Cataclysm Beta: Warlock evilness (goodness) in build 12984

If you follow the WoW Insider team on Twitter (and you should, if you haven't already), you were treated to some sweet hilarity early this morning when information of an upcoming beta build woke us up with a swift fist to the face. And let me tell you -- it has left an impression. Of all the builds that have come and gone, this one screams the loudest, telling the tale of just how close Cataclysm is to breaking the horizon. Instead of another huge list of major overhauls, this patch brings a good amount of substance to smaller but still important elements of the game. We're seeing new achievements, feats of strength, non-combat pets and spell refinements. And for the warlock class, there are changes that look dead sexy and are definitely worth a stare or two.
But before we dive into this fresh cesspool of puppy love, do keep in mind that there are spoilers ahead. If you lay awake at night anxious that the day ahead may shatter your dreams of a virgin expansion experience, you may want to skip this post. However, if you are craving Cataclysm goodness or just can't control the temptation any longer, come on in -- the water is warm and there is plenty of Unending Breath to go around.
But before we dive into this fresh cesspool of puppy love, do keep in mind that there are spoilers ahead. If you lay awake at night anxious that the day ahead may shatter your dreams of a virgin expansion experience, you may want to skip this post. However, if you are craving Cataclysm goodness or just can't control the temptation any longer, come on in -- the water is warm and there is plenty of Unending Breath to go around.
Let's have a quickie with the changes, shall we?
Affliction
- Life Tap now costs 15% of your total health, down from 20%, and converts 120% of that into mana, up from 75%.
- Soul Harvest now regenerates 15% of your health every 3 seconds for 9 seconds, up from 5%.
- Create Healthstone now restores health equal to 45% of the creator's base health, down from 60%.
- Death's Embrace now heals you for an additional 1% of your health while at or below 25% health, instead of increasing the amount drained by 10/20/30%.
- Siphon Life now has a chance to heal you for 2% of your total health, up from 1%.
Soul Harvest The incoming change to Soul Harvest is a quality of life and survival thing, which may be the direct result of how often we are tapping in the beta. Having a quick 9 second refresh of 45% of our health is always nice while farming, questing, raiding, PvPing, etc. Undead warlocks will especially enjoy it when coupled with the new Cannibalize (which now restores health and mana) for an additional 35% health regeneration. Thinking about it, 80% active health regeneration sounds almost too incredible, especially in a PvP environment. But considering that both abilities are on cooldown and channeled, I'm thinking that if the warlock can escape combat and cast those abilities uninhibited, he deserves whatever health he can get and the opposing players deserve the punishment, too.
Create Healthstone Healthstones returning 15 percent less base health is a nerf, yes, but not one to cry too much about unless you are a PvPer (and even then, considering the relative amount of health loss this change equates to, it would be a stretch). I am actually trying to figure out exactly what the motivation for this minor change is and why it was deemed necessary. My only guess is that the tweak brings it more inline with percentages of Healthstone heals in Wrath of the Lich King, but of course, I can't be sure. If anyone else has a thought, you know where the comments section is. Do tell.
Death's Embrace and Siphon Life An interesting change to Death's Embrace will see it working just a bit differently than it does now. At level 85, Drain Life regenerates health equal to 5 percent of the warlock's maximum health. At 86,000 health points (the stamina of a premade level 85 warlock with full points in Demonic Embrace and Blood Pact), each tick would restore 4,300 (86,000 x 0.05) health to the caster. Under the old, fully talented Death's Embrace, that number would jump to 5,590 (4,300 x 1.3) when the warlock is at or below 25 percent health. The new version of the spell drops that last number to 5,160 (86,000 x 0.06), which isn't a huge change, but a nerf to the ability nonetheless and one that scales less effectively with increasing stamina. Like the Healthstone nerf, I'm not quite sure why the change was made -- perhaps it is offset by the slight buff to Siphon Life. Once the changes are active in the beta, I'll be checking the numbers and have more on this later.
