Topic
[5.0] MoP Warlock talents discussion and suggestion
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The new talent build for Mists of Pandaria was released on februari 16 with some interessting changes coming into play for warlocks. After looking around some on the warlock forum though I couldn't find a thread dedicated for discussion and suggestions regarding the current prealpha of our coming talent trees.
I choose to create this thread here since there isn't really anyone who knows the warlock class more than the warlocks themselves. This thread is completely dedicated to discuss the current talents and new abilities presented. If you have any suggestions or changes you would like to the current build then simply write them and hopefully we can get a thread with enough influence to make blizzard themselves take a look. What blizzard is looking for is constructive criticism regarding the warlock class and if they don't know what we want as a community they're simply designing out of blind specculations. It feels like this is the expansion where we as a community will be having the most influence on the upcomming changes to our class so I find no reason in avoiding the possibilty to only change our class for the better. |
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Edited by Deadandlivin on 17/02/12 20:35 (UTC)
About the talents. I love the layup and the entire concept of the talent trees and believe they should stay the same. The problematic thing is that the talents are still too obvious. There isn't much choice between all the talents and they need major reworking. Another problem is base abilities we have today that's gone or is simply talents. Abilities that shouldn't go anywhere but instead of reworked: Haunt and Chaos Bolt. I don't understand why these abilities are being removed.
Tier 1: I love this tier being your main self healing department. I however have some issues with some of the talents. The concepts however are very good. What I find troublesome is that blizzard tries to balance them according to how much healing they provide in general. They should instead be situational. Dark Regeneration should be your cooldown needed in dire situations. Soul Leech a passive heal that in general provides the most healing but don't work as well as Dark Regeneration when you're on the brink of death. And Harvest Life should add something new to the table. Dark Regeneration, extremely good ability. Will be like Frenzied regeneration by the looks of it. If the 50% health itself is affected by the 20% + 10% from Fel Armor Bonus it will be a very hard ability to pass on. Soul Leech: Utter crap, at least for PvP where you never have time to stand still and spam cast your abilities like this suggests you to do. A much better idea would be to have Soul Leech work like this. Soul Leech: Heals the warlock for 15% of all damage done. If it's a concern in PvE just make your nukes(Malefic Grasp, SB and Incinerate) be the only one's healing in PvE. Though with the 6% heal from Fel Armor today not being any concern I don't see why this would be. Harvest Life: An AoE Drain Life that heals 4% every second? What's the point of this spell really. To dot up everything and then AoE drain everything? I can see this being extremely useful in PvP though when you're getting focused. 4% of your health(about 6k health every second) is extremely much and it will be very hard to down warlocks if this goes through. Remember 5% drain life in the start of cataclysm. Pretty ridiculous. I would instead like to see Harvest Life change your Drain Life to become a DoT instant spell that does what Drain Life does and lasts for maybe 8 seconds. Something like this: Harvest Life: Binds your targets life to you for 8 seconds dealing 161 shadow damage every second healing you for 2% of your health every second. If the target and you move more than 60 yards away from each other Harvest Life erups and affects the enemy target with Composure instantly draining 5%(Equal to a maximum of 10% of your maximum health) of the targets health restoring 200% of it to you stunning the target for 3 seconds. Replaces Drain Life. Composure is not triggered if you use any teleporting ability. 15 sec cooldown. Soul Burn Harvest Life: Your Harvest Life is applied to the 5 nearest targets within 40 yard range of you. (3 min cooldown) What it would look like is drain life being channeled between you and the target. It's not a channeling effect being the major difference between it and Drain Life. Instead it'd be like a very weak dot. A very weak dot actually, applying this should prove to be only a very slight dps boost compared to dropping your other abilities in the rotation to make sure it's not a obvious choice in PvE. But since it complicates your rotation with another damage ability it should provide a slight dps boost. And before people whine about having a passive 2% health received every second it's in line with the likes of recuperate actually. Judging by the talents as well, Warlocks will be needing very sufficient self healing due to the health sacrifices made in other talents. |
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Edited by Deadandlivin on 20/02/12 00:10 (UTC)
Tier 2: Personally I despise this tier. Having to choose between Shadow Fury, Howl of Terror and Death Coil is not something I'm looking forward to at all. I would change this tier quite a lot.
