Blood Pact: Soul sticks and soul carrots

Soul shards -- the special resource that has been iconic for warlocks since the beginnings of World of Warcraft. Once nonstackable in-game items that there were special bags for, soul shards now in Cataclysm are part of the unit frame as a secondary resource. Soul shards are particularly a great flavor match for affliction and will stay as affliction-only in Mists of Pandaria.
The only problem is that the Soulburn mechanic doesn't jibe well with affliction. Sometimes the stick is too long for us to care about the crunchy, delicious carrot at the end. Sometimes the carrot isn't big enough for the properly balanced stick. Whatever the problem is, our soul carrots don't match our soul sticks.
What resources do to a playstyle
Resources are meant as limitations on what you can do. By limiting what you can do, the developers can push you toward or away from different paths of a playstyle.
The ultimate resource out there is health. Somebody once said, "Death is the best interrupt (on a mob)." Retrieving your body is the only thing you can do while dead. Mages gain an additional ability to use the cry emote while dead. Having health pushes players toward doing things that keep themselves alive.
The primary resources -- mana, rage, energy, runic power, and focus -- all drive players away from certain ability sequences. We see it all the time when the hotfix patch includes a mana cost adjustment for one healing spell or another. AoE abilities have high costs so they can't be spammed ad nauseum. A bad mana user either will run out of mana or won't use it enough. A bad energy user either energy-starves himself or caps out and wastes regeneration.
The secondary resources are there to push players toward a specific ability sequence. Eviscerates can't happen without combo points. Wild Mushrooms are fun, but then they're amazing in Solar Eclipse. A bad frost DK can Frost Strike whenever he feels like it, but a good frost DK might wait until a pair of runes are on cooldown to get an additional proc out of the ability. A good secondary resource design integrates with the spec it's for.
In Cataclysm, the Soulburn spell allowed us to spend a soul shard, our secondary resource, to boost an ability. Unfortunately, not many of the abilities listed as burnable directly aid our DoTs or drains, so the system feels rather useless. They feel more like an "oh, crap" resource than a real boost to and part of our damage output.
Why are we so resistant to spending our shards?
Nerf the stick, buff the carrot
The lack of passive regeneration for soul shards is the sticking point to spending them. Even DK runes have a cooldown that ends shortly after you use a rune. Soul shards don't have a cooldown; once one's gone, it's gone until you leave combat. If you're lucky, the fight can have multiple non-boss targets so that you can drain some shards off a dying add.
There is one exception, Seed of Corruption. I love soulburning a Seed in PvE, but it doesn't happen often outside of trash mobs in dungeons or raids. The catch to the shard refund is that the warlock has to let that particular Seed explode. If the Seed is overwritten with a new one before explosion, the shard stays spent.
The four-piece set bonus for warlock tier 13 was designed to attract more use of Soulburn. However, the earlier wordings didn't please warlocks very much. The use of Soulburn was rewarded with a spellpower boost and nothing more. That was awesome if you were a demonology player who switches pets mid-combat all the time using the instant summon option. On the other hand, it was quite crappy for an affliction warlock who might burn a Seed or a healthstone every other gimmick fight.
So the devs introduced a refund mechanic into the four-piece, and suddenly affliction warlocks were willing to use Soulburn on cooldown. The catch was that the Soulburn had to be paired with Soul Fire (making Soul Fire instant-cast) in order to refund the shard. Of course, we grumbled about how a direct damage fire spell is next to useless to our DoT-based shadow damage, but we'll take a spellpower boost on a short cooldown where we can get it.

In Mists of Pandaria, Drain Soul is returning as an in-combat regeneration method for soul shards. With our new filler spell Malefic Grasp completing the trio of channeled spells for affliction, I'll welcome Drain Soul back. If it proves to be a great way to regenerate shards, we might not even need a refund carrot on our tier sets. But I have a couple of caveats.
First, if the developers want a trio of filler spells -- that is, players will have to choose between the damaging Malefic Grasp, the survivability Drain Life, and the regenerating Drain Soul, depending on the situation -- then Drain Soul and Drain Life have to deal damage comparable to Malefic Grasp. Drain Life rose to filler prominence and fell after nerfing for its damage comparable to Shadow Bolt's.