Demonology
- Mana Feed now causes you to instantly gain 2/4% total mana, up from 1%. Your summoned demon now gains 30/60% of the mana you gain from Drain Mana and Life Tap, down from 60/120%.
Also noteworthy about the Mana Feed change is the demon component of the talent and its reduced percentages. Considering the buff to Life Tap, the numbers actually balance out nicely. In fact, had the percentages been left alone, I think they would have treaded an incredibly awkward imbalance that wouldn't make much sense. Just think -- a warlock with 86,000 health would have generated 15,480 ((86,000 x 0.15) x 1.20) mana via a single Life Tap, and 18,576 (15,480 x 1.2) mana for his minion. Sexy, but not quite the balance warlocks are looking for (our minions shouldn't be rewarded more than we are, etc).
Destruction
- Soul Fire now has a 4-second cast time, down from 6 seconds.
- Conflagrate now deals damage equal to 100% of your Immolate's periodic damage on the target, and its range has been increased to 40 yards, up from 30 yards.
- Empowered Imp no longer increases the damage done by your imp by 10/20%.
- Nether Protection now lasts 12 seconds, up from 8 seconds.
- Soul Leech now instantly restores 5/10% of your health and mana, up from 1/2%. Replenishment effect now grants 1% of mana every 10 seconds, up from 5 seconds.
Conflagrate In yet another reversal of a spell's fortune, Conflagrate is reverting back to its original form. Instead of being split into direct damage and DoT components, the spell will explode the target for all of Immolate's periodic damage at once. This is how Conflagrate was originally designed to operate, and it was only changed when its instant direct damage was deemed overpowered in PvP. But now that stamina has gone through the roof and been normalized across every class, the burst of Conflagrate will be less of a reason for PvPers to whine and cry (but that probably won't stop them, anyway).
Empowered Imp In what is probably an adjustment for the huge amount of damage that the Burning Embers effect produces, the imp's damage is no longer buffed by the Empowered Imp talent. I have to admit, I'm scratching my head about this change. I think the adjustment is a legitimate one if it really is in response to the very powerful Burning Embers DoT. However, because of the dramatically reduced proc rate of the instant Soul Fire effect in Cataclysm (now a flat 4% instead of based on the player's critical strike percentage), the grandeur of this talent is nerfed a great deal as is. So while a damage adjustment was probably necessary, completely removing the imp's damage buff may be overkill. I hope I'm wrong.
Nether Protection The change to Nether Protection is nice from the perspective that it results in an extra few seconds of protection from specific schools of magic, but thinking of it in terms of global cooldowns makes it even better. Adding 4 seconds means that two to three GCDs are impacted by the damage reduction effect, making things just that much more difficult for a magic-based PvP opponent. Of course, the ability itself has its weaknesses (it's magic-based), but a buff is a buff, and I'll take it with little complaint.
Soul Leech And finally, just as some previous changes looked to deal with the mana problems that warlocks are facing in the beta, the buff to Soul Leech aims to do the same. At this point, any ability or effect that increases mana pools or regeneration or reduces the mana cost of spells would be welcomed, so long as they do not redefine the warlock as a class (in terms of itemization, mechanics, etc). The mana problems are just that severe. But with Chaos Bolt's being cast every 12 seconds (ideally) and therefore restoring 10 percent of total health and mana (on the order of 8,000 health and 6,000-7,000 mana with premade level 85 warlocks) every 12 seconds; Soul Fire's being cast periodically (and constantly as a demonology warlock in the execute phase); and Shadowburn taking down dying enemies in both PvP and PvE, this tweak to Soul Leech will help a great deal. Combined with the tweak to Life Tap, it definitely is a step towards the endgame answer to our mana problems in the beta.