Howl of Terror: As it looks now Howl is useless compared to the others. You'd rather choose something that already doesn't share cooldown with fear would be my thought. An AoE fear can be really good if you setup it well in arenas however, I though think it's slightly off. I would buff it like this. Howl of Terror: Howl causing the five closest targets within 10 yards range to be paralyzed in horror for 3 seconds. Once the horror effect ends all targets will be affected by trauma causing them to run in terror for 5 seconds. (40 sec cooldown) Each time you take damage the cooldown of your Howl of Terror is reduced by 2 seconds. 1 second internal cooldown. Shadow Fury: Upping the cooldown to 30 sec is not something I believe needs to be done. Instead it should remain as it is today. What makes it so effective is the fact that it's a 20 sec mini AoE deep freeze. Nerfing it to 30 sec just to make Howl of Terror and Mortal Coil seem more plausible is not a step I like to see. Shadow Fury: Shadow Fury is unleashed dealing X amount of damage stunning all targets within 10 yard for 3 seconds. (20 sec cooldown) Mortal Coil: I hate the fact that Death Coil is being removed and we have to choose whether we want this, slightly more powerful version or not. In my opinion make Mortal Coil a baseline ability for all classes instead and up it's cooldown to 1 minute instead. Have it deal some damage(As well as Shadow Fury for that manner) so you can use the abilities creatively during damage sessions to try and get people down. I can't see where Destruction as an example would be today if it had neither Death coil or Shadow Fury when going for kills. Talent nr. 3 in tier 2: Nether Swap. Nether Swap: Your Summoned Demon instantly swaps position with your target affecting both with a 3 second stun. 40 yard range. 90 seconds cooldown. Works on allied targets as well. Tier 3: Another very odd choice to me. Having to choose between Soul Link and a new defensive cooldown is very odd. Now I don't see how Soul Link actually works (As it doesn't tell percentages et.c.) But removing it from baseline is not a very fun choice by Blizzard. Warlocks have for 7 years been designed around being tanky (Or atleast it has been the only viable way to play Warlocks) and removing that bulk from them will just make them squishy again. It's hard to tell with all the new abilities coming if Soul Link is actually necessary, but I'd rather be balanced around having it. Soul Link: Make it baseline again and learned at level 10. Warlocks should quickly learn that they share a very important bound with their Demons early on. Having the Demon leech from the healing you're received is also a very bad design imo. Causing Soul Link to be a passive Mortal Strike on yourself is very stupid and would only make Soul Link be a 20% extended health pool and not any real form of mitigation. Soul Link: The Soul between you and your summoned minion is linked causing 20% of all damage you take to be transferred to your minion. In addition your Demon is also healed for 20% of all healing you receive. Instead you would replace Soul Link with a new defensive ability. Demonic Imprisonment: Your summoned Demon entraps itself in a banished state reducing all damage taken by 50% for 1 second. During Demonic Imprisonment everything affecting you is instead transferred to your summoned Demon instead. 15 sec cooldown. This imo is an example of a very fun and very skillful ability to use. It would be on your pet action bar and through proper reactions this would be a very potent talent. Sacrificial Pact: This ability is fine, I like it the way it is. Dark Bargain: I love this ability with a passion and it's a great concept. It's fine as it is. |
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Tier 4: This is the Tier I'm most looking forward to being the entire essence of Warlocks besides their dark arts in demonology. The sacrifice of your own health to empower yourself. This is also the Tier which is supposed to balance out the first tier of talents in a sense since in this tier you're sacrificing your life to perform better in combat, perhaps too much life though?
