Blood Pact: Why the affliction spec needs tweaking

So, I was a flipping through the WoW Insider posts today, as is often the case, when I stumbled across something. I'm not often a huge reader of Arcane Brilliance -- for some strange reason, the ramblings of a deranged mage don't quite appeal to me, but I figured I would take a peek just this once. As per usual, nothing written actually made sense to me; seriously, I don't think those people understand simple English, but I thought the topic Mr. Belt was trying to convey wasn't a bad one.
You see, AB has taken to looking deep into the flaws of the mage specs (if you can call them that, since I consider the entire class flawed), and it got me to thinking. As glorious as warlocks are, as near perfect we may be, I feel that we simply deserve something a little bit more. Everything can always be improved, so why not warlocks? I see no reason not to.
Dual-target damage
For all the talk that Blizzard had previously done on lowering the importance of AoE within this expansion, this simply hasn't come to pass. While AoE damage has been reduced across the board, AoE damage in and of itself has still remained a very strong factor in many boss encounters. More so than AoE, a system that has always existed is dual-target damage. There's a variety of encounters out there that have you attacking two and sometimes more primary targets at any given time.
Just off the top of my head, there are heroic Magmaw, Theralion and Valiona, phase 1/2 of Nefarian, phase 1/2 of Twilight Ascendant Council, and a few others. In these encounters, the ability to deal high levels of damage against two targets at the same time is rather significant, and we often see specs that are capable of doing this well accelerate to the top. Combat rogues, for example, perform spectacularly well on Halfus due to Blade Flurry.
For the most part, affliction is a rather strong spec when it comes to dealing with two or three targets. We have strong DoTs that we can keep rolling constantly on several enemies at once, but, sadly, it the power of this tactic and the level of work involved to make it function just isn't on par with a variety of other specs.
For a balance druid, shadow priest, or even a destruction warlock, it isn't difficult in the least to split damage between a scattered few targets. Their DoTs are innately stronger, especially in the case of balance, which has two DoTs that are virtually the most powerful in the game. Destruction has the ease of Bane of Havoc, which is simply ridiculous in double-target encounters.
Affliction, on the other hand, has to deal with a lot of convoluted mess in order to be on par with these specs. You cannot merely cast a second set of DoTs -- or use Soul Swap, as the case may be -- to get the ball rolling on a secondary target; it takes a lot more prep time than that. Beyond DoTs, you also need to keep Haunt and Shadow Embrace rolling on both targets for the damage to even be on par with the strength of others.
That's the primary issue that faces affliction in these situations. Prior to Cataclysm, one of the biggest challenges was always juggling the DoTs themselves on multiple targets, while Haunt and Shadow Embrace were ... important but less significant. Blizzard took great strides in making multi-DoTing far simpler with Soul Swap, but it seems a fear of affliction's prowess in having this ability has led to a rather difficult situation.
This amount of juggling isn't bad in the strictest sense of the meaning. The complication is that no other spec has to go through the same hoops in order to function in these types of encounters. A combat rogue merely toggles Blade Flurry on and he's set, nothing more required. A balance druid just keeps two DoTs rolling on the secondary target, and that's it. That's a disparity that shouldn't exist.
It would be one thing if the reward for the additional performance paid off, but juggling three DoTs, Haunt, and Shadow Embrace on two targets only nets you DPS on par with other specs in the dual targeting department. That's wrong. If Blizzard isn't going to equalize the difficulty between dual-target damage between specs, then those with far more complex rotations should have ample reward.
The easiest solution would be to finally make Shadow Embrace a stacking buff on the warlock instead of a debuff on the target. Why this hasn't happened already is mind-boggling. Shadow got Shadow Weaving as a stacking buff when it was still a talent, and it functioned exactly the same way. Why should we be any different? Would our DoTs really be that much more powerful if we didn't have to focus on keeping Shadow Embrace stacked on multiple targets during these situations? No.
