WARLOCK CLASS TREE
A) Give us back some flex points
With the addition of Demonic Tactics and with Soul Link and Fel Synergy now costing 2 points warlocks have lost A LOT of flex points for utility in the class tree.
If we want to retain the utility we have in DF we need to unpick throughput talents, probably Sargerei’s Technique, which just feels bad.
We need to get 2 points back.
Fel Synergy doesn’t deserve to cost 2 points, neither does Fel Armor (and symmetry is not a good enough argument to justify the cost).
If Pact of Gluttonny wasn’t stuck behind Fel Synergy we would not pick Fel Synergy. Pact of Gluttony is fantastic and super powerful, Fel Synergy is very weak and cost 2 points which again, it shouldn’t.
I think the easiest way would be to reduce Sargerei’s Technique and Socrethar’s Guile cost to just 1 point. If it requires a slight nerf, so be it, just balance it out in the spec trees.
B) Useless/Expensive/Unreachable talents
- Lifeblood and Accrued Vitality are super weak talents that we never pick (and should never pick). They cost 2 points each which is absurd.
- Swift Artifice is very very niche, frankly it just acts as a tax to pay to get to Resolute Barrier. With the loss of flex points in the class tree Resolute Barrier has become unreachable.
- Soul Conduit being at 5% is very very weak. I wouldn’t be surprised if the DPS gain from it is within the margins of error for Simcrafts. I understand why it has been nerfed to 5%, but I fear it has rendered it very underwhelming. Demonic Tactics is much more powerful.
- Resolute Barrier should also cost just 1 point. The second point adds next to nothing. It’s nearly umpossible to pick this talent, we have to sacrifice Demonic Circle and Demonic Gateway to get it. It just feels bad, because it’s a decent talent, the first point at least.
- Teachings of the Black Harvest does nothing if you sacrifice your Felhunter with Grimoire of Sacrifice.
C) Bug
- Soulburn with Demonic Circle: Teleport only grants a 4s speed and root/snare immunity instead of 6s.
AFFLICTION
I don’t think we’re gonna get many more significant changes. So I’ll stick to what I think are the most glaring issues.
A) Bugs
- Drain Soul with Nightfall is heavily bugged, it randomly recasts itself if you cast it initially with a Nightfall proc, wasting the proc in the process.
- Drain Soul doesn’t trigger Cunning Cruelty.
- Vile Taint keeps overwriting manually applied curses of Tongues/Weakness/Satyrs, even amplified ones.
It needs to stop.
→ This prevents Affliction warlocks from using curses because doing our rotation removes them.
- Improved Haunt makes Haunt apply Shadow Embrace even if you haven’t talented into Shadow Embrace.
This is going to create issues.
It disadvantage Drain Soul a lot over Improved Shadow Bolt and leads to cheesy gameplay with casting a Haunt at max range then a second one in melee to keep Shadow Embrace stacked without picking the talent.
→ Picking Shadow Embrace is what should make Haunt apply/refresh it.
- Infirmity isn’t properly applied and maintained on targets around the one with Phantom Singularity. The debuff vanishes faster than the next tick of Phantom Singularity that’s supposed to refresh it.
B) Underwhelming talents
- Dark Virtuosity is too weak and too expensive. We will never pick it. Our 8 points in the top section of the tree are always the same.
- Infirmity needs to do something different for Vile Taint or not affect it at all. Right now it’s just a trap to go pick Infirmity for Vile Taint.
→ Make it reduce Vile Taint CD, give it an extra charge, make it apply Infirmity too, and/or increase its damage. Something.
- Xavius’ Gambit is too weak. It makes getting to Oblivion near impossible.
- Perpetual Unstability is still too weak after its 1000% buff.
→ Merge it with Xavius’ Gambit, increase the damage amp to Unstable Affliction to +30/35% damage and then we have a decent competitive talent.
- Improved Malefic Rapture is too weak and is just a tax to get to Malefic Touch. Cast time reduction should be 20% and the damage amp 10%.
→ Destruction has the same talent for Chaos Bolt that’s twice as powerful and only at the cost of 1 point.