Overall, the changes are all about bringing more fluid play to every tree. As we get closer and closer to go time, I'll run you through the constantly changing numbers as we aim to hammer down rotations for each specialization. For now, though, bask in the buffs that we've been given, and to improving mana efficiency. They are a rare and beautiful thing, indeed.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.Filed under: Warlock, Analysis / Opinion, News items, (Warlock) Blood Pact, Cataclysm






Reader Comments (Page 1 of 1)
FraterF93 Sep 19th 2010 1:09AM
Still looks pretty meh for demo :(
Bonham Sep 19th 2010 2:13AM
Are you kidding? We get guardians, pet abilities, Hellfire-whilst-moving, and now an improved Soul fire/Mana Feed actually being useful...
Demo looks to be one of the more changed lock specs on beta right now, I'm expecting to have a blast with it as my main spec when Cata's released
Jagoex Sep 19th 2010 2:46AM
I dunno, I think I have to go with Bonham on this one. The changes to demonology are by far the most exciting, and the demo rotation feels the smoothest of the three trees. Hell, the changes to the Felguard alone (turning him into a pocket arms warrior) are impressive in their own right -- throwing everything else on top of that (Hand of Gul'dan, Aura of Foreboding, Cremation, etc) is just icing on a cake of mage corpses.
Toliman Sep 19th 2010 11:21AM
i'd say it looks pretty meh for destro, with afflic a close second.
demo has a whole rework coming for damage i assume, but it does have some nice tweaks. afflic is getting a coat of paint, and destro, well, it's probably still there.
biggest problem i have with cata is that warlocks don't feel useful or unique anymore. there's no evil, no good, it's rapidly becoming mediocre and second-hand to upgrades given to mage / priests / death knights, sic.
each time i see the cata warlock changes, almost makes me want to delete my warlock.so far, with the changes in spec, it might make me fall back to afflic or demo. i do miss the felguard, so, maybe demo/afflic will be the new vogue cookie-cutter spec.
destro, the one thing that still bugs me is the lack of variation, apart from soulfire being moved into the rotation, everything seems ... dull. genuinely lazy copy-pasted mage talents, compared to the thousands of repeatedly demanded user-posted changes to destro, arguably, is wrong.
IMO destro perhaps needs something with a bit of a boost to the mundane burden of DPS, i.e. procs, charges, something 'good', or in this case, suitably more evil and obvious to everyone that it's a warlock in the group, apart from glyphing the healthstone portal into a chocolate fountain, etc.
Finnicks Sep 19th 2010 3:12PM
Do you actually play or know anything about Fire mages?
The Fire mage rotation is actually more like the Demonology execution rotation or even Affliction (read: Shadow Trance) than it is like the Destro Rotation. You're just seeing Fire and Fire and crying foul. Fire mages stack up scorch then apply Fireball until they get 2 crits in a row, then they use an insta-cast Pyroblast.
Destro locks, on the other hand, apply the Immolate DoT, hit their Conflagrate (which requires the DoT), which procs Backdraft and gives them 15 seconds of 30% extra haste, using Chaos Bolt, Soulfire, and Incinerate.
Exactly how is that similar to ANY mage spec? Arcane spams one spell until they get a proc, then they hit another spell, then start over. Fire I talked about. Frost pretty much just spams Frostbolt and Ice Lance.
The only big change to Destruction I see coming is the loss of the Conflagrate Glyph's function. Ghostcrawler posted a while back saying that they were moving away from the idea of glyphs altering rotations, so I have a feeling we're going to see Conflagrate's glyph change somehow, and we're once again going to be waiting until Immolate is almost off before hitting it.
aramis Sep 19th 2010 2:25PM
"...the water is warm and there is plenty of Unending Breath to go around."
What, did Dominic Hobbs pee in the pool again?
[drive by Mage trollin' ya mon!] /evilgrin
I actually am looking forward to leveling a troll lock in the next expac. Some of those changes make it all the more appealing.
aramis Sep 19th 2010 2:08AM
"...the water is warm and there is plenty of Unending Breath to go around."
Did you pee in the pool Eli?
