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, Patches, Analysis / Opinion, Blizzard, News items, PvP, Raiding, Talents, Battlegrounds, Arena
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Reader Comments (Page 4 of 6)
bsides88 Feb 24th 2008 4:18PM
boom! score one for daniel whitcomb!
Emoroan Feb 24th 2008 4:08AM
It's not 26% it's 15%, the tooltip is wrong.
Obviously this could be considered a buff for any lock that has an unusually high amount of int, or really low spell damage.
"With the Warlock's health pool now completely divorced from how much mana Life Tap provides them..."
The article is also fairly misleading lifetap currently scales with +dmg not stamina.Warlocks health pool never really came into it.
dafire Feb 24th 2008 4:26AM
is there a confirmation that the tooltip is wrong and not the implementation ?
Khanmora Feb 24th 2008 1:06PM
The math is in the threads on the PTR forums and Warlock forums. On top of that there is also a bug right now that allows it to only scale with remaining mana, so if you have full health and one percent mana, you lose the full amount of health but only gain back about 100 mana.
Emoroan Feb 24th 2008 4:15AM
I don't see that many warlocks changing to affliction either, Dark Pact is nice but it's certainly not unlimited mana. Affliction locks still use LifeTap. An imp only has about 1.5 dark pacts in them before they are dry.
Also remember the buff that emberstorm is going to get, I haven't done any math but it will be interesting if this will finally make end game fire alot more popular
- Emberstorm has been changed, in addition to increasing the damage done by your Fire spells by 2 4 6 8 10%, it will also decrease Incinerate casting time by 2 4 6 8 10%
Bearskunk Feb 24th 2008 9:08AM
you also end up casting 10% more in the same time, thus 10% more mana consumption. Given the Lifetap nerf it doesn't play out as being an overall buff.
Chip Feb 25th 2008 11:13AM
It's actually 2-2.5 DPs on a buffed imp. Also consider that the imp is always out of combat and regens at about 350 mp5. I rarely use pots in raids thanks to DP and the occasional LT.
Devant Feb 24th 2008 4:24AM
There has been a Warlock nerf every patch since TBC came out. I don't think this is a game breaking nerf, but it is going to limit any end game lock to spec 31/*/*. Demonology is going to completely gimped in any situation. Destro will require stupid high mp5, putting us in competition for mage gear. It's like they've been trying to put us back to the days when no one wanted us in raids or parties. I'm thinking I should just roll a shadow priest now or maybe a druid. I hear they're all the rage.
dafire Feb 24th 2008 5:14AM
shadowpriest will do great when they do 20% less damage when the impsb nerf is incoming.
Elmo Feb 24th 2008 7:00AM
The situation we have now is that Warlocks are angry at the change and all the others laugh loud.
poor warlocks, it's not like they are OP anymore. they had quite a share of nerfs since they were amazingly strong last year.
Josef Feb 24th 2008 8:03AM
Well, forgive me for seeming naive, but are we even sure this is going to be in? Is it on the patch 2.4 "list" or is it just a change on the PTR?
Also, I was thinking that blizzard could maybe do two types of ability, one set that can only be used in arena, like the specific health and mana potions. I am probably being stupid with that idea though
winterimute Feb 24th 2008 8:11AM
Go post here, keep this thread up in the WoW forums, hopefully we can get an official response from Blizz.
http://forums.worldofwarcraft.com/thread.html?topicId=4823216021&sid=1
winterimute Feb 24th 2008 8:23AM
And for everyone who says this is a buff for PvE, I'll give you all a lesson in Warlocks.
Warlock gear is built around one major stat, Stamina, which, for the uninitiated, ups our HP. We get little to no Intellect, which ups Mana, or Spirit, which increase Mana regen. Also, we have no talents that increase our Int or Spirit. So, Warlocks have a massive amount of HP, which dwarfs our Mana, without much Mana regen.