- Death’s Embrace is better. The buff is welcome and maybe on certain fights where the last phase is the most important it will be competitive.
The healing buff to Drain Life is meaningless though.
- Ravenous Affliction is just very underwhelming.
→ Middle of the tree is just much more powerful than the bottom of the tree, it’s very weird.
C) Tuning/Design issues
- Siphon Life is just too weak compared to Absolute Corruption to justify picking it.
Absolute Corruption removes most of the DoT management aspect of the spec, frees up an incredible number of GCDs that more than make up for the -5% damage to Corruption.
I don’t know if that’s intended or not? It does make the spec massively simpler, which is not necessarily a bad thing.
- Cunning Cruelty is way too powerful in Single Target. It’s meant as a cleave/AOE talent, but it’s just a beast in Single Target because we’re spamming our fillers a lot.
→ It would probably be better if casting Malefic Rapture is what would trigger it instead of Shadow Bolt/Drain Soul.
- Vile Taint needs to stop removing/replacing/overwriting manually applied curses of tongues/weakness/satyr.
I BEG OF YOU.
- What is Oblivion for? It’s stuck behind a weak UA talent. Why does it have a 45s CD when you’d want to use it during Phantom Singularity with Infirmity to maximize damage. Why not a 60s CD?
However when we use Phantom Singularity (with Soul Rot) we want to cast Malefic Rapture for Malign Omen and many of our Hero tree talents.
Maybe I’m being too pessimistic when it comes to Oblivion. It could be cool though.
- Shadow Embrace should only have 2 stacks to apply/maintain for Drain Soul as well. It would remove the awkward part of the set up.
DEMONOLOGY
A) The Dreadstalkers problem
There are 8 different talents (including Summon Dreadstalkers itself) directly related to the throughput of those dogs.
Its too many talents, and for 8 points our Dreadstalkers end up being quite weak overall, especially in AOE.
I think many talents could be merged, at the very least Carnivorous Stalkers and Dreadlash.
I wouldn’t be surprised if the best way to use them is to hold them for our Vilefiend to benefit from Houndmaster’s Gambit (which doesn’t work). Which would be bad, but at the same time why not? They don’t generate Demonic Cores reliably anymore.
Make them give us 1 Demonic Core proc guaranteed, maybe on summon instead, no need for the RNG there. We need reliable Demonic Core procs for our Tyrant set up.
B) Demonic Tyrant
Setting up the Tyrant will be “hard” again. Demonology is getting a lot more complex because of it.
For that reason I really think Summon Demonic Tyrant should become an intant cast, to guarantee that the set up is not completely wasted if you’re forced to move at the last moment or for whatever reason.
Summon Demonic Tyrant should also grant 5 shards on summon, like it used too. It just feels bad to spam Shadow Bolt 3/4 times after it. This is especially frustrating for Soul Harvester.
It’s near impossible to get 15 imps active for Reign of Tyranny, unless you get lucky with Pact of the Imp Mother or are under Bloodlust/Heroism and Power infusion.
C) Underwhelming talents
Blood Invocation is now just plain weak.
Fiendish’ Oblation is weak. Maybe if it was 1 Demonic Core on summon and one when the Felguard expires it would be a tiny bit better and help for setting up our Demonic Tyrant?
Improved Demonic Tactics is very weak, especially early on in the expansion. It could use an additional +5% crit chance to the felguard on top.
Demonic Brutality is very weak.
D) Mark of Shatug/F’harg
You can pick this talent node without talenting into Summon Vilefiend, which is a minor issue, but it is one.
E) Pact of the Ered’Ruin
The Doomguard needs to do AOE again.
F) Pathing and talents positions
- Imp Gang Boss is a more versatile/general talent compared to Spiteful Reconstitution.
→ They should swap places to make getting to Soul Strike easier.
Same thing for Carnivorous Stalkers and Dreadlash.
Right now we’re forced to pick either Dreadlash or Spiteful Reconstitution to get to Soul Strike even in non-AOE builds, which feels bad.
- Pact of the Imp Mother is stuck behind Umbral Blaze, a very underwhelming talent. This feels bad because Pact of the imp Mother is your only real chance to get to 15 imps for your Demonic Tyrant set up.