Glyphing issues
When it comes to prime glyphs, affliction's choices are rather straightforward. You pick up Haunt, Bane of Agony, and then Lash of Pain. Now that we're switching back to the Felhunter over the Succubus, the last is replaced with Corruption. Overall, this isn't a huge deal; in fact, it's rather agreeable. BoA's glyph rather annoys me simply because the entire mechanics of BoA annoy me, but I suppose there isn't much that can be done about that.
Really, my major beef with affliction glyphing is Soul Swap. Yes, it's nice that we have a major glyph that's a really big deal -- several specs do -- but the general mechanic of the glyph is rather irksome. It's the double-edged sword of its existence that bothers me.
On the one hand, we are balanced around the factor of having this glyph. In any situation that it's expected that we keep DoTs rolling on multiple targets, we're expected to be using this glyph. Blizzard expects it; raiders expect it; it's just a given. Because of this, it seems silly that we should be required to have this glyph in order to make use of an ability that we're already talenting for. It's a talent; it should perform its basic function as a baseline.
Then you have the situation in which it's entirely possible that you actually do want to temporarily remove your DoTs. Encounters like heroic Magmaw, Chimearon, and Twilight Ascendant Council have pretty specific timing for when you want to push phase transitions. Having the ability to remove your DoTs when a call to stop DPS goes out can be pretty handy, so it's nice to have that ability at times.
While it seems a viable argument, I simply don't buy it. Being able to stop DPS is a key feature for any raider, and in general, a raid leader should know to account for DoT damage. No other class is capable of dropping its DoTs in this manner, so our doing so really is just a drop in the ocean. If DoTs are going to push a phase transition early, they're going to do it whether your DoTs are there or not.
If anything, the glyph should have the reverse function that it does now. Since having the ability to remove your DoTs is apparently this huge deal, then allow us to glyph for Soul Swap to provide that. It makes no sense whatsoever to have such a required glyph when the ability is virtually worthless without it. Even where the ability is supposed to shine -- trash encounters where your DoTs won't last their full duration -- having the glyph is far better than not.
It would be nice to be able to use a prime glyph for its true purpose of providing utility benefits instead of a DPS benefit. We've got a lot of great utility glyphs to choose from, but affliction simply can't. Shadow Bolt factors into DPS due to mana conservation; it's the same with Life Tap. Then you have Soul Swap, which is also a DPS glyph ... Why? They may be minor, but it's silly.
Shadow Bolt
Yes, I know, it's everyone's favorite subject. Personally, I still vote that Drain Life should be affliction's filler of choice, but that is neither here nor there. Instead, there's a different matter with Shadow Bolt that I take offense to.
Shadow Bolt is a destruction spell. I understand this, but it's terrible that the only talents that we pick up for Shadow Bolt are located in the destruction tree. Particularly for leveling, this really irks me. Low-level affliction is downright terrible to play until you get high enough to fill out Bane. (This is actually a factor for demonology too, but that's a different matter entirely.)
Blizzard spent an entire beta lamenting about how it really wanted for Shadow Bolt to be affliction's filler, and yet there is absolutely no support for the spell in the affliction tree. Does it really come as a surprise that the spell that is supported by mastery and several talents ended up performing better than the spell that got kicked to the curb?
Simple fact: If you want Shadow Bolt to hold such a lauded position within the affliction spec, then why is there not talent support for it? Seriously, Blizzard, get it done.
Utility madness
Before I begin this little segment, allow me to say one quick thing: I love affliction. Affliction is my warlock spec. Numbers aside, I will always choose affliction over any other spec, given the choice. As long as affliction is viable, I will play it. I do this because the spec is amazingly fun, but it has a very significant drawback.
Affliction is an utterly pointless spec. Hear me out. Break it all down, assume for a moment that affliction, destruction, and demonology all deal the exact same DPS, so there's no pressing reason to choose one over the other. Why would you go affliction? The obvious answer: It's fun.
