Blood Pact: Is Demonic Circle the Warlock answer to melee?
As some of you have correctly pointed out in my last article, most warlocks use rank 1 of Drain Soul to return a soul shard (I've covered this in tips and tricks). Thank you for your comments as this reinforces my point that the new Soul Siphon buff to Drain Soul is pretty much pointless.
Rank 6 of Drain Soul was used as an example to illustrate the fact that even at its highest rank, it's still a woefully inadequate spell to do damage with.
There are also some who insist that Green Fire is not an issue that "real, raiding" warlocks care about. Yes, I understand that raiding is serious business and endgame warlocks are supposed to be single-minded shadowbolt-spamming machines. To the real, raiding warlocks out there, I'll quote this from my favorite movie this summer: "Why so serious?"
Now that we've got that out of the way, some of you may have noticed that I didn't address the escape mechanism portion of the wishlist. I'd figured that this topic was intriguing enough to warrant its own article and a look at probably the most interesting ability - in terms of Warlock mechanics - that we'll get in the expansion: Demonic Circle.
Circular applications
In its current beta form, a Warlock can summon a Demonic Circle that will stick around for six minutes, and teleport back to it from 40 yards out. This is like clicking on a "Home" button on a webpage: as long as you're within the range of the circle, you can always go "home".
It is still unclear whether the teleport effect is affected by line-of-sight, but my guess is that it will be subject to the same limitations as the mages' Blink. Another downside is the possibility of losing our pets as we plant the Demonic Circle.
Creative warlocks are already thinking about neat applications for this ability: using it to zip around in the Arenas, a quick recall button for feinting maneuvers in the battlegrounds, or simply to shorten that run between the mailbox and auction house.
Escape mechanism
Most importantly, Demonic Circle is a big step up in our "escape tech" department. For the longest time since patch 1.8, Warlocks have been relying on Death Coil (with Fear and Howl of Terror, to a smaller extent) to create that space between themselves and their melee banes: rogues and warriors.
While the fear/ horror effect is still a much-maligned ability for some classes, its defensive utility has become more limited against the very same melee classes that warlocks need to stay away from. This somewhat makes warlocks a "win-more" PvP class, with very little chance of turning the tables around by playing defensively if we're caught in a bad matchup or situation.
Much of our PvP and Arena viability stems from not being shut down too quickly by rogues, warriors and other melee threats. Unfortunately, they have been doing just that, even with the SL/SL tough-it-out spec and stacking for Stamina and Resilience. Warlocks are pretty much toast or "mushrooms", when we're caught by melee DPSers.
Warlock blogger, Jagoex*, looked at the Warlock vs melee issue and made an interesting case against Resilience. According to him, warlocks have little chance against melee classes because Resilience counters all aspects of our offensive power, namely crits, DoTs and drains. In other words, in the current state of the game where every opponent is stacking resilience, warlocks are simply not putting out enough damage to have a fighting chance against the auto-swing damage of melee DPSers.
Demonic Circle gives warlocks the ability to get out of sticky situations, but it could also get us into stickier situations, since our teleport destination is visible to all. Consistent with the "power with consequences" flavor of warlocks in general, it is certainly not a get-out-of-jail-free card.
We should see some interesting team plays against warlocks. I can just imagine a stealthed Rogue waiting at the circle, while his Warrior friend hustles the unsuspecting Warlock.
PvE?
What about the PvE applications of Demonic Circle? I'll expect this ability to come in useful in certain encounters, where warlocks can set up a safe spot to get to in a jiffy. A couple of raid encounters come to mind: Archimonde, for example. Demonic Circle will be handy to get away quickly from the Doomfire trails, or to avoid the fall damage from Air Burst more reliably, if mid-air teleportation works.
Other than longer encounters, I don't see warlocks dropping circles with every trash pull, especially if it involves giving up our pets. A secondary effect that has been suggested earlier by Kalgan for Demonic Circle was to allow quicker pet summons if the Warlock is standing within the circle, akin to the effect of Fel Domination. We shall see if this gets into the final build of Wrath.
