Blood Pact: The Soulburning warlock

A familiar necrotic stench fills the air as sights and sounds fade into a fog of Fear. Your hope is not that the warlock considers you a friend among foes, but that he has a use for you -- for that is the only way to survive this hell and receive his hallowed Blood Pact.
It's Friday -- the portal to the weekend and new home of Blood Pact, the festering pot of warlock goodness that seeks to satisfy your burning soul. So sit back, banish away the worries of the week, masticate on newborn flesh and ponder in disgust the obvious reason for a certain class's obsession with sheep, as you plot to kill them all. It's fry day, after all.
Soul Shards. These two simple words have been the source of much warlock angst. Ask any warlock, especially those who have played since the days of old, what he thinks of the tiny purple reagents and you will likely be met with a shaking finger in your face and a foaming rant about losing an entire bag slot and precious farming time to the little devils. Personally, I clearly and regretfully remember the redundancy of having to seek out "green" level mobs to farm Soul Shards from before patch 3.1. And even now, my bags are still constantly full (thanks, Abyssal Bag). If there was ever a reason to overly appreciate a dumb and inanimate hunk of wood or develop an unimaginable hate for pixelated bag space issues, Soul Shards would be it.
Bombarded by complaints of inconvenience, calls for stackable Soul Shards -- or something, anything that would improve a warlock's quality of life or death or whatever -- Blizzard has been listening. Come Cataclysm, the Soul Shard reagent will be no more, and the entire outdated system will cease to exist as we know it. In its place will spawn a resource mechanic, not completely unlike the death knight's rune system -- but different enough to make it fresh, new and completely our own. With this new mechanic arrive some sexy spell-altering effects, some of which are more attractive than others, but all of which warrant a closer look nonetheless.
Now, the following statement may be a tad obvious, but after suffering the displeasure of raiding with individuals who sport ilvl277 gear and still stand in fire, ooze or whatever the hell else is beneath their feet trying to kill them, I have lost all faith in the common sense of man, and so this must be said: The information in this post may contain what some consider to be Cataclysm spoilers. So please, proceed with caution.
It's Friday -- the portal to the weekend and new home of Blood Pact, the festering pot of warlock goodness that seeks to satisfy your burning soul. So sit back, banish away the worries of the week, masticate on newborn flesh and ponder in disgust the obvious reason for a certain class's obsession with sheep, as you plot to kill them all. It's fry day, after all.
Soul Shards. These two simple words have been the source of much warlock angst. Ask any warlock, especially those who have played since the days of old, what he thinks of the tiny purple reagents and you will likely be met with a shaking finger in your face and a foaming rant about losing an entire bag slot and precious farming time to the little devils. Personally, I clearly and regretfully remember the redundancy of having to seek out "green" level mobs to farm Soul Shards from before patch 3.1. And even now, my bags are still constantly full (thanks, Abyssal Bag). If there was ever a reason to overly appreciate a dumb and inanimate hunk of wood or develop an unimaginable hate for pixelated bag space issues, Soul Shards would be it.
Bombarded by complaints of inconvenience, calls for stackable Soul Shards -- or something, anything that would improve a warlock's quality of life or death or whatever -- Blizzard has been listening. Come Cataclysm, the Soul Shard reagent will be no more, and the entire outdated system will cease to exist as we know it. In its place will spawn a resource mechanic, not completely unlike the death knight's rune system -- but different enough to make it fresh, new and completely our own. With this new mechanic arrive some sexy spell-altering effects, some of which are more attractive than others, but all of which warrant a closer look nonetheless.
Now, the following statement may be a tad obvious, but after suffering the displeasure of raiding with individuals who sport ilvl277 gear and still stand in fire, ooze or whatever the hell else is beneath their feet trying to kill them, I have lost all faith in the common sense of man, and so this must be said: The information in this post may contain what some consider to be Cataclysm spoilers. So please, proceed with caution.
Soulburn defined
It is 2010, several years after we first began hearing whispers of a Soul Shard overhaul and about a year since the mechanic was first introduced in grand style at BlizzCon 2009. There, we received word that our class would play like none other and be defined by new resource-based cooldown abilities and the three Soul Shards used to activate them. Those three Soul Shards, now a part of our UI, were (and still are) triggered by a spell called Soulburn, resulting in what would be a grand moment -- buffing the next ability used in a specific way. We were teased with images of instant-cast Fears and buffed Death Coils with an extended horrify effect and increased healing. My eyes widened at the sight of a direct damage component added to Unstable Affliction. It was eye candy, and it was good.
