Enslave Demon- used on Green Fire quest.
Banish- very useful on Lei She. Also useful whenever you need to CC a demon/elemental/abberation.
Unending Breath- Water Walking+Water Breathing. Water Walking is very useful.
Drain Life- Very useful for soloing, semi-useful in PvP. PvE raiding content, its healer's job to heal.
Malefic Grasp- agree here. Should be removed with Drain Soul remaining instead of other way around.
Dark Bargain- Most powerful of ALL 50% damage reduction CDs. Absorbs all damage for 8 seconds, deals half of it back over an additional 8 seconds. Allows Warlocks to cheese many mechanics that would kill most other players.
Mannoroths Fury- Agreed. Should have the AoE enlargement portion passive, with an active effect doubling AoE damage.
Shadowflame- Agree that its an utter joke. Either the slow duration needs to be upped significantly, the slow power needs to be upped to 70%, or the CD should be reduced significantly for it to be worth taking over the other 2.
Haunt- Doesn't need to "feel" like a hard hitter. Damage is spread in both the direct damage portion, and the increased DoT damage portion.
Life Tap - More useful in the start of the expansion/while lvling.
Curse of Enfeeblement- being removed next expansion.
Eye of Kilrogg- fun spell.
Over half of what you are complaining about, you really shouldn't be complaining about.
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Erm, which DK tree are you talking about? Mobility is Deaths Advanced (Small passive movement speed boost, can't be slowed below a certain %, 6 second active larger speed boost/can't be slowed beneath certain %), and it shares the thing with a stun (6 second 30 sec CD high range stun), and a snare. All 3 share a PvP theme- you can either get a Stun, a Slow, or boost your own Movement Speed. All 3 help with staying on a target- 2 affect the target, 1 affects self.
The Anti-fear also functions as a self-healing CD, and shares a talent row with a death-prevention mechanic, and a damage-reduction mechanic. All 3 help with staying alive- one allows powerful self-healing, one helps to prevent deaths, and one helps to reduce incoming damage.
Lvl 90 is supposed to help with damage in a round-about way- one is a AoE boost, one allows an extra dark soul/fight, and one allows you to not have to stop casting filler spell for movement, which is a dps boost for all but the most skilled.
How to fix drain life:
Turn it into a "cooldown".
Every 5 seconds the warlock passively generates 1 drain life charge. You can cast drain life whenever you have charges, and 1 tick consumes 1 charge.
You could hold up to, say, 10 charges which would take 50 seconds to accumulate. This would be enough for 2 full channelings of DL.
Drastically increase both damage and healing per tick.
The glyphs or talents could be changed to increase the rate of charge generation.
how about making it castable on the move, helps about everything here.....
balancing out the last tier, makes so that it isn't too strong but still used, can replace fel flames earlier uses.
Drain Life is pretty damn awesome for soloing and if u know ur gonna take alot of dmg in a raid environment casting drain life can be worth it
@Ignocia
After seeing Dark Animus kill I agree that it makes some encounters otherwise impossible without it.
@Nagassh
But as others have said, not every spell must be usefull for raiding.
I'd rate DL better than Mannoroths Fury >.<
Do you people actually read posts before replying?
I'm replying to a post stating that "if u know ur gonna take alot of dmg in a raid environment casting drain life can be worth it".
I'd say raiding experience comes into it at that point.
It's got nothing to do with being narrow minded and everything to do with commenting on a specific post that says something incredibly contrary to everything I know - your post DOES however add nothing to the argument bar being mildly insulting.
Last edited by mmoc1571eb5575; 2014-04-23 at 05:39 PM.
Ill admit there is only 2 progress bosses that I cast drain life on this tier, Malkorok when my shield was very low and I needed to soak a purple pool, and Paragon of the Klaxxi during Fiery Edges ( on 25 man and underhealing the boss)
But 2 bosses out of 14 really to me make it a useful spell
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