Now, why would you go destruction? Oh -- well, it brings Replenishment, it has better protection against magical damage, it has an instant-cast AoE stun on a short cool ... Need I go on? Destruction has things; it has pretty stuff that makes you feel all warm and fuzzy inside, like you are contributing more than mere damage to a raid. And you are!
So -- demonology, then. Okay, well, you have an AoE root, and you have one of the most powerful caster buffs in the game. Can you really ask for anything more than that? Oh yes, you also gain the benefit of being far more flexible in demon summoning should you ever have to switch for utility purposes -- a rarity, and you can save Soulburn for that ... But still.
Affliction just doesn't have anything. It brings absolutely nothing at all to the table. As far as utility goes, there's Jinx, which can be picked up by any warlock spec should it be required, and then there are two single-target slows. Useful? Perhaps, but I've honestly never heard of a single use for Curse of Exhaustion in terms of PvE raiding utility. Most things that need to be slowed need to have an AoE slow on them, and affliction just isn't going to cut it for that.
Affliction is in desperate need of utility. I know it seems that utility has been handed out like candy to anyone and everyone, but I am being entirely serious when I say that affliction literally brings nothing to the table. Slightly better uptime on Dark Intent? Gone within the next raiding tier, maybe two if we're lucky.
Better survivability? Only in AoE situations when we can have Corruption rolling on 50 different targets at a time. Outside of that, destruction is better at taking punches than we are. If we can use Drain Life, then we'd be king, but Blizzard wants Shadow Bolt.
Affliction really just needs a niche to fill. It's supposed to be the disabling/survivability tree with multiple ways to generate health and more ways to make our enemies less effective, yet we have none of this. All things being equal, affliction just isn't the proper spec to choose. Why would you? You gain absolutely nothing from it, so what's the point of equalizing DPS?
The spec doesn't have to be amazing. It doesn't have to have this huge raid DPS increase or anything. There just needs to be something there so that I can say, "Oh yeah, being affliction would totally help in this situation!" Right now, we don't have that, and it makes me sad.
Filed under: Warlock, (Warlock) Blood Pact
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Reader Comments (Page 2 of 3)
thebitterfig Apr 11th 2011 10:24AM
I would guess that like in the Mage columns, those will come over the next two weeks.
Since this is the Warlock column, I should say that the Mage versions of said "minor gripes about otherwise decent trees" columns are vastly inferior.
dsauto Apr 11th 2011 10:23AM
Very eloquently stated.
Do I wish Blizzard would pay warlocks attention in a positive way? yes.
Do I believe it will happen? Unfortunately no-this comes from my experience with Blizzard over the past 6 years of WoW.
Oreo Apr 11th 2011 10:28AM
Jinx has always annoyed me in the fact it only effected 2 out of our 4 curses, i wish it had a effect for Curse of Tongues and Curse of Exhaustion. what i would like to see is something along the lines of.
CoT: Drain 1% mana every 2 seconds from the target while active.
CoEx: Have a 10% chance to root a target for 3 secs every 10 seconds while active.
awa64 Apr 11th 2011 10:31AM
Don't like Bane of Agony? Good news--Bane of Doom is the preferred Affliction Bane on fights longer than 15 seconds, so the only reason you should be using Bane of Agony is multi-target fights.
As a result, the current preferred glyphset is Haunt, Corruption & Lash of Pain, with Lash of Pain being replaced by Agony or UA (depending on preference) come 4.1.
Tyler Caraway Apr 11th 2011 1:02PM
In some encounters, yes. The difference between Agony and Doom is a rather convoluted subject last time that I went into it. On pure single target, Doom works out better, yes, but there just aren't all that many pure single target encounters. Out of 12 encounters, there's an average of 5 that you wouldn't use Agony on; it all depends on strategy and whether it's heroic or not.
To be technically correct, I should have said that affliction currently switching between Corruption and Agony depending on the encounter, but that Lash of Pain will be dropped in favor of one or the other in the next patch.
