is Shade of Akama after Akama begins to tank it (provided that I was at or near full mana).
It doesn't matter how many times you lifetap. Say you lifetap three times, it takes away 45% of your health. 55% of 12k hp is more than 55% of 10k hp. Yes, you lose more hp to lifetap as you gain stamina, but it's not like you're in a worse position with 55% of 12k hp vs. 55% of 10k.
 
User is offline.
Old 02/25/08, 4:45 PM   #1603
Fizwidget
Von Kaiser
 
Fizwidget's Avatar
 
Gnome Warlock
 
Medivh
The key is 7 or more times (which is pretty low for a 7-10 min fight) After 7 times, you've tapped your entire health pool once. At that point you no longer have a net positive effect from stamina.

I'm having trouble trying to illustrate the effect.

The amount of health lost goes up for every point in stamina. Your total health pool will be tapped away several times in a fight, if you've tapped your entire health bar, your maximum health is moot. Much like your maximum mana was almost moot because you could lifetap it back at a fixed rate. So any stamina at all above the minimum requirements for a particular fight is bad. Warlock gear stacks absurdly high amounts of stam where spirit may have lived in another class' set. This is an extremely frustrating change.

Dauntless: "Incapable of being intimidated or discouraged; fearless"
 
User is offline.
Old 02/25/08, 4:55 PM   #1604
Morwen
Piston Honda
 
Human Warlock
 
Dragonblight
You can always be hit by more randomly targeted damage than you anticipated, so I don't buy the argument that anything over the minimum is superfluous in a real fight. Stamina will still be important for reasons other than life tap.
 
User is offline.
Old 02/25/08, 4:56 PM   #1605
Wednesday
Tweedy Impertinence
 
Wednesday's Avatar
 
Draenei Shaman
 
Draka
Originally Posted by Fizwidget View Post
The key is 7 or more times (which is pretty low for a 7-10 min fight) After 7 times, you've tapped your entire health pool once. At that point you no longer have a net positive effect from stamina.

I'm having trouble trying to illustrate the effect.

The amount of health lost goes up for every point in stamina. Your total health pool will be tapped away several times in a fight, if you've tapped your entire health bar, your maximum health is moot. Much like your maximum mana was almost moot because you could lifetap it back at a fixed rate. So any stamina at all above the minimum requirements for a particular fight is bad. Warlock gear stacks absurdly high amounts of stam where spirit may have lived in another class' set. This is an extremely frustrating change.
Yes, the major problem with this change is the way current lock gear is itemized. Hopefully this will be addressed should the change go live.
 
User is offline.
Old 02/25/08, 4:58 PM   #1606
Quizart
Glass Joe
 
Undead Warlock
 
Frostmane
While I'm certainly part of the QQ parade on the WoW forums for other reasons on this change, honestly it barely affects pve raiding. I can't remember the last time I wasn't over-healed for a lifetap, healers probably won't notice the difference.

It's in pvp and especially solo/5-man pve that this is really rediculous. But this is a PVE Raiding compendium, can save it for another topic.

I'm more off-set pieces than tier 4, and my hp/mana are almost exactly equal raid-buffed, so I won't personally notice much of a difference anyway.

Quizart

Last edited by Quizart : 02/25/08 at 5:04 PM.
 
User is offline.
Old 02/25/08, 4:58 PM   #1607
Tacitus
Don Flamenco
 
Tacitus's Avatar
 
Undead Warlock
 
Wildhammer (EU)
Originally Posted by Turbo Moses View Post
EDIT: Tacitus, in my first sentence, I was gonna add (Except Akama), but decided against it because I know I find myself tapping more than once...haha.

You know what they say... great minds think alike :p

Brotherhood, Peace, Unity

Welcome back, Comrade
 
User is offline.
Old 02/25/08, 5:22 PM   #1608
Trickykid
King Hippo
 
Gnome Warlock
 
Turalyon
Originally Posted by Bandoer View Post
Stam is a detrimental stat after you have enough to survive. Currently extra stam is merely useless or superfluous.
There wasn't a DPS-increase from stam before. If the change goes in there won't be a DPS-decrease from stam. I don't see much of a change there. Given that, I'd rather have more HPs to survive raid damage. The important part is what %of mana they finally settle on, since that determines if it will be nerfing our mana gained per life tap.
 