- Immutable Hatred/Guillotine is stuck behind 2 underwhelming talents. It feels very expensive to get to them.
G) Visuals
- Can we get green fire for Demonbolt please?
- Can we prevent our Felguard from equipping profession tools as a weapon?
My Felguard keeps using my extra tailoring scissors instead of the super cool blade I farmed for him. It doesn’t look as fearsome as I’d like.
H) Bugs
- Tier set doen’t work.
- Houndmaster’s Gambit doesn’t work.
- I think Shadowtouched doesn’t work either?
DESTRUCTION
A) Top of the tree pathing is not ideal
Picking Havoc, one of the most iconic spell of the spec is actually quite hard.
The reason is we really want to get to Scalding Flamees, in all scenarios, and to get to it we have to spend 2 points in AOE talents : Rain of Fire + Pyrogenics or Cataclysm/Inferno.
We also pretty much always want the 4 talents in the top left.
Spending 1 mandatory point to get my AOE spender is fine. Having to spend 2 even for pure ST builds feels bad.
For AOE builds we can end up spending 11 points in the top section of the tree. It’s a lot, probably too much.
→ Adding a direct path between Havoc/Mayhem and Scalding Flames would fix those issues.
B) Shadowburn
Talent just doesn’t fit for the spec in PVE.
Its execute threshold is at 20% HP yet the 2 talents that buff it are triggered when the target is at 30% HP? It just doesn’t make a lot of sense.
C) Missing AOE tool
I find the AOE rotation of Destruction underwhelming. I’m not asking for a return to just spamming Rain of Fire but it just doesn’t flow well and “single target” talents like Soul Fire and Avatar of Destruction kind of steal the show even in AOE?
I really think Cataclysm and Inferno should be separated and that we should be able to pick both.
It would be “easily” accomplished by moving either talent in the bottom right section of the tree (I think inferno is the best option) to replace one of the many “underwhelming talents” there.
I think Inferno should take the spot of either Ruin, Burn to Ashes, Power Overwhelming, or Diabolic Rituals.
D) Underwhelming talents
- Burn to Ashes is a badly designed talents. It’s a buff with stacks but it could also just be “Incinerate deals +15% damage” and it would be the same result.
A talent that involves a buff with stacks should make us care about those buffs and those stacks, but we don’t.
- It should also swap places with another underwhelming talent, Power Overwhelming.
The Bottom left section is about our Mastery and spenders. The bottom right section about Incinerate.
Thematically it would make more sensee.
- Power Overhwelming has the same issue than Burn to Ashes, there’s just no play around it. It could just be “Increases your mastery by 3%” and it would be the same result.
- Ruin is just very weak and just acts as a tax to get to Diabolic Ritual.
→ I wouldn’t mind if Inferno took Ruin’s spot in the tree.
E) Dimensional Rift
First I’m glad it swapped places again with Infernal in the tree. It makes a lot more sense.
Dimension Ripper doesn’t work if you haven’t picked Dimensional Rift.
If you have it talented, it works, but the proc rate is etremely low. It should be increased.
This talent is technically better if you don’t pick Dimensional Rift, because you just get free procs without spending a GCD, it’s not good.
→ Dimension Ripper should both gives you a charge AND trigger a free rift if talented into Dimensional Rift.
Or Dimension Ripper needs to be only accessible via Dimensional Rift.
F) Backdraft and Decimation
I don’t see a world where we play Soul Fire but not Decimation given how fantastic it is.
So it doesn’t make a lot of sense for Backdraft to reduce Soul Fire cast time when we will always cast it with a 80% cast time reduction with Decimation. Decimation and Backdraft stack at the moment, which really isn’t necessary.
HELLCALLER
Very bad utility/survival talents unfortunately. Especially compared to the other 2 hero trees.
- Wither
Wither can still bug out in Destruction when it reaches a too high stack count. Then your Channel Demonfire no longer detects that Wither is on your target and you can’t cast Channel Demonfire until you let Wither expire.
- Aura of Enfeeblement
Just a very weak and poorly designed talent. Noone should nor will ever pick this.