Things have changed, however, since the early model of the Soul Shard system was introduced. And, sadly, things are not quite as euphoric as they once seemed. The instant Fears, buffed Death Coil and direct damage of UA we once adored are gone. Our three Soul Shards only regenerate while outside of combat, via Soul Harvest and Drain Soul, mainly, limiting those "OMG" moments (if we can still call them that) to three per encounter. And if that weren't enough to get us down, we are told that Soulburn is more in line with PvP gameplay and less applicable to raid boss encounters.
Feeling bleak? Yeah, well, it is easy to do so when overly seductive abilities don't even have the opportunity to be nerfed on beta or live realms and class-defining abilities seem to hugely favor one aspect of our gameplay. And considering the cooldown on Soulburn and relative weakness of Fear and Death Coil as crowd control abilities, it would have been nice to test Soulburn's effects on the spells before they were axed. I would think that the developers would wish to see them tested on a large scale, too, especially after advertising them on a stage as big as BlizzCon.
With the removal of what can easily be argued as the best and most exciting of the Soulburn effects, what can we expect in Cataclysm? Will it be any good? Well, yes and no. I believe that it's mostly yes, but many believe that the effects may not be the exciting, "big deal" abilities that Ghostcrawler (lead systems designer) and his team described them to be (and they are working on that), but they are still relevant, engaging and, most importantly, may prove to be extremely useful. So, let's take a quick look at the abilities that light up on the action bar when Soulburn is activated and what these Cataclysm effects currently have to offer us.
Soulburn abilities
Summon Demon Offering an instant summon for our minions, this Soulburn effect will be very useful in the arena and PvP in general. Because our minions are incredibly specialized to handle different classes with varying success, having another option to change minions instantly and on the move is damn nice. I am already drooling at the macro potential here -- those that would make use of trinkets, Soulburn (which is off the global cooldown timer, by the way) and an instant-cast summon to bring in the proper demons and immediately use their abilities. That's deliciously evil, and to say that this Soulburn effect would help survivability as a result is an understatement. More pet continuity intermixed with specialization in Cataclysm makes this ability a pure win.
However, for the sake of argument, if I had to force a complaint, it'd be that the ability is made semi-redundant by the Demonic Rebirth and Master Summoner talents, the reduction of summon cast times by 40 percent and the impact of haste. We definitely will not be casting for the eternity that we spend summoning demons now, so the overall value of this Soulburn ability is diminished, even if only by a little bit.
Drain Life Drain tanking just might be making a comeback with the buff to Drain Life and its Soulburn effect on the horizon. Drain Life has been tweaked to do a good amount of fast health regen, returning 5 percent of total health (not base health) every second for 3 seconds and producing some decent damage, too. The Soulburn effect cuts that channeling time even further to 1.5 seconds, excluding haste, creating a nice "oh @#$%!" option when Healthstone and Death Coil are on cooldown and your healer is locked up elsewhere. In that light, it can be a make-or-break ability that is tough to predict and interrupt, too. Good stuff. Now, if only it impacted more than one cast and affected Drain Soul, as well.
Demonic Circle: Teleport There's definitely a lot of potential fun to be had with this spell's added effect. A Soulburn followed by a Demonic Circle: Teleport increases a warlock's run speed by 50 percent after teleporting to his Demonic Circle, giving warlocks some breathing room in PvP and resulting in a good amount of separation from things that want to kill us. But the goodness doesn't stop there. Just think of all the creative uses that having an on-demand run speed boost could have: flag running, chasing down fleeing players, boss kiting, etc. Fun times. The only improvement that I can think of that doesn't push this effect from acceptable to ridiculously OP is to finally allow a teleport cast to break movement-impairing effects. Burning a shard to use it -- I don't think that is too much to ask.
Soul Fire As simple and potentially uninspired as this Soulburn effect is, it is very difficult to argue against the sweetness of an instant-cast Soul Fire -- one that we'll be able to cast on the move, uninterrupted and as part of a burst-heavy PvP combo or early in a destruction rotation (after Conflagrate and a potential Backdraft proc) to engage the Improved Soul Fire talent. The only downside to this effect is that it will not be as enjoyed equally across the board. Affliction warlocks lack any buffs to their fire spell damage (Demonology receives a 15 percent buff, while Destruction receives 25 percent), so while this would give them some much-needed burst, it would be noticeably weaker than for warlocks of a different specialization. Affliction does get its own Soulburn talent, so I guess it evens out in a strange kind of way.
