Warlock Class Tree Feedback / Ideas - In prep for 11.1 PTR

Hey everyone!

This post will be a continuation of the feedback document that I made back in Alpha/Beta. Though this time I will have it on the forums. I will of course post this on the PTR forum when it becomes available.

This post just contains the Warlock Class Tree for now. Will update it and add on the Demonology tree when I have time. :slight_smile:

Here is the two screenshots of the Class tree until I finish editing the Demonology tree.
Image 1: https://imgur.com/a/Ip2qxnY
Image 2: https://imgur.com/a/Vi0lBat




Hello everyone and welcome to my Warlock Feedback document for ‘The War Within’.

  1. My main goal with the class tree rework / changes to the Demo Spec Tree, was to not only reduce the talent bloat in the form of talents that can be combined with each other (‘Demonic Fortitude’, ‘Demonic Embrace’ or ‘Demonic Inspiration’ and ‘Wrathful Minion’ for example) but also reduce the number of two-point nodes to zero. I would personally like to see all of the nodes have their full power as one-point nodes (especially with the current state of our damage, or have their power slightly reduced, similar to other spec trees e.g instead of 15% it is now 12% as a one-point node).
    /////
  2. The 2nd goal with my work here is to go full on headfirst into Warlock’s identity. Demons! There are so many cool and unique demon models in the game files and WoW lore that we never really get a chance to see. As Warlocks shouldn’t we be able to summon and control those Demons from the Twisting Nether? I have tried to think of some unique ways to incorporate other Demons into our general class tree, even if it is just a CD. At least for ‘Teachings of the Black Harvest’ I have tried to tweak it slightly or make it somewhat useful and as much as I would like to see a Sayaad etc for Demo I just don’t think things like that will happen (unless we get something like ‘Pleasure through pain’).

I have done my best to try and go over my thought process under ‘NOTES, ROW etc’, where I feel it is necessary or to expand or clarify some of the things I have mentioned or brought up.

I look forward to reading your feedback and critiques of my trees. Hopefully someone at Blizzard will see this and make improvements to our favourite class (or just copy mine).

I don’t think I can post on the American Forums so if someone wants to copy this document and post it across there, please do so. Just give me credit of course. :smiley:

Thank you for taking time out of your day to read this. Hope you have a good day and let’s make Warlock even better!

This document will be updated each build, depending on changes

Thanks again:

Dythenus

I used Talent Tree Manager to create this tree. However with TWW the program broke and the developer no longer has time to fix it. So you will have to rely on my descriptions or images if I can post them here. Not all icons match the orginal spell icons,


ROW 1

Summary
  1. Fel Domination (One Point, Active) - Your next Imp, Voidwalker, Incubus, Succubus, Felhunter, or Felguard Summon spell is free and has its casting time reduced by 90%.

  1. Soul Leech (Baseline, Passive)- All single-target damage done by you and your minions grants you and your pet shadowy shields that absorb 6% of the damage dealt for 15 sec, up to [Demon Skin: 10 / 5% of maximum health. (Changes) - Damage absorbed is now 6% of maximum health up from 3%.

  1. Burning Rush (One Point, Active) - Increases your movement speed by 50%, but also damages you for 4% of your maximum health every 1 sec. Movement impairing effects may not reduce you below 100% of normal movement speed. Lasts until cancelled.


ROW 2

Summary
  1. Fel Pact (One Point) - Reduces the cooldown of Fel Domination by 60 sec.

  1. Demon Skin (One Point, Passive) - Your Soul Leech absorption now passively recharges at a rate of 0.5% of maximum health every 1 sec and may now absorb up to 15% of maximum health. Increases your Armor by 120%. (Changes) - Soul Leech recharges at a rate of 0.5% every 1 sec up from 0.2%. The armor is also increased to 120% up from 90%.

  1. Fel Armor (One Point, Passive) - When Soul Leech absorbs damage, 10% of damage taken is absorbed and spread out over 10 sec. Reduces damage taken by 4%. (Changes) - Damage absorbed is now spread over 10 seconds up from 5 seconds, damage reduction is also increased to 4% up from 3%.

  1. Fiendish Stride (One Point, Passive) - Reduces the damage dealt by Burning Rush by 50%. (Changes) - Reverted back to its Dragonflight version.

