What does the Warlock lifetap nerf mean?

But what exactly does that mean? How does it change Warlocks, and why do so many Warlocks hate it? Let's look at it closer after the break.
We'll explain how this change works with a simplified example. Before, if you had 10,000 max health and 5,000 max mana, and Life Tap took away 2,600 health from you, you could expect to get at least 2,600 mana back. Now, with those same figures, assuming a 26% Lifetap, you'd still lose 2,600 health, but you'd only gain 1,300 mana. That's definitely a large decrease in mana gain.
With the Warlock's health pool now completely divorced from how much mana Life Tap provides them, the Warlock tradition of stacking stamina in order to be able to gain tons of mana at a moment's notice doesn't look as good as it used to for PvE. The Demonic Embrace talent, once one of the cornerstones of more than a few Warlock builds, now starts to look like something of a liability, as that extra stamina will now mean that you get hurt more from Life Tapping without gaining any more advantage in mana gain. In addition, with less mana per Life Tap for your average stamina-stacking PvE Warlock, Warlocks will be Life Tapping more often, which means less time spent casting actual damage spells, and therefore, less DPS. There's also a question as to whether or not Blizzard will properly revamp itemization for warlocks, lessening the stamina on their tier sets and drops in favor of more intellect for the larger mana pools they'll need to keep now. Of course, even as Warlocks retool their gear, and their health bar drops and their mana pool increases, there will be danger. Life Tap will become efficient again, but also a lot more dangerous, as they'll have less health to lose, and more chance of stray damage killing them outright.
It is likely that this change was meant primarily as a PvP nerf. One of the strengths of Warlocks is that even when faced with mana burns or long fights, they aren't completely out of luck, as they can sacrifice a bit of health (the main PvP stat anyway) for a bit more mana to keep going and keep fighting. With this change, the amount of mana gained by the Life Tap probably won't be worth the large amount of health lost by Warlock, especially since PvP Warlocks have massive health pools. It definitely seems, with things like the drinking regen change, that Blizzard is trying to make mana a much more precious commodity in Arena PvP, so the change would make some sense in that context.
However, in the end, it IS a very serious shift to the way Warlocks play, and will likely force most Warlocks to completely shift their gear strategies in the future. By shrinking their health pool and growing their mana pool and casting Life Tap more often, a PvE Warlock might be able to get back their old mana regeneration rate. However, it would seem to be a high price to pay, both in gold (to re-gem and re-enchant their gear) and damage done to them (more, especially in comparison to their new, smaller health total) and to the mob (less, because they're spending valuable DPS time casting Life Tap).
At the least, this looks like a change for the PvP game that's affecting the PvE game in a major way, and we'll see if Blizzard keeps it when 2.4 goes live, or offers anything more to balance it out or take a bit of the edge off for the PvE Warlock.
Filed under: Warlock, Battlegrounds, Talents, Raiding, PvP, News items, Blizzard, Analysis / Opinion, Patches, Arena






Reader Comments (Page 1 of 6)
Zeplar Feb 23rd 2008 8:08PM
There's a misconception that Stamina is now "bad" for Warlocks because it decreases the rate at which health turns into mana. This is not true. You will still get the same amount of mana per lifetap, and you will have more health afterward. That is, the amount of health you have after lifetapping will be greater, if you have more stamina; it just won't be as great as pre-nerf.
kellzea Feb 23rd 2008 8:26PM
i completely disagree, im not much of a qqer but this could break end game locks very easily. i dont see how this can be overcome, as geting yet more stamina gear would be only partialy advantagious, and completly crossomical if it was at the expense of intelect. currently warlock gear does not have mp5 so the only way to adress these problems would be to greatly increase pet mana regen and mana conversion for dark pact (alfiction) and greatly increase the health return in destruction. this will break demonology but im guessing that is the point.
ErsatzPotato Feb 24th 2008 2:51AM
Crossomical. WowInsider crits for neologism.
More seriously, this really does change the class top to bottom. Spec, gear, dps, role on some fights, even how they're healed. While the never ending mana is a bit nuts (I play both mage & lock) this is a sledgehammer change.
End of the world? Of course not. Huge? Absolutely.