Healthstone OK, I have to admit that this one has me scratching my head a little bit. My first impression was that it would be of great help to survivability and warlock drain tanking, increasing our maximum health by 20 percent for 8 seconds. But then I logged into the beta, tested it and realized just how awkward this effect seems to be. It currently does not replenish more health than a normal Healthstone when consumed, but only increases health relative to your maximum. In other words, the Soulburn effect would be next to useless at a time when the Healthstone would be most useful -- an odd and somewhat backward design, to say the least. It would be far more useful if a Soulburn-infused Healthstone would not be consumed upon use and restored 60 percent of maximum health, instead of its current base health limit.
Now, given these weaknesses, the ability still could have its moments. For example, when a warlock is expecting a great deal of incoming damage, a Soulburn could be activated and a Healthstone consumed to heal and give 20 percent more effective health for a healer to work with. But depending upon heals and damage done, you may not have needed to use it in the first place. I can see this being abused in the arena to the point where teams feign heavy DPS on a warlock just to get him to burn a shard and Healthstone, losing both at the same time. So, while it can be useful, there is a lot of risk and room for potential error. Gauge your healer, incoming damage, potential CCs, and use it wisely.
Searing Pain This is another one of those effects that has me intrigued but that I am not quite sold on just yet. I'm interested because when the ability is paired with the Improved Searing Pain talent in the destruction tree, it will produce several casts worth of Searing Pain that will critically strike every time, assuming that the warlock has at least 10 percent increased critical strike chance on his gear. That is some consistent, heavy and fast DPS that would be very useful when burning down a PvP player or trying to establish aggro on a mob, etc. I am not yet sold on this, however, because I am not sure that a chain of critical-striking Searing Pains would outperform blowing cooldowns and throwing an instant-cast Soul Fire. Depending on the numbers, the ability may be extremely situational for when those cooldowns are not available -- and even if they aren't, would blowing a shard on Searing Pain be worth it? I'll have to get back to you on this one.
Seed of Corruption At the beginning of this article, when I said that the best and most exciting Soulburn effects have not been implemented, I may have lied a little. The truth is that a Soulburn and Seed of Corruption combo, which applies Corruption to all damaged targets upon detonation, is literally explosive, incredibly exciting and has more damage potential than all of the other abilities combined. Now, that may be obvious, given that Seed of Corruption is an AoE spell, but there is more to it than that. Consider hasted Corruption and Seed of Corruption ticks on a large group of mobs with a high amount of health, and you can begin to see just how much damage will be getting dished out. Imagine using it on a group of PvPers hugging a flag point -- I crack a smile just thinking of the insanity that would ensue. I just hope that we'll find many opportunities to make use of such a fun ability in Cataclysm -- because, sadly, I hear that use of AoE will be few and far between.
Creative new tactics
Well, that just about does it as a quick-and-dirty overview of the new Soulburn abilities. I am very excited to see the creativity that this mechanic will bring to our class when it finally goes live. There are many who are already experimenting with it and finding some interesting effects -- like casting a Soulburn before combat begins and then immediately using Soul Harvest to replenish it after 3 seconds, effectively resulting in four active shards per encounter. Or hanging on to a Soulburn cast for as long as possible, using filler spells in the meantime, before unleashing a buffed ability, which would be a great way to maximize DPS or throw off enemy targets in PvP.
Anyway, I am excited to see what you all think of the abilities. Post your thoughts in the comments, plus a few ideas of what you'd like to see implemented into the Soulburn mechanic. Who knows? Blizzard developers may be reading, and your idea just might be the one they're looking for.
Filed under: Warlock, Analysis / Opinion, News items, (Warlock) Blood Pact, Cataclysm






Reader Comments (Page 1 of 3)
t0xic Sep 10th 2010 2:10PM
"Feeling bleak? Yeah, well, it is easy to do so when overly seductive abilities don't even have the opportunity to be nerfed on beta or live realms and class-defining abilities seem to hugely favor one aspect of our gameplay."
"I am very excited to see the creativity that this mechanic will bring to our class when it finally goes live."
So which is it? Have you settled on being an emo lock or are you still confused?
