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Old 02/26/09, 3:24 AM   #331
Viper007Bond
Von Kaiser
 
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Human Warlock
 
Windrunner
Having not been able to get onto the PTR yet and see for myself (damn queue), how is Destro stacking up against Affliction? Is it more on par now? I can see by the posts in this thread that Destro/Demo appears to have gotten a boost and Affliction somewhat of a nerf (due to the combination of spells), but can't seem to find a post comparing the two directly on the PTR. Or am I going blind again?

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Old 02/26/09, 4:14 AM   #332
supplicium
Don Flamenco
 
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Gnome Warlock
 
Alterac Mountains
Originally Posted by Viper007Bond View Post
Having not been able to get onto the PTR yet and see for myself (damn queue), how is Destro stacking up against Affliction? Is it more on par now? I can see by the posts in this thread that Destro/Demo appears to have gotten a boost and Affliction somewhat of a nerf (due to the combination of spells), but can't seem to find a post comparing the two directly on the PTR. Or am I going blind again?
I would say definitly a lot better off then A) it was and B) I thought it would be. 10k conflags are very very nice. And the added +dmg that comes from conflagging as well as the new glyphs make it very nice/

The character linked in your profile appears to be below level 10. This may account for your poor Patchwerk DPS.

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Old 02/26/09, 4:38 AM   #333
Vux
Von Kaiser
 
Undead Warlock
 
Dragonblight
Originally Posted by Vux View Post
Couldn't this mean that we could just CoD a Doomguard and permanently enslave it?
Just tested this.

Unfortunately, the Doomguard spawned from a Curse of Doom has a maximum of 15 minutes in duration. So you could Enslave him a maximum of 3 times before he disappears and you need to CoD again.

But, yes, I was able to keep him for 15 minutes without any problems whatsoever (5 full minutes -> Enslave Drops -> Re-enslave -> Repeat).

Something funny: If you get on a flying mount and fly up, he doesn't despawn. He just de-enslaves and sits there like a normal mob. (If you go back down, he attacks you.) So you could create a forest of random Doomguards standing around haha

Anyway, yes, a permanent Doomguard is totally doable for bosses, provided that you can find a mob that you can tank for 60 seconds...

[3.0/WotLK] Vux's Guide to Affliction
(Sticky on Official Blizzard Warlock Forums)

http://forums.worldofwarcraft.com/th...d=1&pageNo=1#0

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Old 02/26/09, 5:03 AM   #334
CrazyScot
Von Kaiser
 
Blood Elf Paladin
 
Kilrogg (EU)
Originally Posted by Davorian View Post
I was able to get it to work this way for me I was doing SB - SB - SF - SF and both SF's were being affected by decimation procs.
If the effect remains the same and it's a "landing" proc then this is going to a viable strategy sub 35%, what we will need to find out though is the flight time from maximum range and the haste required to get a 2SB2SF rotation working sub-35%, it also begs the question of whether spending destructive reach will become a worthwhile talent when lower on haste.

Anyone else able to replicate the results of a 2SB2SF rotation?

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Old 02/26/09, 5:09 AM   #335
Dawei
Glass Joe
 
Undead Warlock
 
Burning Legion
Doomguard

On live, you can actually Curse of Doom a doomguard and get a new one that way. Its a neat little trick that could help in keeping a doomguard up semi-permanently. You could never depend on if during a progression run though. Once you die you would have to find a new mob to start your doomguard chain.

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Old 02/26/09, 6:18 AM   #336
Troffel
Von Kaiser
 
Gnome Warlock
 
Der Rat von Dalaran (EU)
It was ask:

Why was this damage over time spell removed?

A) To simplify Affliction rotations.
B) To diminish Warlock damage output in PvE.
C) To diminish Warlock effectiveness in PvP.
D) To diminish the appeal of Affliction so other specs see more playtime.
E) There is no logic.
The answer from ghostcrawler is:

It was solely the first reason. We didn't like the spec having so many dots to manage. Nobody mortal was playing Affliction at all without third-party mods for dot timers, which should not be mandatory to play WoW.