User is offline.
Old 02/25/08, 6:17 PM   #1609
Spoonman
Von Kaiser
 
Tauren Warrior
 
Darksorrow (EU)
Originally Posted by Quizart View Post
While I'm certainly part of the QQ parade on the WoW forums for other reasons on this change, honestly it barely affects pve raiding. I can't remember the last time I wasn't over-healed for a lifetap, healers probably won't notice the difference.
This mostly sums up my sentiments - having it cost more health is not a huge issue. The way that LT no longer scales with spell damage is incredibly irritating though, dropping from 2k return as affliction to 1.6k and 1.6k to 1.3k as destro means I'll have to tap much more, decreasing my dps and drawing a greater frequency of heals, as well as requiring more healing per tap. I'm chaining mana pots on most encounters as it is and still end tapping in order to be able to cast, this change will just make it worse. :<

Edit; it will also make farming as destro a lot less fun - currently I sac my voidwalker and run around, using LT to regen mana and the void buff + death coil + soul leech to regen that health deficit.
 
User is offline.
Old 02/25/08, 6:20 PM   #1610
Quizart
Glass Joe
 
Undead Warlock
 
Frostmane
Originally Posted by Spoonman View Post
This mostly sums up my sentiments - having it cost more health is not a huge issue. The way that LT no longer scales with spell damage is incredibly irritating though, dropping from 2k return as affliction to 1.6k and 1.6k to 1.3k as destro means I'll have to tap much more, decreasing my dps and drawing a greater frequency of heals, as well as requiring more healing per tap. I'm chaining mana pots on most encounters as it is and still end tapping in order to be able to cast, this change will just make it worse. :<
It's a bit of a nerf yeah, most warlocks will be getting less mana back then they were before for more health cost - but it isn't a huge nerf for pve raiding, one that I can deal with, shouldn't have to tap that much more often. Although I'll probably be increasing my Super Rejuv Pot chugging ratio.

Now if self-only ISB goes through on the other hand...

Quizart
 
User is offline.
Old 02/25/08, 6:35 PM   #1611
Tacitus
Don Flamenco
 
Tacitus's Avatar
 
Undead Warlock
 
Wildhammer (EU)
This is offtopic, but Quizart, will you please stop signing your posts, it's annoying, not needed since we can see your name on the left side and as a bonus
Originally Posted by Boethius
#
# If you "sign" your posts, you will be mocked. You have a profile in which you can and should put all relevant information such that it already appears next to every post. Personally I think the mockery itself and the herd mentality that gives rise to it are as stupid as the thing being mocked, but nevertheless, you don't want to type your name or your initials or some fancy symbol at the bottom of every post. People here will probably ignore what you posted and just make fun of you. It's like being a fat kid.

Brotherhood, Peace, Unity

Welcome back, Comrade
 
User is offline.
Old 02/25/08, 6:59 PM   #1612
Madlax
Piston Honda
 
Undead Warlock
 
Twisting Nether (EU)
Well, look at some numbers:
chardev.org - A World of Warcraft character planner v.2.beta (doesn´t have all SW gear yet)
10205 mana with 518 int
+40 arcane intellect
+18 imp motw
+10% bok

[top]> 1734 extra mana

11939 mana *1.03 from Fel Intellect


> 12297 total mana

12297*0.15 = 1844 LT

With the old values:
1200 => 1540
1300 => 1620
1400 => 1700
1500 => 1780
1600 => 1860
1700 => 1940

Honestly, that might be a slight "mid-game-PvE-nerf" but it doesn´t matter at all in "end-game-PvE".
 
User is offline.
Old 02/25/08, 7:20 PM   #1613
Flamingcloud
Great Tiger
 
Night Elf Death Knight
 
Tortheldrin
Shhh if we get it turned into 20% we can have a dps buff =p
 
User is offline.
Old 02/25/08, 7:23 PM   #1614
Idk
Piston Honda
 
Draenei Shaman
 
Dreadmaul
Originally Posted by Tacitus View Post
This is offtopic, but Quizart, will you please stop signing your posts, it's annoying, not needed since we can see your name on the left side and as a bonus
This is too funny coming from a person with an abnormally large and offtopic signature. Fortunately we can at least turn those off..
 
User is offline.
Old 02/25/08, 7:47 PM   #1615
 frmorrison
Divine Protector
 
frmorrison's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Don't forget as a Gnome with Sunwell gear you will have another 600 mana, so another 90 mana in your Taps with top gear.

The nerf still is bad, because until you get the stamina weaker Sunwell gear, your Life Taps aren't going to be as good.


