Hi Devs,
This is my first ever post as I have never been compelled to write on a forum but this class requires some attention. Destruction is my main spec while Affliction is my secondary. I've read some of the posts, some I agree some I don't. This is strictly from a PvE perspective. As I am not a PvPer.
As of right now, all Warlock specs are not performing compared to other classes. Especially fights when high mobility is needed, meaning we are not viable to take on Mythics ( looking at Eye of Azshara and Vault of the Wardens etc). Actually had been refused entry on a Mythic because of my class and they chose a Hunter instead. Was nearly considering rerolling a Hunter for their ability to dps and move at the same time and doing more damage. In my opinion every class should be viable for content. That was the last straw for me sadly and is why I am writing this post. I never felt that way just by picking a class which I have grown to love.
Few points:
Destruction:
*Chaos Bolt
To disagree with Etainn.....Chaos Bolt needs a buff drastically not just in PvP but PvE aswell. I've only seen a 300-500k crit with costing two shards and that cast time its just not worth it. As an ilvl 800 was getting higher crits and outdpsed me while I had ilvl 838 in a Normal dungeon (for a World Quest) and I know how to play Warlock. I was shocked and embarrassed. (Insert sadface here)
*Mobility
The no mobility is killing Destruction spec specifically. It literally kills our dps. And case in point what some people were saying for Demonic Circle just wont cut it. It is a portal that has a large cooldown. We have no way to cast and move at certain points with Conflagrate being our only one. We literally run around like headless chickens with no dps on the boss at all. I understand you want the class to be more tanky, which is fine from a PvP angle (presumably) but if you are in a Mythic...tanky still isnt going to save you from mechanics. We die just like Mages or Shamans with the added bonus of being able to take one more hit.
*Soul Shards (this is for Destruction and Affliction)
I love that you gave a default of 3 shards, it helps ALOT. Thank you for that. But shard generation is none existent on Boss fights. In fact, we are the only class with resource generation relying on RnG. No other class has this. The other classes know how much resource they will get from their abilities, while we spam Incinerate and hope for the best while throwing Conflagrate out to generate ONE shard. Which makes Soul Conduit a necessity rather than a choice.
*Rain of Fire
This needs to be either instant or cost less. Take a Shaman for example: their AoE lightning is free basically BUT generates their resource. Mages have a cast time but the resource cost is minimal. While Warlock's COST considerable resource AND has a cast time. I don't see the logic. You could argue that it does more damage, but with cast time most of the mobs are half dead especially if you have a Demon Hunter and Monk or Outlaw Rogue on your team. Their dps is insane.
*Grimoire of Sacrfice
I swear we are the most RnG class in the game everything states a "chance" to do something :) My two cents would be have it similar to Marksmanship's Lone Wolf as they have a set percentage increase in damage. Although, I can see some people liking the AoE application of it, so maybe each tick of Immolate and Agony to spread a percentage of the spell's damage. You could add some sort of mobility to taking Grimoire of Sacrifice since we have no pet to fall back on and make Grimoire of Service our go-to for single target dps and "turret" based damage.
Burning Rush
The class fantasy of a Warlock is siphoning the life from their enemies. So why do we use our own life in combat with Burning Rush and not our enemies life, even if its marginal and put a small cd on it?
Demonology
*Doom
Although I don't play Demonology, Doom needs some work. It has such a long timer my finger got tired from pressing Shadowbolt
Demon Summons
I was thinking to have Demonology a little more interesting with the use of Soul Shards :
2 SS- Imps quick AoE damage
3 SS- Dreadstalkers quick single target dps
4 SS- Infernals heavy AoE damage
5 SS- Doomguards heavy single target dps
I dont mind if you dont consider this good feedback but I particularly don't wish to reroll. If you do take only one thing from this at least a damage buff and some slight mobility. And sorry if no-one agrees with me.
Thanks for reading.
Kind Regards,
Dae
Implosion damage is fake damage.
You can easily top a battleground damage, but that damage is not real. Actually, demonology damage is quite bad.
What happens is that when you sacrifice your imps for Implosion, the health of the imps that you just sacrificed counts has damage. If you sacrifice one imp with 100k health, that 100k health is considered damage done.
So, everyone thinks that demo is powerful and Implosion deals lots of damage, cause everyone sees the chart when you finish an arena, but the truth is that it is fake damage.
You can easily top a battleground damage, but that damage is not real. Actually, demonology damage is quite bad.
What happens is that when you sacrifice your imps for Implosion, the health of the imps that you just sacrificed counts has damage. If you sacrifice one imp with 100k health, that 100k health is considered damage done.
So, everyone thinks that demo is powerful and Implosion deals lots of damage, cause everyone sees the chart when you finish an arena, but the truth is that it is fake damage.
With the nerf to our survival in the 7.1, why do not you go back to fel armor "10% damage reduction/10% stamina"?
And PLEASE, shadowfury 3 sec stun, istant...
And PLEASE, shadowfury 3 sec stun, istant...
I already posted here but will try to elaborate more.
Spec: Affliction
(nearly 850 item level - Artefact level 18)
1) Overall damage is too slow and low in both short and long fights.