ROW 3

Summary
  1. Dark Pact (One Point, Active) - Sacrifices 20% of your current health to shield you for 250% of the sacrificed health plus an additional (Spell power * 3) for 20 sec. Usable while suffering from control impairing effects. (Changes) - Shield increased to 250% and spell modifier increased from 2.5 to 3.

  1. Demonic Circle (One Point, Active) - Summons a Demonic Circle for 15 min. Cast Demonic Circle: Teleport to teleport to its location and remove all movement slowing effects. [Kilrogg’s Cunning: If you cast Demonic Circle: Summon while controlling an Eye of Kilrogg, the circle will appear where the eye is located] You also learn: Demonic Circle: Teleport, Teleports you to your Demonic Circle and removes all movement slowing effects.

  1. Howl of Terror (One Point, Active, Switch) - Let loose a terrifying howl, causing 5 enemies within 10 yds to flee in fear, disorienting them for 20 sec. Damage may cancel the effect.

  1. Mortal Coil (One Point, Active, Switch) - Horrifies an enemy target into fleeing, incapacitating for 3 sec and healing you for 20% of maximum health.

ROW 4

Summary
  1. Amplify Curse (One Point, Active) - Your next Curse of Exhaustion, Curse of Tongues or Curse of Weakness cast within 15 sec is amplified. Curse of Exhaustion: Reduces the target’s movement speed by an additional 20%. Curse of Tongues: Increases casting time by an additional 40%. Curse of Weakness: Enemy is unable to critically strike.

  1. Ichor of Devils (One Point, Passive, Switch) - Dark Pact sacrifices only 5% of your current health for the same shield value.

  1. Frequent Donor (One Point, Passive, Switch) - Reduces the cooldown of Dark Pact by 15 sec.

  1. Sweet Souls (One Point, Passive) - Your Healthstone heals you for an additional 15% of your maximum health. Any party or raid member using a Healthstone also heals you for that amount.(Changes) - Healthstone heals for an additional 15% up from 10%.

  1. Abyss Walker (One Point, Passive/ Active) - Using Demonic Circle: Teleport causes you to erupt in Shadowflame applying an un-dispellable root to enemies within 8 yards for 3 seconds. After you use Demonic Circle: Teleport, you may use it again within 10 sec, ignoring its cooldown. (Changes) - Removed the damage reduction and replaced the ability with something more unique and useful.

  1. Demonic Minion (One Point, Passive) – Demonology: Increases the attack speed and damage of your primary pet by 10%. Affliction, Destruction: Increases the attack speed and damage of your primary pet by 10%. Increases Grimoire of Sacrifice damage by 10%. (Changes) - Combined Demonic Inspiration and Wrathful Minion into one talent. Also increased attack speed and damage from 5% to 10%.

  1. Nightmare (One Point, Passive, Switch) - Increases the amount of damage required to break your fear effects by 150%. (Changes) - Increased damage to break fear increased to 150% up from 60%.

  1. Horrify (One Point, Passive, Switch) - Your Fear causes the target to tremble in place instead of fleeing in fear.

  1. Banish (One Point, Active) - Banishes an enemy Demon, Aberration, [Greater Banish: Undead], or Elemental, preventing any action for 30 sec. Limit 1. Casting Banish again on the target will cancel the effect.

ROW 5

Summary
  1. Impending Darkness (One Point, Active) - Call forth a cloud of chaotic shadow that travels to the target enemy, dealing (100% of Spell power) Shadow damage to enemies in its path. When the shadow reaches the target it explodes, inflicting either Curse of Weakness or Curse of Tongues, and dealing (261% of Spell power) Shadow damage over 12 sec to all nearby enemies. The curse applied is based on the type of mob (melee vs. caster). 1 min CD.

    (Basically Our Venthyr Covenant ability ‘Impending catastrophe’ + Legendary effect).


  1. Diabolic Expulsion (One Point, Passive) - When Dark Pact expires or the shield is removed, you are healed for 60% of the damage absorbed over 8 seconds.

  1. Dark Bargain (One Point, Active) - Prevents all damage for 8 sec, but when the effect ends, you take 50% of the damage prevented over 8 sec. Usable while suffering from control impairing effects. 2 min cooldown.

