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Warlock green fire spells spotted in MoP beta files

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Green fire is coming, again! Maybe. Side effects of speculation may vary.

Not only has the Codex shown up in recent datamining, but curiously also warlock spells with green fire as icons. Conflagrate, Fel Hellfire, Rain of Chaos, and Fel Immolate all have minimal descriptions and could very well be just creature or boss spells. But Fel Incinerate gives me hope, for it has not only the range and cast time, but the base mana that the real warlock Incinerate does. What boss would need to know the base mana cost, hmm?

After the original flurry of excitement, Wryxian noted in the subsequent denial of green fire implementation that the devs wanted green fire "to be an epic accomplishment" for players. With the beta appearance of The Legacy of the Masters (Part 1), players are speculating among other things about a Quel'Delar-like quest line again.

In the end, nothing might happen and green fire will stay unfulfilled on our warlock wish lists. But I for one haven't been so excited since I got my Dreadsteed the old way.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warlock, Mists of Pandaria

Fire and Brimstone buffed for patch 3.1.2


When patch 3.1 went live, Destruction warlocks (and 0/40/31s) had a lovely time smacking everything in sight with massive Conflagrates. This was promptly nerfed, for PvP purposes; the devs felt it was overpowered for 'locks to be able to do that much, that fast. However, it was acknowledged that Destro would need some PvE buffing to make up for it.

It looks like we'll see that buff in patch 3.1.2, when the deep-Destro talent Fire and Brimstone is currently planned to be changed to:

The first part is entirely reworked, and the second part used to only apply if your target's Immolate had 5 or fewer seconds remaining.

There was also a brief and terrifying time where they were considering changing Glyph of Conflagrate to give an entirely different effect, but fortunately, the current plan is to leave it as-is. Will this F&B revision be enough to make Destruction competitive with Affliction again? We'll see; I know I'll be trying it out.

Filed under: Warlock, Patches

In the category of "finally": Raid ID confirmation windows in 3.1

The 3.1 PTR has brought a lot of wonderful quality of life improvements, but here's one that players and GMs alike will undoubtedly appreciate more than a lot of them: you finally, finally get a confirmation window when you enter an instance that would lock you to it. You get the option to accept the lockout and stay in the instance or leave the instance and save your ID for later. You have 15 seconds to make said choice.

This means no more getting screwed out of heroics by some idiot who forgot he already ran Violet Hold today or any other of the myriad ways you can lose your ID for the day (or week). It's about time.

Our good friend BRK found this feature without even realizing it, as WI reader Brandon Tilley discovered it in BRK's screenshots of a PTR raid last night. Thanks for the heads-up on this exciting change, Brandon, and way to miss the boat, BRK!


Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.

Filed under: Patches, News items

Forum post of the day: Raid timers (poll)

Today's forum post of the day serves a dual purpose: it brings up issues with raid timers and it demonstrates how not to make friends and influence people on the forums. Our hot-headed friend Phearing of Silver Hand is a mighty bit miffed that he zoned into a 10-man Vault run only to find that there were no mobs there. He was saved to the instance, and thus does not get another shot at it until the raid timer resets.

Nubbyzor of Whisperwind quickly pointed out that if the raid leader is saved to the instance you join their raid ID. This has happened since the dawn of raid timers. People have been mislead into joining raids in progress and cannot get a second shot at a heroic if their group is under par. Heroics aren't really a big deal, if your group fails, you can try again tomorrow. It's lame, but it's only one day. The week-long timer on raids makes this a little bit harder to swallow.

Read more →

Filed under: Analysis / Opinion, Raiding, Forums, Forum Post of the Day

Crit DoTs for Affliction, sorta

The Shadow Priest world was recently pleased to learn that Mind Flay is going to be enhanced in an upcoming beta build with the ability to crit (as well as a 30% increased spell power coefficient). The Affliction Warlock community, meanwhile, just wanted to know if they'd get a similar treatment, and it looks like the answer is: maybe? Kind of?

Let me explain. Last night, class designer Koraa said the following in the beta forums:

There will be a new talent in Affliction in an upcoming build. Keywords: "DoT" and "Crit" (Well, sorta)

How do we interpret that "well, sorta"? Who knows, really. I'm sure we'll all see soon enough. In the mean time, it's always fun to speculate! What's like critting, but isn't actually a crit? Well, there could be a chance of 1.5x/2x damage, without actually being counted as a crit. This way it wouldn't trigger effects that trigger from crits. However, it would then not solve the issue of crit rating being next to meaningless for Aff locks. "Sorta" could also mean that crit mechanics will apply to DoTs, but not in a traditional way:

  • A crit DoT could have each tick do extra damage (this would be the closest analogue of a regular crit, I think).
  • It could be extended in duration, which would save on mana but not really raise DPS.
  • Each tick could have a separate chance to crit.
  • It could actually compress the DoT, making it do the same amount of damage in less time, which would raise DPS and keep DPM constant.

I think that last one is my favorite. What do you think they'll do? What do you want them to do?

Update: Semi-crit mechanism revealed! New talent: Pandemic - Each time you deal damage with Corruption or Unstable Affliction, you have a chance equal to your spell critical strike chance to deal 33/66/100% additional damage.

