Blood Pact: First look into warlocks and patch 4.2

Welcome back once again to another rousing day of warlockery lessons. Yes, once again, warlockery is a word because I say it is. All the dictionaries in the world are free to disagree with me, but it's not as if I read them anyway -- and to be fair, it's only because they refuse to read me. Although, I have to say, I so don't understand the word "warlock." I mean, you got two parts: "war-" and "-lock." "War" is fairly obvious, and it makes total sense -- but "lock"? Are we expected to prevent others from entering a war unless they have the proper key? That doesn't sound very much like us. I just don't get it. I think these English people are just a bit nutty; that's why I speak Drow.
In other news, we'll be taking a small quick break from the leveling guide this week -- I know, I know, you were looking forward to it, but now you have to wait, I'm crying, really -- to do a quick little talk about what we've seen coming for warlocks in the latest patch. Thankfully, not too much has yet changed for us. (I say "thankfully" because warlocks are doing rather well right now, so changes are more than likely going to end up being nerfs.)
Drain Life nerf
I'll let you in on a little insider information -- get it, "insider," WoW Insider, it's funny -- I actually wrote that little intro when the tier bonuses first came out. You see, originally I was only going to do a writeup on those, but I felt it was just a little bit lacking, so I either wanted some more information or something else that could be added to it. I'm almost sad that I wished for it and rather love (and hate) the prophetic nature of the last statement in the opening.
There haven't been many changes for warlocks yet on the newest PTR, but the last build -- at least, the last as of this writing -- had a rather crippling effect. Drain Life's damage has been slashed by 25%. In some ways, it's an acceptable nerf. As I had said way back when, Blizzard really isn't partial to affliction's using Drain Life as a filler spell, yet that is exactly where we were heading in 4.2 with the new raiding gear. Right now, using the DL filler was already a DPS increase over Shadow Bolt; it just wasn't yet enough that it was widely popular. By the time T12 gear came out, people made the switch due to mastery and haste scaling.
As is the case with anything Blizzard doesn't like, it chose to send it straight into the ground. (That's probably why mages are so terrible -- I'm just sayin'.) The prospects of Drain Life's ever becoming the filler for affliction again are pretty low, and even if it does, I think the message that Blizzard is sending it rather clear: the developers are not going to tolerate it, and any time it crops back up, they'll simply squash it like a bad habit.
Again, I can understand this change. I do not agree with Blizzard's decision to disallow Drain Life to be the filler spell of choice for affliction, but if that is what it wants, then that is how it will design the game. I also do not agree with the side effects that this change is going to have on warlocks.
"Kick Me"?
As much as players love to complain that Drain Life is a giant "Kick Me" sign in PvP, we still use it, and we use it rather frequently. It provides decent damage, it can provide additional Nightfall procs, it provides self-healing, and you can't interrupt it by moving out of LoS. Drain Life is a pretty wicked spell in PvP. Yes, you have to be cunning with its usage, and no, you don't just spam it when melee are training you -- but good warlocks do manage to get several casts off in matches.
To that end, Drain Life's damage isn't nearly as powerful in PvP as it is in PvE. The only reason that Drain Life can ever overtake Shadow Bolt in terms of damage is due to high mastery scaling. You cannot really stack that much mastery in PvP; too much of your item budget has to be spent on haste and resilience. While the more important part of the spell might be the self-healing, damage still matters, and this is a significant PvP nerf that we really shouldn't have to take.
The other problem is that Blizzard hasn't done to Drain Life what it's done to a large amount of other abilities, at least for melee, in that this damage nerf is totally across the board. Low-level affliction warlocks depend on Drain Life's damage because Shadow Bolt until you can manage to get Bane is pretty terrible. It's still higher damage, but the long cast time is really prohibative.
We know that the reason this was done was to prevent Drain Life from being affliction's filler -- Zarhym said it outright -- so why not only reduce the damage at level 80+, or even just at level 85? I can understand that it might end up being rather awkward in terms of how the damage changes while you level, but to punish low-level warlocks simply because of poor mastery design at level 85 causing unintended effects is a really bad move. Hopefully Blizzard can be convinced to at least retain Drain Life's damage at lower levels.
Tier 12 two-piece bonus
The really juicy stuff so far has been the release of newest tier bonuses. The first of the tier 12 bonus is seemingly interesting yet somewhat bland at the same time. For our first trick, we gain the ability for our DOTs to summon a Fiery Imp to attack our enemies. Sounds totally cool -- it is rather cool -- but it just turns all of our DOTs into a copy of Bane of Doom. Bane of Doom can already summon Ebony Imps when it deals damage; now all of our other DOTs can share in this joyous ability.
