Blood Pact: Encounter design, demonology, and tier 13

Patches are always trying times, more so for pure classes than any other. Hybrids benefit by generally only having a single DPS spec that Blizzard focuses on balancing; pures have to worry about which of their three specs is going to remain viable and scale well into the next raiding tier. While some of that is dependent upon the raw damage a spec is capable of putting out, many times the situation is far more complicated than that. Tier bonuses, encounter design, and gearing all play a vital role in determining which spec reigns supreme and which falls by the wayside.
We've talked before about all of these topics, but it's time to focus that on how the game is shaping up for the next raid. While most of the encounter design is still slightly unknown to players, there are things that we do know and concerns that we have to be wary of. This week, we'll take a look at what might be in store for demonology, the part that tier 13 plays in that, and how the bosses themselves will be the deciding factor.
Encounters which support demonology
If you're a raiding warlock, chances are that you've either thought about or been asked to go affliction at some point in time. Affliction is currently our highest single-target DPS spec, plus it still does pretty great multi-target and AOE damage, making it our most solid raiding spec at this point in time. That being said, demonology is still an extremely popular raiding spec for Firelands. A part of that is because demonology isn't all that much weaker than affliction, making it a viable alternative choice if you don't care for affliction.
In fact, there are several encounters where demonology is actually the preferred spec over even affliction. The reason for this is that demonology offers one thing that affliction does not, burst DPS. I've talked before about how burst is defined largely by the context in which you're playing. While most players view burst damage as what you can deal in a very short time frame, how long or short that time frame is can change depending on what we're talking about.
As an example, heroic Ragnaros and Alsyrazor are great encounters to look at. While the overall damage that you can deal within the course of the encounter matters, the larger focus boils down to select periods of burst damage, the benefits of which outweigh anything else. On Ragnaros, what you're capable of doing during the third phase for meteors is all that matters. While the other phases and the transitions offer their own challenges, the hardest portion of the fight is, by and large, the ability to bring Ragnaros down before you are overwhelmed by meteors, and in heroic you can't have any more than two spawn. Affliction brings nothing to the table as far as this type of burst damage is concerned; it has access to Demon Soul, but so too does every other warlock spec. Demonology, on the other hand, brings a more potent Doomguard and Metamorphosis to the table.
This aspect of demonology has been essential in keeping the spec relevant within Firelands. While the mechanics of each encounter differ, there are still three important fights where the end result of success or failure rest of the damage output that a raid can do in a small amount of time: Lord Rhyolith, Alysrazor, and Ragnaros. Because we have these types of encounters, demonology doesn't only remain a viable alternative to affliction, but also even the preferred spec on some bosses. How this will transition into the next raiding tier is vastly important. Should we see more burn-phase-styled encounters, then we're likely to continue to have a trend where demonology has a high representation among warlocks; without those types of battles, affliction, which offers higher dual-target and sustained DPS, becomes the better choice.
Encounters that hinder demonology
Although there are parts of encounter design that can work toward supporting demonology, there are just as many that can work against the spec as well. This is also something that we have seen within Firelands, and it brings about a highly disturbing game mechanic that is rather counterintuitive toward the playstyle that demonology is rather forced into.
Perhaps some of you recall Magmaw (at least I would hope so, since it was only a single tier ago, particularly heroic Magmaw). Part of that encounter relied heavily on a specific, creative use of game mechanics that has long been a part of WoW. In that encounter, players at range had to worry about falling meteors as well as erupting volcanoes spawning all across the room. To combat this, raids would often stack everyone they could into melee range, while only leaving the minimum amount of players at range. This helped in several ways. First, it reduced the complexity of the encounter, as there were fewer people who could make a deadly mistake. Second, it increased the raid's overall DPS, as there were fewer players who needed to move at any given time.
This isn't a new mechanic. Bosses have had abilities that primary target ranged members for the longest time, but Firelands brought in a new way in which bosses utilize these abilities. Enter Majordomo Staghelm. On the cat phase of Staghelm, he will use his leaping ability at any ranged player, but it's important to note the difference; he won't leap merely onto players at ranged, rather any player designated as ranged. How to tell the difference? By spec and class, of course.

While demonology is a ranged caster just like either of the other two specs, during Metamorphosis, we actually want to be in melee range. Doing this allows for us to take advantage of our demon form's Immolation Aura to increase our DPS further. Yet, this is rather impossible, or at least counterintuitive, with mechanics that prevent ranged players from being in melee. Normal Staghelm doesn't present too much of an issue; about half or so of the encounter is spent with the boss in scorpion mode, anyway, which allows you to be in melee. But heroic Staghelm doesn't have such a luxury.
