 |
04/19/10, 4:19 PM
|
#61
|
|
Von Kaiser
Undead Warlock
Twisting Nether (EU)
|
One of the most important considerations though, as mentioned earlier, is in fact that it would be unbalanced in pvp, to be able to refresh unstable affliction with an instant cast, that has no cooldown, that uses two spellschools (you would have to lock out a fire spell AND a shadow spell to prevent an affliction warlock from casting it). This alone convinces me that FF will not be without a cooldown.
Blizzard also stated they wanted it to be a demonology spell; it would indeed make sense if it was talented to reduce the cooldown in demonology, and it would fit the longer immolate duration. If immolate duration remains at 24 seconds, perhaps it will be talented down from a 30sec cooldown to 20 or 22 seconds, as an example.
With a larger cooldown like this, it would not be used simply to keep the dots rolling constantly, but would refresh UA while providing damage, or immolate, if its damage is high enough to be worth casting like this. Demonology, on the other hand, would be usable to refresh immolate, always. Perhaps talents would even buff its damage so that it would always be used on cooldown.
On the subject of hellfire being dangerous, as we would have to move into melee, it is no more dangerous than AoE'ing as a demonology lock is currently, surely? The best damage we can do AoE'ing is to move in and immolation aura, before casting our AoEs. So, doesn't this just become a matter of waiting for tanks to get solid aggro, or standing back and using something inferior?
As it is currently, rain of fire is buffed for destruction through empowered imp proccs, while affliction has plenty of talents that boost SoC. They are already much better for the other specs than for demonology, and blizzard have not stated that they wanted to make SoC/RoF unusable for demonology, just as while SoC is afflictions AoE, destruction *can* still use it, if the situation calls for it.
I am interested in how the shadowburn change will affect things; will it be usable at execute range, perhaps? It has a shorter range than other spells, at the moment, so perhaps that would change, or it may just become an awkward execute.
|
|
|
|
|
04/19/10, 6:42 PM
|
#62
|
|
Von Kaiser
Blood Elf Warlock
Sen'jin
|
Originally Posted by wasniahC
As it is currently, rain of fire is buffed for destruction through empowered imp proccs, while affliction has plenty of talents that boost SoC. They are already much better for the other specs than for demonology, and blizzard have not stated that they wanted to make SoC/RoF unusable for demonology, just as while SoC is afflictions AoE, destruction *can* still use it, if the situation calls for it.
|
It has been shown that Seed of Corruption is better than RoF for all specs. Also, Empowered Imp works for spells outside of the destruction school, including Seed of Corruption.
|
|
|
|
|
04/20/10, 6:20 AM
|
#63
|
|
Glass Joe
Blood Elf Warlock
Uldum (EU)
|
My guess is that Fel Flame will have a rather long cooldown, if not longer than 15 seconds. I don't think it will be intended to have us use a spell designed for Demonology and Destruction to refresh Unstable Affliction.
Also, it's rather funny how warlocks have been pretty much the only caster without an instant nuke up until now, only to get two at once (including Shadowburn). Maybe the latter one will finally be used in the Destruction rotation...?
Last edited by SoulShard : 04/27/10 at 1:09 PM.
|
|
|
|
|
04/20/10, 9:02 AM
|
#64
|
|
Glass Joe
Human Warlock
Black Dragonflight
|
I think the clarification on channel duration can be extrapolated to explain how things will work for DoTs/HoTs as well.
From the WoW Damage Dealing Forums:
|
Originally Posted by Ghostcrawler
It's probably more accurate to say that the haste will lower the duration until you earn a whole additional tick, at which point the duration will go back up again (but with more damage / healing because of that extra tick). Getting more haste will never be a bad thing, but there will be break points where haste is more valuable than others. You should also never want to cancel the spell early.
This is definitely one of those cases where we'll have to see how it feels, but it is more intuitive when you're actually casting spells in the game than it might sound on paper.
|
and from the WoW Healing Forums:
|
Originally Posted by Ghostcrawler
We didn't explain this very well in the chat.
