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Old 06/20/08, 1:38 PM   #826
Lhivera
Bald Bull
 
Lhivera's Avatar
 
Human Mage
 
Aggramar
Balance druids, shadow priests and elemental shaman should all go in there too, but the list itself wasn't really the point -- it just illustrates the points.

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Old 06/20/08, 2:13 PM   #827
Smurrf
Don Flamenco
 
Smurrf's Avatar
 
Human Paladin
 
Lothar
More like 1.5 or so. From battle rezzes, to their crit aura, to their ability to switch out and either OT or OH at a moment's notice...and did I mention that crit aura? Since typically they're placed in a caster group to help out others' DPS, I'd say all of the above warrants a much more benefactoresque score.

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Old 06/20/08, 3:03 PM   #828
Drearcerberus
Glass Joe
 
Undead Warlock
 
Rexxar
What I really want to know is if they're going to do enough to make Emp imp viable for anything. I love to play destro, but I get annoyed sometimes that part of the reason I chose this class, a demon, is basically just killed off so I can become a mage essentially. So assuming Bliz actually does make pets scale well w/ gear. I would like to see some of the following changes:

1. Soul Leech (3/3) - Your shadow bolt, shadow burn, incinerate, searing pain, soul fire, and chaos fire have a 30% to give the caster hp equal to 10% of the damage done and mana equal to 5% of the damage done to both the caster and the caster's pet.

This will make it so the imp doesn't run out of mana in all of 2 seconds.

2. Give the imp a phase shift like ability that makes him immune to all AoE spells and physical damage, where he can attack. In this phase he will still be vulnerable to DD of any kind.

If DS is still the way to go for raiding as of the Xpac I will still spec for it, but I'd prefer to be a bit different from a mage, while still being a nuke class.

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Old 06/20/08, 4:32 PM   #829
Hearteater
Von Kaiser
 
Undead Warlock
 
Magtheridon
Originally Posted by Drearcerberus View Post
1. Soul Leech (3/3) - Your shadow bolt, shadow burn, incinerate, searing pain, soul fire, and chaos fire have a 30% to give the caster hp equal to 10% of the damage done and mana equal to 5% of the damage done to both the caster and the caster's pet.

This will make it so the imp doesn't run out of mana in all of 2 seconds.
Soul Leech long ago should have been change to something like this:

Your Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain and Conflagrate spells have a 90% chance of returning health equal to 7/14/21% of the damage done. This effect will not occur more than once every 8 seconds or when the warlock is at full health.

That should return roughly the same amount of health over time, just have a lot less chance to be overhealing.

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Old 06/20/08, 6:25 PM   #830
Bibdy
Great Tiger
 
Bibdy's Avatar
 
Orc Warlock
 
Bonechewer
It would be pretty powerful in PvE and PvP if it stole mana from the target.

There's always free cheese in the mouse traps, but the mice there ain't happy.

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Old 06/21/08, 3:18 AM   #831
Drundia
Piston Honda
 
Undead Warlock
 
Sylvanas (EU)
Warlock as it is is simply a very scaling class. Improved Shadow Bolt makes sure that spell crit is priced for its returns. Shadow and Flame guarantees proper scaling with bonus spell damage, while base damage of spells quite honestly sucks. Life Tap scaling helps bonus spell damage, while its mechanics amplifies returns from any group mana regeneration buffs.

Originally Posted by Pintofbrew View Post
Nobody was amused at 2.2 MSD arcane abuse, and any mage with a brain instead of a mushroom in their head was happy to see it removed and nerfed to the ground. I don't see why you seem so righteous about demanding to be the one class that dominates everything, particularly in light of a change that doesn't affect your class mechanics at all, but instead gives the raid one more CoD.
I guess the reason is presence of "druid-only" runs. Because apparently you can do everything while having only 1 class at all.