Full circle
With the homogenization of cloth gear in the expansion, warlocks may lose the passive survivability provided by a class-defining stat: Stamina. Warlock gear has traditionally been heavy on Stamina; will sharing the same gear make warlocks as squishy as priests and mages?
Priests, and particularly mages, have compensated for their lack of Stamina with their range of defensive abilities. The 12k-life question: will Demonic Circle be good enough to do that for Warlocks?
*Jagoex is apparently another recent victim of account hacking; I hope everything's well. Dear readers, please safeguard your accounts!
V'Ming thinks Archimonde is secretly a tree-hugger. He gets really pissed when we disturb his quiet time with the big tree.
Filed under: Warlock, Analysis / Opinion, PvP, Expansions, (Warlock) Blood Pact, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Tyler Aug 3rd 2008 5:31PM
Frankly I'd love the ability to smash warlocks if I got into melee range with them.
But the fact is one fear gets them at range again; but even if it doesn't I still get smashed. It's good that locks are moving away from tanking melee but as things stand it's just another way for a lock to get range.
FYI, I'm not a rogue or a warrior which may go some way to explaining my gripes.
Upas Aug 3rd 2008 5:40PM
Do you have a pvp trinket/are you undead?
If you're a lock arena-ing against an Undead warrior, you're pretty much screwed. Will of the Forsaken and a PVP trinket destroy any chance of you getting away. 3 Seconds off a Death Coil is NOT enough to outrange an intercept (unless you get lucky, which is usually not the case)
Rodney Aug 3rd 2008 6:21PM
And then of course there's the fact that warrior's and rogue's are practically the only classes that can beat locks.
As a ret pally, I'm screwed when I come across a hunter, lock, shaman, druid, warrior etc and Blizzard doesn't seem to want to stop that.
But, oh no, locks are being killed. Can't have that.
Apoc Aug 3rd 2008 7:44PM
If you're being beaten by locks as a pally there's something seriously wrong with your play style... I'm sure you at least can trinket out of fear, and your bubble negates our dots. At least with a priests bubble we can still land the dots to eat away at the bubble or wait for it to disappear. Pally bubbles? Gotta wait. Complete immunity to everything.
I play an SL/SL lock in pretty decent gear with nearly 400 resil and 1200 spell damage when buffed, and a pally can give me a good run for my money if they time their stuns right and bubble at the right time. Simply put, SL/SL locks, the only locks with any real pvp survivability, have no real burst damage save for a 1.5 second cast searing pain or a 2 second immolate. And these just aren't hitting hard enough to be staples of burst damage.
Seriously though, use trinkets intelligently, time stuns during fear casts, bubble AFTER we've dotted you, and just heal when you need to... remember, fear is on diminished returns. No lock stands a chance against you. I can't believe I had to spell this out for you...
Bunny Shield Aug 4th 2008 10:23AM
This is a reply to Apoc...
I think you are completely out of touch from reality regarding pally vs lock pvp. The consensus is that lock almost always owes pally given similiar equipments and level of skills. I support this based on my experience with my lock and pally (both 70).
Your statement assumes that lock is just sitting there looking stupid, doing nothing. For example, do u think a right-minded lock with a felhunter (a pet which most pvp lock will go in company with) will let a pally heal freely. Of course a pally will bubble and heal to prevent spell lock but this will only tip the bar to the lock (the lock will simply move away from the pally and prepare for the next dot fest).
indi00 Aug 3rd 2008 5:33PM
Can someone tell who said that the demonic circle destination will be visible to other players other than us? i dont think it will
Bandet Aug 18th 2008 9:00AM
Awesome...
/plants freezing trap on demonic circle
Matthew Rossi Aug 3rd 2008 5:42PM
I find both you and Jagoex are out of your minds if you think warlocks aren't doing enough damage because of resilience. Resil is the only thing that makes killing you *possible*, it hardly makes it *trivial*.