Another change with this is you don't want 150 HP to chest anymore, more like 6mp5 or 6 to all stats.

DK - Ashbane Failure is the condiment that gives success its flavor.
 
User is offline.
Old 02/25/08, 7:51 PM   #1616
Devourment
Glass Joe
 
Undead Warlock
 
Illidan
Honestly I hadn't seen this as anything short of a buff to warlock raiding in general. As it stands currently, I lifetap for ~1670 mana. Full raid buffed, as described above I sit at approximately 12000. 26% of maximum mana (as the notes say lifetap will now restore) of 12000 is over 3000, so I cannot for the life of me see this as an end-game pve nerf. Basically it is a double lifetap. This is a pvp nerf, as all other nerfs/buffs have been in recent and upcoming patches...except this one seems to positively affect pve raiding, for once.
 
User is offline.
Old 02/25/08, 7:53 PM   #1617
LockApologist
Piston Honda
 
Blood Elf Death Knight
 
Mug'thol
Originally Posted by Devourment View Post
Honestly I hadn't seen this as anything short of a buff to warlock raiding in general. As it stands currently, I lifetap for ~1670 mana. Full raid buffed, as described above I sit at approximately 12000. 26% of maximum mana (as the notes say lifetap will now restore) of 12000 is over 3000, so I cannot for the life of me see this as an end-game pve nerf. Basically it is a double lifetap. This is a pvp nerf, as all other nerfs/buffs have been in recent and upcoming patches...except this one seems to positively affect pve raiding, for once.
26% is a typo. It's 15/18% without/with talents. so, it's more than likely a nerf for the majority of locks. But, if you really do have 12000 mp (which doesn't look likely, as you have 8700 in armory. 12k hp, sure. mp, no), it will probably be a buff.
 
User is offline.
Old 02/25/08, 9:01 PM   #1618
Devourment
Glass Joe
 
Undead Warlock
 
Illidan
How could they have a typo that terribad? Hahaha wow. And yeah I guess I never really paid attention to my mana in raids (for the reason explained by a previous post) which is most likely closer to 10.5k. Basically my mana returned will be about the same as it is now, and this makes intellect a much more appealing stat.
 
User is offline.
Old 02/25/08, 9:56 PM   #1619
Turbo Moses
Von Kaiser
 
Turbo Moses's Avatar
 
Undead Warlock
 
Ner'zhul
For all intents and purposes though, from a raiding perspective, it's cool to have int as a more desirable stat. That said, it'd be cooler if our talents and gear reflected that. The crit and extra mana and mana regen from int makes it quite a bit more desirable...but it's in a shitty state in it's current form. Blah.

Also, 1 is close to 2, and 5 is close to 6, so I guess I could see someone pulling a 26 instead of 15.
 
User is offline.
Old 02/26/08, 4:16 AM   #1620
Nerull
AH troll
 
Troll Hunter
 
Tarren Mill (EU)
I have calculated for myself if I would gain mana or lose with the new lifetap.
It came down to a difference of maybe 50 mana in favor of the new life tap - fully raidbuffed.
When playing solo then the new lifetap is a bit worse than the current one I have.

For reference, my gear currently consists of mostly tier 6 level gear and some items from ZA / S3 dagger ( Curse archimonde.... ) .

What im wondering is if people are considering changing gear / enchants to work around this in pve.

Examples :

Ring of captured storms , Translucent Spellthread Necklace are becoming nono's ? ( Loop of Cursed Bones as neck alternative, mana attuned band as ring alternative ? ) . Basicly : Are you considering changing out statless items for alternatives with slightly less damage ( if any ) , but more stats to buff your tapping ?

+6 all stats seems to be the best investment as chest enchant now as I can see it, +100 mana doesnt seem to be worth 10 mana for 90 hp, 6 mana per 5 gives less mana ( at least for me ) :

1760 mana per lifetap
Lifetap needed once per : 1760 / 399 * 2,4 = 10,6 seconds to sustain mana consumption assuming SB spam only.
Mana gained per lifetap from +6 all stats enchant : 90 * 1,03 * 1,10 * 0,15 = 15,3 mana
In a complete cycle of 12 seconds ( 10,6 + 1,44 from lifetap ) gain from +6 stats = 15,3
From 6 mana per 5 you gain 14,4 mana per 12 seconds

The difference is fairly small, but +6 all stats also gives stamina, plus if you use a pet , it scales with it.
 