It's nice to think that demonology's damage isn't balanced around the use of Immolation Aura, but the simple fact remains that as long as the ability exists, then the damage it can contribute is accounted for and we are balanced with that in mind. To some, it might just be a triviality, yet it's undeniable that preventing the use of a spec's full abilities merely by encounter design makes that spec less desirable for raids. The impact here might not be significant enough to render demonology worthless, but there are other such deterrents, and stacking enough of them can be the final nail in the coffin.
Updates to tier 13
Last, though certainly not least, there is still the matter of the tier 13 set bonuses. First, it is worth mentioning that the four-piece bonus now slightly favors destruction. For those not keep up with all the hubbub, the four-piece bonus has been modified so that using Soul Fire in conjunction with Soulburn will now refund a Soul Shard. The reality is that this was done to prevent affliction from being the only spec that could refund its Soul Shards on single-target encounters by using Seed of Corruption. The change does, however, slightly benefit destruction more than the other two specs because of Improved Soul Fire. It still isn't enough to bring destruction's DPS in line with the other two specs, but it is worth mentioning, I suppose.
Originally, the two-piece bonus favored demonology, although that too has now been changed. When it was first announced, demonology actually got a longer duration increase on the Doomguard than both destruction and affliction; that has now been swapped around. This probably isn't news to anyone, as just with the Doomguard nerf that we saw, it was rather obvious that the bonus couldn't remain as it was without upsetting the balance. The set now increases the duration of demonology's Doomguard by 20 seconds, while affliction and destruction see a 30-second increase in damage.
Although demonology should still see a slightly higher return from the set bonus, it isn't nearly what it once was. In all, destruction and affliction will now have a Doomguard that will last for 75 seconds, while demonology's will last for 85 seconds -- a mere 10-second difference, as opposed to the 20-second difference we see now. Regardless, the mastery increased strength of demonology's Doomguard should still allow them a higher benefit, although it rather feels like getting the raw end of the stick, even if that isn't the case.
A factor that many people haven't brought up enough is the cooldown reduction that the set bonus also offers. Reducing the cooldown by 4 minutes might seem extreme for a set bonus -- and at face value, it is -- but the reality is that this more serves to allow the use of the Doomguard on every attempt instead of any additional usage during the encounter. As with most mechanics in WoW, there are still some exceptions. While a majority of encounters are fairly short in nature, most end encounters tend to be rather long. Heroic Lich King lasted for near 15 minutes, as did Ragnaros. It wouldn't be at all surprising should Deathwing turn out the same. The ability to use the Doomguard twice in a single encounter is fairly powerful. This is balanced, slightly by the set bonus itself, but it will still be an additional perk that I am looking forward to.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 1)
muffinmocha Oct 10th 2011 4:04PM
Haven't played since July cause playing on my desto lock hasn't been fun. But I put off canceling my account because I had hoped that 4.3 would bring significant changes to the spec that would make it fun again. As it is, I guess I'm done. Five years of WoW, time to say goodbye, I guess. So, here it is: goodbye WoW, hello SWTOR.
Revynn Oct 10th 2011 4:26PM
One man's trash . . . T11 Destro was the most fun I've ever had playing a warlock. I've switched to Demo for T12 because my raid needed the 10% SP buff, but I'm strongly considering switching back. I frigging hate Demonology.
Might I suggest, however, that you didn't leave because Destro isn't fun for you anymore, but because you've been playing the WoW for 5 years and are bored with the game as a whole?
Xayíde Oct 10th 2011 4:19PM
As much as I like abilities like Immolation Aura and Shadowflame, it annoys me more to be a ranged class that has to stay in melee for maximum output.
I'm kind of torn by this fact really... Making Shadowflame a useless PVE ability like it was in Wrath is uncool, but I would really love to be able to stay in range and still deal my maximum damage. We are ranged casters, we are entitled to that I think.
The problem with Immolation Aura is OK, since it affects only one spec. I'm OK with certain encounters favoring different specs. Shadowflame, on the other hand, is used by all 3 specs.
DragonFireKai Oct 10th 2011 6:21PM
Personally, I think that the Staghelm model is good for encounter design. Penalizing ranged DPS for being in melee range in encounter design is important for enforcing a balanced raid composition without resorting to some truly draconian options. But as long as there are encounter that allow ranged DPS to function exactly the same as melee DPS, then the sword of damocles will still loom for blizzard to push poorly thought out nerfs on ranged DPS.