Originally Posted by Drearcerberus View Post
1. Soul Leech (3/3) - Your shadow bolt, shadow burn, incinerate, searing pain, soul fire, and chaos fire have a 30% to give the caster hp equal to 10% of the damage done and mana equal to 5% of the damage done to both the caster and the caster's pet.
Originally Posted by Hearteater View Post
Your Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain and Conflagrate spells have a 90% chance of returning health equal to 7/14/21% of the damage done. This effect will not occur more than once every 8 seconds or when the warlock is at full health.
Possibility of Mana returns from Soul Leech may be hard to balance around (just like Vampiric Touch). And since Destruction tree is as bloated as it is, best rework would be like this:
Soul Leech 2/2: Direct damage from your Immolate, Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain and Conflagrate spells heals you for 10% of the damage done. Causes a high amount of threat when triggered by Searing Pain, and reduces your threat against target when triggered by other spells.
Also, Soul Leech is very weak currently (the reason why current average 2/4/6% returns is changed to 5/10%). Think about Vampiric Embrace, even think about Siphon Life. And of course it also causes threat which is often undesireable seeing that our damage is often threat limited already.

Last edited by Drundia : 06/21/08 at 3:32 AM.

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Old 06/21/08, 2:42 PM   #832
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
Well, an Empowered Imp build still needs some way of keeping the little bugger alive. Soul Leech is an intuitive candidate. Another one would be if Soul Link gave him some heals in addition to splitting damage (and I don't mean splitting the heal, I mean just giving him some). Giving the warlock mana back, especially based on the damage done, is a bad idea. It creates the same sort of bass-ackwards scaling that you got with shadow priests. Adding a mana-burn component wouldn't be out of line and would give destro something extra in PvP, but that mana shouldn't be given to the warlock. Giving it to the pet is okay, even if you spec soul leech-dark pact because that costs a global cooldown.

Soul Leech doesn't really need an agro reduction component, it just needs to be threatless itself or else we're at an agro advantage (per damage) compared to other classes. I suppose you could argue we need a bit more passive because our active agro-dump is less reliable, but hyrbids right now don't have any active agro-dumps so I don't quite believe that.


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Old 06/21/08, 5:13 PM   #833
Drundia
Piston Honda
 
Undead Warlock
 
Sylvanas (EU)
Winners in threat department are Hunters and Rogues. If you only consider passive threat reductions, Rogues have higher damage aggro cap even despite being melee. Out of hybrids Shadow Priests are aggro bombs and they are getting extra 30% threat reduction sticked into Shadowform, which combined with Shadow Affinity almost halves threat (0.7*0.75=0.525). Back to pure DPS classes, out of them Warlocks have the hardest time managing threat. It likely is supposed to be compensated by higher DPS-buffing utility, than that of Mages, Hunters, and Rogues, and by having part of threat come from a pet, but the issue is Soul Leech really. Healing affects self-sustainability, but has nearly no effect on long-term DPS, so a raw healing effect may simply not be worth it for raiding if it's also kept balanced for PVP. Threat reduction was more of a random idea to stick something that would make the talent desirable rather than a filler. Lastly speaking of hybrids, I believe none of them is supposed to be that high on damage as to need aggro dump, they are supposed to provide threatless untility (or compensated by talents threatful utility like in case of Shadow Priests).

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Old 06/21/08, 5:49 PM   #834
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
From how I read it in the Warlock thread 1-2 weeks ago, someone actually tested Soul Leech (live in game) and found that it already does not produce any threat.

Testing was done by body pulling a mob, the pet then picks it up with a small amount of damage, and the warlock starts to nuke nearby mobs (and life tap to drop HP) to heal.
Result was that even with his healing, he wouldn't aggro on the first mob.


On threat - in the alpha trees, moonkin get -30% in balance (they have -20% in a resto talent right now), and elemental shaman get -30% to nukes (that talent is -10% threat right now, they lose 3% hit in return), shadow priest get additional threat reduction.
I guess they'll see "less threat reduction talents" balanced by having a threat drop ability.

I know about the flaws of Soulshatter (1% unavoidable resist), Feign Death (bugging every now and then; there is also no combat/log entry to find out if your FD resisted or worked just fine) and Invisibility (5s+ downtime, interruptable by random/AoE damage).

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 06/24/08, 4:28 AM   #835
Apaine
Piston Honda
 
Tauren Druid
 
Blood Furnace
Tested the same way, lifetapped myself to 50%, then sent a felhound to aggro a bunch of imps, while a friend of mine tanked a fel reaver guy patrolling the area. Then proceeded to unload on felreaver. Even after 4 proc heals, imps stayed on the felhound. But as soon as te healer healed the tank, all of them switched targets.

