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
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Reader Comments (Page 3 of 3)
DP Aug 5th 2008 4:35AM
Dear Locks, everyone has counters, I get royally screwed Disc/Hunter with mana drains, Disc/Lock as well, but they are rarer, I am glad you have a class that can kill you. Because I do to, AND SO DOES EVERYONE.
koknoka Aug 5th 2008 7:25PM
FEAR is the problem.
When it works its over powered and takes away control of your character from you.
When it doesnt work you have very little else you can do.Yes certain specs have pets etc but there are a lot of counters to fear.And its the only escape mechanism the warlocks have.
To me the real issue is that its an escape mechanism that is used offensively.Balance the offensive side to the defensive and its workable-more damage you do while the target under fear effects the less its duration.Not the % chance to break it has now but say a % of total health marker for it eg breaks when you do 15% of targets health in damage from any source of damage guaranteed.So you can use it to escape or as a source of damage but not both which is the main issue guys have with it now.
Just my 10 cents.......
Madrox Sep 3rd 2008 6:08PM
Locks aren't broken, and a skilled sl/sl warlock w/ cooldowns and a trinket should be able to beat any ShS rogue out there if he understands what the rogue is trying to do and has equally matched gear. Warriors are my gripe on my lock... If i had a better connection i could kill them more easily but its too hard to avoid intercept by staying 5-8 yards away w/ 200ms latency. The anti fear potential of a warrior paired with intercept leaves warlocks with no hope of kiting. I can see some very useful ways to use the portal to combat even the worst of my warrior problems as it has the same cooldown time as intercept. Pair that with the spell pushback changes and i dont think ill have much trouble staying competitive against melee classes. Although i do think that as far as an escape mechanism goes its far from something like an aoe root (frost nova) or limited invulnerability (Bubbles or ice block). In fact i would much rather have either. I would also like to say, if you think locks are broken and you hate how you get beaten by rogues and warriors... try felguard spec as it pretty much makes intercept and shadowstep an invitation for a stun. Making kiting and staying ranged easier than pie. Follow said stun w/ a fear or some burst damage for an easy win. The only thing "broken" about warlock imho is that our pets share none of our resilience, i say give pet classes shared resil. O, and reduce melee auto swings much the same as dots w/ resil. That is all.
Discuss
supersaint Sep 26th 2008 8:46PM
There's something I don't understand.
Why is the circle visible to enemy players?
This completely destroys it's effectiveness, is there a neon arrow pointing to the spot that a mage is going to blink to?
Useless.
aff lock Oct 29th 2008 10:19AM
i personally, when i first heard about it. thought it would be a useful trick for instances if say you wipe a number of times lay it down, hearth, repair sell ur junk then return, allowing others to do the same since we can jsut lock summon them back =] but the 6 minute time limit and 40yd range kinda messed that idea up. woulda been cool (return hearth) kinda thing.
milad_Esfandiyari Jun 13th 2010 8:45AM
i need Dmg hack Please Send me