(kidding -- welcome to the show, btw)
Jagoex Sep 10th 2010 11:50PM
Found nestled in between your two quotes is this little nugget:
"With the removal of what can easily be argued as the best and most exciting of the Soulburn effects, what can we expect in Cataclysm? Will it be any good? Well, yes and no. >>>>>>>I believe that it's mostly yes
xavs42 Sep 10th 2010 2:30PM
An odd thing, the Soulburn+Seed of Corruption combo effect existed back in Wrath Beta as a standalone spell. It was meant to be the 51 point Affliction talent, but they thought it was too situational so Blizz removed it to make room for Haunt.
xavs42 Sep 10th 2010 2:34PM
Correction- The spell was called "Atrocity". The spell is still on WoWhead.
http://www.wowhead.com/spell=47206
Ikarus Sep 10th 2010 6:18PM
Sounds like an awesome effect. Maybe too awesome? I'd be surprised if this went live as is.
Smapty Sep 10th 2010 2:53PM
I think the new system is exceptionally MEH and should be shelved pending some more thought.
Any interesting soul burn effects can be accomplished with glyphs, are already semi-covered with talents (like summons), or are just kind of hokey (afflic locks throwing instant Soul Burns). And the regen mechanic is pretty... wait for it... clunky!
We have tons of other new toys to be excited about, ditch this one plz.
Psiwave Sep 10th 2010 3:54PM
We could just ditch shards altogether, What good are they? Paladins got a far better system and they didn't even ask for it :-p
Smapty Sep 10th 2010 5:36PM
Not sure how you made the leap from ditching the new shard system meaning keeping the current shard system.
The current shard system blows, and I'm confident no one wants it back regardless. IMO the new system seems redundant with other new toys and just feels like a mechanic in search of a reason to exist.
pvewhore Sep 11th 2010 12:22AM
While it is kinda lackluster, it does have great potential for levelling, imagine never having to stop to heal with the improvements to drain health, or casting a soul fire before an instant cast soulfire (*cough* Pyro, POM, Pyro *cough*) and then you can do it all over again if the target dies with Drain Soul on.
And then, while its only really useful in burn stages in raids, it still has potential in heroics, where the fights are shorter and 3 powerful spells more useful.
Shakeababy Sep 12th 2010 1:59AM
Actually.... I like the new system. Think about it. How many soulshards were you using in a fight do do damage? I can't think of any. Soulshattering to reduce threat sure, but I never used soulshards except for utility spells. The ONLY reason I carried them at all was to re-summon a dead demon, soulshard someone, soulshatter and to summon raid members.
With the new system, I'm actually applying them to augment exhisting spells, AND I don't have to load my inventory up with them! OK! If for nothing else, adding corruption to my Seed victims is just giggly. Searing pain was only used for tanking back in BC, with the new system it sounds like a way to burn a victim (Us Warlocks don't have targets, only victims) down quickly. Drain soul soul sharding sounds excellent for pvp health recovery and the run speed increase from the demonic circle sounds great for getting some distance on a target or running the flag home.
As for regening soulshards, it's really no different than normal. I wish they would bring the passive regen they originally planned back or maybe shorten the channeling time on drain soul so that we can suck soul shards out of people mid fight in pvp, but we'll see what they do.
Shakeababy Sep 12th 2010 2:05AM
wtb an edit button. Come on Wow.com, they have the technology.
Drain Life soulsharding sounds excellent for pvp health recovery
Daedalus Sep 10th 2010 3:18PM
I just had an "Aha" moment here:
If the soulburn effect on SoC spreads corruption to everything in range, and corruption still has the siphon life effect, doesn't that have potentially huge implications? Imagine a SoC going off in the middle of a huge battleground scrum; maybe a dozen or more targets; every one of them now has a 50% chance to give you back 1% of your life per tick?
My god, we'll be unstoppable.
/e rubs hands while cackling maniacally.
Kurash Sep 10th 2010 4:04PM
/Mr. Burns
"Excellent."
pancakes Sep 11th 2010 7:23AM
+ Factor in nightfall into this.
sephirah Sep 11th 2010 8:53AM
Do you realize that the nerf was done to reduce the healing you got in such situations?
If you SoC 12 players, you get (50% chance) of 1% of your health per tick.
Since at 85 you'll have ~100k health, that's 6k health every ~3 secs. How much damage do you expect to get in those 3 seconds? Less than 6k?
The old version gave % of Corruption damage (can't remember exactly, let's say 50%). 12 people with Corruption up, ticking for 3k would have given you 18k, THREE times as much.
Casting DL instead will give in the same 3 seconds 15% of your health, that's 15k.
Jagoex Sep 11th 2010 12:15PM
@pancakes
I thought about that too, and while I don't think it would be necessary (since huge AoE mobs are not going to be the norm in Cata), I wonder if an internal cooldown on Nightfall will be introduced.