I actually am looking forward to the changes for locks. I'm waiting to level my lock as a troll. Currently mine is waiting patiently at level 32.
Finnicks Sep 19th 2010 3:07AM
These changes are delicious.
SUCCULENT!
Talash Sep 19th 2010 3:50AM
"Fewer critical strikes from the imp mean fewer instant-cast Soul Fires..."
I noticed on the tooltip that it doesn't state the Imp needs to make a critical hit to proc the instant cast Soul Fire. If this is the case, perhaps that's why they removed the damage buff? The proc rate of 4% seems pretty low still, but then again the Imp really is a machine-gunner nowadays...
Jagoex Sep 19th 2010 4:20AM
Ah, that's right -- they did change that proc rate recently. Noted, and adjusted in the post.
The sad thing is that, with a 4% flat proc rate, the talent is worse off than I had alluded to in the post. It'll be interesting to see why it was hit with such a heavy hand.
Thanks again for the note, Talash.
Derrek Sep 19th 2010 11:49PM
4% looks really, really low compared to the current model ( proccing from the imp's crit, which scales from your crit, which can be quite high sometimes ). But the current model has some severe diminishing returns; the higher your crit rating goes, the more likely it is that your spells under the effect of Emp Imp would have crit anyway. Not that I don't like it, it's just not the most perfect system for proccing something like that.
The new system feels almost identical to Nightfall, except SF hits harder than SB, the onscreen Power Aura looks really sweet, and SF has a more impressive visual if you turn up all the effects. It really does feel awesome to get an SF proc while killing stuff. Instant nuke? Oh yeah.
Comparing Destruction on live and beta side-by-side, the Beta version has a lot more burst capability and a lot more instant-cast spells to slaughter mages with ( Fel Flame FTW ). The latest change to Conflag will help to push Destro from the fire-dot spec to the fire-burst spec.
Couple that with a shardfire macro and we've got some serious nukage in our arsenal.
Terethall Sep 19th 2010 6:37AM
So, uh... Where's Blood Pact been? Has it moved to a bi-weekly format?
Celess Sep 19th 2010 7:49AM
Those who follow his Twitter feed can tell you his computer went Magestyle and is now broken, hence we've missed our weekly column. Hoping it's up soon, though I know how soul destroying it can be to lose an entire article you've been working on.
Ah well, we can always farm more, eh Eli?
Matthew Sep 19th 2010 2:00PM
Mr Archmage Pants sheeped him. He's now stunned.
Tiarnach Sep 19th 2010 5:02PM
Does it really matter? I'd rather not be plagued with any more of Khoury's articles. We've not ever seen a proper analysis from Mr Khoury, and I doubt we ever will. The excuse of a dead machine seems hardly acceptable considering for the duration of his tenure as the Warlock columnist his articles have gone up irregularly at best, and when the do they are void of information that we don't all already know, and his haphazard style honestly annoys me.
TL;DR - WTB new Warlock columnist...
Jagoex Sep 19th 2010 5:08PM
Nice comment history.
John Potter Sep 19th 2010 11:10AM
The healthstone nerf is probably due to the fact that the base HP will be significantly higher for every class. 60% of your HP will now equate to possibly 2 x as much health as it was previously.
Dama Oct 1st 2010 8:24PM
I tried to find in the recent posts in this column, but I don't seem to find it... Im not sure if this comment is the best spot to bring this issue but.... how about spellstone/firestones?
I was tinkering with my char in the PTR today and I couldn't find any of these two spells in my spellbook.... I had one of each in my bags but they didnt have functionality (couldn't apply to weapon)....
are they simply gone? or is it some bug in the PTR? Does anyone know anything about it?
Seqoya Oct 3rd 2010 7:59AM
ok this has gotten old, Eli it is true that you have probably been one of the best warlock columnists in a while.. but having a random article once in a while has gotten old...
all other classes have at least 1 dedicated columnist to it, while the hybrid classes have more..
we are starved for posts!