Well, from the last Bluepost from November 2nd it appears warlocks will be getting some more changes. More changes again? Didn’t we just go through a bunch of changes? Oh, well what can you do? We can’t always be OP right? Gah! Did I just say that? I mean I know we always look good and other players are always QQ’ing about us due to jealousy, but honestly, isn’t all the ‘lock hate getting old?
So what are we looking at for this go around in the upcoming patch? Well before you’re ready to burn the place down, take a deep breath and let’s look at them together shall we? Sadly, I’m not on the PTR so I can’t completely verify all of these changes in regards to gameplay and whether or not they’re a bane or a boon for our class. The patch isn’t here yet and who knows what will truly make it in the code and what won’t. Here’s what’s being listed:
- Demonic Gateway must now be activiated by the player wishing to teleport
So a person in our party or raid would have to click on the teleport to activate it. This is not the end of the world, and it’s a small price to pay to enjoy a taste of some of our Dark Art excitement. Now we come to the part that makes me just question why Blizzard is taking the fun out of our new toys…
- Demonic Gateway’s duration has been increased to 15 minutes, and it will no longer despawn if the warlock moves too far away. In addition, this ability can no longer be used in any capital city
Okay, so they increased the time a DG stays up, and they took away the despawn problem if you moved too far out of range. I’m happy for both of those changes. Yep, not bad at all until you read that it can’t be used in a capital city! Whaaa? Why this change occurred I have no idea. It was fun to toss these up and let friends zig and zag around. Maybe they thought it was too OP for a raid on an enemy city? Maybe mages QQ’d because their portals didn’t go from the Bank to the AH? Trust me, I never saw one warlock use a Demonic Gateway to block a quest giver or a mailbox so I can’t fathom why this was such a big deal? If you have an opinion on it, I’d love to hear your conspiracy theories on the subject because I for one just don’t have a clue.
Kil’jaeden’s Cunning no longer imposes a cast time penalty
I can’t say enough great things about this until we look at the part that hits you below the belt…
- Kil’Jaeden’s Cunning’s snare has been increased from 10% per stack to 15% per stack
Ouch! Yep, since KJC stacks 2x’s that means we can expect a 30% movement debuff if we try to abuse it. The good news is that we still have Curse of Exhaustion. So Curse your target with Exhaustion and you can still kite at the same speed as your targets movement. Sadly, we can’t use Curse of the Elements at the same time as Curse of Exhaustion and we lose the 5% damage bonus that CoE brings, but I think we can burn them down quick enough to where it won’t matter. I think PvP had a lot to do with this change IMHO and I’m sure some of our enemies will still continue to say this wonderful talent is OP >.>
- Banish is now effective against Aberrations
/em yawns – Not much to say on this one other than “Meh”. Don’t get me wrong, using FEAR and BANSIH to CC mobs is great. It’s just not exciting when you toss on another “Me-too” type spell. I’m glad we can CC more, however this should’ve just been a given to start. IMHO we should have full CC opportunity against any class or mob at our
evil, overpowered disposal…don’t you agree?
Rain of Fire, Conflagrate and Ember Generation
Rain of Fire (RoF) got some reworking done for a total of four changes actually!
- RoF no longer causes a stun after hitting a target three times
- Aftermath will now grant RoF’s damage over time effect a chance to generate burning embers
- RoF no longer requires IMMOLATE to be present to generate Burning Embers
- RoF’s damage over time will now hit every 1 second, down from 2 seconds. The damage animation for the DoT effect will no longer always display.
So if we look at RoF as a whole spell – it doesn’t stun any longer, but it still does damage. It has a change to generate Burning Embers from Aftermath and a target doesn’t need to have IMMOLATE present to generate them as well. The damage tick from RoF will now hit every 1 second instead of 2 seconds. While the 1 sec damage tick is nice, I still liked the stun idea. However, methinks this change once again is coming more from the PvP crybabies side. Will this increase RoF’s damage now that the stun has been removed? IDK the answer to that one yet, because I haven’t seen any numbers. We can only hope! Combine RoF with Mannorth’s Fury for PvP and it might be a nice boon for Destro in PvP.
- Conflagrate now generates Burning Embers
Woot! Something I’m sure our Destro brethren will be glad to see. I don’t want to say generating burning embers is a pain, but it does feel like grinding Golden Lotus rep. It feels like a painful slog. Hopefully, this will help.
Minor Glyph Additions
- A new minor glyph has been added: Glyph of Gateway Attunement. This glyph will cause a Warlock’s Demonic Gateway to transport them immediately when they step on it
Great, they take something away and they give it back with a glyph to waste it on….grrrrr! Yes, it will have it’s uses I suppose. However, I’m of the opinion that since the use is so limited is it really worth using a glyph for it? Really? I dunno, I could be wrong on this one….we shall see.
Demonology sans Melee attack
- Removed the ranged Melee attack from Demonology warlocks in Metamorphosis form, and increased the damage of Doom by 25% to compensate
One of the things I didn’t like about Demonology was feeling like I had to constantly move from range to melee and back again to feel effective when I was in Beta. I’m not currently running Demonology, so I can’t say if this a great thing or not. This change makes me think upcoming raid fights might require more movement and on an already taxing movement spec that might be why they are making this change. However, if you’re running as Demo I’d love to hear your take on it.
Changes that didn’t make the patch
Well that’s it as far as what the latest Bluepost says that we have instore for us. Now, I can’t help but mention the things they have taken out completely. So here are some changes that DID NOT make it into the new patch:
- Destruction warlocks have gained a new ability: Cataclysm. Cataclysm costs one Burning Ember. After a 3 second channeling period, Cataclysm will stun and knockback all burning targets within 10 yards of the caster. This ability has a 1 minute cooldown
I loved the idea of this spell. It’s like a warlock’s own version to a Shaman’s Thunderstorm spell. Since, I play a shaman as well, I have to admit that I really like the use of it. However, even on Twitter I saw people QQ’ing about it being OP. It was probably only a 2 to 3 second stun and it was only a 10 yard knockback. So by the time you take out the travel distance of the enemy from the knockback it would have probably came out to a 1-2 second stun. OP or not, it didn’t make it in :( It’s a shame because it would have been fun.
Another idea that was rejected and NOT included in the patch was this –
- A new minor glyph: Glyph of Supernova. This glyph will cause the warlock to deal 10% of his maximum health to all targets within 5 yards for each burning Ember he had when he was slain
Another strong guess for the Glyph of Supernova not making the cut would be due to PvP. I could easily see a Destro lock, loading up on Burning Embers and then sacrificing himself for the team by running as a “Destro Bomb” on a flag carrier, a node or a control point where heavy battle was taking place. It sounds gruesome when you think about it, warlocks turning into suicide bombers to aid their team /em shudders – It’s not a pleasant thought when you think about it that way, and it would’ve put a whole new twist on the old saying, “Taking one for the team”.