  1. Demonic Embrace (One Point, Passive) - Stamina increased by 15% and your pets’ health also increased by 15%. (Changes) - Combined Demonic Embrace and Demonic Fortitude into one talent. Also increased stamina and pet health by 20% up from 15%.

  1. Demonic Gateway (One Point, Active) - Creates a demonic gateway between two locations. Activating the gateway transports the user to the other gateway. Each player can use a Demonic Gateway only once per 90 sec, the Warlock can use it every 60 sec. (Changes) - The Warlock can use the gateway every 60 sec.

  1. Demonic Roar (One Point, Passive) - Upon being brought below 35% health you unleash a Demonic roar that horrifies nearby targets within 8 yards of the Warlock for 3 seconds and reduces your damage taken by 20% for 6 seconds. 1.5 min cooldown.

  1. Greater Banish (One Point, Active) - Increases the duration of Banish by 30 sec. Banish now affects Undead and Beasts.

ROW 6

Summary
  1. Inevitable Demise (One Point, Passive) - While in combat you gain a stack of Inevitable Demise increasing the damage of your next Drain Life by 12% This effect stacks up to 50 times. Drain Life now channels 100% faster and restores health 100% faster.

  1. Strength of Will (One Point, Passive, Switch) - Unending Resolve reduces damage taken by an additional 15%.

  1. Dark Accord (One Point, Passive, Switch) - Reduces the cooldown of Unending Resolve by 45 sec.

  1. Pillars of the Dark Portal (One Point, Passive) - Your first use of your gateway does not trigger its cooldown. In addition, nether energy lashes enemies you pass through, knocking them away. Snaring knocked back enemies by 70% for 3 seconds.

  1. Shadowfury (One Point, Active) - Stuns all enemies within 8 yds for 3 sec.

ROW 7

Summary
  1. Perpetual Darkness (One Point, Passive) – Impending Darkness’s damage over time is increased by 125% plus 15% for each enemy target hit on the way to its final target, to a maximum of 275%.

  1. Accrued Vitality (One Point, Passive) -Drain Life heals for 80% of the amount drained over 10 sec. (Changes) - Buffed from 30% to 80%.

  1. Socrethar’s Guile (One Point, Passive) - Affliction: Agony damage increased by 15%. Destruction: Immolate damage increased by 15%. Demonology: Wild Imp damage increased by 15%.

  1. Soul Tap (One Point, Passive) - Every 6 seconds you gain a stack of Life Tap, up to a maximum of 5. Upon casting, a Demonic transfer occurs, granting Soul Shards based on the number of stacks consumed. Each stack consumed costs 10% of your current health.

  1. Sargerei Technique (One Point, Passive) - Affliction: Shadow bolt and Drain Soul damage increased by 15%. Destruction: Incinerate damage increased by 15%. Demonology: Demonbolt damage increased by 15%. (Changes) - Shadow bolt is replaced by Demonbolt for Demonology.

  1. Darkfury (One Point, Passive) - Reduces the cooldown of Shadowfury by 15 sec and increases its radius by 2 yards.

ROW 8

Summary
  1. Pact of Gluttony (One Point, Passive) - Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. Demonic Healthstone: Instantly restores 25% health [Empowered Healthstone: plus, an additional 30% over 6 sec / .] 60 sec cooldown.

  1. Demonic Tactics (One Point, Passive) - Your spells have a 5% increased chance to deal a critical strike. You gain 10% more of the Critical Strike stat from all sources.

  1. Teachings of the Black Harvest (One Point, Passive) - Affliction, Destruction. Your
    primary pets gain a bonus effect.

    Imp: Singe Magic may now also remove Curses and Diseases.

    Voidwalker: Creates a Shadow Aura around the Voidwalker, reducing damage taken
    and draining life from surrounding targets, increasing threat and health generation.

    Felhunter: Successfully Interrupting an enemy with Spell Lock reduces its
    cooldown by 4 sec.

    Sayaad: Damage required to break Seduction is increased by 150%. When Auto-cast is
    toggled, Seduction is cast on targets who place their master into a crowd controlled
    state.

    Demonology. Your primary pets gain a bonus effect.

    Felguard: Axe Toss cooldown reduced by 6 seconds.