Although spell coefficients aren't factored in yet, Drain Soul looks like it's shaping up to spend some time as a regenerative filler. The talent calculator has Drain Soul dealing 2,107 shadow damage every 4 seconds along with regenerating a shard, while Malefic Grasp deals 2,634 shadow damage over 3 seconds. Sure, Grasp's DoT-boosting effect will make the bigger difference, but in terms of filler damage, Drain Soul looks OK for now.
Second, Drain Soul won't be used at all for regeneration if affliction warlocks can't find abilities to reliably use Soulburn on. Currently, both demonology and destruction have solid uses for Soulburn, but shards will be only for affliction in Mists. The abilities need to match up to affliction's purposes, not demo's or destro's. Affliction doesn't need to switch pets or keep up a fiery buff.
Soulburn needs more actual carrots
Spellpower boosts affliction DoTs and damage. Ten seconds, the four-piece tier 13's buff duration, is just long enough to refresh all our DoTs and fire off a few Shadow Bolts. It's a great carrot for affliction warlocks because our DoTs are what matter, not the spell we spend the shard on.
The developers are on the right path separating Soulburn into two cooldowns. The longer cooldown on the ability used drives players to use different abilities, instead of spamming a macro of the same pairing. But the shorter cooldown on Soulburn itself means we'll be able to use it more often.
The question is, use it for what? On trash pulls, I expect a Soulburn: Curse of the Elements followed up by a Soulburn: Seed of Corruption. But we do that already today, just one less Soulburn. The other burnable spells listed in the talent calculator are reflavors of what we already have. Soulburn: Fear is an instant fear for 3 seconds, which is currently like Death Coil. Soulburn: Curse is like the Jinx talent.
While the utility abilities are fantastic for PvP, there's not much use for them in a raid encounter outside of gimmick add fights and saving your own hide from stepping into a floor fire. A damage boost would be more welcome in a PvEer's resource arsenal. Although I'm sure I'll get plenty of Shadow Trances in later content, I wouldn't mind a Nightfall on demand Soulburn effect. Even if the only effect for me would be a spellpower proc off a set bonus, that's better for my damage dealing role than all the utility in Azeroth.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Orrine Mar 12th 2012 1:06PM
Hello, Megan! Welcome to WoW Insider!
I like your name, it's very much warlocky :)
cantafrond Mar 12th 2012 1:11PM
No offense to previous columnists, but this one may just be able to trade blows with Archmage Pants.
Sqtsquish Mar 12th 2012 2:10PM
It isn't a requirement, since we just want a warlocky columnist, but if she can occasionally make Belt, look like a dirty pair of socks then things are good too.
Raposa Mar 12th 2012 3:20PM
remember that the name 'archmage pants' itself was pinned by one of our greatest dark overlords, dominic hobbs. he also hijacked arcane brilliance once. that was full of win.
Artificial Mar 12th 2012 4:10PM
I always fondly remember him as "Demonic Hobbs". :)
Keldion Mar 13th 2012 1:36AM
With a few subtle jabs to back up her witty repartee, Megan might not have to aim below the Belt to show her superiority.
Cennic Mar 12th 2012 1:16PM
"Sometimes the stick is too long for us to care about the crunchy, delicious carrot at the end. Sometimes the carrot isn't big enough for the properly balanced stick. Whatever the problem is, our soul carrots don't match our soul sticks."
Pure awesome. Seriously. Thoroughly enjoyed this post.
Zachariahs Mar 12th 2012 1:22PM
It did always feel like an oversight on blizzards behalf with the new soul shards and the lack of abilities that affliction had for them. Now they'll have to(at least I hope) fix that. The little I played my lock at the end of wrath I switched to destruction because I liked that I actually used the shards during a boss fight.
Sqtsquish Mar 12th 2012 2:06PM
Very good! I couldn't put it any better
Lloren Mar 12th 2012 2:08PM
Yay and welcome. Don't go away. You seem like a promising talent. Tyler may have been a wonderful person, but he tended to write a lot and somehow say absolutely nothing.
Raposa Mar 12th 2012 3:24PM
tyler does a pretty good job at his collumns, but no matter how much he plays with the dark arts... he is a fluffly boomkin at the end of the day.
Lissanna Mar 12th 2012 7:54PM
Tyler writes great boomkin articles. He's just not a warlock. :)
Illume Mar 12th 2012 2:56PM
Love you're italicized intro, I lost it at that last part, "Megan O'Neill paints her damage done bar like Seurat -- that is, with lots of DoTs." Pure awesomeness.