The answer we were trying to give was that "channels won't just get shorter and shorter the more haste you get." But a more complete answer is that hasted channels will get shorter until you get a whole additional tick, at which point the duration will go back up again. We don't want to do partial ticks or things like that because they encourage you to just recast the spell.
|
Assuming the above and Everlasting Affliction resetting the duration of Corruption after the next tick, then to maximize UA DPS, locks will want to refresh UA: - before the last UA damage tick
- by Satisfying the equation: Time Remaining to Last UA DoT tick + Hasted UA Full Duration < 15sec
I feel like this goes against the "DoT Simplification" given to Locks in their class preview (DoTs cannot clip, but are reset with a mechanic similar to Everlasting Affliction). In my opinion, that window to refresh UA is hardly fluid nor intuitive, which I thought were design goals of the "DoT Simplification".
|
|
|
|
|
04/20/10, 11:16 AM
|
#65
|
|
Don Flamenco
Human Warlock
Frostmane (EU)
|
What I got from the blue posts was duration of channels will go down while tick count will remain the same. Once there's enough haste to get 1 extra tick in the original duration, you gain 1 extra tick, start over with duration reduction but with ticks + 1.
This would also work nicely for dots, also not allowing any kind of dead time (it expires as soon as last tick does damage). So for example Drain Soul would fluctuate between 12.5 and 15 the first time then 12.86 and 15 for getting the 7th tick and so on.
|
|
|
|
|
04/23/10, 2:57 PM
|
#66
|
|
Piston Honda
|
There appears to be a double hit tax on haste now, at least with dots.
Example
Haste takes you to 2.75 second ticks for UA
0.0 First Cast UA
2.75 UA tick
5.5 UA tick
8.25 UA tick
11 UA tick
13.75 UA tick
15 UA duration ends.
16.5 UA tick
Assuming a mob doesn't die, you only gain value from haste on the UA above if your UA ticks at 16.5. The only way to do that is to roll the hit dice again and reapply the dot. Of course if you are doing that between 13.75 and 15 seconds and you miss, the duration of UA ends and you lose the tick timer. As such the value of a dots haste is subjected to 2 hit rolls rather than just 1.
Also, you can still clip your dots under this new system
Haste takes you to 2.5
ticks at 2.5, 5, 7.5, 10, 12.5, 15
duration ends at 15. If you refresh at any time before 15, your second UA will only have 5 ticks rather than 6. Given that your haste will change due to eradication, bloodlust, trinkets, etc. you won't know the optimal time to refresh your dots. Moreover, because you may be prevented by being mid cast in something else, you are going to be playing guessing games on whether its best to cast a 2 second SB and lose the haste on the tick timer when a dot falls off, or lose a tick due to the early refresh of the durational timer.
|
|
|
|
|
04/25/10, 12:05 PM
|
#67
|
|
Glass Joe
Human Warlock
Hellfire (EU)
|
Originally Posted by SoulShard
Also, it's rather funny how warlocks have been pretty much the only caster without an instant nuke up until now, only to get two at once (including Shadowburn). Maybe the latter one will finally be used in the Destrucion rotation...?
|
|
* Shadowburn will now do additional damage to targets below 25% health.
|
I believe it will become a long awaited execute spell (think Kill Shot, Hammer of Wrath, Execute) for Destruction.
|
|
|
|
|
05/02/10, 4:01 PM
|
#68
|
|
Glass Joe
Blood Elf Warlock
Uldum (EU)
|
Originally Posted by Subetei
having the cooldown being longer than UA would be nonsensical. as every other time you'd need to recast UA. this would defeat the purpose of the spell. 15sec wouldn't improve mobility at all. my guess is it will be a low dps mobility filler spell probably like a 3sec cool down. it will prob be dmg vs moving trade off.
with the changes to other classes this sort of spell will be absolutely necessary..... as hunter get a range dmg taken reduction skill, paladins and ferals get an interrupt, dks get a spell reflect and warriors get that jumping in the air aoe stun before they land skill..... they put the running and inst fel fire for a reason.
|
No, it wouldn't. As mentioned before by Blizzard, they mean to incorporate Fel Flame into Destruction and Demonology, not Affliction. The fact that that it refreshes UA might as well be just an added bonus to add some synergy to our Affliction repertoire, but most probably not meant to be included as part of our rotation. It only makes sense that the cooldown will be equal or higher than UA's duration in order to have Affliction warlocks use it as an emergency refresh when we cannot stop to cast, be it PvE or PvP.