ROW 9

Summary
  1. Resolute Barrier (One Point, Passive) - Attacks received that deal at least 5% of your health decrease Unending Resolve’s cooldown by 10 sec. Cannot occur more than once every 20 sec. (Changes) - Shadowlands Conduit version.

  1. Soul Synergy (One Point, Passive) - Soul Leech also heals you for 15% and your pet for 50% of the absorption it grants. Demonology: 10% of all damage you take is taken by your demon pet instead. Affliction, Destruction: 10% of all damage you take is taken by your demon pet instead. While Grimoire of Sacrifice is active, your Stamina is increased by 10%. (Changes) - Combined Soul Link and Fel Synergy into one talent.

  1. Kil’jaeden’s Cunning (One Point, Active) - The cunning of Kil’jaeden allows you to move while casting Warlock spells for 8 sec. Castable while casting other spells. 1 min CD.

  1. Soul Conduit (One Point, Passive) - Every Soul Shard you spend has a 10% chance to be refunded. (Changes) - Chance increased to 10% up from 5%. Would really prefer it if it was back at 15% chance. However 10% is the bare minimum.

  1. Demonic Resilience (One Point, Passive) - Reduces the chance you will be critically struck by 10%. All damage your primary demon takes is reduced by 20%. Critical strikes against you and your primary demon deal 20% less damage. (Changes) - Added critical strike reduction effects against you and your demon deal 20% less damage.

ROW 10

Summary
  1. Doom of The Twisting Nether (One Point, Active) - The Warlock channels the chaotic energies of The Twisting Nether to cast a dark demonic ritual sacrificing 30% of their current health to summon a Doomguard to aid the Warlock in combat.

The Doomguard channels shadow energy into the Warlock granting you a Soul Shard every 3 sec for 30 sec.


  1. Demonic Inquisition (One Point, Active) - Consume 5 soul shards to immediately summon a High Inquisitor that stuns all targets you are in combat with for 5 seconds (if applicable), up to 5 targets. The Inquisitor tortures their victims, channelling an un-dispellable Curse into the target’s soul dealing increasing damage over 15 seconds, reaching its peak after 10 sec.

When the Curse fades the targets, soul is fractured, increasing damage against them by 10% for 10 sec and causing them to take 5% increased damage permanently from the Warlock and their pets each time the Inquisition is called forth.

Stacks up to 3 times for a total of 15%. Instant cast, 3 min cooldown.


  1. Soulburn (One Point, Active) - Consumes a Soul Shard, unlocking the hidden power of your spells.

-Demonic Circle: Teleport: Increases your movement speed by 50% and makes you immune to snares and roots for 6 sec.

-Demonic Gateway: Can be cast instantly.

-Drain Life: Gain an absorb shield equal to the amount of healing done for 30 sec. This shield cannot exceed 30% of your maximum health.

-Shadowfury: Becomes instant cast.

-Health Funnel: Restores 140% more health and reduces the damage taken by your pet by 30% for 10 sec.

-Healthstone: Increases the healing of your Healthstone by 30% and increases your maximum health by 20% for 12 sec.




NOTES:

Summary
  • Curse of Enfeeblement (In Live Tree) - This talent should be made baseline, to join Curse of Weakness. We are currently forced to take this to gain access to Demonic Embrace which doesn’t feel great.

  • Abyss Walker – Currently we never take this talent, both in PvE and rarely in PvP. The damage reduction doesn’t really do a whole lot for a precious talent point. Therefore, to make it useful both scenarios: apply a root for 3 seconds to targets within 8 yards of the caster upon using the teleport aspect and, (taking a page out of Monk’s book) allow you to use the teleport again within 10 seconds, ignoring its cooldown. I feel that this would allow Warlocks to gain at least some distance from melee in PvP and allow us to efficiently kite again and I could think of a few scenarios in PvE where this would be a godsend.

  • Nightmare – Even though this is occasionally taken in PvP, I feel that 60% increased damage for fear to break is still too low, especially when the baseline requirements to break fear are low to begin with. I would like to see this massively increased, possibly up to a maximum of 150% taking a page out of our finesse conduit from Shadowlands ‘Shade of Terror’.