Blood Fear: Incredibly awesome concept and I can't stress how much I love this talent. Though in both ends i find it extremely overpowered, yet still extremely bad. Why? Dishing out 8 second ranged instant CC's wherever you please for the cost of your health is extremely overpowered. 10% health for an 8 second uninterruptable CC onto a healer is massive. However, once diminishing returns start kicking in it starts bleaching in comparisation.. If you think about how often you fear in arena, even those 2 second fears onto someone, how much life will this talent end costing you? Wouldn't you be better of throwing out standard fears instead of jeopardizing with your own health? The problem I see is that warlocks don't need instant fears right now. And at the risk of losing 10% health every time you simply want to fear someone, you won't take the risk in this talent. Instead you'll take Kiljaedens Cunning and chase people down with fears they can't avoid. I have some suggestions I'd like to make to make this a better designed talent that isn't either overpowered or a deadweight. First suggestion is to reduce the damage done to yourself be affected by the diminishing return of the spell itself. Also 10% health is too much for a start of I'd also say. This suggestion would be like this. Fear with no DR costs 8% health. Fear at first stage DR costs 6% health. Fear at second stage DR costs 4% health. Fear when immune costs 2% health. The other suggestion would be to make Blood Fear like the mage talent Early Frost. Blood Fear:Your next fear cast will be instant but cost 8% health. Damage may interrupt the effect. 10 seconds internal cooldown. The cooldown is reset back to 10 every time you cast Fear. During the cooldown of Blood Fear you would have normal Fear again and once it the cooldown returns the Fear Icon would be replaced with Blood Fear. Burning Rush: One of the coolest new features in the entire Warlock Tree. It however is extremely underpowered. I love the concept of being able to activate a sprint whenever you want it. The risk vs award factor is incredibly high though. Losing 5% health every second while triggering this ability is so incredibly dangerous that no one will be willing to pick it up or at least use it. Burning Rush needs to be changed. I love how it's a very skillcaping ability though as you can turn it on to avoid CC on yourself and then quickly turn it off. Being caught in a silence + stun combo however would assure that Burning Rush Alone can kill you, that's stupid. (6 sec stun + 7 sec Strangulate) Burning Rush: Activates increasing your movement speed by 50% and making you immune to all movement impairing effects at the cost of 3% health being drained every second. Unbound Will: Yet another far too dangerous ability. 25% health which doesn't make you safe. I love the idea of a short cooldown PvP trinket that cost health, however 25% is far too much and you won't see it used awfully a lot. I'd only see it be picked because people don't want to kill themselves when they use fear. The cooldown is also far too low if you would decrease the healing cost. I'd like to see it like this: Unbound Will: Purge all offensive magic and physical effects from yourself at the cost of 15% of your maximum health. 90 sec cooldown. |
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Edited by Deadandlivin on 20/02/12 00:12 (UTC)
Tier 5: The second coolest tier in the entire tree giving you the option to mess around with your minions. Most things are extremely cool here and I love this tier. There isn't much at all I want changed here.
Grimoire of Supremacy: No complaints at all. My only wish is that all new demons get an additional ability together with their current move set. Some suggestions would be: Fel Imp: - Will-O-Wisp: Increases the critical strike chance of your next Destruction spell by 100%. Instant cast, 45 sec cooldown. Void Lord: - Black Hole: Pulls the target through the void to a chosen destination away from the Void Lord. Upon reaching the targeted area a Black Hole is spawned with extreme gravity reducing the movement speed of all targets inside by 90%. Lasts for 6 seconds. 60 sec cooldown, instant cast, 30 yard range, requires melee range. Hard to understand? For this ability to be useable it requires the target to be in melee range. If the requirements are met you may use the ability. It allows the Void Lord to pull a target up to 30 yards away from the Void Lord, see it like a reversed Death Grip. When you click the ability a small green circle(Like the pet click to move command) appears and you can place it anywhere in 30 yards around your Void Lord. The Black hole is spawned when the target arrives and is basically a 90% desecration at 6 sec duration, I imagine it'd have an 8 yard radius. Shivan: -Wrath of Shiva: The Shivan recklessly strike the target with sheer shadow power dealing 1807 shadow damage slowing the target by 50% for 6 seconds. 20 seconds cooldown. Observer: Spell Succumb: The Observer interrupts the enemy's next spell interrupting it for 2 sec storing the spell interrupted for up to 15 sec. The stored spell can be instantly cast by the Observer within 15 seconds. Instant cast, 30 sec cooldown. A short melee range interrupt on the Observer that stores the spell interrupted allowing it to be instantly cast by the Observer. Say a mage casts a Frost Bolt, then this spell interrupts it and allows the Observer to store the spell for up to 15 sec and fire away the frost bolt instantly at will. The cooldown starts when the spell is fired. Only works on casting and channeling spells. Wrath Guard: - Demonic Aggression: Each time your Wrath Guard hits a target it gains Demonic Aggression increasing all damage caused and movement speed by 2%. Stacks up to 15 times. At it's fifteenth stack of Demonic Aggression your Wrath Guard becomes empowered growing in size gaining Demonic Empowerment consuming all stacks of Demonic Aggression. Demonic Empowerment increases all damage done, melee haste and the Wrath guards movement speed by 30% and causes it to be immune to all effects which makes it lose control. Lasts for 15 seconds. During Demonic Empowerment further stacks of Demonic Aggression can't be stored. Grimoire of Service: Absolutely love this talent. As I see it this ability allows for excellent burst setups(Double Demon Souls?) and aligns well with your own cooldowns. Now if the utility of Imps and Voidwalkers would be buffed considerably it would be amazing. Grimoire of Sacrifice: I hate this design. The idea is good but this simply would suggest that warlocks would return to the 0/21/40 state of TBC. Warlocks are built around their Demons, this ability only causes Soul Link, Demon Soul, Destructive Influence and all other cool new abilities to be obsolete. Change it to a cooldown that sacrifices your demon for a short while instead. Demonic Sacrifice: Sacrifice your Demon increasing your damage done and critical strike chance 30% for 20 seconds. After 20 seconds your Demon returns back at 50% health. |
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Tier 6: The probably most lackluster tier in all of mist of pandaria, after the shamans totem tier and the mage bombs tier. The problem is that this is the last tier of spells. The names are certainly very cool and fitting, though the effects are not for most parts. The concepts are good, the execution is bad however. This is how it should be.