DeathPaladin Sep 10th 2010 3:20PM
What I find most delicious about the Seed of Corruption Soulburn is that, on top of the amount of damage done, it also gets Siphon Life proccing on multiple targets. Definitely a plus for AoE farming, or just getting on the healers' good sides.
Yes, I'm interested in staying on the good side of all healers. Even priests. Just because I've trained my felhunter to only poop on mage tables don't mean I have it out for all non-warlock cloth wearers.
Vogie Sep 10th 2010 3:41PM
I am a huge fan of the new soul shard system, but I'm sad to see it nerfed to oblivion. The reason I think it was hit? It's too complicated.
I think there should be 3 shards, and instead of each following ability do something different when you use a shard, have each of the shards be fairly predictable.
First - Instant Shard. Like the current incarnation, it would make summoning and pyrobla... soul fire instant. It would also make every other ability that warlocks have with a cast time instant. It's great for that extra demon, that extra soul fire, drop a circle while running, instant fear, or even those "oops immolate/Haunt/UA fell off while I'm running" moments. But you only get one.
Second - Speed Shard. This is a difaceted effect. If you're standing still, it provides an X% haste buff for Y seconds. This is similar to the current Soulburn for Drain life, but it isn't limited to just the one spell. So, while standing still, it's a mini-lust, or personal infusion. However, if used while moving, it's also a sprint, similar to the current Soulburn for DC:T. In short, It just makes the warlock faster, either as a turret or a runner, which means it's good, but not too good, for both PvP and PvE.
Last Shard - Unstable Shard. This is where I encourage the developers to get wonky. It gives the next damageing spell a secondary effect for Z seconds:
33% chance to be a Crit (Dots would have Crits each tick for the listed duration, but no more, even if refreshed)
33% chance to provide additional alternate damage (dots would have an additional DD component, and DD spells would create a DoT)
33% chance to have a random effect.(If the ability used after a utility spell, that utility spell will always get this effect) Such as:
DD spells hitting multiple targets (Chain of chaos bolt vs Haunt volley?)
Seed Spreading Corruption
Immolate causing target to have immolation aura damaging nearby enemies
Healthstone increasing max health for duration
Soulstone (new bRez) also providing a reincarnation debuff on the lock until end of party/raid combat
Summons 2 demons instead of one.
Summoning an Imp guardian in addition to summoned non-imp demon
Hand of Gul'dan, shadowfury & hellfire creating firey voidzones
Fear putting the target into a Dreamless Sleep, which heals & regains mana
Fear making the target cower instead
DoTs have a chance to spread to nearby targets
Provide effects of All curses (including ones not talented into) on the target for the duration
Removes Stack limit of Dark intent for duration
And whatever other strange effects they could think up. Basically, a "more magic" button.
The reason it's balanced-ish is because you only get one of each. You can't have 3 instant fears, you can't just be sprinting around like a Prep rogue.
warstrife Sep 10th 2010 3:49PM
you seem to have missed the part in the seed of corruption talent that states that you get your soul shard back if it detonates successfully, meaning affliction locks can could use it more that 3 times when in combat
Celess Sep 10th 2010 3:57PM
I agree that this system is particularly "meh". As a Demonologist, I'm used to timing my potions of wild magic, my Metamorphosis and, occasionally, a trinket very carefully, and now I'll have three more to worry about.
Whilst that in itself doesn't worry me much, it's the follow up that does.
In PvP, I can see a lot of potential, but I don't PvP. There are some nice ideas but nothing that makes me go "OMG" like Jinx, Hand of Gul'dan, Soul Swap and Bane of Havoc all did.
For a "class defining mechanic", it doesn't feel so much like a mechanic (a la Death Knight runes, Hunter focus, Rogue Combo-points, Warrior rage) as a "cute little trinket" they've bolted on to our class as a band-aid for a mechanic that, whilst annoying, did ultimately work. Cute little trinkets, by the way, are what Gnome Mages use. We do not wish to be likened to Gnome Mages.
I always thought that getting Soul Shards to stack to 32, drainable from any enemy in a more consistent method than Drain Soul, would perhaps fix it - though I don't even like that idea.
Long story short, I really like our new spells, some of the talents are astoundingly awesome, but I still feel rather "meh" about our "Big New Toy" in Cataclysm, and worried with the new change to Molten Core that feels rather nerfed during our Decimation phase. That said, we do weave a Shadow Bolt in every 12 seconds, so maybe if the proc rate is high enough (or at least higher during the Decimation phase) it may not be so bad. Alas, I fear I will miss the joys of shardless, hasted, Molten Core fuelled Soul Fires.