  • (Impending Darkness) Renamed from Impending Catastrophe – Similar to Decimating Bolt in the Demonology Spec tree, this was another cool ability that was pretty much never played due to not only being locked behind a covenant that was Subpar compared to Night Fae, but the actual covenant ability itself did zero damage. Especially after the ability was gutted right before the expansion even launched. This would also allow us a method of applying our Curses in an AoE scenario instead of having to tab target every curse that we would like to apply on the also on the GCD. Of course the colour would be changed to a purple green rather than red.

  • Dark Bargain – I feel that this would be a cool addition to the defensive capabilities and utility of Warlocks, similar to Mages ‘Alter Time but instead of reversing the damage we have to suffer through at least some of the negated damage. Therefore, it is not a complete immunity, which I don’t feel we need.

  • Demonic Roar – This gives us a similar passive to Shamans in their class tree when they fall below 35% health. However instead of healing us a % of our maximum health on a short cooldown, we gain a damage reduction of 20% for 6 seconds on a 1.5min cd, along with a AoE horrify around the Warlock.

  • Pillars of the Dark Portal – Would be really nice to have this back, especially for PvP, might have some niche application in PvE. Added in a snare after the knock back.

  • Perpetual Darkness – Give the player an added bonus / Incentive in selecting Impending Darkness. Giving them Damage on top of excellent group utility.

  • Pact of Gluttony – Really cool ability and glad to see that we can finally use multiple Healthstones in combat. Not sure if you saw my original feedback document for 9.2 in Shadowlands, but this was on the list.

  • Teachings of the Black Harvest – Tried to change what I could. Something needs to be done with this talent, either change it or replace it. It needs help.

  • Resolute Barrier – This talent is hardly ever taken. To maybe help incentivise you to take this, it should be One Rank and occur every 20 seconds, just like its Shadowlands Conduit.

  • Soul Synergy – Once again to reduce bloat this is a combination of two talent points, Fel Synergy and Soul Link. While also reducing some of our two-point talent nodes. Warlock is supposed to be a tanky caster after all. Yet currently other casters have a much better defensive toolkit than us.

  • Soul Conduit – This talent has been a mainstay and core talent for Warlocks for well over a decade. This should cost one talent point and be at a MINIMUM 10%, anything lower than this and its criminal.

Remember Soul Conduit used to be 20%, and that wasn’t that long ago, (in Legion). I personally think that Soul Conduit being 15% in both BFA and Shadowlands was the sweet spot. To be fair we really need this, due the obsession with reducing our resource generation and forcing us to cast our fillers (WHY!? Please stop that!). I’ll have more to say on our resource generation later on.


  • Doom of the Twisting Nether – Again, my goal with this is to lean heavily on the Warlock class fantasy, summoning Demons. My first iteration of this was to allow Warlocks to cast ‘Ritual of Doom’ solo and grant them access to a 2nd pet, similar to BM hunters. This would also grant you and your party / raid a 3% Haste Buff. This might have been a bit strong, so I changed it.

Now you sacrifice 30% of your current health to summon a Doomguard that grants you a Soul Shard every 3 seconds for 30 seconds. Giving you a total of 10 shards across that time. I don’t think that’s is too strong.


  • Demonic Inquisition – Warlock’s Capstone Talents haven’t been very good (and that’s me being nice!). My goal here with these two new talents was to give you the full class fantasy of a powerful Warlock. Whether you are Demonology, Affliction or Destruction, you still are supposed to command and summon powerful Demons from the Twisting Nether! However, all we seem to summon are the same Demons over and over again with no variation, cool abilities or aesthetics. Starting with Demonic Inquisition I aim to change that.

The damage increase can be tuned of course, I think it might be a bit too high, but it would give Warlocks an execute which I think (can’t remember) if we have had before, excluding Affliction. With the cooldown being 3 minutes, the damage increase would be more relevant in raiding, whereas the stun and increased damage taken would be ideal for M+ among other things. You have so many Demon skins and variations in the game, please use them, I hate seeing great art go to waste.


  • Soul Tap - This ability was a mainstay of Warlock pretty much all throughout the life of WoW. In the modern version of the game it had struggled to find a place, therefore it was removed.

    I would like to see it reintroduced in some form, but am much more powerful version, however it would be at a cost. This is all what locks should be about, sacrificing parts of themselves to make pacts, summon demons and increase their own power.