I don’t understand why AOE curses got removed, ESPECIALLY for Affliction that has to suffer with Vile Taint removing our useful curses.
- Zevrim’s Resilience
This talent is extremely weak and poorly designed as well.
At max level and with good gear we’ll have 7 millions HP. This thing if it lasts 20s (which if it does then you should not have used Dark Pact) heals us for 200k HP, so around 2/3% of our total HP? It’s meaningless.
It also has a counter-synergy with Ichor of Devils.
Maybe if the healing was multiplied by 10 (not joking), it would become just okay-ish.
But we’re foced to pick this talent either way because the other option is a straight up nerf.
- Illhoof’s Design
This talent is a survivability nerf in disguise.
Until this talent comes with a significant Soul Leech shield generation buff (at least double it, both the passive AND active generation), we should not pick it.
- Malevolence
Should be off the GCD. Not the biggest of deal, but it would be nice and won’t break the game.
SOUL HARVESTER
Probably the hero tree with the most issues still.
I also think this tree really hasn’t accomplished the fantasy it sets out to be. There isn’t much soul harvesting going on. Not in the mechanics, nor in the visuals.
- Demonic Soul/Succulent Soul
For Affliction the main issue is that Succulent Soul and Tormented Crescendo procs are both consumed simultaneously by a single Malefic Rapture.
Which leads to so many wasted procs and DPS loss.
We can’t really see the power of Soul Harvester for Affliction because of it.
For Demonology, Succulent Soul allows you to cast Hand of Gul’dan with 0 shard, which is normal. The issue is is that in those circumstances you can also immediatly queue another hand of gul’dan behind it despite still having 0 shard, and that cast then gets cancelled automatically mid-cast.
- Gorebound’s Fortitude/Friends in Dark Places
2 solid survival talents.
Friends in Dark Places still doesn’t work.
- Eternal Servitude/Gorefiend’s Resolve
Very underwhelming and niche talents. But I don’t expect them to change at this stage.
- Feast of Souls
Again, Affliction can’t fully benefit from this because Succulent Soul and Tormented Crescendo procs consume each others.
- Sataiel’s Ambition + Quietus
Both talents don’t work for Affliction at the moment. I imagine we’re still fixing the bugs with Nightfall and Drain Soul before getting to this.
- Shadow of Death
Very underwhelming for Demonology, since we have 0 shards once we finish summoning our Tyrant.
We end up alternating casting Shadow Bolt and 1 shard Hand of Gul’dan. It’s very tedious and feels bad.
Summon Demonic Tyrant needs to grant 5 shards on summon again, maybe Shadow of Death does it, or Reign of Tyranny in the spec tree, but it really should happen.
DIABOLIST
Most issues have been fixed.
- Diabolic Ritual/Demonic Art
For Demonology, the 50% reduced cast time on Hand of Gul’dan makes it cast time go below the Global Cooldown, which creates a hitch and you can’t really queue up the next spell. It just feels bad and breaks the flow of the rotation, when it’s meant to make it feel more fluid.
I don’t know how to solve this to keep the benefit of a faster cast Hand of Gul’dan, but yeah it doesn’t feel good.
Destruction doesn’t have that issue because Chaos Bolt has a long cast time.
- Soul-Etched Circles
The buff duration after casting Demonic Circle: Teleport is only 4s instead of the 6s described in the tooltip.
- Annihilan’s Bellow
If this would uncap the number of targets feared by Howl of Terror, it could become a pretty cool talent in M+/PVP.
- Cruelty of Kerxan/Infernal Machine
Both talents are very weak and underwhelming and barely noticeable. Especially Cruelty of Kerxan.
- Gloom of Nathreza
Talent is poorly worded for Destruction. It reads as if applying Havoc/Mayhem to your target increases by 5% the damage you deal to it.
It actually makes spells duplicated by Havoc deal +5% extra damage to the target marked by Havoc.
- Ruination
The sound effect is pretty underwhelming.
For Demonology I wish the animation of the meteor falling down was faster to get the imps summoned faster.
For Destruction I really think we could get rid of the Diabolic Imp, it just doesn’t fit and doesn’t make sense. The Imp’s damage is negligible.