Blood Pact: Looking at warlock spec balance

This week's Blood Pact comes at you from the road. To celebrate this whole freedom thing, I took a trip with small-town writer Fox Van Allen to visit friends in Philly. It's a neat city. They have a bell or something; I was told there were some kind of papers signed here a while back that people cared about. All of it seems a little over the top for my liking.
The newest patch has been out for a nearly a week now. It's been a fun little time. There's been some raiding, some dailies to do, even a few great quest chains. I've had a blast. Warlocks saw only a few changes this time around, but the change in encounter design itself has altered the way that we look at our specs in general. Here's a quick little ditty on how we're adjusting to this new life.
The thing about balance
Out of all the changes in 4.2, there weren't actually all that many for warlocks. In fact, there was only one -- a nerf to the Glyph of Soul Swap. To me, this was actually a very good sign. While no spec is perfect and there are certainly things about warlocks that I would like to see changed, it shows that overall the three specs are all doing rather well. The best part: It's even true!
In terms of damage, all three specs can do respectably well. I personally wouldn't feel as though I were a liability to my raid no matter which spec it was that I choose to play. That's a wonderfully great thing. Sadly, however, damage balance is not the perfect equalizer. Once damage is balanced, perspective shifts to other factors such as utility.
In the previous raiding tier, we had close to the same damage balance that we have now, yet certain fights simply favored the utility offered by certain specs so much that not playing in those specs seemed detrimental. Not being demonology for Maloriak was viewed as a mistake a majority of the time. Cho'gall could go 50/50, at least. The high AOE requirements of the encounter favored demonology more so than any of the other specs, yet Worship favored destruction heavily due to Shadowfury.
When damage doesn't matter, utility or the strength of the spec begins to count for more. Not all utility is created equally, and certain encounter mechanics will always end up favoring the advantages of one spec over that of others. That isn't an issue, provided that you have a variety of encounters that favor a variety of specs. That way no one spec vastly outshines the others.
Even though the prior tier had many encounters that heavily favored one spec or another, that they all favored different specs was a great bonus. You could be a destruction warlock primarily but keep a demonology spec for AOE encounters. Or you could pull off being demonology with a side spec of affliction for extra self-healing and cleave damage.
When utility takes a hit
It's a major deal when the utility of a spec is reduced in any way. Despite the lack of changes this cycle, the one that we did see was rather significant. Affliction is currently our highest DPS tree by a small margin, yet it still holds that small edge in dual-target damage. That's been reduce; the question is by how much.
Destruction is perhaps second when it comes to dual-target damage with Bane of Havoc. The matter, however, is one of scaling. Affliction's dual-target damage did (and still rather does) scale slightly better in dual-target situations than destruction does, not in terms of how much damage it gains but how much that damage gap will continue to grow.
By increasing the cooldown on Soul Swap when the glyph is used, this significantly hurt the viability of using said glyph for PVE. More than that, it hurt the dual-target damage nature of affliction.
Although I don't really support that a form of damage should be the "utility" of a spec, it happens from time to time. Also, not every encounter requires dealing with two high-health targets at the same time, so having that being the strong point of a spec isn't going to entirely break anything within the game.
By reducing that for affliction, the identification of that spec is rather diluted. It may just be me, but I like the differing damage styles of each spec, and I feel that Blizzard should focus on those strengths more. Having affliction perform best in two targets and demonology bring the highest AOE while destruction provides the highest burst potential would be a fantastic balancing point.
Different encounters require different things, so it would be nice to have those options. This offers the customization that players want while not actually creating any imbalances. Trying to shove all of these things into every spec is how we end up with every spec being so boiled down. We need to understand the difference between having a strength in one area and a spec being passable in that area.
About encounter design
In Firelands, the encounters that we face are all rather unique. Nothing favors the requirements that we saw in the previous tiers. Beth'tilac, for example, requires strong AOE and control abilities, but it also requires high single-target damage from a variety of sources. A demonology warlock might be better off handing the smaller adds that need to taken down, but you could still work in an affliction or destruction warlock taking down Beth'tilac or the drones.
This is why it is so important for each of our specs to have its own little niche that it can fulfill. Even though each encounter requires something different, not every encounter is only going to require a single form of damage; even AOE-heavy encounters still need high single-target DPS players, too, in a variety of situations. Problems occur with entire classes feeling "useless" when they cannot, under any circumstances, perform the requirements of an encounter.
