unstable affliction

hi.
so do ppl realy like how affli is atm/legion? is it fun to spam unstable affliction? what happens when you get out of shards and RNG is not on ur side and you spend half the fight without them?

wasnt it better when UA was just a normal dot like before and we had haunt and malefic grasp/drain soul to had more dmg to the dots?

i loved affli in WoD and now is just meh. i get out of shards and am like "nowwhat ?"
it's very fun the best iteration of affliction imho
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10/11/2018 12:37Posted by Gulduck
wasnt it better when UA was just a normal dot like before and we had haunt and malefic grasp/drain soul to had more dmg to the dots?


It actually wasn't, for PVE purposes UA felt like another corruption that had cast time.

I'm fine with UA being a resource spender, not really a big fan of how it works with 5 instance of the debuff though.
The resource generation should be revisited altogether, also it may be presented as RNG but it really isn't, your shards come at a predictable pace so it never happens that you spend half of fight without them, there is no bad luck.

Shard generation might aswell say "while you have Agony active you gain one shard every X seconds (based on haste)", having multiple Agony at once have a significantly reduced effect.

Or hell just remove the Agony component altogether and have them regen like DK runes, rather than have a bunch of hidden mechanics to achieve the same result.
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This change is one of many detrimental and poor design decisions that have been plaguing warlock since MoP. Actually I can't think of one good thing they did for warlocks since MoP..
In M+, at the start of a boss fight, you pre-cast the haunt, you will use the dots, unload all the shards, darkglare then deathbolt and spam shadow bolts.

As we all know this is a very strong burst. After this we just keep 1 UA and Haunt on target will all dots.

At one point though you will hit 100 stacks for your ID. But to use Drain Life; you want at least 3 UAs on target.

This is where I sometimes find myself waiting for my shards to stack to 3. It kind of gets tricky because I gotta maintain that 1 UA on the target.

The randonmess kick in here because 50% of the time I will have enough shards to cast that 3 or 4 UAs to unleash my 100 stack Drain Life; but sometimes I can barely maintain my 1 UA on the target and can't get that strong Drain Life off with 3 UAs.

I don't like how UA works in either PvE or PvP. With weird Azerite Traits it becomes even more gimmicky.
10/11/2018 16:26Posted by Inagony
At one point though you will hit 100 stacks for your ID. But to use Drain Life; you want at least 3 UAs on target.


Sorry but why exactly do you need 3 UAs in order to use ID?
10/11/2018 14:20Posted by Gannet

Shard generation might aswell say "while you have Agony active you gain one shard every X seconds (based on haste)", having multiple Agony at once have a significantly reduced effect.


didnt know that, still, waiting for shards to come back its not that good is it? we kinda have no control on what we can do.
If you're just dumping them sitting on no shard's you're not playing affliction correctly.

The problem with UA is that it has baked in contagion. So you're just looking at most uptime instead of pooling shards and waiting for that proc to just unload all your shards. That's my problem with Affliction honestly. I'd remove the contagion, and make haste affect UA's ticks, so you have a strong variety of procs you can manage and unload shards.
10/11/2018 17:02Posted by Gannet
10/11/2018 16:26Posted by Inagony
At one point though you will hit 100 stacks for your ID. But to use Drain Life; you want at least 3 UAs on target.


Sorry but why exactly do you need 3 UAs in order to use ID?


I'm kinda wondering the same question.. What does having 3 UA's on a mob have to do with ID? The damage buff doesn't stack with UA's, so you will only need to use 1 and then hit your Drain Life, and you'll get the same damage from ID as you would with 3 O.o.
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11/11/2018 00:27Posted by Shortbolts
10/11/2018 17:02Posted by Gannet
...

Sorry but why exactly do you need 3 UAs in order to use ID?


I'm kinda wondering the same question.. What does having 3 UA's on a mob have to do with ID? The damage buff doesn't stack with UA's, so you will only need to use 1 and then hit your Drain Life, and you'll get the same damage from ID as you would with 3 O.o.


because Drain Life doesn't do enough damage alone and you want to have at best 3 UA
it's something to aim for, it's not necessary, but it's recommended
10/11/2018 17:02Posted by Gannet
Sorry but why exactly do you need 3 UAs in order to use ID?


Hmm, i haven't ever checked, but does the 10% damage bonus from UA stack? If so, 3 UAs would be a flat 30% buff for the drain life. But i don't think it does.
11/11/2018 11:43Posted by Whisperer
because Drain Life doesn't do enough damage alone and you want to have at best 3 UA
it's something to aim for, it's not necessary, but it's recommended


But, drain life has a short enough cast time for 1 UA to last. Unless you're at cap with Soul Shards, I'd say this was a waste (In my opinion) to throw 3 on someone and then Drain Life. And I don't know about you, but my Drain Life at 100 stacks does 60-80k damage (Ticks 10-13k each time), so that's a decent amount of damage in my opinion, more than ALL other spells you have in that time frame.

I usually make sure I have at least 3 Soul Shards, so that it's ready again for when Darkglare comes off CD. Darkglare is the only time I soak UA's into a target. But, this is PvE more than PvP. So, might be different in PvP, as I don't know xD
why use haunt ? doesent sacrifice do more dmg?
12/11/2018 05:40Posted by Aciddadicted
why use haunt ? doesent sacrifice do more dmg?


If you're just reading it from a damage meter it looks like it does more damage because you can see numbers for it and it does a large % of your damage. With haunt though, it's not about the damage the haunt cast does, but the 10% damage modifier with it. So every DoT, every shadow bolt, every drain life tick is doing 10% more.

Sadly sac is a 'proc per minute' mechanic rather than a 'chance to proc per tick' so it's not even better in AoE most the time. It's only really better in pvp sometimes vs classes that kill your pet easy, and haunt with drain life in pvp is just great.
ah ok, was looking at it from a damage meter pov
Outside of the darkglare windows u just keep 1 UA on target, the only excepction is if you're shard starved.

And about the topic, the only expansion since bc i haven't played as main lock is wod, but imo the 2 best iterations of aff were mop and legion. And this one (bfa) one of the worst.

There is no need to explain why mop was good. At legion even it seems simple you got a lot to min max in a fight, efficient shard snipping without getting shard starved and without loosing to much time draining, shorter bursts periods, proactivity based on some rng... Right now, aff is just about popping your cds, and be brain afk for 3 min while renewing your dots and spamming shadow bolt.

It does do more damage, but Haunt buffs your one shot with Drain Life.
Haunt is better for one shot burst, it will die out when the Drain Life mechanic will die out.

Sacrifice is good consistent damage. Some people run it over Haunt anyway as Haunt needs to be casted and the bonus is not all that great. And the sacrifice of not having Sacrifice is too much too.

I liked Warlock when it used to be a rot class and when UA was a debuff you applied once and tried to keep it up. Spending Shards to stack multiple UAs is something I do not enjoy at all.

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That’s not true, you don’t do more dmg with sacrifice, it might seem like you do since sacrifice is shown at the recount/details but the really big thing about haunt is it’s 10% not only its dmg.

Since GoS is a x ticks per min proc you have a max dmg that you can do, on the other hand, with haunt you’re not only buffing you drain life (i don’t actually go with drain life for example, i go with 2 wb and 1 archive), you also buffing your agony, corruption, sl, ua dmg + algo buffing up or burst windows with darkglare and your deathbolts and shadow bolts.

to be clear I was speaking about PvP
there Haunt is only used for its one shot potential with Drain Life
other than that, Sac is better for its reliable and easy damage

in any real scenario, Haunt will be doing much less damage over time than Sac