Poxus Feb 24th 2008 8:51AM
Actually you are mistaken. the more Health you have the more it takes in regards. Like posted above, the larger your health pool, the larger the chunk of health taken per tap.
Now this is where it gets bad, that amount of health taken is where the mana you get is replaced. so that large amount of health turns into a small amount of mana, this is where the break occurs and changes drastically the playstyle of Warlocks.
Arya Feb 23rd 2008 8:21PM
Much QQ about nothing
spimmy Feb 23rd 2008 8:34PM
i wouldnt call a major nerf to the whole design of the class a "much QQ over nothing"
warlocks have allways been designed around stamina.
we dont have spirit or mana regain talents we even have imp life tap if life tap wasnt a core abbility it wouldnt have a improved talent on the tree
theres a reason we have more stamina than int and next to 0 sprit on are sets is because
we have been desgined around useing life tap!
Lucas Feb 23rd 2008 10:15PM
Yes, but you're a warlock. You don't get to complain.
Devant Feb 24th 2008 2:35PM
I did the math for my neglected lvl 70 lock.
This is how it breaks down:
Current lifetap cost: 1185 health
Current lifetap gain: 1335 mana
New lifetap cost: 1378 health
New life tap gain: 1128 mana
That is a 14% decrease in mana gain for a 15% increase in damage received. Basically that runs down to a 29% decrease in overall casting sustainment. As one of the primary damage dealers in a group that puts a huge amount of slack for the rest of the party to handle. The tank will be fighting longer. The healer healing more. This is no joke of a nerf. Warlocks will be drinking more than hunters in instances now.
Markymark Feb 23rd 2008 8:24PM
we'll thats kinda dumb. I just want X amount of mana for the x amount of health taken away. well we will see how this will pan out.
Hokuto Feb 23rd 2008 8:31PM
Once again, PvP affecting PvE.
Well done, Blizzard. I just can't wait for WotLK.
Deathdealer Feb 23rd 2008 8:47PM
Blizzard needs to stop nerfing warlocks and shamans all together. I am very unhappy with this having a 70 lock myself. that is a big difference in the way life tap will work. they should just keep it the way it is. im sure they only did this because people were complaining about how OP warlocks are. warlocks are not the only OP class anymore. blizzard needs to stop with the nerfs.
Lucas Feb 23rd 2008 10:16PM
No, they don't.
You're over powered. Deal with it.
Shamans have a good reason to complain, you don't.
imparush Feb 24th 2008 7:44AM
lucas tell me why they are op???
tubecat Feb 23rd 2008 9:43PM
Didn't they buff mana drain to compensate? I don't think PVE has resillience?
Greg Feb 23rd 2008 10:04PM
...*sighs*
PeeWee Feb 24th 2008 6:18AM
Let's see... hmm... Mana drain?
1. It's a channeled spell = your DPS drops like a clubbed seal while you do it.
2. It's not a viable mana-restorer. Actually, it's utterly useless unless you're at least three or four locks doing it. And even then it's still useless. Not utterly useless, but still useless.
3. Look, a boss without mana! Huzzah!
Khanmora Feb 24th 2008 12:59PM
They reverted that buff. Mana drain is the same as it has always been.
Matthew Feb 23rd 2008 8:50PM
I could see a lot of locks respeccing into heavy affliction for Dark Pact. Granted, raiding locks probably rely on Life Tap quite a bit, but for soloing and five-man play, pacting the imp is still usually enough to keep yourself casting, so long as you cast smartly.
Bearskunk Feb 24th 2008 8:52AM
it also means felguard builds will be horrible
LRVG Feb 23rd 2008 9:19PM
Why would Blizz even consider this? Every single lock (at least at higher level) is going to need to switch their gear to keep from getting severely gimped by this. Warlocks gear for stamina, and turn that into mana. Even Destruction still places an emphasis on stamina over spirit and mp5. And now they change one of the core lock mechanics? This wont matter much for Affliction because of dark pact, and could potentially benefit some Destruction and Nightfall specs, but its a BIG gimp for Demonology. I can see high end raiders swapping warlock gear for mage/spriest because of this, instead of 4000 hp to 2000 mana, they could give 2000 hp for 4000 mana.