I bet the last thing they want is an Affliction warlock refreshing a dispel-protected DoT every 3 seconds while running away.
|
|
|
|
|
05/03/10, 1:07 PM
|
#69
|
|
Glass Joe
Gnome Warlock
Silvermoon (EU)
|
|
* Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.
|
Curious if this ability is intended to replace Shadow Bolt so that each spec has it's very own primary nuke or whether this ability would solely be used to maintain the debuff. Personally I would much prefer the former...
|
|
|
|
|
05/03/10, 2:43 PM
|
#70
|
|
Glass Joe
Human Warlock
Black Dragonflight
|
Demon Bolt Speculation
Originally Posted by Kallikrates47
Curious if this ability is intended to replace Shadow Bolt so that each spec has it's very own primary nuke or whether this ability would solely be used to maintain the debuff. Personally I would much prefer the former...
|
Unless the uptime on the +pet damage debuff is short (under or just above the cast+travel time of the DD) then I suspect it will be rotated as necessary to maintain the debuff as near 100% as possible. Who knows, demon bolt may have a CD longer than the duration of the debuff, which will preclude the ability to maintain 100% debuff uptime, but I doubt it.
Instead, I believe that demon bolt will be similar to haunt: horrible DPCT by itself, but the benefit it gives will make it worth it's cast. This leads to the expected cast frequency of DB: as little as possible to maintain debuff uptime as near to 100% as possible.
But I'll end by asking, why did demonology get another nuke? It already uses the most cast-time nukes out of any lock spec.
|
|
|
|
|
05/04/10, 12:16 PM
|
#71
|
|
Glass Joe
Gnome Warlock
Silvermoon (EU)
|
Originally Posted by tuberqlosis
But I'll end by asking, why did demonology get another nuke? It already uses the most cast-time nukes out of any lock spec.
|
Well I don't think Demo Locks will be casting Incinerate even when Molten Core procs because Soul Fire will cost no shards at any stage of a fight, so that is one less nuke. Because of the Soul Shard changes affecting the cost of Soul Fire though I expect that the whole current system (Molten Core, Decimation) to get quite a big overhaul. Who knows, maybe Soul Fire will be the primary nuke for Demo Locks...
|
|
|
|
|
05/05/10, 1:49 PM
|
#72
|
|
Piston Honda
|
Originally Posted by Kallikrates47
Well I don't think Demo Locks will be casting Incinerate even when Molten Core procs because Soul Fire will cost no shards at any stage of a fight, so that is one less nuke. Because of the Soul Shard changes affecting the cost of Soul Fire though I expect that the whole current system (Molten Core, Decimation) to get quite a big overhaul. Who knows, maybe Soul Fire will be the primary nuke for Demo Locks...
|
I don't imagine Soul fire will be cast without decimation.
Right now this where the BiS numbers are:
Soul Fire's DPET - 12748
Incinerates DPET - 11617
Shadowbolts DPET - 9435
Given that the Soul Fire has all MC procs sub 35% included in its DPET, its non MC DPET will be lower. Then you are trading 40% haste for 18% damage and 15% crit. Also keep in mind that the longer cast on SF means that its more likely that you won't get to use all the MC charges before they either fall off or get refreshed.