User is offline.
Old 02/26/08, 5:36 AM   #1621
SchLing
Von Kaiser
 
Human Warlock
 
Bronze Dragonflight (EU)
The Lifetap change seems to be very good from a raid point of view, and it's pretty clear that Blizzard want int to mean something for warlocks. Even though most of the raiding warlocks out there are currently not really geared for the change I don't think it will take long before most people are geared for the change. Taking a look at the new Tier 6 pieces you can allready see that they have more int than stamina, and I belive that we will see more of that in the future. With this change you could potensially gain more mana back than life sacrificed without any talents. I ran the numbers though Warlock DPS Spreadsheet and from that is was pretty clear that int would now acutally give you quite a lot of DPS increase, and more substained DPS. (From just upping my unbuffed mana pool from 9k to 10k I acutally gained 30DPS on the spreadsheet.)

The Health Talents like Demonic Embrace will still be usefull because you will not have to stack up on Health gear, but you become free to get more int on it instead. In addition 16% of 1000HP is 840, while 16% of 2000HP is 1680. So even if feel that getting more stamina will not make each Lifetap as effective it will still leave you with a bigger HP pool, making you more likely to survive random damage.
 
User is offline.
Old 02/26/08, 6:12 AM   #1622
TheSorcerer
Von Kaiser
 
Troll Shaman
 
Festung der Stürme (EU)
Originally Posted by Chimera View Post
A comprehensive list of every question that might ever be asked drowns out the important ones. In my opinion the OP does a great job of giving the broad strokes and covering the important questions that might be non-obvious to a beginning warlock raider. It also provides links to other resources that can answer more specific questions, for example the link to leulier's spreadsheet to answer the question "how much DPS do I gain by spamming mana potions?"
However, I still think the OP should at least mention that a way to increase your dps is to chain chug manapotions, I believe that is a non obvious fact to a beginning warlock raider. If you search the OP for "potion" the only references you fin are, that you should bring potions to your raid (a clearly non-obvious fact) and should use health potions if you're low on hp (I believe a lot more warlocks would die if this wasn't mentioned). I hope you realize I am beeing a little bit sarcastic. I do not want to discredit the OP, but I really believe that it should mention chain chugging manapotions is a way to increase your dps and you can verify it by increasing your mp5 by 100 on the spreadsheet.

I think the more apt question, however, should be "do I gain more DPS by spamming mana potions or destruction potions?" For me the answer is that mana potions are better than destruction potions on any fight longer than two and a half minutes, assuming the fight doesn't have down time where I can lifetap "for free." I encourage you to check the spreadsheet to find out what the answer is for your particular gear set.
I was asking not to improve my own dps, but was looking for some numbers to convince my warlocks to do so. Currently if I ask them "Are you chain chuggin manapotions?" their answer is "Why should I, I have lifetap!". And we currently are in Tier 6 content with only Illidan left for completition. Obviously not only entry level warlocks do not recognize the dps gain from chain chugging manapotions. I still believe this should be mentioned in the OP.

Thank you.
 
User is offline.
Old 02/26/08, 6:34 AM   #1623
 Kyth
Professional Windmill Tilter
 
Kyth's Avatar
 
Troll Mage
 
Turalyon
Originally Posted by Emolate View Post
What, Curse of Elements doesn't affect fire now?

Affliction is the DoT tree. If you're in deep destruction, you're also in Demonology. Why would you be casting DoTs at that level of gear/progression? If I cast even just Corruption on Void Reaver I lose DPS and gain too much threat.
Damage-based curse. CoE isn't a fire curse, it's a utility curse -- my explicit example was "like CoD/CoA" to be clear.

It was a philosophical point :p, I know how to play my class.

What I said is I don't feel like fire is set up to be a 'warlock' element despite what the talent points say because all but two of our spells are school-based in shadow.


Call it the misguided dreams of an affliction warlock trapped in a destruction body, I dunno.

Last edited by Kyth : 02/26/08 at 6:40 AM.

Officer of <Fusion>
http://www.stratfu.com/ - StratFu: Strategies, Guides, Movies, and Tips for Wrath Raiding
 
User is offline.
Old 02/26/08, 8:51 AM   #1624
dakalro
Piston Honda
 
Human Warlock
 
Mazrigos (EU)
Originally Posted by TheSorcerer View Post
However, I still think the OP should at least mention that a way to increase your dps is to chain chug manapotions, I believe that is a non obvious fact to a beginning warlock raider. If you search the OP for "potion" the only references you fin are, that you should bring potions to your raid (a clearly non-obvious fact) and should use health potions if you're low on hp (I believe a lot more warlocks would die if this wasn't mentioned). I hope you realize I am beeing a little bit sarcastic. I do not want to discredit the OP, but I really believe that it should mention chain chugging manapotions is a way to increase your dps and you can verify it by increasing your mp5 by 100 on the spreadsheet.