I would apologize for the sarcasm, but I am honestly rather unimpressed with the set bonus as it currently stands. in terms of damage, I really don't see the balance of it. The proc has an 8% chance per tick of triggering, which isn't bad when you consider that we generally have three DOTs running on a single target at any given time, and we do have a nasty habit of DOTing multiple targets when we can. This, however, is just as much a flaw as it is a brilliant balancing mechanic.
Most of the other similar set bonuses have a much higher chance to proc -- they stand around 20% -- yet all of them trigger from direct damage spells. It only makes sense that DOTs would have a lower chance to proc. By the same token, this makes the bonus feel a lot weaker on single-target encounters than on dual-target encounters when we double up on our DOT effects.
The summoned Imp isn't yet in the game files, so we can't parse how much damage they will do, but I really don't like the factor that our set bonus damage will scale depending on the type of encounter. This makes it slightly more difficult to balance around, which is a major problem that we've seen in this expansion so far.
The damage disparity between DOT specs and more direct damage-focused specs depending on encounter type is pretty bad right now. Just look at the twin dragons. Damage between specs is pretty well balanced on encounters like Chimaeron, and you see that in the damage outputs. Yet on twin dragons where ranged DOT classes can keep DOTs rolling on two targets for the entire encounter, mechanics favor us to a ridiculous degree. This set bonus is only going to improve upon that strength even more.
On a dual-target encounter such as twin dragons, we can expect roughly double the gain in damage from our two-piece bonus, which is a rather gaping flaw in balance, in my opinion. Why would increase a disparity that already exists? It may break the flavor of the class or whatever, but I would much rather the proc be changed to work off of our primary nukes and single-target abilities instead of our DOTs. I really just don't understand the point of making us even stronger at our strongest encounters.
Tier 12 four-piece bonus
Once again, I am filled with disappointment. The four-piece bonus is rather good in terms of damage output, but by the same token it is rather bland, giving our primary nukes a 5% chance to increase our shadow and fire damage by 20% for 8 seconds.
First, the obvious flaw in this proc. DOTs do not automatically adjust themselves to this type of damage increase, meaning that we would need to re-cast all of them right off the bat. In some ways, this is pretty awesome. Since DOTs don't automatically adjust themselves, getting a single proc and casting a Bane of Doom is going to have a huge damage increase for a rather long period of time. Tht's a benefit to all of our specs.
A major drawback, however, is that DOTs do recalculate their damage upon refresh, meaning that affliction gets a rather short stick in this respects due to Corruption being auto-refreshed. A major flaw exists simply in the timing. Haunt has an 8-second cooldown; the buff lasts 8 seconds ... Seeing how this can go wrong? In reality, Haunt should always come off cooldown for every proc, but depending on mechanics, it is possible that we can "miss" the buff with Corruption, or at least be forced to either recast Corruption or use Drain Life for a single tick.
Such procs can work in two different ways: They can either proc on spell completion or once the spell lands. If it is the latter, which most of them are, it is entirely possible that your Shadow Bolt won't actually land until after your Haunt has already been cast, meaning it wouldn't benefit from the proc and it won't be off cooldown before the proc ends. We also stagger Haunt just a little bit, casting it a few seconds after the cooldown, not right on cooldown, so the buff kind of forces a slightly earlier Haunt. Not terrible, but something to think about.
In all other cases, the buff works out rather well, and it's a decent-ish bonus. I feel that there should be a few additional spells that have a chance to proc it given our rotations, however. While we do focus on our primary nukes rather heavily, we also cast a lot of other spells. There's Chaos Bolt, Hand of Gul'dan, and Soul Swap, among others. (Soul Fire would be another spell, but it was thankfully added to the proc later on.)
It seems minor, but it just feels wrong. For destruction, the set bonus makes it feel a little cheap to cast Chaos Bolt. I mean, Chaos Bolt already doesn't hit all that much harder than Incinerate, but now it also wouldn't have a chance of proccing our four-piece bonus. This doesn't really change the priority of the spell, but it does weaken Chaos Bolt a little bit.
Really, Haunt should be on that list too, but given that there's already an issue with the proc, Corruption refresh, and Haunt's cooldown, adding it to the proc would be as much of a negative as it is a positive.