- Our dots do low damage per tick
- Agony ramp up time takes too long
- Soul shard generation is unreliable: you often have to choose between casting Unstable Affliction OR summoning from Grimoire of Service OR summoning Doomguard, making usless the one not chosen.
- Siphon Life, Drain life and Phantom Singularity do not count as dots for Felhunter´s Shadow Bite damage increase while the tooltip says "for each of the master's Affliction damage over time effects".
- Phantom Singularity is viable only in Battleground as it aggroes the entire instance on trash pulls while it's crap on single target. Its long cooldown is also a pain making you have to choose to do not use it when close to a boss fight.
- The following talents are crap:
Haunt (long cd), Drain Soul (unworthy dps), Contagion (because of Soul Shard's unreliability) Mana Tap (few damage increase for 1 more resource to manage) Soul Harvest (damage increase and uptime is crap: relate it to corruption maybe?) Grimoire of Sacrifice (you lose the pet ability in order to lose damage, not a great bargain) Grimoire of Supremacy (you trade you big damage cooldown and your strongest pet for a normal pet) Soul Effigy (crap mechanic, crap damage, crap visibility, dispellable) Soul Conduit (unreliable support talent as level 100 talent = joke)
2) Seed of corruption has too slow casting time and low damage.
In the same time I cast one Seed and I inflict the damage to make it explode, the other classes have done more dps. This makes the fight exponentially shorter making Seed more usless and hard to manage the time passes.
The talent feels useless on trash (also in Mythic) because they last too little time or because you don't pull the entire instance in Mythic.
Short Seed's casting and make the talent increase Seed's damage and make it concentrate all damage on single target situations?
3) Artefact ability is unreliable.
While the other dps classes have an ability that does huge direct damage with low cd, we have a good buff that requires charges to be up.
Starting with zero charges kills its use.
More, the charge generation system is usless on bossfight
Because of the aboves, you are unwilling to waste your charges on treashes.
Overall a loss of dps and a missed opportunity to do a good thing for warlocks.
Every other class loves their artefact. We don´t, making playing the warlock in the community very sad.
As this was not enough, the golden artefact talents feel crap.
4) PvP survivability is serious crap.
I got killed in few seconds with all defences up. Can't even cast or react or get out of cc. Where is the tankyness promised?
Next patch we will lose even more defence. Good Job.
Overall considerations:
I played warrior for 9 years, then warlock, rogue, priest and hunter. With all of their specs and in all pve and pvp situations and in both casual and hard raiding environment. I also tried a bit of all the other classes along the way.
I came back to affliciton warlock for Legion because after the new changes and simplifications it was the only class I liked and felt comfortable playing in both pve and pvp situations.
Now I feel like you lied to me, I feel like I bought a fake product.
And the worst thing is that I have to endure with my choice now, because dual spec and alts are gone.
I got kicked and mocked for low damage and finding a group for mythic is every day harder.
Make all artefact power points be common to all character artefacts and buff warlock damage.
Regards,
Spec: Affliction
(nearly 850 item level - Artefact level 18)
1) Overall damage is too slow and low in both short and long fights.
- Our dots do low damage per tick
- Agony ramp up time takes too long
- Soul shard generation is unreliable: you often have to choose between casting Unstable Affliction OR summoning from Grimoire of Service OR summoning Doomguard, making usless the one not chosen.
- Siphon Life, Drain life and Phantom Singularity do not count as dots for Felhunter´s Shadow Bite damage increase while the tooltip says "for each of the master's Affliction damage over time effects".
- Phantom Singularity is viable only in Battleground as it aggroes the entire instance on trash pulls while it's crap on single target. Its long cooldown is also a pain making you have to choose to do not use it when close to a boss fight.
- The following talents are crap:
Haunt (long cd), Drain Soul (unworthy dps), Contagion (because of Soul Shard's unreliability) Mana Tap (few damage increase for 1 more resource to manage) Soul Harvest (damage increase and uptime is crap: relate it to corruption maybe?) Grimoire of Sacrifice (you lose the pet ability in order to lose damage, not a great bargain) Grimoire of Supremacy (you trade you big damage cooldown and your strongest pet for a normal pet) Soul Effigy (crap mechanic, crap damage, crap visibility, dispellable) Soul Conduit (unreliable support talent as level 100 talent = joke)
2) Seed of corruption has too slow casting time and low damage.
In the same time I cast one Seed and I inflict the damage to make it explode, the other classes have done more dps. This makes the fight exponentially shorter making Seed more usless and hard to manage the time passes.
The talent feels useless on trash (also in Mythic) because they last too little time or because you don't pull the entire instance in Mythic.
Short Seed's casting and make the talent increase Seed's damage and make it concentrate all damage on single target situations?
3) Artefact ability is unreliable.
While the other dps classes have an ability that does huge direct damage with low cd, we have a good buff that requires charges to be up.
Starting with zero charges kills its use.
More, the charge generation system is usless on bossfight
Because of the aboves, you are unwilling to waste your charges on treashes.