Derleth Mar 12th 2012 3:04PM
sometimes I wish my affliction lock would just work like a ranged unholy dk. One instant cast button to put all 3 dots on a mob and one more button to spread all my dots to every mob in range.. then drop an aoe on the ground and then single target a mob like normal....
my lock just feels slow and clunky in comparison especialy on mobs that are dead before the cast time for seed completes... and even though soul burn seed of corruption is nice there is no reason not to use it so I just macroed the two spells together and dont even think about sould burn anymore..
I think it would be nice of sould burn would spread bane of agony, corruption, and UA and maybe do less dammage itself. that way if the mob your targeting dies your less worried about loosing dps by retargeting and restarting your cast since your dots are allready burning the next target. Also when you have those packs where everything dies except the one big guy that is halfway down you dont have to debate weather its worth dotting the guy up or hoping your super long cast time shadow bolt will hit him once before he goes down. :P
Now I feel like a winey warlock. :P I love the class I just wish it felt a little more responsive. Cant wait to try out all the Mists revamps!
malaika Mar 12th 2012 4:58PM
Brilliant article. You have masterfully expressed the uncomfortable feeling I have looking at the Soulburn button on my bar. What am I supposed to do with it? It really feels out of place in the affliction rotation. I really only use it for SoC as well.
I agree that Soulshards for affliction has not been a success. Some other classes have a much better secondary resource. I have a baby Holy Shockadin, and that is fun to play. Shock the tank or the mob (if the tank is full) then at three stacks, Word of Glory the tank. Rince. Repeat. Loads of fun!
Right now, Soulburn is no fun. Give me something like Soulburn:Shadow Bolt (instant and crits for 400% damage) and I will beg for more shards. And that would also fix the lack of burst damage of affliction.
Moar carrot!
Travy Mar 12th 2012 7:04PM
A witty female warlock columnist? I'm sold, marry me please.
velidra Mar 12th 2012 8:09PM
Win.
Traxus Mar 12th 2012 10:50PM
Excellent post, and welcome to WoWInsider. I'm looking forward to more well-written Blood Pacts.
orlothszhen Mar 12th 2012 11:21PM
DPS related ideas for Soul Burn:
1.) C-C-C-C-COMBOoooo!!! Perhaps the most obvious and the one that every affliction wants: a way to deal massive damage when everything is going right. Something like the fire mage's combustion which adds an additional dot based on all the mage's other active dots on the target. With the practical limits set by the soul shard mechanic, I don't think it would be out of line, and would also be a good balancer between single target dps and multidotting.
2.) Some burst help, I see this taking a few forms...
a.)Insta-Start up. Something like: Soulburned Soul Swap ~ Instantly apply UA, Corruption and BoA.
b.)Quick Damage. Something like: Soulburned Unstable Affliction ~ Deals 4198 Shadow Damage and Silences the target for 4 seconds (applying the despell effect rather then the Dot).
3.) RNG beater. With the new effects of Nightfall, RNG looks like it will be part of the game for an Afflock. Why not give warlocks a way to control Nightfall procs through Soulburn. Like: Soulburned Malefic Grasp ~ Casts Malefic Grasp as if affected by Nightfall. Does not consume Nightfall.
If you throw in a few of these, and balance them appropriately, you can create a system that rewards skilled use of Soul burn, while also allowing for the easy or simple answer. Keeping in mind that all uses of Soulburn have to be justified by the lost damage of Drain Soul, so having situational uses that allow a player to trade the damage lost in Drain Soul for damage at other specific points will allow for the system to encourage skilled play without requiring its use. (and conveniently lend credence to the Affliction Warlock's archtype of cunning manipulator of Dark Energies) None of these seem particularly overpowered, but all of them have uses to a skilled player. These, combined with equally effective, but not game breaking PvP options, should make the mechanic interesting in all areas of the game.
davidcll Mar 13th 2012 9:30AM
Meg - outstanding job on this post. I've enjoyed reading your blog and twitter for a long time and am glad that you'll be bringing that same insight and quality to WowInsider now. It makes me want to break out my poor neglected warlock out for some more fun. Really looking forward to some of the changes coming with MoP.