Archimonde's Vengeance: A Soul Link is set between you and your target causing 30% of all damage you take to instead be taken by your target for 10 seconds. 1 min cooldown. Passive: All targets that attack you deal 5% of the damage dealt to themselves instead. This damage does not break effects which would otherwise cause them to loose control. Kiljaeden's Cunning: Allows you to cast spells while moving and increases your spell haste by 15% for 10 seconds. 2 minute cooldown. Passive: You can cast and channel while moving but doing so doubles your cast time. Mannroths Fury: This got to be one of the most utter useless abilities I've ever seen. You never have problems AoEing due to your AoE's being to small. This ability only seem to be some gimmick talent you pick to troll rogues and ferals to never be able to get close to you. (200% yard range, lol) Change the whole ability instead. Mannroths Fury: Increases the damage dealt of all your abilities that deal damage to more than one target by 30% for 20 seconds. 2 min cooldown. Passive: Increase the range of you and your pets spells and abilities by 5 yards. |
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In all honesty, I don't care for the new talent trees themselves. None really scream out anything hugely exciting from a PvE perspective. They'll either go unused, or be obvious choices depending on the encounter. The present 'Soul Shard' system springs to mind as an analogy.
Sure, the Grimoires could be interesting, but the choice is simply 'which is the biggest flat DPS increase', that's as much a non-choice as the present design. The new Spec trees I think go way too far. As classes go, we're probably the most messed around with from expansion to expansion. Yes, the talents need tweaks, and I welcome the attempts to make Demo less reliant on RNG. That said, the rotations themselves are on the whole fine and I just don't see the point in yet more wholesale change that will lead to yet another expansion of messing and tweaking. Why does Affliction need to loose Haunt and Shadow Embrace, and have Shadow Bolt replaced by a channeled filler akin to a SPriest's Mind Flay? Why does Demo need to loose Immolate and Incinerate? If Demonic Slash really is a melee ability, why change a ranged spec; whatever it's present preference for melee due to flawed design, into a proper melee spec? I could understand polishing up Destruction, it does need it without a doubt; but to blitz the other two trees as well is potentially very damaging. If the class isn't too popular right now, why risk driving away those who presently enjoy it? |
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Some of your ideas are a fair bit over the top. We dont need a buff in every department :P. There are only a few talent which need tweeking/changing imo:
Holw of Terror - Baseline for all specs, replaced with a new talent Mortal Coil - Baseline for all specs with healing aspect reduced, replaced with new talent Soul Link - Baseline for all specs with shared damage possibley reduced, put spell drain back in! Burning Rush - Should also make you immune to cc for the duration Unbound Will - Health cost reduced Kiljaeden's Cunning - Have a use ability or maybe 1.5x cast time rather than 2x. 2x isnt even worth it as 4x FF is more beneficial than 1x SB whilst running. Mannoroth's Fury - Useless imo. The ONLY real use for this would be for arena/bgs to remove all steath within about 30-40yards |
Don't under-estimate the power of huge AoE. I remember the crazy power of Hellfire, back when its radius could be increased by a talent. It doesn't look exciting on paper (or screen), but suddenly you find yourself hitting every target with your AoE instead of only half of them and your damage jumps through the roof. |
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Yeah, it effectively trivialised Magmaw pre-nerf. Still remember the night's raid after the nerf hit, it was horrible. Given that; there's a reason they nerfed it and it seems weird they should forget that and suddenly try to reintroduce it because in all likelyhood, they'd end up nerfing it again for the exact same reason. |
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Nice feedback, a little overpowered but good.