I do think something has to change though because based on what is known we are now up to a pretty long list of standard combat abilities
1) curse
2) bane of doom (which is proposed at being more than once per minute for demon)
3) immolate
4) fel flame
5) corruption
6) demon bolt
7) shadow bolt
8) incinerate
9) soul fire
10) Demonic empowerment
11) metamorphosis
12) immolation aura
13) demon soul
14) hellfire (demon aoe)
15) shadowburn (as a possible option thanks to extra talent points)
and then we haven't even hit the utility buff/stuff that you might need in combat
16) dark intent
17-20) soul burn + spells
21) demon circle
22) demon portal
23) death coil
24) fear
25) banish
27) health stone
28) potion
etc...
|
|
|
|
|
05/07/10, 10:41 AM
|
#73
|
|
Von Kaiser
Gnome Warlock
Kilrogg (EU)
|
Originally Posted by ildrean
My favorite change has to be the fact that dots can no longer be clipped, instead they just add duration.
EDIT: I read the information slightly wrong, but this still strikes me as an interesting change by lessening the negative effect of clipping dots.
|
In fact, it's worse than how you describe. You will actually *lose* dps if you do not clip! Because the DoT is now a constant duration, while the ticks have any arbitrary interval, you will always end up with a "useless" fraction of DoT in the end. If you do not refresh before the DoT expires, you lose that fraction and your new application will start counting from 0 again. However, if you do clip the existing DoT, you will have gained the time before your new application. You will overlay a small part that is not used, though. Example:
Assume 15 second UA and hasted 2 second ticks.
This means you are left with 1 second at the end that will not do any damage, unless you clip it to extend the duration.
Let's say you clip at 14.5 seconds with an identically hasted UA.
The result is that the next damage tick will happen 1.5 seconds into your new application. You've taken advantage of 0.5 seconds of the last 1.0 second tick from the previous application. You want to clip as late as possible to maximize DPS.
So in reality, instead of losing DPS if you clip, like today, you will lose DPS if you fail to clip even by a millisecond. It becomes more like Haunt, but unlike Haunt where missing to clip costs a percentage of damage on existing DoTs until next Haunt is applied, you will now lose the fraction tick fully, which will be approximately half a tick on average. And this applies to all DoTs individually.
|
|
|
|
|
05/07/10, 11:42 AM
|
#74
|
|
Von Kaiser
Blood Elf Warlock
Bronze Dragonflight (EU)
|
That is easily solved, if Blizzard want it to be. They simply need assert that clipping a dot early adds the 'clipped' duration to the tick duration, within a certain maximum time window (e.g 2 seconds). This would give a 2 second window where it would make no difference exactly when the dot landed, so long as it was within this window, and not too early or too late.
Taking a 15 second UA with 2 second ticks as above, your timeline could look as follows:
0: UA lands
14.5: new UA lands. 0.5 seconds which were clipped are added to 15 sec duration, giving 15.5 more seconds of UA
30: second UA drops off. Total 15 ticks.
Or
0: UA lands
13.5: new UA lands. 1.5 seconds which were clipped are added to 15 sec duration, giving 16.5 more seconds of UA
30: second UA drops off. Total 15 ticks.
This would prevent DPCT being an issue, so late refreshing would no longer be encouraged. You would still lose the extra tick fraction should the dot drop off, but given that you're no longer needing to clip late this wouldn't be an issue.
|
|
|
|
|
05/09/10, 1:24 PM
|
#75
|
|
Bald Bull
Blood Elf Paladin
Echo Isles
|
There's already a preliminary version of Demon Bolt on the alpha: LINK
Apparently it's a dual-school (Shadow / Fire) spell that casts an 8 second debuff which causes the target to take 30% more damage from your pet, with a 2.5 second cast time and a 12 second cooldown. I'm not sure how big the damage is, though a quick comparison to Chaos Bolt gives us an identical cast time and cooldown, and a similar base damage (although the coefficient could still be anything)
Since it has a cooldown, it's obviously not something that will replace a filler spell, but rather something you just weave into your rotation to maintain the debuff. The dual-school aspect is interesting from a PvP perspective though, if the preview implication of dual-school spells being immune to lockouts is to be believed.
|
|
|
|
|