Without the high AOE of demonology, warlocks wouldn't feel nearly as useful on Halfus or Maloriak as they did. Although neither affliction nor destruction are terrible at AOE, they clearly don't have the same strength of it as other classes/specs do. That, I feel, should be the "advantage" of playing a pure DPS class.
A hybrid spec may have a strength in one area, yet a pure class should have the ability to change to suit the encounter design.
Moving forward
While warlocks themselves are one of the best when it comes to this level of balancing, even our class still has quite a long way to go. The burst abilities of destruction need to be increased, and the dual-target damage of affliction needs to be brought back to the level it was at before.
In terms of raw, single-target damage, we are perfect, flawless. We have fantastic balance between all three specs to enough of a degree that we can choose whichever we want to play. As much as spec choice should be about fun, it should also be about encounter flexibility. It is nice that Blizzard caters, so to speak, to more casual players, yet I don't feel that this has to be at the expense of the more hardcore players.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
rhorle Jul 4th 2011 8:12PM
Warlocks are far from perfect or flawless, and if you look at the sims the 3 spec's aren't that close when factoring in "reality" factors. For example in a heavy movement fight demonology sims as the lowest. Behind affliction by 1488 dps.
Now if you factor in "reality" that gap becomes larger as not many really play as perfect as the simulations. Warlocks are certainly in a good spot, but no where near perfect or flawless.
Saeadame Jul 4th 2011 9:35PM
According to WoL, in the actual game afflic and demonology are super close in terms of "top damage," the number 1 for both is in the 23k range, afflic being quite close to 24k and demo being closer to 23.5k. Destruction, actually, seems to come in the lowest "irl" at a mere 19k. So if we're speaking of real, in-game situations, it could be
a) not many of the good players are playing destro
b) destro is underperforming in comparison to the other two specs.
But really, demo is doing a-okay.
Unknown Jul 4th 2011 9:39PM
1500 dps is less than 5%. That is exceptional for all three specs, across different encounter types, to be within 5% of one another while maintaining unique playstyles. No other class is that well balanced.
rhorle Jul 4th 2011 11:45PM
http://raidbots.com/dpsbot/Overall_DPS/10N/100/14/60/avg/#1o
http://raidbots.com/dpsbot/Overall_DPS/25N/100/14/60/avg/#1o
As I said warlocks are in a good spot but no where near Perfect or flawless. That is of course displaying the average, which should be taken when seeing the state of a class. Just as blizzard does. They don't balance just around the top players of a class.
Yes every spec does reasonable dps, and you can play what you want. But again that isn't perfect and flawless. To believe otherwise is just ignorance.
For the 90th percentile http://raidbots.com/dpsbot/Overall_DPS/25N/100/14/60/p90/#1o shows the "dps levels".
Derrek Jul 5th 2011 11:29PM
@rhorle
If you rely on simulations to base all your speculation off of, then I can see why you'd come to the conclusion that all three specs are not as close together as they would otherwise seem ( "otherwise" being a live raid environment ).
However, bear in mind that a simulation is just that: a simulation. It's not the real thing, no matter how many "reality" factors you add in. While they tend to be useful for gearing purposes ( where you may want to know how much X points of one stat may tend to boost dps over X points of a different stat ), they don't mirror the reality of the class played well in an actual live raid environment. That would simply be impossible. To rely on simulations to make your decisions without taking real-world data into account would be foolish.
So you'll pardon me if I respectfully disagree with all of your points.
rhorle Jul 5th 2011 11:48PM
The raidbots.com links are not to simulations. They are graphical displays of all public World of log reports from the last 14 days. As I said in the my first post that while simulations only report a less then 1.5k difference in heavy movement fight reality factors aren't the same as evident by the raidbot parse.
The different warlocks specs aren't perfect or flawless even on single target fights. Claiming otherwise is just putting blinders on instead of looking at area's that can be improved upon. If all 3 specs were flawless and perfect then not even raidbots would show a large discrepancy, but they do so warlocks can't be Flawless or perfect.
dwightcouch Jul 4th 2011 8:54PM
The only class I am truley drawn to, I have played the others, and like them alot. There is still Nothing like playing a lock!
Andy_C Jul 4th 2011 9:51PM
Agreed on the need for more burst on Destro. The 30k+ damage mechanic on the Shannox fight is really annoying me. I'm in ilvl360 T11x4 and it's still hard to crit for that much. I've been playing around trying to reduce haste for something like crit or mastery (gasp!) contrary to the EJ recommended stat weightings in the hopes of hitting harder but slower. Has anyone else been having these issues and have they got any recommendations? I've yet to try gauge the big hits on affliction and demo (tsk tsk lazy me) but I'd suspect they'd not hit as hard as Destro.