The only way to keep a decent amount of Mana for a 'lock is Lifetap, which on the live servers, gives you X amount of Mana for X amount of HP. Spell damage increases the amount of HP drained, which thus gives us better Mana. It's our way for compensating against having a slow Mana regen, and not much of a Mana pool compared to our HP. So, with a few Lifetaps, I can regen a decent amount of Mana, still have an OK amount of HP, and keep on in the fight.
The 2.4 nerf turns all of this on it's head. Instead, it takes 16% of our total HP, and gives us 16% of our total Mana, NOT Mana equal to 16% of our total HP. Now, in order to regain a decent amount of HP, I'll have to be doing more and more Lifetaps, which will drain a LOT more out of my HP, thus leaving me wide open, in ANY fight, PvP OR PvE, for a quick kill.
This is NOT a buff for PvE, and PvE and RP locks are now becoming collateral damage for someone's idea of "fixing" 'locks in PvP, which apparently came from someone who has no idea how a Warlock works in the first place.
Zghuk in vacation Feb 24th 2008 8:31AM
hmm... I didnt see this ugly nerf in the 2.4.0 patch notes. from where do you have your knowledge about this nerf?
If they make this nerf really without no other changes it would downgrade the warlocks dps not only in pvp/arena! I am playing a destro warlock for raids and with this nerf the whole dps would fall into deeps...
I dont know, why blizzard every time buffs the mages and nerfs the warlocks (and hunters). What's wrong with Blizzard???
theRaptor Feb 24th 2008 11:01AM
Yeah hunters getting Mortal Shot and removal of dead zone was such a huge nerf. Poor hunters :'(
The reason mages get buffed was because until 2.3.2 some of their abilities were a joke. Every class should have "utility" abilities that are actually worth while, and not annoying to use (summon one three charge mana gem instead of five crap ones).
Zghuk in vacation Feb 24th 2008 1:00PM
Raptor, I am talking about PvE ("raids"). Hunter's damage is not really improved for ages... the agility-nerf was the greatest nerf of all times for hunters... for this time hunters are "support dmg dealer"...
obviously, blizzard wants the warlock to be a "support dmg dealer", too. (like pre TBC)
group usability => stones and instance-ports... yeah!
the dream team of shadow priests and warlocks? nerfed till the end...
and who is the winner? OF COURSE THE MAGE...
free 21tp-skills, free +hit, free mana regs, free faster casting... it's all free if you play mage...
5/10 WoW designer play mage, 3/10 play warrior and 2/10 druid...
ha!
Ahoni Feb 24th 2008 8:35AM
I'm a warlock in SSC/TK and don't see this as game breaking. Raid buffed I have about 11,000 health and about 9500 mana.
At 26% that equals 2860 health into 2470 mana. Seems like a buff to me. I lose more health upfront, and gain more mana. So I life tap less often. Works for me.
Diabla Feb 24th 2008 12:55PM
yes, it is a nerf. If we take your stats and say you do lose that 2860 in health. On live servers you would get 2860 in mana. The ptr change is giving you 2470 instead. That is already one SB closer to being oom without even taking into consideration that on live servers, your +shadow damage buffs the mana you get back back as well. That 2860 I mentioned would actually be around 29something... All is figuratively speaking ofc, but as you can see, the change gives you bad returns even with fake numbers. Now LT'ing costs a gcd. If you LT more, your dps drops b/c that's a gcd used in gaining mana and not casting. yes my friend, this change is bad...
Corrine Feb 24th 2008 10:21AM
I would think a static amount of HP loss (that scales with level) for a % of mana return would make a bit more sense. That way, having more health doesn't increase the cost without increasing the effect.
kellzea Feb 24th 2008 11:33AM
this will be a raid encounter as a lock
battle starts
/cast dots
/cast shadow bolt
/oom
/lifetap
/oom
/dead
/raid leader shouting "banish banish banish"
/you "im dead"
/raid leader "some one rez him"
/you "dont bother i wont have the mana to banish and if i lifetap i will die again"
/gquit
/cancel direct debit
/format C