Last edited by Apaine : 06/24/08 at 4:36 AM.

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Old 06/24/08, 5:24 AM   #836
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I guess the reason is presence of "druid-only" runs. Because apparently you can do everything while having only 1 class at all.
Nope. In the context of a single class Karazhan, Druids can't dispel magic effects, which would make Maiden (among other things) quite difficult unless severely outgeared. It would also make Prince hit harder than he has to, since SWP would be ticking all that time.

No fear, so Roar in the Oz event has to be tanked.

No fire spells, so Strawman has to be tanked.

No interrupts, so Julianne and Aran are both much harder.

And no, Paladins can't do everything either - no interrupts, no fears, no fire spells, no AOE (have to tank all of Illhoof's Imps) and no ranged (Enfeeble will greatly diminish DPS).

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 06/24/08, 6:06 AM   #837
Kobal
Piston Honda
 
Night Elf Priest
 
Kargath (EU)
Originally Posted by Prinsesa View Post
No interrupts, so Julianne and Aran are both much harder.
Wouldn't the S3-Gloves help here?

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Old 06/24/08, 6:20 AM   #838
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I wouldn't know, to be honest, as I'm unsure how it would interact with a target that's immune to Maim's base incapacitate effect.

Even if it did, it would require a specific piece of gear, which would then limit your DPS since they have to use a 0 damage finisher to interrupt Aran's spells. As well, it's a 0 damage finisher that has a 10 second cooldown, yet only locks out a spell for 3 seconds, making it potentially worse than a Shaman's Earthshock for interrupt duty.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 06/24/08, 11:12 AM   #839
Helot
Von Kaiser
 
Human Paladin
 
Draenor
Even if it does only last for 3 seconds, that's a moot point: bosses usually can't be school-locked like casters can, even if they cast multiple types of spells.

The cooldown is also moot, as a rogue's kick is 10 seconds, so it's not like the druid interrupt is worse than everyone's interrupts, just the shammies.

In terms of difficulty, full pally raids would only have problems on jullianne, as Shade can be done w/o interrupts at all. Jullianne is just a pain, as we have no interrupt, no MS ability, so no way to stop heals. We are really enduring, as far as healing goes, but i wouldn't want to take 30 minutes to kill opera, just because we don't have an interrupt.

Chaith logs on
<zyl> Actually, I do like my paladin. He's fun to play, but don't tell Chaith.
<chaith> Looks like i logged in at the right time
<zyl> ....
<zyl> I pressed enter half a second after you logged on.

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Old 06/24/08, 3:37 PM   #840
Drundia
Piston Honda
 
Undead Warlock
 
Sylvanas (EU)
Pre-TBC Horde somehow raided without Salvation. If damage outscales threat by some ridiculous amount again, aggro wipe abilities will become commonly needed by classes with low threat reduction. And viability of Soulshatter and Invisibility is lower than what Rogues and Hunters get. Soulshatter problem is not only chance to fail, it's only 50% of threat removed as well. Before you use it you suffer because passive reduction is lower, after you use it it's good (unless resisted), but again, when cooldown is almost ready SS returns related to total threat are very low. Of course actually DPS-ing pets would help the issue as allowing us to move some of our threat to them.

Originally Posted by Prinsesa View Post
No interrupts, so Julianne and Aran are both much harder.
Druids do have Interrupt on Feral Charge


Also, thanks for information about threatless Soul Leech. This way it can at least be filler, but still, only a filler.

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Old 06/24/08, 3:47 PM   #841
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
I was giving some thought today while driving home on how they tried to improve life tap for PvE but the PvP crowd saw it as a total nerf. What if, since they dont seem like they are going to improve our soulshatter like they are improving the mages invis (both classes only aggro drops), they just added a feint mechanic to life tap? In game world sense (loreish wise) it would make some sense as we are essentially killing ourselves. Please tell me if im missing anything that would make this way too overpowered or something.

Also on a seperate note I was also giving some thought to the 51 point talents. Thinking upon the hunter allegory of them and us, what if for say affliction's 51 point talent we basically had a spell damage version of TSA? It would be both useful in PvE and PvP with less possibility of being overpowered for either, and frankly that would give me a clear decision of choosing between that or DS and/or ruin as it would also help the party. Again please tell me if im overlooking something.