Revynn Jul 4th 2011 10:18PM
The problem with reducing haste for crit as Destro is that dropping your haste too low will pull ticks out of Immolate, thereby reducing the damage potential of Conflag. Since Conflag and Chaos Bolt are generally your best options for a forced crit, doing so would take away one of your two options.
I had the same trouble (pretty equal situation, 362ilvl) with getting big crits on the target on demand. We actually had the most success with putting a Shadow Priest on crit duty, as he could save his orbs for a massively overcharged mind spike (or blast, I forget which one) and crit on demand every time. It was a DPS loss overall for him, but it helped us get the boss down and that's what counts in the end.
Andy_C Jul 5th 2011 12:09AM
Thanks for your insight, I didn't consider that part of how conflag worked. The conflag tooltip states "Instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target". Are you saying that conflag should be used when the immolate is nearly over or that the internal calculations will forecast the maximum ticks of immolate and calculate 60% of that? I always used conflag as soon as it was off CD.
As for the shadow priest suggestion, I wish we had one in our raiding team. I'll have to see how our hunter crit figures look. As long as we're not relying on a stinky mage right? ^^
cagey Jul 5th 2011 10:56AM
"Instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target"
Conflag's damage is not related to the timing of its usage (either early after Immolate has been applied or later), but it is related to the amount of periodic damage Immolate does. Because haste impacts the number of ticks of damage for our DoTs, at various haste levels Immolate can get an extra tick of periodic damage thus increasing not only Immolate's damage, but also Coflags as well. When moving away from haste it is important to make sure you do not lose an extra tick of damage in a DoT.
Matthew Jul 4th 2011 10:24PM
Thats a really great pic - did you notice that the symbol above his head kind of looks like the Kirin Tor one?? Whats up with that?
Locken Jul 4th 2011 11:31PM
Does anyone know if the demon form we take has an actual name? Like dread lord, succubus, infernal etc.
Spellotape Jul 5th 2011 6:55AM
@ Locken
It's inspired by Illidan's demon form ... I don't believe I've seen any other NPC with a similar model.
locken Jul 4th 2011 11:33PM
Oblivion doth await thee. Seriously though, is anyone here so new to the interwebs that they would click these links?
souvlaki Jul 5th 2011 2:00AM
Glyph of SS nerf is not a PVE nerf as you state. Basically because using soul swap in most encounters is actually a dps loss, specially when you use Doom on your primary target (which you should). Using soul swap is only 0,6 global cooldown gain, but then you have to cast agony in your swapped mob and doom on your primary, or use only agony on both so either way there is a loss in dps. Basically in PVE you'll be better off ard casting all your DoTs than swapping them around.
The nerf was only made for PVP reasons so we have to cast UA more frequently and be more exposed to interrupts.
RavenJet Jul 6th 2011 4:01AM
Well I prefer BoA over BoD anyway and I had it as higher for primary targets with BoD being more Destro oriented. I'll look into that again but I must say you're just plain wrong about the rest.
I do both heavy PVE and heavy PVP in affliction (two different affliction specs - for example I have improved fear in my PVP spec but not in PVE) and I have never used soul swap in PVP at all, in fact it's not even on my bars !
I know some locks like it in PVP but frankly I find it's mechanic just not suitable to PVP myself, but even so - your reasoning for why it's a PVP nerf is based on doing it wrong.
Wheter in PVP or PVE you shouldn't be renewing UA at all - EVER . UA is renewed just fine by throwing a green fire bomb instead - that give's you half a shadow bolt worth of damage on an instant cast which also renews UA. Initially I had difficulty keeping it up that way due to the diminishing return but I found that it works lovely to hit it on every single not-channeled spell, just before the cast completes, so on every haunt renew, every shadow-bolt I am tossing one out. My UA never drops of the target and every one of those shadow bolts do 50% more damage.
In PVP if the target starts running away - I love running after him tossing them out as fast as I can, wearing him down, while I keep running, and keeping UA ticking as well.
UA has a long cast time, not having to renew it makes a huge difference to your DPS, when you can do this in paralel with your shadow bolts and haunt renews you are putting out a good 30% to 40% more actual damage per cast - that's a huge difference, and that's without even considering the extra ticks you're getting out of UA.
