Blood Pact: How Mists of Pandaria will fix warlock PvP

Greetings, warlocks. I know that I have generally focused heavily on PvE instead of PvP, but this is more so due to the fact that PvP is a difficult subject to generalize. Strategies are specific to the composition that you run and what you're up against, and they are exceptionally difficult to define in rote patterns. That's the draw that PvP has over PvE -- it's always changing, always different, always unpredictable, at least in the good cases. Yet there is one thing I can say about PvP: Affliction is the spec of choice.
Then again, when are the few times where that hasn't been true? There might be small pockets here and there when demonology or destruction has some meager viability in the PvP world, but they've normally been rather short-lived. Affliction has generally been our default PvP spec, much as mages have relied on frost. No more! I know people are tied of hearing it, but Mists of Pandaria will fix it.
Affliction's dominance
It isn't difficult to show why affliction always ends up being the dominate PvP spec. Despite all of our DoTs being trivial to dispel, they are a strong part of what makes affliction so powerful. Their ability to split high amounts of damage across multiple targets creates additional pressure and splits healer focus, and yes, Unstable Affliction can be something of a deterrent to removal.
The other side of it is that affliction regenerates a decent amount of health. A 50% chance on every Corruption tick to regenerate 2% health is pretty major when you have it rolling across three targets. Add to that the effects of Demon Armor, boosted by the Demonic Aegis talent, and you're regenerating ridiculous amounts of health on your own while also being far easier to heal than any other class in the game.
Affliction has a strong amount of survivability to it, far more than our other specs, which is the key to warlock dominance in PvP. Control is nice, and it's the benefits of going either demonology or destruction, but it isn't the same level as a frost mage. If you can't match that, then you don't really stand much of a chance. Yet everything that makes affliction PvP what it is, at least on the survivability front, is gone come Pandaria.
What's to come
That's right -- but this can't be all that much of news, I'm sure. Affliction's survivability is entirely talent-based, so with the removal of unique talents for every spec, it's only logical that whatever benefit that they held would be gone as well. Therefore, to hear that every spec is going to have somewhat more even footing within the PvP field shouldn't come all that surprising.
What might be disheartening to hear is that this equalization comes at a rather hefty price. We are not all raised to the same level of affliction's survivability, no. Instead, everything is brought down to around that of destruction's level. Bad? Potentially -- but let's look at how things have changed first.
Losses in health regeneration
The major hit that we see in the Ability to Live Department is the difference in scaling health returns. Right now, both of our major health return talents restore a portion of maximum health, which is a pretty big deal that is often glossed over. Health pools are around the 150,000 range with high-end PvP gear. This would mean that Siphon Life ticks restore 3,000 health. The MoP talent to make up for Siphon Life returns 15% of the damage of our nukes instead. In order for the two of these to be equal, each of these nukes would have to hit for 20,000 -- not entirely impossible, though I don't think that most Shadow Bolts are really hitting for that much every time now. The simple matter is, health pools generally increase more than damage as an expansion progresses.
PvP gear progression is just the same as any other -- there's more of everything on it. More damage stats, yes, but also more resilience. It isn't a perfect match, but the two do work at odds against each other to the point where we usually see health-based regeneration out-scale damage-based. As you can see, though, the difference isn't going to be all that large. The primary loss from affliction's point of view is the reliance on nukes -- or in their case, a channel instead of a DoT -- but that's all right. Siphon Life is a bit too strong in its ability to proc from multiple sources at a time.
The other major loss here is going to be from Demon Armor, which is being halfway removed. Demon Armor is mostly being renamed to Fel Armor, which is losing virtually all of its current benefits. That's not really a loss, though; the spellpower given by it was rather trivial, to be frank. Still, our new Fel Armor increases Stamina by 10% and healing received by only a meager 10%. It's better than nothing -- and certainly a benefit that Blizzard is finally realizing that Demon Armor was far too strong and Fel Armor far too weak -- but it isn't what we're used to.