It isn't just a CATERIN 2 THE CASAULS issue. Because so much of Affliction's damage was tied up in dots, their on-demand burst damage was low. This has ramifications in PvP for obvious reasons, but also in PvE. Locks were getting frustrated on trash for instance because they never had time to do damage. Yeah, I know NOBODY CAREZ ABOUT TRASH BLIZARD. Except that trash is a part of the game. You can wipe on it. You can spend time killing it. Several bosses have adds that you need to contend with. It isn't fun being the class that just kind of hangs out until it's boss time.

I have suggested a few times since LK shipped that we wanted to remove 1-2 dots from Affliction's normal rotation and 3.1 was a good chance to do that.

If it ends up being a small nerf on raid bosses, well Affliction can probably handle that, because there was a good chance they were going to get a slight nerf anyway.

For PvP, it may end up being a larger nerf, but that wasn't really the intent and we are looking at options for adding damage back in that doesn't also inflate sustained PvE damage.
(Source)

Do we found in 3.1 an increase of "on-demand burst damage"?

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Old 02/26/09, 6:34 AM   #337
VenomByte
Von Kaiser
 
Blood Elf Warlock
 
Bronze Dragonflight (EU)
All I can see for improved burst damage is dots critting and changes in SB crits, via the talent changes. Most likely glyph of life tap will help also, so long as you use it frequently.

How significant that will be I'm not sure... unlikely to suddenly make us great on trash I would have thought.

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Old 02/26/09, 7:05 AM   #338
phulshof
Von Kaiser
 
Human Warlock
 
Aggramar (EU)
I think they could have achieved a much better PvE nerf for affliction by toning down DS. As far as I've noticed, it isn't until the last 25% that affliction starts shooting up the DPS ladder. I personally have no problems balancing my DoTs; it's actually what makes playing affliction fun for me. The only thing they could have done to improve rotation is make Haunt last 15 seconds and/or make it an instant cast. I'm unsure how the current changes have any influence on our trash DPS.

Actually, Haunt's duration wasn't so bad. In 60 seconds I cast 5xhaunt, 4xUA, 4ximmolate, 2xCoA (with Glyph), and 2xSL. All in all not that hard to maintain really. Ok, make it instant then, which will also help in PvP.

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Old 02/26/09, 7:23 AM   #339
Orgath
Von Kaiser
 
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Orc Warlock
 
Kargath (EU)
Originally Posted by Ghostcrawler
For PvP, it may end up being a larger nerf, but that wasn't really the intent and we are looking at options for adding damage back in that doesn't also inflate sustained PvE damage.
That's why they allow themselfs to get into a discussion about resilence and dots, interesting..

Originally Posted by VenomByte
All I can see for improved burst damage is dots critting and changes in SB crits, via the talent changes. Most likely glyph of life tap will help also, so long as you use it frequently.

How significant that will be I'm not sure... unlikely to suddenly make us great on trash I would have thought.
Even the filler part of affliction damage needs time to build up (on Talent & Itemrprocs mainly)
Adding something more to trigger before it gets viable defies the definition of burst.
If throwing a SoC (SF+RoF) at a trashpull was pointless before, it will be so with 3.1

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Old 02/26/09, 8:10 AM   #340
Bosmonster
Von Kaiser
 
Orc Warlock
 
Runetotem (EU)
Originally Posted by phulshof View Post
I think they could have achieved a much better PvE nerf for affliction by toning down DS. As far as I've noticed, it isn't until the last 25% that affliction starts shooting up the DPS ladder. I personally have no problems balancing my DoTs; it's actually what makes playing affliction fun for me. The only thing they could have done to improve rotation is make Haunt last 15 seconds and/or make it an instant cast. I'm unsure how the current changes have any influence on our trash DPS.