Overall a loss of dps and a missed opportunity to do a good thing for warlocks.
Every other class loves their artefact. We don´t, making playing the warlock in the community very sad.
As this was not enough, the golden artefact talents feel crap.
4) PvP survivability is serious crap.
I got killed in few seconds with all defences up. Can't even cast or react or get out of cc. Where is the tankyness promised?
Next patch we will lose even more defence. Good Job.
Overall considerations:
I played warrior for 9 years, then warlock, rogue, priest and hunter. With all of their specs and in all pve and pvp situations and in both casual and hard raiding environment. I also tried a bit of all the other classes along the way.
I came back to affliciton warlock for Legion because after the new changes and simplifications it was the only class I liked and felt comfortable playing in both pve and pvp situations.
Now I feel like you lied to me, I feel like I bought a fake product.
And the worst thing is that I have to endure with my choice now, because dual spec and alts are gone.
I got kicked and mocked for low damage and finding a group for mythic is every day harder.
Make all artefact power points be common to all character artefacts and buff warlock damage.
Regards,
I will keep it simple. I have 250+ days gameplay on my warlocks and on 90% of time I've played destruction. I have several issues about the destruction:
1- Chaos Bolt is hard-cast spell and its damage is not rewarded with its cast time. (I'm talking about pve. In pvp it should hit twice of this with that cast time)
2- No mobility but some tanky tanky class: Yes I get u want to make warlocks more tanky caster unlike mages but 1 base mobility skill would be cool I guess.
3- We have to change talents to hit AoE or single target. On area damage, we can top dps with cataclysm and aoe incinerate but with that build we will have like half of single target dps.
4- Destruction Mastery is not satisfying with respect to other specs and other expansions. Destruction must not be RNG based spec, there is a reason that Chaos Bolt only hits critical (because it has to damage strong as it says on tooltip) however with this mastery it can even hit 450k and even hit 265k which is so unwanted situation.
I've almost BiS Stat gears 847ilvl with 34.20% haste and 18.82% crit, I can top on most single targets with a good talent setup (I'll write my talents below). But I'm aware that any 820 monk with 100 IQ would just destroy my dps by 15-20% with no skills. (Yes I tried playing monk too, with almost no skill). I'm not blaming that monks are too OP, I think all classes should require skills to make good dps, but on warlock that does not count. We all are not hard-pro players. It should be equalized.
My talents for Mythic dungeons:
Roaring Blaze (good for stacking immolate dmg but requires time to get use to it)
Reverse Entropy (only choice for single target)
Demon Skin (helps alot since we dont have mobility)
Fire and Brimstone (I would give Eradiction but on most Mythics Combat we need to area dmg, even for boss combats so I choose this talent for now)
Dark Pact (I can survive and mythic burst dmg with unending resolve and dark pact combo)
Grimoire of Service (Best single target talent as I tried so far, increases significant dps on single target)
Soul Conduit (If I'm lucky I can spam several chaos bolts in a row)
My artifact traits are simply Dimension Ripper and Lord of Flames (and their path with best choices, chaos bolt dmg etc)
I hope Chaos Bolt can be considered again with its cast-time/damage problem.
1- Chaos Bolt is hard-cast spell and its damage is not rewarded with its cast time. (I'm talking about pve. In pvp it should hit twice of this with that cast time)
2- No mobility but some tanky tanky class: Yes I get u want to make warlocks more tanky caster unlike mages but 1 base mobility skill would be cool I guess.
3- We have to change talents to hit AoE or single target. On area damage, we can top dps with cataclysm and aoe incinerate but with that build we will have like half of single target dps.
4- Destruction Mastery is not satisfying with respect to other specs and other expansions. Destruction must not be RNG based spec, there is a reason that Chaos Bolt only hits critical (because it has to damage strong as it says on tooltip) however with this mastery it can even hit 450k and even hit 265k which is so unwanted situation.
I've almost BiS Stat gears 847ilvl with 34.20% haste and 18.82% crit, I can top on most single targets with a good talent setup (I'll write my talents below). But I'm aware that any 820 monk with 100 IQ would just destroy my dps by 15-20% with no skills. (Yes I tried playing monk too, with almost no skill). I'm not blaming that monks are too OP, I think all classes should require skills to make good dps, but on warlock that does not count. We all are not hard-pro players. It should be equalized.
My talents for Mythic dungeons:
Roaring Blaze (good for stacking immolate dmg but requires time to get use to it)
Reverse Entropy (only choice for single target)
Demon Skin (helps alot since we dont have mobility)
Fire and Brimstone (I would give Eradiction but on most Mythics Combat we need to area dmg, even for boss combats so I choose this talent for now)
Dark Pact (I can survive and mythic burst dmg with unending resolve and dark pact combo)
Grimoire of Service (Best single target talent as I tried so far, increases significant dps on single target)
Soul Conduit (If I'm lucky I can spam several chaos bolts in a row)
My artifact traits are simply Dimension Ripper and Lord of Flames (and their path with best choices, chaos bolt dmg etc)
I hope Chaos Bolt can be considered again with its cast-time/damage problem.