Personally, i like the idea of the specs getting a overhaul and simification but there is still alot of polish and changes to go. Afew ideas and things i picked up on... On talents: Harvest Life: Dont see a point in this spell at all. Id make this our current harvest. Its great for leveling and recovering after combat. Id pick it while im questing or doing dailies while i might go for the other too when im pvp/pveing. I do like your idea of turning it back into syphon life trading it over drain life that is really cool, but the new dot should do this imo. You could even make it a reverse health funnel, the warlock drains a percentage of health from its demon causing damage to your minion (not as a channel as a debuff/dot). Howl Of Terror etc: Happy to have these as a talent, jut HoT needs some work to make it a comparable choice with MC and Shadowfury. Soul Link etc: Id like soul link to be baseline and the talent increase it to a reasonable amount and it to remain the same. Blood Fear: Agree this should not replace fear but instead give you a horror effect on a medium cool down with the current hp loss. Burning Rush: Should be a flat 5% loss for X seconds. Unbound Will: The hp loss on this is far too high, id either make it over time or bring spell drain back. K's Cunning: Make this like the t11 bonus, ie: felflame increased damage by X% when moving. M Fury: Pointless spell currently. No idea what to replace this with. On Specs: Malady: Dont see the point in it as is. Make it to syphon life again! Soulfire: Love the new design, but id rather it activated a cool down of 30 seconds on targets above 25% hp or given a flat coold down. Decimation tweaked to something like your next soul fire is instant and cool down reduced to 10 seconds and hits for X% more. I liked the old shadow bolt weaving :P Demonic Leap/Meta Needs more clarification, i dont like the idea of being forced to leap in a random direction to activate meta. Also not a fan of demonic slash becoming a melee spell. Shadow flame/carrion swarm: Remove the damage component so it doesnt clutter up pve rotations or gimp dps. Add the knock back to base line and turn carrion swarm into the current slow via a glyph. (if demonic slash is melee spell, i can see the above and this combination breaking demo for me...) HoG/grasp: Make it hit targets like now but apply the damage over 2.5 seconds per stack. Need to see this in action to make a full opinion if this is a good or bad change/design. Wild imps: Gief it back! Auto wand: Please for the love of god let this just be a mistake. Chaotic Energy/Embers/Ember Tap: Whole system sounds awesome, and going out on a limb im guessing ember tap replaces life tap. Balancing the numbers so burning embers becomes a fun mechanic and not a instant death experience, will be awesome if done correctly. Personally I would rather soul fire replaced with chaos bolt in this spec and chaos bolt become the spell to shread ember stacks in return for hitting very hard. A quick casting nuke to dump embers when you are in trouble is needed not a 4-8 soul fire other wise its just another clunky improved soul fire mechanic. Destructive influence would be replaced in this case with something else. -Fidd |
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Edited by Esinar on 17/02/12 01:29 (UTC)
Malady: http://us.battle.net/wow/en/forum/topic/4063167954?page=35#689 That answers them two questionss :) Wild Imps are still there just not on the calculator. Malady is the baseline lvl 3 spell which is replaced by corruption in afflic/demo n by immolate in destro. |
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Edited by Fidd on 17/02/12 02:12 (UTC)
Wow that's awesome. DS much much better now spec dependent and wild imps looks really good. Ember tap sounds ok to dump excessive embers but I just can't help feeling the whole system is going to end up like a even worse improved soul fire mechanic. God now I want to see another updated calculator :p
Malady kinda fits the whole rp thing slowly getting better at cursing people as you progress in your lock career. Not really adding much though. |
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Edited by Giir on 17/02/12 02:45 (UTC)
Im not sure why we needed less spells in our rotations.
Sure, Demo is abit of a cluster!@#$ right now, but whats wrong with having a spec thats harder to play? we still have two others. i seem to remember GC saying as some point he thought Affliction warlock in pve was as close to dead on as they'd actually gotten. Does afflction need to be even more like a shadow priest? What, when it comes down it is, is WRONG with shadow bolt? Flat out removing chaos bolt is lame. Sure, destructions various fire nukes needed to be more different, but i dont see the answer to that being "hey, lets just remove one" I see alot of talents that cost health to use, which is pretty awesome and fits the class, sure, but wheres our self healing to make these viable? are we going back to the "pfft, i dont heal warlocks" nonsense? I like the idea of paying a price for our power, but are they really expecting us to channel drain life to heal the damage? |
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Destro is also missing backdraft. Now while it seems like it may not make too much of a difference incinerate cast time is gonna feel very long in MoP - especially in pvp situations - and destruction in general may feel less bursty. Hope that gets re-added.
