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Posts with tag banish

Blood Pact: Do warlocks have button bloat?

demonology-core-abilities
Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill won't give it up on Soul Fire.

Celestalon started the talk about what abilities would we be sad over losing. I don't know that warlocks would lose many spells with our recent expansion overhaul -- we're pretty streamlined as it is. Veteran warlocks can see and feel the difference between Cataclysm's complication and Mists' minimalism every time they play.

A warlock class strength is that we're so flexible at dealing damage, whether we do it through DoTs or with direct damage, or whether we're single target masters or AoE beasts. So we end up with a good deal of situational abilities that confuse the casual or fresh warlock as to what should be keybound. We might not lose the amount of abilities that, say, hunters will, but we're likely not immune from the chopping block. Let's talk some suggestions.

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

Encrypted Text: 2 Stealth secrets in Mists

worgen rogue stealth
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Our Stealth system, which has survived dozens of patches unscathed, is seeing some new action in Mists of Pandaria. In spite of the developers' previous attempts to normalize Stealth levels via the removal of Master of Deception, they're bringing some of that flavor back. Shadow Walk and Shroud of Concealment bring brand new elements to our Stealth repertoire.

Shadow Walk looks to improve our own personal Stealth capabilities, while Shroud of Concealment allows us to share our Stealth with others. The duo is the most exciting thing to happen to Stealth since Distract, and I look forward to finding new and unique ways to abuse both of them.

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Filed under: Rogue, (Rogue) Encrypted Text

Blood Pact: 2009 through the Eye of Kilrogg

Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "The avarice never ends! 'I want golf clubs. I want diamonds. I want a pony so I can ride it twice, get bored and sell it to make glue.' Look, I don't wanna make waves, but this whole Christmas season is stupid, stupid, stupid!" ~ The Grinch

Hmmm... a look back at changes for warlocks in 2009. Well there was... no, wait, that was 2008. Well what about... nah, that's planned for Cataclysm. Wow, this is harder than I thought. Nothing particularly outstanding has happened in the warlock area this year; but so much has happened and, well things have changed. It's like waking up each morning and something is subtly different. Your blue toothbrush is now red... The sofa is now against this wall, not that one... each change is pretty unremarkable in it's own right but by the end of the year you are a stuntman living in LA married to a small, blond Portuguese skier who when she's not training does abstract painting, practices yoga and brews her own beer.

As we surfaced, bleary-eyed into January our memories of sacrificing succubus and SL/SL were fading faster than those of December 31st. Those heady days of power that also led to FotM wannabes flooding our ranks. Skill and complexity had been leaking out of the class for a while and Naxx wasn't really providing any of us with much of a worthwhile proving ground. Affliction spell rotations were causing carpal-tunnel injuries on those who were determined to take the cold-turkey approach to dropping their addiction to Shadow Bolt spam. Fans of demonology were taking felguards like some sort of methadone for simplistic raiding, meanwhile retaining the use of their fingers.

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Filed under: Warlock, Analysis / Opinion, Classes, (Warlock) Blood Pact, Cataclysm

Blood Pact: Meet the minions, part 3 - the succubus and crowd control, page 1

Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "A succubus is a devourer of souls, destroyer of hearts, tempter of men. A creature of profound evil and of singular mind. It cannot be brought into our world without a stimulus." ~ Gan'rul Bloodeye

Previously in 'Meet the minions' we have looked at the imp and the voidwalker as well as how to manage your minions and your threat. In this installment our demon of choice is the succubus and the game mechanic is crowd control; fear, seduce, howl, banish and a svelte demon with wings. But before I delve in I need to clarify something to Blood Pact readers.

For a while now I've had a demon trying to whisper words of doubt into my ear. He's been telling me that Blood Pact readers want PvP info in the column, that they cry out for it, they yearn for it, they need it; and that I can't deliver any. It's true that my knowledge and experience of PvP pretty much extends as far as being able to smell it early enough to avoid it. Don't get me wrong, I love researching for Blood Pact but in this case I'm not going to try, and for two reasons. First, nobody who cares about warlock PvP wants to have me school them on it, and second we have some first rate PvP experts at WoW.com who can do it better.

So I've sent the demon packing (literally; don't be surprised if you find more than the normal number of broken biscuits in future packets) and have started a campaign to convince our arena and battleground columnists to get with some lock love. So enough with the preamble, lets get on with the show.

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Filed under: Warlock, Analysis / Opinion, Tips, Tricks, How-tos, Leveling, Guides, (Warlock) Blood Pact

Crowd Control to return in future instances

This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.

Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.

Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

Filed under: Hunter, Mage, Warlock, Patches, Analysis / Opinion, Blizzard, Instances, Bosses

Patch 3.02 for Restoration Druids, part 1

The single biggest change for most restoration Druids with patch 3.02 will be the disappearance of at least four commonly-used PvE and PvP specs:
  • 8/11/42 (the traditional resto PvP spec)
  • 11/11/39 (Resto PvP with Insect Swarm)
  • 13/11/37 (Resto PvP with Insect Swarm and Nature's Reach)
  • 11/0/50 (PvE Tree of Life with Insect Swarm).
The first three are kaputski because Feral Charge is now a 21-point talent in the feral tree, and the last three are bye-bye because Insect Swarm is now a 21-point talent in the balance tree. If you still want talents from the balance tree especially, you'll have a ton of stuff to play with (frankly I ran out of space here to discuss the new restokin specs but we'll cover it as soon as we can), but for the moment we're only going to concern ourselves with stuff squarely in the Restoration tree. Shifting Perspectives later today will have a full run-down on moonkin in patch 3.02 and Wrath. Otherwise, there's still a ton of new stuff for tree Druids in this patch, including a resurrected Tier 3 set bonus, a vastly-improved Tree of Life form, an out-of-combat rez, and an insane +haste buff to two of your most-used spells. If you also want a look at what early 5-man healing in the beta is like as a resto Druid, head here.

Read on for a comprehensive look at the new healing and mana regeneration mechanics, Restoration abilities, talents, and glyphs!

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Filed under: Druid, Patches, Analysis / Opinion, News items, Expansions, Raiding, Guides, Classes, Buffs, Wrath of the Lich King

New Warlock glyphs found in Wrath Beta build 8820

Man, still no stealth warlock abilities. As Inscription is slowly built into a viable trade skill, Blizzard sneaks more and more glyph data onto the Beta server, even if none of it is directly available thus far. This build, MMO Champion discovered a nice selection of Warlock glyphs, and I have to say that most of them look pretty sweet. Of course, it's hard to say for sure on how good some of them are until we know for sure if PvE damage rotations besides Shadow Bolt spam will be viable in Wrath's endgame, but I'll assume they will be, for the most part.

Let's check them out after the break.

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Filed under: Warlock, Analysis / Opinion, Expansions, Wrath of the Lich King, Inscription

Wrath Beta patch notes: Feral and Restoration Druids


Continuing on from the analysis of the changes to the Balance druid talent tree, as shown in the first patch notes for the official Wrath of the Lich King Beta, we'll now examine the Feral and Restoration trees.

Feral tree
The Feral tree is seeing changes to limit the benefits that the other two trees, specifically Restoration, can gain from investing a few points into the first few tiers. We are also seeing changes to the ways in which bears will be generating aggro.

The Faerie Fire (Feral) and Feral Charge swap
Feral Charge is currently an 11-point talent into the Feral tree, which contributing to the advantages that Restoration druids currently have in arena. It allows Restoration druids the ability to charge, immobilizing their target and interrupting spells for four seconds.

Instead, Faerie Fire (Feral), which is not something that a Restoration druid would likely spend 11 points to get, will take up the 11-point spot, with Feral Charge taking its place in the tree 21 points in.

In addition, Feral Charge will be usable in cat form, dazing the target and moving the cat behind it. This will help address the concerns that cat form is not especially viable in PvP, although their crit dependency is still a weakness. It will also be useful in dungeons to catch runners and other out of place mobs.

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Filed under: Night Elves, Tauren, Druid, Patches, Analysis / Opinion, PvP, Expansions, Features, Classes, Talents, Wrath of the Lich King, Battlegrounds, Arena

Kalgan offers a possible WoTLK sneak peek for Warlocks

Kalgan chimed in on a thread in which the original poster insisted that Warlocks, despite dodging the bullet on life tap, still have a nerf bat incoming somewhere. He rebuffed the poster with a nice little tidbit that may intrigue Warlocks. He also ensures us that, no, he does not hate certain classes.

He says that they'd like to give Warlocks some type of escape or defense mechanism so that they don't have to balance warlocks around the idea that they'd be "tanking" melee classes in PvP. By melee classes, I assume he means Warriors, who can shake off a Warlock's main defense, Fear, with very little trouble in multiple ways.

He even brings up a spell that Warlocks may be getting in the expansion.

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Filed under: Warlock, Patches, Analysis / Opinion, Odds and ends, Blizzard, News items, PvP, Wrath of the Lich King, Arena

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