In 7.1 moonkin get the possitility to istant cast hiting by melee, and shadow priest get 10% psysical damage reduction from shadowform...
why warlock can't have old backlash and fel armour back?
why warlock can't have old backlash and fel armour back?
Favorite spec is Affliction
4 things I don't like about affliction right now:
4 things I don't like about affliction right now:
- low damage in situations where I feel I should have been doing a lot of damage (having dots rolling on 4-5 targets (GCD cap, never dropping agony) is outdone by two or three button presses from monk/DH)
- Soul Effigy does not feel fun
- The pet tier belongs with demonology I don't like having pets forced into affliction when other pet classes (hunter & DK) don't have their pets forced into every spec's talent tree
- summon doomguard/infernal is not a fun dps cooldown for affliction
16/09/2016 23:55Posted by Малигнисdestroyer of demo lock class fantasy
I like that. They should make that a title for Demon Huntards, so that I can hate them even more.
my 2 cents...
Haunt: 20 secs CD , instant cast cost 1 soul shard, does instant damage of total active dots, if target dies the shard is returned.
Baseline
can not abuse in pvp, interacts with the class mastery,the class fantasy and the theory that the SS are powerful.
usable in ST and priority targets
Talent Sow the seeds: 1 SS, Embeds a demon seed in the enemy target that will explode after 18 sec, dealing (120% of Spell power) Shadow damage to all enemies within 10 yards and applying Corruption to them and Agony.
sorry for my bad english -_-
Haunt: 20 secs CD , instant cast cost 1 soul shard, does instant damage of total active dots, if target dies the shard is returned.
Baseline
can not abuse in pvp, interacts with the class mastery,the class fantasy and the theory that the SS are powerful.
usable in ST and priority targets
Talent Sow the seeds: 1 SS, Embeds a demon seed in the enemy target that will explode after 18 sec, dealing (120% of Spell power) Shadow damage to all enemies within 10 yards and applying Corruption to them and Agony.
sorry for my bad english -_-
Blizzard ? get some good guy/girl on the warlock class to revamp it
Its unplayable !!
that constructive enough ??
ive done mythic/heroics on my fire mage and you want me to do that on my warlock are you kidding me ??
it has nothing to do with raid damage so time to change it is Now !
Its unplayable !!
that constructive enough ??
ive done mythic/heroics on my fire mage and you want me to do that on my warlock are you kidding me ??
it has nothing to do with raid damage so time to change it is Now !
Favourite spec: Destruction
I'll base oppinions on PvP
Things I dislike:
-Demonic Circle as talent instead of base-line spell, it makes us rely on the MUCH weaker version: Demonic Gateway, which has an insane cast-time and cooldown.
In a PvP situation (such as arena) you'll probably engage combat befor you had the 3 seconds to put one up. And with a 90 sec cooldown, you'll better REALLY think twice befor you use it.
-Chaos bolt has a very long cast for what it actually does, Shadowburn is a way better option, while it doesn't guarantee a crit. And even that does laughable damage.
-Shadowfury now has a cast time, and is on the same line as our crucial defensive ability. Making it a no-brainer to not pick it.
-Incinerate damage is quite low in comparison to other classes 2sec casts.
-Rain of fire is now a 2sec cast and consumes 3(!?) soul shards.
In other words: please sap us, rogues.
We can live with A LOT less survivability if our mobility, damage and utility can go up.
I hope every post in this topic can make the difference. :)
I'll base oppinions on PvP
Things I dislike:
-Demonic Circle as talent instead of base-line spell, it makes us rely on the MUCH weaker version: Demonic Gateway, which has an insane cast-time and cooldown.
In a PvP situation (such as arena) you'll probably engage combat befor you had the 3 seconds to put one up. And with a 90 sec cooldown, you'll better REALLY think twice befor you use it.
-Chaos bolt has a very long cast for what it actually does, Shadowburn is a way better option, while it doesn't guarantee a crit. And even that does laughable damage.
-Shadowfury now has a cast time, and is on the same line as our crucial defensive ability. Making it a no-brainer to not pick it.
-Incinerate damage is quite low in comparison to other classes 2sec casts.
-Rain of fire is now a 2sec cast and consumes 3(!?) soul shards.
In other words: please sap us, rogues.
We can live with A LOT less survivability if our mobility, damage and utility can go up.
I hope every post in this topic can make the difference. :)
- Tell us your favorite warlock spec
- Affliction
- 3 things you don't like about warlocks right now
- I dislike ua as a vehicle to spend ss into for damage. I'd rather have something that takes 3/4/5 shards and nukes something
- Class feels slow.
- some of the talent choices are auto choose as they are required for play.
I'd quite like to be able to understand demonic. And run on water with the fel/dread steeds.
- be realistic and keep it short and simple (unless you
- Affliction
- 3 things you don't like about warlocks right now
- I dislike ua as a vehicle to spend ss into for damage. I'd rather have something that takes 3/4/5 shards and nukes something
- Class feels slow.
- some of the talent choices are auto choose as they are required for play.
I'd quite like to be able to understand demonic. And run on water with the fel/dread steeds.