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Old 06/24/08, 4:38 PM   #842
Hearteater
Von Kaiser
 
Undead Warlock
 
Magtheridon
What if, since they dont seem like they are going to improve our soulshatter like they are improving the mages invis (both classes only aggro drops), they just added a feint mechanic to life tap? In game world sense (loreish wise) it would make some sense as we are essentially killing ourselves. Please tell me if im missing anything that would make this way too overpowered or something.
The main issue with LT being -threat is it is something we do a lot anyway. Effectively threat management would become entirely passive. I think I'd rather SS have 1-2 minute CD, no shard cost, but cost us half our current health. The low CD makes resists recoverable, and the health cost keeps it from just being mindlessly spammed once/minute without regards to the circumstances.

But that's just a minor modification to SS. Potentially more interesting would be a cross between Iceblock and Invisibility. Halves threat (and life possibly), but self-banishes (uncancelable) the warlock for 3-5 seconds (since everyone seems to really want warlocks to be able to do this). So it trims our DPS time a little, but in exchange it works as utility to "immune" key enemy abilities (and possibly even allow activation of SS to break CC). There would always be that toss-up of using SS to avoid (or even break) a debuff/damage versus the optimal time to use it to maximize threat reduction. And of course it would be pretty amusing in PVP as well.

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Old 06/24/08, 4:49 PM   #843
Phonebooth
Von Kaiser
 
Draenei Shaman
 
Thunderlord
My big thing currently is "Demonic Circle" teleport, i am unsure if it will act like a blink by breaking stuns and following LOS or if it will not break stuns but ignore LOS or do something else totally off the map.

Its a long overdue defense spell though coupled with some other talents that will allow us to finally avoid melee to some degree. Does anyone have any interesting thoughts on the demonic circle's implications?

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Old 06/24/08, 5:42 PM   #844
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
Originally Posted by Hearteater View Post
The main issue with LT being -threat is it is something we do a lot anyway. Effectively threat management would become entirely passive. I think I'd rather SS have 1-2 minute CD, no shard cost, but cost us half our current health. The low CD makes resists recoverable, and the health cost keeps it from just being mindlessly spammed once/minute without regards to the circumstances.

But that's just a minor modification to SS. Potentially more interesting would be a cross between Iceblock and Invisibility. Halves threat (and life possibly), but self-banishes (uncancelable) the warlock for 3-5 seconds (since everyone seems to really want warlocks to be able to do this). So it trims our DPS time a little, but in exchange it works as utility to "immune" key enemy abilities (and possibly even allow activation of SS to break CC). There would always be that toss-up of using SS to avoid (or even break) a debuff/damage versus the optimal time to use it to maximize threat reduction. And of course it would be pretty amusing in PVP as well.
Entirely passive? I don't think so unless you want to lifetap to death or piss off your healers or something. Also this is assuming they do nothing to soulshatter, hell just giving soulshatter a 2 min cooldown would be a fix right there. Frankly you should only get soulshatter resists once in a blue moon if you are hitcapped. Not sure exactly why you would have it take half your life, as you would just give the healers a bit of warning and you are golden. My point was to make our threat management more like the rogues, with vanish (soulshatter though they get 100% drop.) and feint (the mechanic added to Life tap.

Frankly since we have gotten Soulshatter i've heard the "let us self banish" cries diminish somewhat. Since our soulshatter is instant the most we would seem to look for from a self banish would be the debuff wiping effects that iceblock has.

I went with feint on lifetap because if we had a seperate feintlike ability it would cut into dps even more and at that rate it would most likely negate its own usefulness. I was also looking at not making anything into a feign death for us as to keep that, imo overpowered, ability a unique hunter thing.

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Old 06/24/08, 6:26 PM   #845
Cayl
Glass Joe
 
Undead Priest
 
Dentarg
I know this goes back about 20 pages, but I wanted to chime in on the Demonic Sacrifice topic. I believe that Blizzards design intent in it was that it was an option for Demonologist warlocks when their pet was not a viable option and an oh crap button when their pet was close to death. I do not believe that it was intended as a talent that other specs were meant to get. The first 20 points in most trees have good synergy with other trees and 21 points and past are generally of a more narrow design. The developement of the 0/21/40 build seems to be an oversite as its scalability was not understood by any one for months after level 70 raiding began. I can completely understand if they wish to make Aff and Destro specs sacrifice more than just a gimp pet to get this talent.