Nizari Aug 3rd 2008 7:25PM
If anything, DoT/drain reliant PvP specs are the least hampered by resilience. Crit-centered PvP builds, such as MS warriors and frost mages, get hit twice because both their chance to crit and the crit damage is reduced. To overcome that, you need both more crit and more spell damage/AP. DoT/Drain builds merely need more spell damage.
PimpyMicPimp Aug 3rd 2008 9:18PM
Glad to see the unty between WoWinsider bloggers is so strong.
Also, Matt, while I respect *most* of what you say regarding Shamans, whenever I see you commenting on basically any other class, you're way out of your league.
Saelorn Aug 3rd 2008 5:46PM
Although gear will be homogenized, I don't think it will go so far as to make stamina-filled caster gear unavailable. Remember, every boss in every instance has to drop several pieces of loot, so they aren't just going to all drop different pieces of stamina/int/spirit/spellpower/hit/haste gear.
I fully expect that some gear will emphasize spirit over stamina, and some will have stamina with no spirit on it. Sure, either the warlock or the priest could use either of those and get benefits from all of those stats, but there should be clear winners for each category that varies depending on class and speck.
bumble Aug 3rd 2008 6:03PM
well, it is useless unless you know you get attacked and also if you'll move more than 40y. It is not reactive like a bubble, cloak of shadows, blink or what have you.
I don't see this as a real escape mechanic or counter to melee. It's another change mostly for arenas.
And if I got down to 50% in stunlock, then port to my circle and "run" with crippling poison on, how long until the rogue closed that 40y gap?
Radiophonic Aug 3rd 2008 6:41PM
Not to mention, 40 yards is nothing. What's the range on Shadowstep? Point made.
bumble Aug 3rd 2008 6:49PM
shadowstep is 25 yards. at the same time the port to your circle will get you less than 40 yards away from the rogue as I dont see someone fighting exactly 40y from it. add crippling poison or sprint and the effectiveness of the circle port is close to zero. that is, if you anticipated being attacked and put one down. or if you arent initially jumped as you channel the spell to put a circle down.
bumble Aug 3rd 2008 6:10PM
PS: still in favour of DoT ticks being able to crit. For one as DoT ticks are essentially "white" damage but still affected by resilience. Secondly itemization is heavily leaning towards crit (and sadly now also haste) the further you get in raid content making affliction crap and favours 0/21/40 heavily.
Nizari Aug 3rd 2008 9:13PM
It's almost as if they designed the raid dungeon drops for the specs with the biggest consistent DPS output, but the least survival mechanics. Weird, huh?
damoronsonline Aug 3rd 2008 6:17PM
I got hacked today :(
Radiophonic Aug 3rd 2008 6:40PM
Seems rather worthless imo. Just a little trick to appease the QQ'ing.
I'd rather be able to us it from say, Outland to Dalaran like Recall. Now, that would be a handy skill.
bumble Aug 3rd 2008 6:54PM
or to put one down at the entrace of tdm so you can get the fuck out of there when someone added the second group on the bridge for a certain wipe
luds Aug 3rd 2008 7:37PM
I cannot see how warlock dots doing too less damage with resilience. I'm playing the typical WLD comp and the longer the games the more does our warlock pulls away in terms of damage done.
Arena against warlock is basically zerg him early or die a horrible death. There is no way to heal against the crazy amount of damage that comes from 3*3 dots. I do play with a warlock so any buffs a warlock gets is welcome. However a warlock SHOULD NOT be able to kite melees like a mage when his main dmg is ticking and ticking and ticking. With better CC, better dmg(not bust), no mana-need, and the ability to keep healers out of combat for 99% of the time unless the pet is killed, a warlock shouldnt be able to kite a fucking melee.
In addition the new changes to destruction(stuns n dazes) plus the change of Curse of Exhaustion(30yrd + 50% base) and the Demonic Circle should be enough selfdefense for the warlock.