- be realistic and keep it short and simple (unless you
My favourite Spec: Demonology
Issues:
Demonic Empowerment - This spell overall feels over simplified for a "Master Summoner" class and doesn't feel rewarding. When I think of a character who is supposed to be managing his pets, I'd expect more interaction with the pets I'm summoning, instead of a single spell cast or at least a way to interact with the Enemy to make my pets more effective against them.
Pet Durations - Imps, Dreadstalkers and Imps riding Dreadstalkers. Throw in the occasional Darkglare and that's this class. When I have everything out, it looks amazing, but it doesn't last long. I want to be able to have pets out for much longer, I want to be an anchor for these powerful demons and command them to do my bidding instead of having these pets that are, in essence, DoTs with a character model.
Cooldowns - Slightly uninspiring and dated cooldowns. Death Knights are capable of summoning an army in on a cooldown and aren't really classed a summoner class. I can summon a Doomguard for 25 seconds every 3 minutes (I can enslave one for 5 minutes on no cooldown) or an Infernal (Same issue). If I specialize for Grimoire of Service, I can temporarily summon a second Primary pet. Defensive cooldowns are fine in my eyes.
Talents - Talent choices that should be Baseline: Demonbolt, Demonic Circle, Demon Skin
Issues:
Demonic Empowerment - This spell overall feels over simplified for a "Master Summoner" class and doesn't feel rewarding. When I think of a character who is supposed to be managing his pets, I'd expect more interaction with the pets I'm summoning, instead of a single spell cast or at least a way to interact with the Enemy to make my pets more effective against them.
Pet Durations - Imps, Dreadstalkers and Imps riding Dreadstalkers. Throw in the occasional Darkglare and that's this class. When I have everything out, it looks amazing, but it doesn't last long. I want to be able to have pets out for much longer, I want to be an anchor for these powerful demons and command them to do my bidding instead of having these pets that are, in essence, DoTs with a character model.
Cooldowns - Slightly uninspiring and dated cooldowns. Death Knights are capable of summoning an army in on a cooldown and aren't really classed a summoner class. I can summon a Doomguard for 25 seconds every 3 minutes (I can enslave one for 5 minutes on no cooldown) or an Infernal (Same issue). If I specialize for Grimoire of Service, I can temporarily summon a second Primary pet. Defensive cooldowns are fine in my eyes.
Talents - Talent choices that should be Baseline: Demonbolt, Demonic Circle, Demon Skin
Favorite warlock spec:
- Affliction
Don't like:
- Ramp up time. I never minded the ramp up time with affliction over the years and I always accepted it was long however that was when you could compete in DPS once upto full speed.
- No OMG HERE COMES THE DAMAGE! cd's / Lack of burst potential.
- Soul Effigy is clunky and not fun. No alternative if you want the best single target performance.
- Affliction
Don't like:
- Ramp up time. I never minded the ramp up time with affliction over the years and I always accepted it was long however that was when you could compete in DPS once upto full speed.
- No OMG HERE COMES THE DAMAGE! cd's / Lack of burst potential.
- Soul Effigy is clunky and not fun. No alternative if you want the best single target performance.
Affliction
What currently displeases me
- We are one of the few, if not the only, class(ses) that require a tremendous cost upon using our cooldown. For affliction, running grimoire of service is not worth it due to the value of talented UA being higher than the 25 seconds of ~26k dps resulting in 7.2k and 3.6k for grim/summon doomguard spread dps(uptime dps spread over cd recharge time) while UA gives us 15% damage increase for its duration and deals over 30% of our damage AND the doomguard does ~26k(+20% below 20%) compared to the normal felhunter with ~13k dps.
- For all specs, the voidwalker is broken in the sense of ghost aggro. It sometimes pulls entire rooms that -may- stop being aggrod if they don't reach you before suffering? runs out. Some people claim that this has an interaction with soul harvest to trigger the room wide aggro but I have personally experienced it with and without.
- Out of combat soul shard decay. A lot of fights have tremendously long and unskippable ingame npc roleplay/chitchat where the target cannot be engaged. Or common to dungeons/raids tactics need to be discussed or healers need their mana. Luckily we've had our base soul shards increased to 3 up from 1 down from max in the past. This means that after about 10 to 15 seconds our 5 shards become 3 which means we have less of a buffer for bad shard generation rng. I have had dungeons where my soul effigy kept me in combat so I kept my 5 shards and it's a dps difference of at least 40k in mythics when I have 3 or 5 shards.
- Out of combat(and sometimes during combat) Reap Souls stack decay. While I do love the fact that we have this artifact effect, it bothers me a lot when our group comes to a halt for tactics or mana before a boss and I slowly see my stacks dwindle away. It's even worse with the upcoming raids where we will have to start with 0 everytime we wipe on a boss. Please change the effect from this rng fest to a set amount of seconds between each stack and also make it work out of combat. Perhaps change one of the infamously useless on kill golden traits to reduce these intervals by .5 or 1 second(or more). Changing this is desperately needed even if it doesn't get mentioned a lot.
edit:
I am aware op asked for a maximum of 4 but this needs to be brought up.