Although it is not a talent that someone will design their demonology build around, it is a usefull one for any demonology spec. In a destruction build it has been used to take warlocks away from their dot centric/pet class design into a direct one-spell spam class. Clearly Blizzard did not intend for Warlocks to play with on theme for 69 levels and then completely redesign them at the 70th level. No other class does.

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Old 06/24/08, 6:47 PM   #846
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
Putting threat reduction on life tap would be like putting threat reduction on slice and dice. Something analogous to feint would be a mana-free spell costing 1 GCD that removed about 1k threat (yes, there's a reason no rogue uses feint unless their tank is terrible or it's Gurtogg, etc.).

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Old 06/24/08, 7:09 PM   #847
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
Originally Posted by Cayl View Post
I know this goes back about 20 pages, but I wanted to chime in on the Demonic Sacrifice topic. I believe that Blizzards design intent in it was that it was an option for Demonologist warlocks when their pet was not a viable option and an oh crap button when their pet was close to death. I do not believe that it was intended as a talent that other specs were meant to get. The first 20 points in most trees have good synergy with other trees and 21 points and past are generally of a more narrow design. The developement of the 0/21/40 build seems to be an oversite as its scalability was not understood by any one for months after level 70 raiding began. I can completely understand if they wish to make Aff and Destro specs sacrifice more than just a gimp pet to get this talent.

Although it is not a talent that someone will design their demonology build around, it is a usefull one for any demonology spec. In a destruction build it has been used to take warlocks away from their dot centric/pet class design into a direct one-spell spam class. Clearly Blizzard did not intend for Warlocks to play with on theme for 69 levels and then completely redesign them at the 70th level. No other class does.
Well given that logic it should have been deeper in the tree. In the 21 point slot it can be gotten as long as you only spend 30, 40, 50 (vanilla and each expansion respectively) points in any of the other trees.

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Old 06/24/08, 7:17 PM   #848
Cayl
Glass Joe
 
Undead Priest
 
Dentarg
Originally Posted by Latas View Post
Well given that logic it should have been deeper in the tree. In the 21 point slot it can be gotten as long as you only spend 30, 40, 50 (vanilla and each expansion respectively) points in any of the other trees.
Exactly. That last point in your given main tree is intended to be the most powerful tool in your arsenal or, at the very least, a skill that fills a whole that your other abilities cannot cover. And all of them fit with the basic design of the tree. The 21 point talent in an off tree is not intended to be the end-all-be-all of your build. The only one that comes to mind that is even close to the effectiveness of Demonic Sacrifice in the 21 point slot, is Hemo.

*Edit: Postitioning further along the tree means that it would fall in the 31 point slot or nearbye. When you get in that range you are looking at your build defining talents...it could be placed in that range as a utility talent. But that does not change the fact that it was not intended to be the focus of a build that uses a different tree for most of its talent points.

Last edited by Cayl : 06/24/08 at 7:25 PM.

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Old 06/24/08, 11:06 PM   #849
Darkmantle
King Hippo
 
Gnome Warlock
 
Spinebreaker
Originally Posted by Helot View Post
Even if it does only last for 3 seconds, that's a moot point: bosses usually can't be school-locked like casters can, even if they cast multiple types of spells.

The cooldown is also moot, as a rogue's kick is 10 seconds, so it's not like the druid interrupt is worse than everyone's interrupts, just the shammies.
Aran can most certainly be school locked. Whole stratergies revolve around interupting different schools depending on different situations. Most of his specials are not school dependent though so he can cast those regardless.

The real test of this is when you lockout all his schools and he goes and melees someone for more than 2 seconds.

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Old 06/24/08, 11:55 PM   #850
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
Encounters are either designed that you're supposed to eat the spells, or you're supposed to interrupt them. The majority of encounters, you're supposed to eat them. Aran is a noteable exception, but he's a notable exception to just about every aspect of encounter design, including the general principle of having a tank. He is not representative.


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