Actually, Haunt's duration wasn't so bad. In 60 seconds I cast 5xhaunt, 4xUA, 4ximmolate, 2xCoA (with Glyph), and 2xSL. All in all not that hard to maintain really. Ok, make it instant then, which will also help in PvP.
You obviously missed this part:

Nobody mortal was playing Affliction at all without third-party mods for dot timers, which should not be mandatory to play WoW.

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Old 02/26/09, 8:18 AM   #341
Bessa
Von Kaiser
 
Human Warlock
 
Stormrage (EU)
Originally Posted by Orgath View Post
That's why they allow themselfs to get into a discussion about resilence and dots, interesting..



Even the filler part of affliction damage needs time to build up (on Talent & Itemrprocs mainly)
Adding something more to trigger before it gets viable defies the definition of burst.
If throwing a SoC (SF+RoF) at a trashpull was pointless before, it will be so with 3.1
On the discussion of resiliance, surely ALL spells/Damage should now be reduced by resilience for every class, Affliction Dots are now our "normal damage" as they can crit, before they couldnt crit and so "Needed" to be reduced to be fair. Now theyre affected by the "reduced periodic damage" OR "Reduced crit" whereas other classes its simply "normal damage not reduced" but "Reduced crit damage" What is the difference of a dot or two, ticking for 400 damage each and getting penalised, and a Rogue auto attacking me for 400dmg each hand and not getting reduced?

To me this change on Dots makes the periodic nerf obsolete.

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Old 02/26/09, 8:52 AM   #342
Zasz
Von Kaiser
 
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Undead Warlock
 
Arygos (EU)
Locks were getting frustrated on trash for instance because they never had time to do damage.
Oh I am so frustrated with trash. I´m only doing 10k dps per trash mob group (naxx10/25). I wonder what locks he asked to get this kind of aproach on us.

If it ends up being a small nerf on raid bosses, well Affliction can probably handle that, because there was a good chance they were going to get a slight nerf anyway.
That was the point when I stopped reading his posts. Have you ever seen useful numbers from him or a post where exactly whe do too much damage? I didnt so I would prefer not so use his arguements here.

I say destroy the cosmos and ask questions later!

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Old 02/26/09, 9:04 AM   #343
Smallpox
Glass Joe
 
Undead Warlock
 
Area 52
I dont understand why they couldnt just leave Siphon Life how it is on live but make Haunt refresh its duration along with corruption if they are that hell bent on simplifying afflictions rotation.

As for DoTs and critting, why use two differant rules on them? Why cant the DoT be affected by the normal resilience penalty for DoTs when its ticking as normal, and then be affected by that same percentage on the crit instead of what they are suggesting with changing the percentage to the normal critical penalty modifier when a crit registers? Its a compromise I think its half decent.

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Old 02/26/09, 9:08 AM   #344
Cepha
Von Kaiser
 
Human Warlock
 
Zuluhed (EU)
Well he was probably talking about locks in group with bad tank or heroic content. Anyway the funny thing was thta he said affliction needed a nerf anyway. But Mages are fine? Or Rogues doing ~7k dps at patch with a perfect group?
Yes Patchwork damage is really amazing with doomguard etc. but in progress most of the time you will not have these cds.

But one thing I still want to know, which catgory do this 5% sb provides now belong to?

Mages is 10%
Druid or Shaman is 5% but it is an aura and no debuff

Is there anybody who knows that?

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Old 02/26/09, 9:17 AM   #345
Jasari
Glass Joe
 
Blood Elf Paladin
 
Blackwing Lair
Originally Posted by Cepha View Post
But one thing I still want to know, which catgory do this 5% sb provides now belong to?

Mages is 10%
Druid or Shaman is 5% but it is an aura and no debuff

Is there anybody who knows that?
Mage's debuff is being reduced to +5% spell crit to be on par with ours. Imp SB doesn't stack with their debuff.

Ele Shaman and Balance druids have a group buff that adds +5% spell crit. These are under a separate category as they're buffs and not debuffs. They stack with our imp SB and Mage's debuff, but not with each other.

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