What really bothers me a lot:
Soul effigy is a noob(Excuse my wording) trap which even managed to fool the icy veins guide and simulation craft sims. If you do not have enough mastery(It requires a lot of mastery) or are running contagion it is a loss of dps to maintain corruption and siphon life on the soul effigy. The total damage of these spells on Soul effigy(Thus 35% damage to main target) is less than the damage you deal with drain life/drain soul in the gcd window. The only exception on this is that you get a negligible dps gain of(for me) 200 dps when using siphon life but only when using drain life. I am currently sat at 131% unbuffed mastery. untalented corruption is a drop dead dps loss.
What currently displeases me
- We are one of the few, if not the only, class(ses) that require a tremendous cost upon using our cooldown. For affliction, running grimoire of service is not worth it due to the value of talented UA being higher than the 25 seconds of ~26k dps resulting in 7.2k and 3.6k for grim/summon doomguard spread dps(uptime dps spread over cd recharge time) while UA gives us 15% damage increase for its duration and deals over 30% of our damage AND the doomguard does ~26k(+20% below 20%) compared to the normal felhunter with ~13k dps.
- For all specs, the voidwalker is broken in the sense of ghost aggro. It sometimes pulls entire rooms that -may- stop being aggrod if they don't reach you before suffering? runs out. Some people claim that this has an interaction with soul harvest to trigger the room wide aggro but I have personally experienced it with and without.
- Out of combat soul shard decay. A lot of fights have tremendously long and unskippable ingame npc roleplay/chitchat where the target cannot be engaged. Or common to dungeons/raids tactics need to be discussed or healers need their mana. Luckily we've had our base soul shards increased to 3 up from 1 down from max in the past. This means that after about 10 to 15 seconds our 5 shards become 3 which means we have less of a buffer for bad shard generation rng. I have had dungeons where my soul effigy kept me in combat so I kept my 5 shards and it's a dps difference of at least 40k in mythics when I have 3 or 5 shards.
- Out of combat(and sometimes during combat) Reap Souls stack decay. While I do love the fact that we have this artifact effect, it bothers me a lot when our group comes to a halt for tactics or mana before a boss and I slowly see my stacks dwindle away. It's even worse with the upcoming raids where we will have to start with 0 everytime we wipe on a boss. Please change the effect from this rng fest to a set amount of seconds between each stack and also make it work out of combat. Perhaps change one of the infamously useless on kill golden traits to reduce these intervals by .5 or 1 second(or more). Changing this is desperately needed even if it doesn't get mentioned a lot.
edit:
I am aware op asked for a maximum of 4 but this needs to be brought up.
What really bothers me a lot:
Soul effigy is a noob(Excuse my wording) trap which even managed to fool the icy veins guide and simulation craft sims. If you do not have enough mastery(It requires a lot of mastery) or are running contagion it is a loss of dps to maintain corruption and siphon life on the soul effigy. The total damage of these spells on Soul effigy(Thus 35% damage to main target) is less than the damage you deal with drain life/drain soul in the gcd window. The only exception on this is that you get a negligible dps gain of(for me) 200 dps when using siphon life but only when using drain life. I am currently sat at 131% unbuffed mastery. untalented corruption is a drop dead dps loss.
Some comments, in no particular order.
> Making Demon Skin and Dark Pact mutually exclusive without giving us some kind of mobility or additional survivability would be, I think, a step too far. If warlocks are supposed to be "tanky" casters then play that up, don't diminish it.
> Putting my voidwalker on passive (while trying to avoid pulling extra mobs) makes him run away. Like, really far away. As soon as anything hits me he dashes behind and disappears. I'd like my not-cowardly voidwalker back please.
> The increase to shard count has helped, it's not quite enough but it has helped.
> This isn't specifically a warlock thing, but tab targeting is awful right now. It doesn't pick up any mobs that aren't in combat, even if they're right next to my target, UNLESS I'm in Darkheart Thicket, in which case every damn mob in the dungeon is a target.
And finally, a word on Mastery. The thing about Destruction's Mastery is that when it goes badly it's unsatisfying, and when it goes well it's unsatisfying. Bad RNG makes you feel bad for doing rubbish dps and good RNG makes you feel nothing because you didn't actually demonstrate skill, you just got lucky. The comparison to Crit is fair but flawed: Crit has always been a straight dps increase via Chaos Bolt, it doesn't have to "even out" as much, and besides which, Crit was fine on its own, but two unpredictable chokes on our dps is too much.
> Making Demon Skin and Dark Pact mutually exclusive without giving us some kind of mobility or additional survivability would be, I think, a step too far. If warlocks are supposed to be "tanky" casters then play that up, don't diminish it.
> Putting my voidwalker on passive (while trying to avoid pulling extra mobs) makes him run away. Like, really far away. As soon as anything hits me he dashes behind and disappears. I'd like my not-cowardly voidwalker back please.
> The increase to shard count has helped, it's not quite enough but it has helped.
> This isn't specifically a warlock thing, but tab targeting is awful right now. It doesn't pick up any mobs that aren't in combat, even if they're right next to my target, UNLESS I'm in Darkheart Thicket, in which case every damn mob in the dungeon is a target.