Coupled with the self-healing losses, our control takes a weird turn as well that I can't quite describe as good or bad. Several of the new talents are centered around control, and each spec has a good number of baked-in control tools as well, but we're also taking a few losses. The biggest loss is that of Death Coil. Unless I'm being completely blind, there is no baseline Death Coil; instead, there's the talented Mortal Coil, which has the exact same effect. Talented Death Coil is an OK thing, but it shares its position with Shadowfury and that can be a tough choice (which I suppose is half the point). Shadowfury does have a 15-second-shorter cooldown than Mortal Coil and can hit a group of people -- although that's somewhat trivial in PvP -- but Mortal Coil does heal for a whopping 25% of your health.
There are other concerns to take into account, as well. Mortal Coil is a horror effect, which fewer other classes have access to for DR purposes, while Shadowfury is a stun, which is more common. Either way, we lose one where once we had both.
There is also the loss of Howl of Terror, which also shares the same talent tier as Mortal Coil and Shadowfury, although this is less of a concern. Howl of Terror was never quite that good of a CC effect and really only had a use for affliction, which could talent it to be instant. Outside of that, it wasn't much of a use. The sad thing is, though, that this doesn't change. Howl of Terror is still far too weak to be worth considering against the other two, so there's another loss we take.
The benefits that make it all better
For what losses we do take, there are some gains as well. There's the baseline Unending Resolve, which is an ability that I've seen many people overlook. It's a 3-minute cooldown -- but 50% damage reduction and the inability to be interrupted for 12 seconds? Sign me up for that. Yes, it does scream "CC ME!" much the same as the big red kitty did for hunters, but even if you are CCed for the entire duration, that amount of damage reduction is still way amazing and going to save your life, which is the important part of the cooldown, not that you could totally abuse the uninterruptable portion to completely refill your health bar from self-healing effects.
We can also get instant Fear, but it costs 10% of our maximum health, which can be a rather steep cost. If health scales too far above damage to the point that we can't regenerate that ourselves, then it may not be worth the cost. The upside is that we totally stole Power Word: Shield from priests, only in our own little way. Don't want instant Fear? How about a shield for 20% of your health? True, if not broken, it will damage you, but that's easily avoidable and inconsequential.
The last major change, which has also been grossly overlooked, is the new Curse of Enfeeblement. Take Curse of Weakness, super-charge it, then throw it in with Curse of Tongues, and you now have Curse of Enfeeblement. A 30% reduced physical damage and 30% cast time reduction? I would think it's a bug if it didn't say "less effective on dungeon and raid bosses." If you ever questioned why you should give up Curse of the Elements on a PvP target, this is why. Shaving 30% of a warrior's damage off? Yes, please!
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 1)
John Patrick Jan 16th 2012 4:07PM
Great article ... it certainly bears re-reading as I level my PVE (Demonology) warlock through Wetlands.
I've been playing him like a hunter with distance based attacks, but when it comes to dual-spec time I think I will take your advice to heart. I usually shy away from PvP situations due to a lack of solid info on the most effective way to play casual PvP. I am not an arena player - so I can definitely use some of this info.
Pyromelter Jan 16th 2012 4:33PM
Affliction has been the top warlock pvp spec for as far as I can remember. Destro is actually good for larger battlegrounds where all you are doing is trying to stay back and just dish out as much damage as possible, the burst of it allows you to get targets to zero.
If you go afflic, make sure you use your felhunter for it's interrupt on healers as well as purge.
Xayíde Jan 17th 2012 11:25AM
"I've been playing him like a hunter with distance based attacks, but when it comes to dual-spec time I think I will take your advice to heart."
I didn't understand this statement... What else would you do? Warlocks are a ranged class after all...
Keldion Jan 16th 2012 4:38PM
I am hopeful that the MOP rework for warlocks will pave over the rocky road that is their levelling experience.
Sinderion Jan 16th 2012 4:56PM
I'm glad they're looking to make warlocks less like mages. Before the purple evocation was added, whenever destro was top dmg, warlocks in raids were basically just wannabe mages that couldn't make their own water to regain mana grr.