Filed under: Warlock, Wrath of the Lich King

Reader UI of the Week: Draxyl of Turalyon


World of Warcraft allows all of us an unprecedented ability to modify our user interface to meet our needs. Each week WoW Insider will bring you a fresh and detailed look at reader submitted UIs. Have a screenshot of your UI you want to submit? Send it, along with your character name and server, to readerui@gmail.com.

Draxyl from the Turalyon U.S. server submits to us his Warlock UI. It's actually very reminiscent of the UI that I had for quite some time until I upgraded my graphics card and started using a lot of alpha-blending (transparency). He uses Fubar across the top with several key pieces of information and quick to reach options, and then has the bottom of the screen filled with status indicators, chat, and action buttons.

I think it's a common theme amongst most UI enthusiasts to focus the information in one or two places. This has several benefits, from limiting eye movement when trying to pickup information, to allowing more space to see what's going on in the rest of the environment.

Read more →

Filed under: Warlock, Reader UI of the Week

Life tap changes coming

This just in: many players are unhappy with the Life Tap changes that have come on the PTR. But in all seriousness, Blizzard has evidently taken notice, and they promise that more changes are to come. Specifically, Hortus just posted the following in the test realm forums: "Some changes are going to be made to lifetap in an upcoming PTR build. Until that time I think we've got enough feedback." So now it's time to just sit tight and see what happens, I suppose. That doesn't mean we can't talk about it -- how would you deal with Life Tap to fill Blizz's goals of making it hurt more in PvP, while not totally breaking it for PvE?

[Thanks, Fortine Gorganash - H]

Blizz speaks on Life Tap

Life Tap is one of my favorite mechanics in the game. It's elegant, it's clever, and it's just plain fun; it's a big part of the reason a Warlock is my third-highest-level character (behind my two 70s). And it's really a defining part of the Warlock class, along with demons and soul shards. So when they nerfed it on the patch 2.4 PTR, I was mad, along with a lot of other people. I still am.

Anyway, two recent Eyonix posts have discussed the topic. First, he clarified that Improved Life Tap will work the same as in patch 2.3: you get more mana without losing more life. Zero talent points in ILT = 15% of your max mana for 15% of your max life, one point = 16.5% mana for 15% life, and two points = 18% for 15%.

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Filed under: Warlock, Patches

Doomguard & Infernal getting buffed



Yesterday, a player posted on the official WoW forum asking about the current state of the Doomguard and Infernal Warlock pets. It's a hassle to learn how to summon these demons, requiring the completion of multiple quests for each, and summoning them requires reagents, including the death of one of your party members (for the Doomguard at least). With all these requirements, one would think the pets would be worthwhile, but their cost and unpredictability (they have to be continually enslaved, which is on diminishing returns and may break at any time) make them worse than the normal Warlock pets.

Eyonix answers the original poster, saying that the devs are concerned about these pets and will buff them sometime in the future. That "future" may be the next expansion, but this is a better answer than the class has received on the subject in a long time. To the best of my knowledge, previous answers were something along the line of "These spells may have situational uses and will not be changed from that role". Now there is once again hope that these cool and iconic (watch the original WoW cinematic, if you don't recall) Warlock pets will become more than simple novelties.

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Filed under: Warlock, Buffs, Wrath of the Lich King

Arena stats from the second season start

Caster has posted his "first successful pull" of an exhaustive list of arena PvP stats about class and spec over on the forums. There are tons of stats to play around with here-- for each bracket of 5v5, 3v3, and 2v2, he's got the average, minimum, and maximum of specs for each class, wins and losses, the low, average, and high of hit points, and even a breakdown of who's grouping with who.

Not surprisingly (though I was surprised back when Arenas first started up), Warriors and Paladins are topping the charts in terms of numbers, so it seems a good way to win 5v5 Arenas is simply to stay alive. Apparently 2v2 teams are the most volatile (since people switch around with them all the time), but the numbers there are the most interesting-- Warlocks and Priests top the charts there (thanks a lot, Fear), and it turns out Druids might have actually have a place in Arena PvP-- as long as it's right alongside a Lock.

And the big loser is apparently Hunters-- their numbers are down to single digits in 2v2 and 3v3 (as in 1 and 2 total), which means players are not taking their Hunters into the arenas. Is that because Hunters aren't useful or viable enough in the smaller teams? I'll leave that one up to you.

[ via WoW LJ ]

Filed under: Druid, Hunter, Warlock, Analysis / Opinion, PvP, Classes, Talents

Build Shop: Warlock 0/40/21



I apologize for this week's Build Shop being a day late; I've been driving all around North Carolina and internet access has been spotty. This week we look at the master of fire and shadow, the Warlock. I've got a lock at approximately level 55, so I'd rate my knowledge of the class "medium." This one should be a bit less noobish than last week's Warrior write-up, at any rate.

This build comes courtesy of Rixnor, of Serious Business on Duskwood (H), who "thought [he] would show you a Raiding Demonology build that doesn't get much love." He's tried 0/21/40 and 41/X/X, and likes 0/40/21 better for raiding. He says he "felt gimp" in 0/21/40 due to having to have a pet out all the time, a lot of the Destruction talents not doing much for him (he likes shadow), and aggro limitations. As he rightly points out, pretty much any good caster is putting out as much dps as he can without pulling aggro off the tank, which means anything that reduces threat increases available DPS. One thing I don't know is how much Soulshatter changes this balance, but still, reduced threat is nice.

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Filed under: Warlock, Features, Talents, Build Shop

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