UA is something you cast in your initial rotation, and then you keep it up the entire fight by playing right - and if you do that you are no more susceptible to interrupts now than you were before - since it's only affecting an instant cast anyway.
What we ARE nerfed on is dual-target damage, having to go through the entire initial rotation on a second target slows down the time it takes to start dealing that damage. When DoT-ing multiple targets we have a major reduction in how easily we can get our dots ticking on more than one of them - this is a serious PVE nerf.
If you use it in PVP and find it works for you, great, and then it will be a PVP nerf as well, but it only affects the initial UA cast it has no impact whatsoever on UA renewal unless you're just plain doing it wrong.
souvlaki Jul 5th 2011 8:09AM
Affliction Spell Priority:
http://elitistjerks.com/f80/t112939-affliction_cataclysm_4_2_release/#Spell_Priority
So in PVE is dps loss to use BoA. And if you use Doom, you can't use SS.
About your comments in PVP, i don't know what kind of PVP you're doing where your UAs are not beinn dispelled (when the situation is controlled, healers tend to do it a lot), or your target is in LOS all the time, and you can actually cast shadow bolt (i only do hat when it's corruption procced) and you can get such a good uptime for UA.
But whatever, it's common sense that casting 2 instants to copy UA is much better than casting it and opening you to interrupts and lock outs (specially when you have melee on you, which is fairly common as we locks seem to be primary targets).
RavenJet Jul 6th 2011 4:37AM
I tried BoD in my rotation last night in BoT as a test - and I saw no major difference in my DPS output on bosses, there was however a major drop on trash (the kind you single-target anyway) since BoD has a much longer tick-time so it has less chance of getting full effect on trash.
That said - I did notice a major advantage on the very movement heavy fights like Valiona and Theralion - because the longer tick on BoD means less times I have to recast it - and I can use my instant casts while running to focus on other things and the times standing still to renew Haunt and use shadow bolt.
Real-world has lots of things to consider that eliteistjerks testing (as useful as it is) does not. I loved the drain life rotation for one reason. Say you are two thirds through a cast and suddenly you're forced to move - (Theralion just opened his purple flamepit under you - or Halfus just did his knockback or such). If you were casting shadow bolt, you've done NO extra damage for the period you were casting. If you were using drain life you did do damage, it's a LOT less than what you would get from a full cast but a little damage is a lot more than no damage. These days the nerf is enough that I switched to a shadow bolt rotation.
My comments on SB was based on PVE - in PVP I only use it if nightfall procs. It doesn't refresh UA anyway - I was talking about refreshing UA with Fel Flame. Which is - btw - a bloody awesome spell anyway.
Now yes, sometimes it gets dispelled, if there's a healer around then that's a particular problem - when that happens, you have to recast it, but the reality is that the damage a good afflock can do by doing instant-instant-instant-death-coil-haunt-fear-UA-fear-drain-drain will get the vast majority of targets dead in less time than UA needs for a full tick - it also keeps the vast majority of classes from ever reaching melee range.
I don't have the very best pvp gear - I got mostly blue crafteds with one BH drop and one honor-purple, despite that I hardly ever lose a one-on-one battle (maybe 5% of those I ever die), in large skirmishes I can take out 4 or 5 hordies before I die - in fact in PVP I usually only die if I end up alone against 3 or more enemies, one is dead-meat unless he is VERY good, 2- I can handle 80% of the time (though I am much more likely to use an iHoT as well) - 3 or more and I usually die.
Of course PVP situations vary by what you play - I don't play Arena's where I imagine dispells are much more likely since most teams have a healer, even in rated battlegrounds that's likely. In most normal battlegrounds and Tol Barad fights and such - it just doesn't happen very often, there are very few healers at all in battlegrounds in my experience, and when there is, the entire opposiing team tends to focus them down first. Healing in BG's is just a good way to die a lot.
Turrha Jul 5th 2011 3:21AM
If you see everything from a purely raiding perspective, then the nerf to Glyph of Soul Swap was probably justified. But endgame isn't the *only* thing that matters in WoW, even if some people think so. Levelling an affli warlock is a pain as it is - things in dungeons die so fast that my dps is sometimes ridiculously low, while it shoots up past almost everybody else's on the very rare boss fights that take more than one minute.
Glyphed Soul Swap was one thing that mitigate this a little bit. It was what made me dig out my mid-level warlock and level her for a bit. She's mid-70s levels now and I think I'm going to shelf her again because it just isn't fun. Not important? 85 levels is a long time, if you don't have all day, every day to play WoW.
Just my two cents.