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 5 of 6)
Meyl Feb 24th 2008 12:32PM
I was challenged earlier to do some math. So, I did. And it is not all bad. I should have done the math first. My apologies.
With my current gear and spec, fully raid-buffed, the 26% max health for 26% max mana formula would give me roughly 1000 more mana and cost me roughly 1600 more health per Life Tap. So, it could actually increase my DPS slightly (due to needing fewer Life Taps).
The downside to that is that I'd do considerably more damage to myself through Life Taps, so I will place a little extra burden on the healers. Also, on fights during which the whole raid takes heavy damage, a badly-timed Life Tap could be suicide.
The other downside to this is that when I am in my Leotheras tanking gear - which is FR and max stamina gear - my Life Taps will be awful. Each one will cost me almost 4500 health for only 2200 mana! (This shows what a nasty nerf this is for PvP locks.)
What's worse is that the last time the test server was up, although the tooltip said 26% max health for 26% max mana, people were actually observing 16% max health for 16% max mana. THAT would be an unmitigated nerf for me and many other warlocks.
At 16% max health for 16% max mana, each Life Tap would cost me 300 more health and return me 120 less mana than I get now. So, I'd have to Life Tap more often, and each Tap would cost me more health. No thanks!
If this is not intended to be a PvE nerf, Blizz really should reconsider the itemization for warlock PvE gear...trading some stamina for intellect on set pieces would be helpful, and would in fact be needed to avoid nerfing PvE warlocks if they use with the 16% formula.
YMMV, depending on your gear and spec.
Diabla Feb 24th 2008 1:09PM
This change punishes us for stacking stm, which is our core stat. All of our itemization and even talents!! are focus on stamina. I don't know what Blizz is thinking, but I'm glad I have a 2nd 70 to play if the change goes live. All these changes are "fixing" Arena which I'm all for, but *not!* at the expense of any other aspect of the game. and *not* at the expense of class mechanics (Druids and shamans come to mind ): ) It's funny because most PvP'ers may be going to Warhammer anyway and Blizz is currently shooting it self in the foot by alienating the rest of the WoW community...
I'll wait 'til Warhammer comes out and see if Blizz devs get their heads right in making changes to our classes. If they don't, I'll be officially done with WoW.
Zyanya Feb 24th 2008 2:45PM
Great. As a relatively new player with a 61 lock, I've been focused solely on stam and spell damage (int comes along with that, but I don't care so much). With this change, that means I need to change ALL my gear to stamless mage gear, get even more of that useless spirit stuff, and hope my health is as low as possible so that I get a higher count back from drain life.
Hell, I might as well get some healing gear while I'm at it. Seriously, if that's gonna boost what I get from drain life.
Didn't Blizzard say that there aren't any major class changes in patches like this? Sorry, but this turns locks completely upside. You mean instead of hoarding stamina gear like I have been for the past several months, rejoicing when my stam surpasses my int and I have 2k more health than mana--I have to cringe whenever something is +stam?
Even though I'm specced 41/0/10 right now, it hurts me. You can only take so much mana from dark pact. The best part is an imp, and I can't solo with an imp. When I'm grinding, and my void's mana regen is awfully slow, what happens when I run oom after one spell rotation now?
I'm scared. I'm actually scared. I've tried leveling every other class in wow (except priest, I have yet to roll a priest) and my lock has always been my favorite.
With this change, it might not be worth it any more.
Rich Feb 25th 2008 9:14AM
You can't solo with an imp? I do....called Drain tanking.
Dot, Dot, Dot, Dot, Dot.......fear (if not immune).....drain life........dark pact
At this point you should be pretty much full health/mana and can move on.
Some sadists actually don't even use fear and just let the mob beat on them while draining life......i like lower repair bills though :)
Most mobs your level should be dead after the drain life is over.
Kraki Feb 24th 2008 2:17PM
this is seriously a game ending decision for me.... i don't know that it will be fun anymore. later wow, guess i'll have to find something else to spend my $15 a month on
damoronsonline Feb 24th 2008 2:20PM
Wow this sucks. As a raiding destructo lock I pretty much rely on my life taps to get me the mana I need. Plus with many encounters I have to watch when I life tap just in case I get hit with some random damage (ex Maiden's Holy Fire). With improved life tap I'm giving up about 10% health for about 13% mana. So with this change if I life tap even once on Maiden I run the possibility of getting hit with a Holy Fire and dying in seconds. Hopefully Blizzard will see the error of their ways before the patch is released and keep things the way they are.
Sylythn Feb 24th 2008 2:21PM
Maybe it's just how I've specced and geared over the years, but excepting when I was demonology, my health and mana pools have always been quite close in value - so for me personally, this isn't an issue.
Theserene Feb 24th 2008 3:41PM
I REALLY hope this doesn't go live.