  • Kiljaedens Cunning - We are desperate for mobility as Warlocks. As all other classes in the game get insane mobility (especially melee with gap closers) us Warlocks are left behind in the dust. Completely forced to turret and stand still to do damage. Making the game-play a complete misery with the current raid a prime example.

Thanks for taking the time to look over this. Any and all feedback is welcome. Just trying to make Warlock the best we all know it can be!

Dythenus :heart:

5 Likes

Hi, congrats on your talent rework ideas first of all! A rework of the warlock talent tree is really desirable. There are many useless or weak talents, talents with two points that should be brought to just one, others should be included.

The further current problem is that several talents do not follow a logical line and others denote confusion in the developers as they have literally mixed iconic spec abilities and several talents should be specific to the class without having to include them in the talents to be selected. Let me start by saying that I am a warlock purist playing it since Vanilla and for better or for worse I have never abandoned the class even when playing it was really a pain, especially since the speed of the game has become increasingly greater and the developers have persisted in their concept of “tanky immobile caster”, emphasizing these characteristics more and more despite the game becoming more and more frenetic.

My suggestions:

  • Burning Rush: becomes an active spell with a CD and a certain use of health (exactly as it was initially intended as a Soul Harvester talent)
  • Demonic Circle: must be a basic spell and not a talent, a mage does not have blink in the talents tree
  • Curses: they should be baseline for all warlocks, with the exception of exhaustion which has always been the prerogative of Affliction and can be inserted into Sacrolash Dark Strike (Destruction needs to be able to slow down with the old Aftermath talent, with a dazzle effect on the target and not a curse)
  • Demonic Embrace and Demonic Fortitude need to be merged in1 talent point
  • Demonic Inspiration and Wrathful Minion need to be merged in 1 talent point
  • Demonic Gateway: need to take Teleport’s place, not under a talent that increases the damage of the primary demon
  • Abyss Walker: name changed to “Nether Walker”, the warlock after Teleport and Gateway temporarily enters the Twisting Nether and becomes immune to all hits for two seconds
  • Banish: need to be a spell
  • Lifeblood: in this form it makes absolutely no sense, at most it could become a constant passive leech based on damage or a proc that heals based on direct damage
  • Nightmare: it doesn’t make sense, just insert it basically into fear and only leave the choice of Horrify for the PvE discussion mainly
  • Accrued Vitality: at present any talent referring to Drain Life is totally useless, so I would change it so that based on the spec used, Drain Life is used for Affliction, Soul Tap for Destruction, Dark Regeneration for Demonology
  1. Drain Life: istant, 1 shard, CD x sec, transfers y health from target to warlock in z sec (like a consistent HOT)
  2. Soul Tap: istant, 1 shard, CD x sec, cauterizes wounds and heals the warlock over time (as MOP’s Ember Tap)
  3. Dark Regeneration: istant, 1 shard, CD x sec, the warlock and the primary demon regenerate their life over time for a certain value (similar to MOP’s talent)
  • Shadowfury: is a talent historically from the deep Destruction tree. Depending on the spec this talent changes to Howl of Terror for Affliction, Shadowfury for Destruction (instant) and Carrion Swarm for Demonology (a knockback that slows, an old Metamorphosis spell)
  • Shadowflame: it is a totally buggy talent, it does not often hit enemies in the front cone even if they are 1 yard away and if other talents are given as I wrote above it can be eliminated
  • Strength of Will and dark Accord: I’d like the choice to be between Unending Resolve and the old Dark Bargain. For those who don’t remember, Dark Bargain: 3 min CD, Instant, usable under CC, the warlock absorbs all damage for 8 seconds and at the end of the 8 seconds takes half the damage suffered during the shield in an 8 second DOT
  • Swift Artificer: the position doesn’t make sense, he should be closer to talents like Sweet Souls. Plus it doesn’t make sense that you need to take it to get Resolute Barrier (which should be located under the talent for Unending Resolve)
  • Demonic Tactis: it’s a talent to include in the Demonology tree
  • Teaching of the Black Harvester: it needs the possibility of being usable also by those who prefer to play Affliction and Destruction with the Sacrifice, perhaps enhancing the direct damage of some spells
  • Fel Sinergy: healing is too low, so it would be appropriate for it to be merged with Soul Link* to have only two points in total (in any case a good buff to Fel Sinergy’s passive healing would be very welcome)
    *Soul Link should return to being a Demonology prerogative. For Destruction it can become Molten Skin (present decades ago) for flat damage reduction and for Affliction it takes up the concept of an old alpha talent in which passively every hit you take has a chance to heal the warlock as a percentage
  • Pact of Gluttony: I would prefer not to have all the warlock’s healing confined to the Healthstone, in any case I would prefer it to be a talent to be included together with Sweet Soul and Swift Artificer with obviously a nerf to compensate for the active healing I talked about above or maybe cure an instant portion and the rest in a HOT in 10 seconds
  • Soul Conduit: it is too weak to be even just a simple talent, so it should be included passively in spells and not with a talent - even capstone
  • Soul Burn: considering that apart from Gateway, Portal and Healthstone it is not used to emphasize any other spell (I don’t even consider Drain Life) it would be the case that it was eliminated and that Gateway, Portal and Healthsone passively used a Soul Shard to have the current effects as Soul Burn is taken by everyone regardless (with hero talents obviously the Soul Shard cost for healthstone and teleport is removed)