And finally, a word on Mastery. The thing about Destruction's Mastery is that when it goes badly it's unsatisfying, and when it goes well it's unsatisfying. Bad RNG makes you feel bad for doing rubbish dps and good RNG makes you feel nothing because you didn't actually demonstrate skill, you just got lucky. The comparison to Crit is fair but flawed: Crit has always been a straight dps increase via Chaos Bolt, it doesn't have to "even out" as much, and besides which, Crit was fine on its own, but two unpredictable chokes on our dps is too much.
!PLS NERF WARLOCKS THEY ARE TOO FAST TOO MOBILE .
-suggestion how to nerf mobility cus it's seems more is needed
a) make warlocks move with 50 % less speed than everybody else
b)when they cast that OP chaos bolt that takes 5 % of my hp to be perma stun and slowed for at least 5 sec.
c) make all their spell casts like 4 sec cast time cus literally we cant handle that dmg, people should have more time to move away or pick up their interrupt from the spell book .
!something off topic a minor thing, please remove all sort of control of the warlock cus that is just op i mean one warlock almost casted a spell on me
this is unacceptable.
-suggestion how to nerf mobility cus it's seems more is needed
a) make warlocks move with 50 % less speed than everybody else
b)when they cast that OP chaos bolt that takes 5 % of my hp to be perma stun and slowed for at least 5 sec.
c) make all their spell casts like 4 sec cast time cus literally we cant handle that dmg, people should have more time to move away or pick up their interrupt from the spell book .
!something off topic a minor thing, please remove all sort of control of the warlock cus that is just op i mean one warlock almost casted a spell on me
this is unacceptable.
Affliction:A master of shadow magic who specializes in drains and damage-over-time spells.
I believe if there existed synergy between dots for extra dps or extra effects on the dots themselves ( like curse of arcane or curse of elements ) would be a nice.
Other than that as an affli in both mythics and pvp i will agree with the rest. long ramp-up time and soulshard generation.
The legendary head slot with 20% faster ramp up time seems like a promising talent.Also the corruption slow of the ring as an honor talent.
Sorry for not mentioning any suggestions to demo or destr but i rolled as an affli.
I believe if there existed synergy between dots for extra dps or extra effects on the dots themselves ( like curse of arcane or curse of elements ) would be a nice.
Other than that as an affli in both mythics and pvp i will agree with the rest. long ramp-up time and soulshard generation.
The legendary head slot with 20% faster ramp up time seems like a promising talent.Also the corruption slow of the ring as an honor talent.
Sorry for not mentioning any suggestions to demo or destr but i rolled as an affli.
First of all, i absolutely love the warlock's destruction gameplay. it's in a good place mechanicly. However i have some concerns:
1. Our Dmg ouput is way to random. It's like playing with 2 types of crit and if you are unlucky you get the low dmg multiplier over longer periods of time. i tested out 5minute Target Dummy fights to see if it avaraged out. i did the exact same rotation and spells and the result varied from 150k dps to 240k dps. this brings me to point 2
2. Random Soulshard generation? really? i get that destruction use chaos magic but do we really need to feel like we are rolling a dye with every spell we cast?
3.Really low mobility if you dont want to piss off your healer and get kicked from the group you spendt 5 hours getting into because you are a warlock and people are basicly set on the thought that we arent viable.
1. Our Dmg ouput is way to random. It's like playing with 2 types of crit and if you are unlucky you get the low dmg multiplier over longer periods of time. i tested out 5minute Target Dummy fights to see if it avaraged out. i did the exact same rotation and spells and the result varied from 150k dps to 240k dps. this brings me to point 2
2. Random Soulshard generation? really? i get that destruction use chaos magic but do we really need to feel like we are rolling a dye with every spell we cast?
3.Really low mobility if you dont want to piss off your healer and get kicked from the group you spendt 5 hours getting into because you are a warlock and people are basicly set on the thought that we arent viable.
Destruction
Raid
I really love how the class mechanics work, and havoc is prob one of the funniest spells to work with in the game. However the class clearly needs a huge dps buff.
Even in the ideal situation for warlocks with 2-4 mobs spread out (using havoc and all mobs with immolate dot), I can just barely do the same damage as my fellow fire mages, hunters etc.
My spec is focused towards raiding, but in boss fights without adds I can't manage to give much more dps than 200k, compared to hunters and mages that do 300k+ with the same ilvl as me. My ilvl is 844 (37% haste) and sometimes I have seen mages/hunters with full blue gear (prob ilvl 805-820) giving 250-280k dps at single targets which is ridiculous.
It is really demotivating when you realize after a boss fight that you just had a perfect skill rotation (harder than most other classes with this RNG) with minimum movement, and then look at the damage meter to be confronted with other dps classes giving 30-40% more damage than you in that fight. The difference is that huge, that you don't even wanna try to improve your damage, since the best improvement possible will probably only end up with a 5% damage increase.