All in all, this is a good set bonus, but it just isn't spectacular. In comparison to some of the others out there, it just seems a bit weak. Then again, there are just as many weak bonuses this tier as their are strong ones.
I'm not saying the set bonus is bad; it could just really use an improvement, and by improvement I mean completely changing it. I prefer "fun" set bonuses -- you know, ones that do neat and interesting things, not ones that just make your rotation silly, wonky, and sometimes frustrating. I know I'm going to love refreshing UA and then getting a proc on my next Shadow Bolt ... making me refresh UA again.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
c.llamas May 16th 2011 7:30PM
I do have to agree. IM sadly dissappointed in the 2 and 4 peice bonus. I hope blizzard changes them or tweeks them a bit better.
Alambil May 16th 2011 7:43PM
No discussion about the big cartoon spider on the armor? I'm pretty surprised, because a lack of WoW fashion sense in warlocks this upcoming season angers me more than giving up my Drain Life spec.
Tyler Caraway May 17th 2011 3:15AM
Sadly, such discussion is rather futile in a sense. To my knowledge, Blizzard has never changed the art of any tier armor after the preview for it has been released, in fact, the cases of them changing the look of any armor at all is pretty slim. There's been loads of player's unhappy with various tier sets across classes, but the art team just doesn't really have the resources to go back and re-do sets once they've been completed.
At best, you can hope that showing your dislike of the current armor would have some form of impact on future art projects.
From a personal perspective, I really don't find it that terrible. I'm not a huge fan of the helm either, but I've seen far worse and it isn't unbearably terrible. Plus, there's the option to turn it off and there's no telling what the non-tier helms will look like and if warlocks will even choose their tier helm as their helm of choice this time around....so, I just can't share the same resentment about it.
ScorchHellfire May 17th 2011 8:12PM
Spiderlock, spiderlock, does whatever a spiderlock can...
Seriously though... it looks better than tier 11 (random unsymetrical twisted metal shards sticking out at odd angles from the hood ftl)...
velidra May 16th 2011 7:50PM
TBQH I strongly prefer dot based set bonus's and procs. It gives those who do multidot a even bigger, and exponential, advantage. You get a bigger reward for doing something slightly of from the "single target priority rotation" that everyone learns these days.
Regarding the 4pc, its just another proc we have to game a little, similar to how good warlocks have been gaming DI (when paired with someone who doesn't keep absolute 100% 3 stacks uptime) and trinket procs for some time. Being attached to a direct nuke does even out the damage a little bit though, and prevent us gaming it as much.
velidra May 16th 2011 7:53PM
And regarding the drain life nerf, it was needed.
Warlocks in top end guilds were more and more being pushed to this spec, even if it was only doing comparable damage (and not top), simply due to the insane amount of self healing we could pull off.
With even more raid damage amusedly coming at us with firelands this would simply be compounded. I believe the term "pigeon holed" applies here.
Tyler Caraway May 17th 2011 3:24AM
The issue, however, is in the exponential nature of the bonus. Balance druid are very similar with their current four-piece bonus. It's great in single target, but not spectacularly good. What makes it so strong is the way in which you can game the proc effect. This works similarly.
Affliction in particular can really get a lot of use out it with Soulburn: Seed of Corruption. AoE phases end quickly, but not that quickly, and even with on getting say, three ticks off each Corruption, that could end up being 30 additional ticks than normal on a mere 10 targets.
A set bonus that scales on the number of targets when others don't can just lead to bad things all around. I have nothing against it; the issue is more that I don't entirely trust in Blizzard on the matter. Either the Imps will end up not really doing significant damage on single target encounters or it could end up with a base-line class nerf just because we spawn a ridiculous number of them on AoE. I hope neither happens, but one can never really tell.
Xayíde May 17th 2011 2:30PM
Well, I really think you are worrying too soon.
Considering T12 will be mostly relevant only in Firelands, we must wait to see if any of the fights there actually favor multi-dotting. This tier, the only ones I can think of in which we actually abuse this are Valiona & Theralion and Ascendant Council.
Halfus might have a few targets, but it's best to kill one at a time ASAP, so not there. Cho'gall? Maybe only a little during the big adds, though you should only be dpsing them. Omnotron, also only during a very short period of time. Nefarian? Maybe in p1, but it's very clunky to do so due to the distance between the two. And if you do it like my guild does, we only zerg onyxia and dont trigger any crackles until p3.