Verine Apr 11th 2011 10:36AM
I like affliction on my lock because it's different from a mage (destro) and hunter (demo). It seems to me to be the one to play because dots and drains is a warlock only mechanic
Erebos Apr 11th 2011 11:57AM
Can you say "Shadow Priest"? Sure, they don't have as many DoTs (three as compared to Warlocks' five or so), and they don't have any drains, but Mind Flay and Mind Sear do at least have similar animations. Not to mention, as someone else already said, Shadow Priests are able to remove their DoTs with Mind Spike.
Tyler Caraway Apr 11th 2011 1:04PM
Affliction was designed to be a viable spec from the beginning. It's held quite a good position in the history of WoW.
Shadow was originally designed to be a leveling spec, and it was expected that all priests would go holy or disc once they reached max level.
Shadow is a copy of affliction, affliction never copied shadow.
zubbiefish Apr 11th 2011 3:32PM
I'm not sure what you're responding to Tyler. I don't see anything here that says any of the warlock trees are copies of anything, only that they are similar, which they are. Not to be deliberately obtuse, but I'm not really understanding how the fact that Affliction was designed, from the start as a "viable spec from the beginning" and Shadow was "originally designed to be a leveling spec", is relevant to the comments above stating that these things are similar.
Also, since you infer that it's an issue, what's wrong with Shadow Priests being a viable, Affliction like, end game spec? A thing was once thus, so always it shall be?
Xayíde Apr 11th 2011 5:47PM
Our class as a whole has 6 DoTs: Bane of Doom, Bane of Agony, Immolate, Unstable Affliction, Corruption and Shadowflame. However, each spec can only keep 4 of them active at a given time since Immolate and UA are exclusive and so are BoD and BoA. And you really shouldn't count Shadowflame since you can't keep a good uptime on that DoT due to its CD.
Priests as a class have 4 DoTs: Devouring Plague, Shadow Word: Pain, Vampiric Touch and Holy Fire, but Shadow Priests don't really use the last one.
So I'd say we use the same amount of DoTs. Only one more if you want to squeeze in Shadowflame.
Remember: Haunt is not a DoT, it's a debuff.
vocenoctum Apr 11th 2011 11:17AM
I think this is partly why I never got into serious raiding. When I want to play fun, I go Affliction. I still use my felpup, don't care if can squeze a bit more dps with succubus, I like my pup!
When I want something simpler, I play in Destruction. (Yeah, I have other classes, but sometimes I just want to warlock it up.) It's fun to blast stuff and the imp is a lot more fire-n-forget than the pup sometimes.
For survivability, Haunt is nice. Out of combat, lifetap, then Haunt a nearby roach and heal a bit. In combat It's still nice, and anecdotally I self-heal more than in destro. The flip side is the fel-pup is just taking a lot more damage it seems. The Imp, even when a melee mob is beating on it, is more survivable.
I think the shadowbolt "support" is basically just the fact it's "Shadow damage" and we have shadow damage baked into bonuses.
For utility, it's hard to say what we need. I always loved that the felpup had the interupt, but the cooldown makes it too situational. The group bonus is also built into the demon. Perhaps we need something like a raid bonus, but then it gets into that "shadow priest seperation anxiety" thing.
Bulbasaur Apr 12th 2011 6:03AM
Destro is anything but easy or fun, you have to check like 6 debuffs and dots and THEN you can fill with Incinerate.
Frizzle Apr 11th 2011 11:18AM
I suggest switching the Glyph of Soul swap.
The talent would be:
"You instantly deal 0 damage, and inhale your shadow damage-over-time effects from the target.
For 20 sec afterwards, the next target you cast Soul Swap: Exhale on will be afflicted by the shadow damage-over-time effects and suffer 0 damage.
You cannot Soul Swap to the same target.
10 seconds cooldown"
Glyph:
Your Soul Swap removes your damage-over-time spells behind on the target you Soul Swapped from, but also removes the cooldown.
This way the glyph is not something you use all the time, and gives more value to the talent.