I didn't try demo or affli out, but as far as I can see in these posts, those are just as worse or even worser. Warlock is in a veeeeeery bad place right now since none of the three specs are viable, and something has to happen right now since raiding has started and warlocks are strucking a lot to get into the main team with this low dps.
A must changes:
1) Chaos bolt
Chaos bolt needs a significant damage buff. For me it hits between 280k-450k.. (this is low compared to other classes). Should be increased by 25% or something at that level.
2) Incinerate
Incinerate just got an ~5% damage increase today, which is far from good enough. It just went from totally useless (I spammed immolate before since it gave more damage) to something that I will consider to use (but only because you nerfed immolate!! wtf?). Anyhow Incinerate is prob the most boring skill to use in game, so it really needs some kind of rework.
- A good idea would be to increase Dimension Ripper from 5% to 15-20% (I love those dimensions rifts and I would love to see more of them. It's very good way to increase the damage). With 5% chance to proc I dont even notice them appear.
- You could also give the skill a chance to generate a shard just like immolate.
- Increase its damage slightly more.
3) Rain of fire
Rain of fire is just not worth using. It's even better AOE do dot alle mobs with immolate and then use havoc and chaos bolt.
At 10+ mobs it can be useful, but with that amunt of mobs they will always have low hp and die to melee classes before it has had its duration (melee classes have prob 2-3 times higher aoe dps).
4) We need another instant cast spell!!!
With all this movement (which is fine) at boss fights, we need another spell to cast while running. Normally you can do just 1 conflagrate and then you have nothing to use. I find myself saving up dimension rifts that I can use when I have to run, and even then I still run around for some seconds without anything to do at all (while I look at every other casting class that has something to cast). And then again these dimension rifts should'nt be used for that purpose.
5) Imp's
Their damage should be increased slightly overall.
Give the possible to be able to interupt in boss fights...
6) Swapping demonic circle and demon skin
This is just a huge nerf in pve. Then there is nothing usefull at the level 45 talents. Instead we have to sacrifice one of the few survival skills we have. And you said warlock should be a tanking class? hmm... Please just don't make that change...
Raid
I really love how the class mechanics work, and havoc is prob one of the funniest spells to work with in the game. However the class clearly needs a huge dps buff.
Even in the ideal situation for warlocks with 2-4 mobs spread out (using havoc and all mobs with immolate dot), I can just barely do the same damage as my fellow fire mages, hunters etc.
My spec is focused towards raiding, but in boss fights without adds I can't manage to give much more dps than 200k, compared to hunters and mages that do 300k+ with the same ilvl as me. My ilvl is 844 (37% haste) and sometimes I have seen mages/hunters with full blue gear (prob ilvl 805-820) giving 250-280k dps at single targets which is ridiculous.
It is really demotivating when you realize after a boss fight that you just had a perfect skill rotation (harder than most other classes with this RNG) with minimum movement, and then look at the damage meter to be confronted with other dps classes giving 30-40% more damage than you in that fight. The difference is that huge, that you don't even wanna try to improve your damage, since the best improvement possible will probably only end up with a 5% damage increase.
I didn't try demo or affli out, but as far as I can see in these posts, those are just as worse or even worser. Warlock is in a veeeeeery bad place right now since none of the three specs are viable, and something has to happen right now since raiding has started and warlocks are strucking a lot to get into the main team with this low dps.
A must changes:
1) Chaos bolt
Chaos bolt needs a significant damage buff. For me it hits between 280k-450k.. (this is low compared to other classes). Should be increased by 25% or something at that level.
2) Incinerate
Incinerate just got an ~5% damage increase today, which is far from good enough. It just went from totally useless (I spammed immolate before since it gave more damage) to something that I will consider to use (but only because you nerfed immolate!! wtf?). Anyhow Incinerate is prob the most boring skill to use in game, so it really needs some kind of rework.
- A good idea would be to increase Dimension Ripper from 5% to 15-20% (I love those dimensions rifts and I would love to see more of them. It's very good way to increase the damage). With 5% chance to proc I dont even notice them appear.
- You could also give the skill a chance to generate a shard just like immolate.
- Increase its damage slightly more.
3) Rain of fire
Rain of fire is just not worth using. It's even better AOE do dot alle mobs with immolate and then use havoc and chaos bolt.
At 10+ mobs it can be useful, but with that amunt of mobs they will always have low hp and die to melee classes before it has had its duration (melee classes have prob 2-3 times higher aoe dps).
4) We need another instant cast spell!!!
With all this movement (which is fine) at boss fights, we need another spell to cast while running. Normally you can do just 1 conflagrate and then you have nothing to use. I find myself saving up dimension rifts that I can use when I have to run, and even then I still run around for some seconds without anything to do at all (while I look at every other casting class that has something to cast). And then again these dimension rifts should'nt be used for that purpose.
5) Imp's
Their damage should be increased slightly overall.
Give the possible to be able to interupt in boss fights...
6) Swapping demonic circle and demon skin
This is just a huge nerf in pve. Then there is nothing usefull at the level 45 talents. Instead we have to sacrifice one of the few survival skills we have. And you said warlock should be a tanking class? hmm... Please just don't make that change...