New possible Capstone
choise node between Kil’jaeden’s Cunning/Mannorth Fury

  • Kil’jaeden’s Cunning: you can choose some ways fo KJC, I don’t like the activation of the spell to cast in motion for a certain period of time because it can happen that while you are casting a spell the effect ends and you don’t cast the spell while also wasting time. There are two solutions I love:
  1. passive: spells like incinerate and shadow bolt can be cast on the move with a 30% reduction in the warlock’s speed (but it remains to be seen whether you are already slowed down)
  2. active: the next 3 spell fillers can be cast on the move
  • Mannoroth Fury: The radius, duration and damage of AOE spells is increased
  • Fel Flame: an instant hit that deals large shadowflame damage and increases the duration of Unstable Affliction/Immolate/wither on the target and increases a debuff or damage on the target for Demonology: 3 charges, 15 sec CD
2 Likes

Great post. and great follow up reply. I like the suggestions and the passion.

Hopefully the devs stumble upon this and get some inspiration, as warlocks do indeed need an update to match todays version of wow in 2024-2025.

1 Like

Thank you, yes I have a lot of passion for the class!

There are other ideas that I would like to be included, for example in the warlock tree I would introduce Spell Lock, 24 sec CD, leaving the spell lock also for the felhunter. Obviously this isn’t a double Spell Lock, but it would be like the old PvP feat Call Felhunter which only worked if you didn’t use the felhunter. Naturally then it would be necessary to balance everything especially from a Sacrifice perspective (having spell lock + current shadow bulwark would be too much, so remodulate certain values ​​downwards to avoid exaggerated situations). It would be the thing that warlocks have been asking for for years!

This way if one prefers to use the felhunter for silence during the cast they can do so, if one prefers to use another demon they can still have the spell lock.

(Obviously to compensate, grimoire: felguard must lose the ability to stun. On one hand it’s definitely a nerf in PvP but if they did a third of the things I have in mind… XD)

Let’s talk about the Burst: I’ll start by saying that I absolutely don’t like the fact that the Burst of the three specs derives from the summoning of a demon. If I can conceptually (and aesthetically) accept the Infernal for the destruction and the synergy with this iconic demon (I remember when at the beginning you needed a long quest and then you had to buy the demonic figurine to summon the Infernal once an hour… .) for affliction and demonology I would really prefer something else. Speaking of demonology it would be good to go back to the old Dark Soul system, maybe you can call it Demonic Knowledge (very very old talent with the horned hand icon), instant, 1 min CD, infuses the caster and summoned demons with knowledge demonic and increases general damage by 20% as well as the duration of summons.

To help the warlock be called in mythic+ and raid you could easily reinsert the old Dark Intent buff with 3% haste

1 Like

This is an overkill especially for Destro. Combine this with infernal and Destro would just drown everything in rain of fire or chaosbolts.

Rest of your proposals is interesting. Although it is a fix for a broken class design in general.
We still have outdated spells/demons in their very basic design.
And worst we still have developers who think that slapping %increase would fix class.

Grimoire felguard without stun = Insta shadow fury.

Restores 30 the energy of wild imps.

Still working on the Demo tree wish list :slight_smile:

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