If Firelands doesn't have any fights like V&T or Council, there's nothing to worry about imo. Well, since it's a 2-pc bonus, it might be a problem all the way to T13, but we still have to see.
brian May 16th 2011 8:18PM
If you don't understand the word warlock, then you just need to go further back, and uncover forbidden knowledge! You can use warloghe (oath breaker), or wǣrloga (covenant betrayer), which are Middle English and Old English respectively, and sound totally awesome.
locksoflocks May 16th 2011 8:21PM
I pose this possability; Bliz is trying to use this set to make Demo roughly equal with Aff and Destro. IF the imps play off of Demo's Mastery (as the Doom imps do), then they will be a great increase for Demo. Also the Demo rotation had a good Demolock (how is that for a new word?) refreshing Corruption quite often, Immolate as well through HoG. It seems that both of the set bonuses are geared toward the Demo play style.
However. . . IT LOOKS HORRIBLE!!!! And I thought the T11 set looked bad, 1 thing this set does not say to me when I look at it is Harbinger of the Demonic forces of the Nether!! When will Bliz decide to actually make us look hardcore again, and not look like some Panzy Mage that walked through a spiders den!!
Natasha May 16th 2011 8:22PM
Personally, I find the set bonuses to be interesting.
For one, they mean we have procs to look for and not just passive bonuses (like tier 9) but we don't HAVE to go out of our way to use a spell we normally wouldn't have used to make use of that proc (like tier 11).
Secondly, if the Imp counts as a demon, that might mean Demo would stand to gain a better advantage from the pet. Of course, we don't know anything about the imps, (and I am a bit peeved that our bonuses are glorified forms of Bane of Doom's proc and Imp. Soul Fire).
Also, about the look, seriously. It's spiders, so yes the Spiderman comparison is valid for like 5 minutes, but just look at the other details. The ornate fire-gems, the pauldrons set ablaze and, of course, that awesome spider crest. I like it, and I hope I'm not the only one.
Revynn May 16th 2011 8:51PM
/agreed fully.
I loathe Fel Spark with an unrivaled hatred. Oh Goody! My 4P procced! Unfortunately I have to refresh BoDoom, ISF (Oh darn, no Empowered Imp proc so I need to hard cast), and keep Conflag/Chaos Bolt on CD before I can make use of it. Oh! It expired. . . . wonderful.
The idea of our set bonus spawning another demon to do our dirty work is a suitably warlocky concept . . . at least it would be if Mages and Boomkins didn't have the exact same bonus, just worded differently.
Visually, I don't hate T12. It's certainly better than torn-bag-on-head T11. Human Males are also known for making EVERYTHING look horrible. So hopefully it will look suitably awesome on my Belf.
velidra May 16th 2011 10:33PM
Pity you actually do use fel flame. I dunno about you, but I find it brilliant, especially on a fight like atramedes, V+T, ascended council, cho'gall... hell anytime I have to move. (FYI, thats most raids)
Also regarding your 4set wearing of, considering its a 15sec long proc... if its wearing of before you use it, your doing it wrong. Not to mention its, you know, not the bottom of our priority list.
Know your class before you complain about 'issues'.
Hailene May 16th 2011 9:10PM
Haunt has a 12 second duration, not 8—but the point still stands.
Tyler Caraway May 17th 2011 3:27AM
Yes...
The cooldown on Haunt is 8 seconds
The buff duration from the Tier proc is 8 seconds.
Hailene May 17th 2011 11:18AM
I see—apologies, I thought you meant the debuff from Haunt (which wouldn't really have made sense in the context of the rest of that passage anyway, haha)
themightysven May 16th 2011 9:36PM
http://www.etymonline.com/index.php?search=warlock&searchmode=none
fallemwarrior May 16th 2011 9:38PM
BREAK YOURSELVES UPON MY BODY
fallemwarrior May 16th 2011 9:38PM
....
wrong article...
Please disregard
Ganatola May 16th 2011 10:15PM
Well OBVIOUSLY the -lock signifies not a DOOR lock (that's just absurd!), but a lock of hair! Locks of hair and Warlocks are very much alike, as we all know. They are both easily damaged due to their near-infantile fragility. They both become sun-bleached if they spend too much time outside - though in the Warlock's case, they combust out of sheer light-saturation very soon after due to the fact they live in dark, little holes and never come out. They are also both extremely flammable. Most importantly however, warlocks, like locks of hair, are easily cut away and thrown into the trash when they bother you too much.
And that, my dear little mage-letts, is why the world calls THOSE people warlocks.
P.S. - I actually don't play either class, I'm just walking through the door Tyler left open for me.