Edge00 Apr 11th 2011 12:01PM
I imagine that the problem the developers deal with when it comes to this spec of this class is balancing PVE utility with PVP survivability. It seems like with the affliction tree, when you turn up the knob on PVE utility it has the side effect of unbalancing the tree in PVP.
I love my warlock, he has been my main character since vanilla, and affliction is by far my favorite spec.
souvlaki Apr 11th 2011 12:13PM
Affliction is a joke right now in PVP (though demo and destro are even "jokier"). It cannot put reliable pressure due spam dispelling going on at all times, lack of single target damage and dots hitting like a wet noodle if you cannot have all your bufs/debufs on the target.
It also heavily requires to team up with a high burst class to make the kills for you, as most of your damage will be outhealed, ignored and dispelled.
Locks job is to be a fear bot, spell lock and spread the dots on all targets, not to deal damage or pressure, but to make the dispeller go nuts removing all that crap so they forget that they have to actually heal at some time. All that while your partner is destroying the s&%t out of them for you.
Herman Apr 11th 2011 12:33PM
UA silences, which is the point of always having it up on a target.
besides, afflictions job has always been to drain your enemies mana by making them heal and dispel constantly
souvlaki Apr 12th 2011 3:35AM
@Herman
My point is that healing is no longer necessary when dealing with an affliction warlock. With dispel spamming a healer will reduce to 0 the damage the lock deals, and our 3 dots without our other debuffs up can be ignored by a single HoT or Recuperate in case of rogues.
Hellwraith Apr 11th 2011 12:18PM
I agree with Tyler here: I really like to get the feeling of distinction between specs. I started playing Affliction and then went on to Destruction and the reason was the niche: while Destruction was pouring demonic fire and blasting away enemy faces, I never felt such a particularity in Affliction. With Affliction I really wanted to basically make my targets have a terrible time dealing with me, making them feel powerless trying to attack my party buddies or me with weapons or spells; pretty much being the annoying dude that always intercepts passes but never makes a touch down; not doing that much damage but really bringing hell to the encounter.
As Tyler said: "Affliction really just needs a niche to fill. It's supposed to be the disabling/survivability tree with multiple ways to generate health and more ways to make our enemies less effective, yet we have none of this."
I'm not so focused with the whole DPS aspect... I really want my class/spec to be particular, and I strongly believe that reviving, revitalizing or tweaking some basic and what I would call trademark, abilities of the Affliction tree would make it even more fun to play. As said on the post... if the 3 specs do exactly the same DPS, why choose Affliction? Fun. I know I might get my load of feedback from this, but I would rather sacrifice DPS for more utility to get that feeling that the Afflicition Warlock is "a dark caster who attacks and crushes the very core of the soul of his enemies"
My... weird 2 cents
Revynn Apr 11th 2011 12:59PM
- "Now, why would you go destruction? Oh -- well, it brings Replenishment, it has better protection against magical damage, it has an instant-cast AoE stun on a short cool ... Need I go on? Destruction has things; it has pretty stuff that makes you feel all warm and fuzzy inside, like you are contributing more than mere damage to a raid. And you are!"
Pretty much. I've been looking for an excuse to go back to Affliction to change things up (progression has stalled so I'm quickly getting bored with this raid tier), but I just can't justify it. Bane of Havoc is just too strong on V&T, Ascendant Council, Magmaw and Conclave. Netherward is so much more useful than Shadow Ward that it's laughable. Shadowfury gets used on CD on several fights (Worships on Cho'gall, parasites on Magmaw). I have a pet supported by my spec for Atramedes' air phases . . . There's just no reason to go back to Affliction right now other than "for fun" and I would actually be putting my raid at a disadvantage by doing so since people have gotten used to me handling every Worship alone.
Revash Apr 11th 2011 1:17PM
Your article is on point and very well written as it pertains to PvE. The changes you propose would have a drastic impact on PvP as well which need to be factored. This is mainly anecdotal but I feel Afflic would be SUPER OP in PvP if there were buffs like you discussed.