Morgomir Oct 10th 2011 7:53PM
anyone remember shadowmage spec :P (aka destro) one spec for an entire expansion
god that was boring even if it was the highest DPS spec in the game i really hated playing it
i can now play my favorite DPS spec(demonology and affliction in that order) and it is highly competitive to boot
and about the article might want to check EJs simcraft for warlocks
http://elitistjerks.com/f80/t110222-simulationcraft_warlocks_cataclysm_edition/
demonology is ahead by nearly 2k DPS
Chance Oct 10th 2011 8:32PM
Simulations do not often mimic real dps though. In an ideal world, yes Demo would beat out afflic, but with all the movement most fights require afflic usually wins out. Missing 1 SB every time Meta pops due to having to move unexpectadly will put you on par with afflic in the same fight. That's not to say Demo can't edge out afflic, but they are so close that I will not fault anyone for saying either or is the top dps spec atm.
ued_zoar Oct 10th 2011 7:55PM
ahead of affliction forgot to add which is about 3k ahead of destro
albanesp Oct 11th 2011 9:34AM
Hey Tyler,
I like your recent articles, BUT I have one peeve that I wish you would correct.
Unless you are only talking about 25 man Heroic raids, Demonology is the highest Warlock DPS spec on the majority of fights. Check out Raidbots.com to see for yourself.
FYI, In my 10-man, I run demo on all fights except for Alysrazor, where I can switch to Affliction and not have to worry about stacking haste or crit (since Alys provided both of those buffs).
Regarding the 2-pc T-13 bonus, the problem I have with the difference between what Affliction/Destro get vs Demo is that basically the bonus gives Affliction/Destro a free talent point in Ancient Grimoire.
I don't see any problem with the 4-pc bonus since it is a dps increase to add SB+Soul Fire (or SB+DL) to your spell priority list for all specs.
Xayíde Oct 11th 2011 11:13AM
If there aren't any adds, you're better off only doing SB:SF as opposed to SB:DL even as affliction, unless the fight is about 2min 15s to end (3 Soulburn CDs). You'll get to use more Soul Shards during the fight.
Anyway, I guess SB:SF while moving as Affliction is usually superior to SB:DL in real life scenarios.
albanesp Oct 11th 2011 2:39PM
Agreed, I was referring to 4.2 when I said all locks should be using SB: SF or SB:DL in SINGLE target fights.
In 4.3, it will be required to cast SB:SF for the buff and shard refresh unless (as you mentioned) there are less than 2:15 left in the fight
Kilrah Oct 11th 2011 10:19AM
"Hybrids benefit by generally only having a single DPS spec that Blizzard focuses on balancing"
Not quite.
Warriors: 2 dps spec (arms, fury)
Deathknight: 2-3 dps spec (2h frost, 1h frost, unholy)
Shaman: 2 dps spec (enhance, elemental)
Druid: 2 dps spec (feral cat, balance)
Priest: 1 dps spec (shadow)
Paladin: 1 dps spec (ret)
The majority of hybrids have multiple dps specs. Only paladins and priests have a single dps spec, and ret paladin mechanics are in flux constantly between patches, so I would argue that hybrids suffer just as much as pure dps classes with regards to balancing.
Xayíde Oct 11th 2011 11:08AM
"(..) that Blizzard focuses on balancing"
I guess you didn't pay attention to that part.
Arms, Unholy, Enhancement and Feral are all in an inferior situation as opposed to these classes' other DPS specs.
I do agree that Tyler's statement is kind of a stretch though. This may be kind of true in the current patch, but it's not always like that.
falc Oct 11th 2011 12:16PM
Affliction brings an awesome execute for the last phase of Ragnaros. So i wouldn't say brings nothing to the table. While demo might have incredible burst for 36 seconds. Affliction just does flat 50k+ with drain soul while in it's execute phase.
The sentiment itself isn't wrong, just the example was off. I mean you can feel pretty useless as affliction on transitions where you might be needed to take care of 1 add.
iflassman Oct 11th 2011 3:19PM
Affliction's execute is gimped by normal Rag, since the fight ends at 10% of the boss' HP. I love affliction, and have played it as my main spec since I started WoW, but I recently switched to Demo--partially because this fight really sucks as aff. Since switching though, I've found I really enjoy demo. The burst is a lot of fun, and I'm still topping meters.
krislen Oct 12th 2011 3:35AM
I'm sorry but you can't really call a bug fix a nerf.