I was asking not to improve my own dps, but was looking for some numbers to convince my warlocks to do so. Currently if I ask them "Are you chain chuggin manapotions?" their answer is "Why should I, I have lifetap!". And we currently are in Tier 6 content with only Illidan left for completition. Obviously not only entry level warlocks do not recognize the dps gain from chain chugging manapotions. I still believe this should be mentioned in the OP.

Thank you.
Hmm, don't think anyone serious about their dps on encounters where it matters would simply rely on lifetap, 100 mp5 is alot no matter how you put it. Nobody mentions it because it's common sense for a class going on -800mp5 usage (yes, Cataclysm is a very good talent ).

As for destro pots vs mana pots, same thing, clear winner in mana simply because we go through mana like candy and we don't dps while LTing. And while movement sometimes allows us to Life Tap it's not always safe/sane to do so because most of the time you move out of death's way and moving just to LT is kind of moot point.
If there's no death around just a safer place to go, yes, you might want to move while LT gcd is on because you'll have to move anyway at some point. So majority of times I move during LT not LT during movement.

Originally Posted by Nerull View Post
I have calculated for myself if I would gain mana or lose with the new lifetap.
It came down to a difference of maybe 50 mana in favor of the new life tap - fully raidbuffed.
When playing solo then the new lifetap is a bit worse than the current one I have.
I have 10500 mana fully buffed, losing 300 mana with the change, fully raid buffed. You will get 1680 mana fully raid buffed from new LT, you're still losing mana, about 150-200 I'd say. Only ones that won't lose mana from LT with this are gnomes in t6 gear that don't use statless items, kinda specific don't you think? It's 15% not 16% at this point.

And again, the fact that LT won't scale anymore until WotLK is the bad part, not the small nerf. Anyone that played a warlock pre-TBC will still remember the fun that was 500 mana/LT that always stayed constant.
And if TBC is any indication int scaling between first tier and last tier is small, a lot smaller than +dmg scaling.
So we'll yet again start powerfull and while most will upgrade, our LT will stay almost constant providing an ever increasing dps barrier that will keep our dps from scaling enough, that's my nightmare that while I haven't lived to see in Naxx (Pwerk 1st kill was with 5 locks chaining Major Rejuv Pots) I've heard horror stories about.

While increasing % would fix it for now it's not enough if they'll keep the same itemization in next expansion or even the same int scaling. I'd pretty much be in favor of 2 ranks, one 15-16% or w/e they want and one (Rank 2, at 60 or so) with exact same formula for mana gain as now just scaled up health cost according to how much hp/mana you have, as in allow low levels to still LT, prevent PvPers from downscaling under 15% hp or so, let PvE-ers keep their scaling.

Or, for another option,
mana_return= %of_base_mana_(to equal 570 atm) + 0.8 * max(damage_bonuses)
hp_cost = max_hp/max_mana * mana_return
And you only need 1 rank this way and scale it vs +dmg. Of course if they do change itemization of stats to scale the same way as dmg does (about 40-60% or more from T4 to T6?) without impacting other stats then sure, go ahead and change LT if they can provide us with the gear.

Last edited by dakalro : 02/26/08 at 9:12 AM.
 
User is offline.
Old 02/26/08, 9:40 AM   #1625
Nerull
AH troll
 
Troll Hunter
 
Tarren Mill (EU)
Hmm I stand corrected about the raidbuffed mana tap now vs 2.4, it seems that you will need 13k+ to get anywhere near the current lifetaps. A weird change considering this was suppose to be a nerf for pvp.

to make up for the 200 mana you would need to get 20% haste rating, so thats not really likely to happen.

Drat, everytime I get excited about getting even a minor buff, it turns out to be a nerf anyway for warlocks
 
User is offline.
Closed Thread

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warlocks

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Holy Raiding Compendium v2 constantius Priests 1472 10/24/08 10:03 AM
[Priest] Holy Raiding Compendium (2.3.x) constantius Class Mechanics 986 04/04/08 1:51 PM