If it does, Warlocks will pretty much have to re-gear entirely at which point most raids will just take mages or shadowpriests instead.
Oh, and to Blizzard - we who do not PvP are NOT happy about having our classes futzed around with for a perceived balance fault in something we really don't care about.
Balance PvE yes, find some other solution to the PvP aside from messing up raid groups.
maiko Feb 24th 2008 5:54PM
As a 70 destro-lock, I want to say...
Where did I put my wand?
1000thghost Feb 24th 2008 6:08PM
This will affect my SM/SL build in a big way. So much so I'll have to respec to, I don't know what right now.
Fighting Rouges in Arena is going to be much more difficult than it is right now.
Let's hope that if this does go live, we're balanced out in some other way or we'll be complaining about it for a long time to come.
Faar Feb 24th 2008 7:16PM
This is an unmitigated disaster. Right now, LT returns mana for life at an 1:1 ratio, not counting spells or talents.
Changing the life requirement into a percentage would not be a liability in of itself, as long as the ratio stayed the same.
By penalizing any lock with more stam than int (which is pretty much all of them actually) like this and penalizing them more the bigger the difference is, is just...nuts. To introduce such a class-breaking mechanic with such far-reaching consequences this late in a game's life is crazy.
It's not just a matter of re-itemizing warlock gear to compensate (which would be a challenge in of itself), this impacts the entire playing experience, all the way up from level 6 or whenever it is we get life tap to begin with. Warlock = stamina is such widespread knowledge these days, hundreds of thousands of players would be impacted the world over.
Bad, stupid, dumb, short-sighted idea. Just...rubbish, really. Nothing good about it at all. If there's a problem somewhere - one which I can't see - fix it, but not by destroying a well-established class mechanic. Warlocks don't rule arenas - warrs and druids do. Warlocks only achieve top-class raid performance by receiving already massive healing. When I 5-manned a dungeon recently my lock was the second highest healing target, outclassed only by the tank, and I didn't actually get hit much at all!
CrpyTech Feb 25th 2008 1:42AM
"To introduce such a class-breaking mechanic with such far-reaching consequences this late in a game's life is crazy."
The Lock is my third high lvl toon and not QQing I think I'm done. Putting huge blocks of time to earn something we will never own and then have the Devs seemingly at random change the fundamental mechanics where it is no longer fun just drives home the point, (and pierces the veil) that we are chasing a fake carrot on a stick and paying a monthly fee for the privilege. Meh.
CryptKicker Feb 25th 2008 1:53AM
It's clear Blizz doesn't want demonologist spec any more. They are cramming aflict down our throats.
Zyanya Feb 25th 2008 1:58AM
Personally, I like affliction better because it's a more unique class mechanic, but I'm pretty sure this change is going to hurt all specs badly. Demonology obviously the worst, and afflic/destro the least, but we're all affected. Dark pact doesn't make up for that much.
Solnova Feb 25th 2008 2:46AM
This change is simply criminal. My lock is a side project at best to compliment my post-Kara tank, and this makes -me- sick. If this change goes live, I can't think of a single reason to finish levelling my lock. This change is incredibly stupid, and another example of Blizzard ruining PVE for the sake of PvP. The only thing I can hope is that when WLK comes out, they just shut off PVP on PVE servers and restore all of the damage they've done to endgame raiders. Of course, they'll probably just shut off PVE servers anyway, make Dalaran into a PVP zone, and make Arthas only fightable by characters with a 2500 arena rating.
As a tank, I'm honestly terrified what they're going to do to Warriors this patch. The total absence of buffs or nerfs to warriors means they've certainly got something they're working on and haven't pushed out yet; I am willing to bet that it will be some small change to PVP that once again condemns our tanking ability. Rage normalization 2.0?
superfrank Feb 25th 2008 6:29AM
I cannot see what any PVE lock is complaining about - you just need to change your gear a bit to get a mage-like int pool. Yes you'll be a little more squishy but you will be able to dps for much longer before tapping, but when you do tap you'll get way more mana back for less stamina lost.
NeSuKuN Feb 25th 2008 6:31AM
Dear locks:
Reroll a mage.
- Blizzard -
Rich Feb 25th 2008 9:17AM
Change our gear? lol
Sure man......guess i'll scrap my frozen shadowweave and just buy the spellfire set....oh wait :(
Not quite that easy once you get to level 70 lol
con-man Feb 25th 2008 10:02AM
Go to the Warlock forums and just look at all the QQing. Its about time warlocks got a nerf!
Naix Feb 25th 2008 10:45AM
Warlocks have been nurfed to hell and back. 2007 was the year of the lock nerf. Now 2008 is looking like nothing new.
*sigh
Locks are been the bastard child of wow since day one. Not only have we endured being a free HK in BGs, fear nurf, locks everywhere had to become skilled to play our class. Now skilled locks eveywhere are enjoying SOME respect *blam* nurf bat time.