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Edited by Thaya on 17/02/12 04:59 (UTC)
Haunt is being replaced with Malefic Grasp. Right, so, tier 1: Soul Leech: ... It'll be strong. It looks like affliction is going to be a lot more single target oriented than it is today with MG (look at its base damage), and that means a lot of filler spell spam. I would instead like to see Harvest Life change your Drain Life to become a DoT instant spell that does what Drain Life does and lasts for maybe 8 seconds. Something like this: Could as well just bring siphon life back. If it'll be a slight DPS increase AS WELL as heal you for 2% pretty much passively, it'll be the obvious choice in the tier for PvE and most likely PvP as well. But yes, now that it's a 4% heal instead of scaling with targets, this one is quite bad. I think they should just scrap the entire concept of making an AoE Drain Life, or a Drain Life modification at all. Do something else entirely. Overall I think it's stupid that they are giving us a choice between a 3 minute cooldown, a "new" spell, and something almost completely passive. I don't think I will ever pick Dark Regeneration unless there's some specific PvE encounter where every 3 minutes there's a healing burnout phase. I don't see a reason to pick Harvest Life ever if I can make my damage dealing fillers heal, most likely for about as much as Drain Life would, not to mention that it makes my life harder with another button on the bars. Tier 2: I love that tier actually. It's an actually interesting choice and we'll see variety here.
Howl of Terror is a really valid choice now. Now that its cooldown will be reduced per hit, I would pick it over the other two if I won't play with a class who has fear already. Howl of Terror: Howl causing the five closest targets within 10 yards range to be paralyzed in horror for 3 seconds. Once the horror effect ends all targets will be affected by trauma causing them to run in terror for 8 seconds and receive a 70% movement speed slow that lasts for 8 seconds. (60 sec cooldown) That's ridiculously overpowered and just way too many functions in one spell. It's too hard to say right now if Shadowfury cooldown is better at 20 or at 30. Mortal Coil: I hate the fact that Death Coil is being removed and we have to choose whether we want this, slightly more powerful version or not. In my opinion make Mortal Coil a baseline ability for all classes instead and up it's cooldown to 1 minute instead. Have it deal some damage(As well as Shadow Fury for that manner) so you can use the abilities creatively during damage sessions to try and get people down. It seems like you're ignoring its 45seconds cooldown (vs 2 or 1.5 min today), as well as its 25% max health heal. That's a massive heal on a relatively short cooldown. This talent isn't even really Death Coil anymore. From an offensive pseudo-stun it becomes a very strong defensive spell that you can cast a ton. Imagine this in 1v1, wow. It needs a nerf on the healing component. Nether Swap: Your Summoned Demon instantly swaps position with your target affecting both with a 3 second stun. 40 yard range. 90 seconds cooldown. Works on allied targets as well. I hope they never introduce pet abilities like these. Keep it simple. This is a very well designed tier, probably the best one I've seen amongst all classes I play. All three choices are new abilities. All are essentially different methods of control (except coil heal). Each has its own niche, and the choice isn't too hard depending on context - I know for sure which I'll pick for certain 3v3 comps, or that I'd go shadowfury for rbg, or mortal coil for 1v1. And I know that other choices would work too, and that someone with a different playstyle would benefit from choosing differently (I'm sure shadowfury would be viable in 1v1 too, f.ex.). This is exactly what talents are for. |
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Malady: Disapoint. I was excited about the prospect of an additional DoT for Affliction (having lost Haunt), and replacement for Immolate for Demo. ;_; |
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I haven't put in any time or energy into calculating the new talents, as I expect they will be changing A LOT during alpha - beta; however, I do appreciate that the devs are revolving around one of our class-defining signums, namely our propensity to sacrifice our own health for more power and burst!
Of course, shrewdly, we would much prefer to sacrifice the nearest Mage for the extra power, but maybe that will be introduced in beta. |
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Edited by Betel on 17/02/12 12:27 (UTC)
I think most idea's in this threat are utterly crap (excuse my french).
I think blizzard is heading into the right direction now with warlocks. I like about all the talents and think they are a huge aprovement on the old tallent calculator. I also think taking away conflag of the burning embers dmg increase is a good change because its our only slow. The only thing I am concerned about is soulfire getting its cast time doubled when casting it on a target above 25% health. this makes it an 8 second cast which seems a bit high for the only spell that makes use of the burning embers. So I would like to know what their thoughts are behind this. everything else looks realy sollid. Except blood fear and that new demonic gateway. Instant cc is never good in my opinion. And the gateway is just a copy of a spell we allready have but just a bit different. It just doesnt sound exciting and I hope it wont be usable in rated pvp. |