This, if you couldn't tell, was when I raided as a warlock. Soooo I switched to mage and all was well. Hope to see the a real difference versus just pet vs no pet (in raid spec) and tiny other little things.
Big bubble, big weakness spell, insta emo-fear (y'know... the cut yurself, and scare ppl away... yeah). yah that's what i'm talking about. Throw in tuned to do good dmg and i'm all over that pve and pvp.
This makes me want to go play my old warlock... already driving guildies mad with all the alts, what better than a shadowy demonic emo ball of evil to finish the job mwahahahaha
Nakrosh Jan 16th 2012 5:52PM
Howl of terror is actually quite useful for destro. Shadowfury followed by a howl of terror in the middle of a group of alliance can the turn the tide of battle. You just might win the whole game because of it.
Matthew Jan 16th 2012 8:27PM
ok help me out warlock pvp community.
Fel Armor or Demon Armor???????
I've been using Fel Armor. Tyler intimates that Demon Armor is the one to use.
Please advise!
Cynwise Jan 16th 2012 10:18PM
Demon Armor is better when you have a healer or are getting trained by melee. Fel Armor is better when you are trying to burn something down and don't have healer support.
Generally, it's Demon Armor in Arenas and Fel Armor in BGs, but learn to switch between the two as necessary.
Ylspeth Jan 16th 2012 11:52PM
I have to be honest. I don't like what Blizzard is doing to warlocks in MoP. Less health regeneration? Warlocks need MORE survivability, not less. When I see the nerfs in both health regeneration and crowd control spelled out, I am really disheartened.
Xayíde Jan 17th 2012 11:27AM
More survivability? Warlocks have one of the best in the game right now...
25% PERMANENT damage reduction with glyph of Soul Link alone almost guarantees that. Not to mention all the self healing.
Chrysaora Jan 17th 2012 8:23AM
A month with no post, and this is what we get?
John Patrick Jan 18th 2012 12:13PM
OK. I am guilty of not playing as much as I want to. Real life pays the bills, but it doesn't compare with Azeroth...
regarding the "hunter" reference, I just think of my warlock using the minion to draw aggro and kite the baddies as I deal out damage at distance. I could never run a hunter - but I seem to manage with a 'lock.
Destruction spec ... I hadn't considered that one (lack of playtime and so on) but I will consider it. This warlock is a 3rd tier alt for me, but I don't wish to waste talent points. Thanks for the great comments. Some players (like me) value insight from others.
We all play the same game, but we don't all play the same.
Matthew Jan 19th 2012 7:11PM
warlock is my alt's alt. i've played all 3. destro plays like a mage. Not saying thats bad, just an FYI.
shadowfury though, rocks. and aoe stun? thank you.
thepallytsi Jan 20th 2012 12:48AM
I miss playing my warlock. Since Cata dropped, she's taken to the back seat (no pun intended), but I can't find any really good guides on WI.
Bryan Wood wrote a great example of a guide for Hunters. (http://wow.joystiq.com/2012/01/19/scattered-shots-everything-you-need-to-know-to-top-the-charts-i/)
Anyway we can get something like this for 'locks?
mpvolbrecht Jan 20th 2012 3:03AM
Yea, this article is terrible for so many reasons.
1. The concept of dispelling dots is going to change entirely because Dispel will most likely have a CD.
2. Locks will have less passive HP regen, but they will have more survivability. Just look at all the defensive CDs and self healing talents. With all the defensive CDs they have, nobody will even attack them.
3. Mortal Coil is Death Coil with 1/2 the CD and healing. Ask any Lock if they'd trade Howl for that and they'd be stupid to say no. What you consider a "loss in CC" will be a buff if anything.
4. Affliction will still be dominant in MoP because the dmg style fits Blizzard's hopes for damage better. It is heavy, constant pressure. Destro was good in WOTLK when you could burst someone down in a single CC. Blizzard is moving away from that, so Affliction will continue to reign supreme. Destro Lock is a glorified Ele Shaman/Fire mage that can't cast on the run.