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  1. #1

    Warlock WoD Alpha/Beta test chat

    Allright, the announcement has gone out that WoD Alpha has launched, which means the datamined information is probably not far behind. This will be the general thread for discussing what happens in the testing phase.

    There's undoubtedly going to be seperate threads for Affliction, Demonology and Destruction when we get an actual public testing phase, and there's also undoubtedly going to be seperate threads for important subjects that would otherwise derail this general thread, but for the minor chatting, and patch not discussion this will be THE thread.

    I will try to keep this first post up to date with patch notes as they come out over the course of testing, so we have a small compendium of changes without having to dig for the post the patch notes were in.


    For now, I wish you all fun in the coming test period, and let's hope they keep Warlocks awesome!


    First batch, the official Alpha patch notes:

    Originally Posted by Blizzard Entertainment
    Warlocks received a number of cut abilities (see Ability Pruning above), but remain relatively unchanged. They saw the most change of any class in Mists of Pandaria, and so were in need of less revision this time around.

    We did feel that Warlocks brought too much unique Raid utility, so decided to tone down Healthstones and Demonic Gateway. We moved Healing Potions and Healthstones into a cooldown of their own, and made them usable once per combat. For Drain Life, we reduced the base healing somewhat, but massively increased the effectiveness of the Glyph which increases its healing, so as to help open up more potential Drain Life use in ideal situations. And lastly, we simplified Shadowburn a bit.

    Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability can no longer be a Critical Effect.

    Demonic Gateways no longer have charges (up from being limited to 5 charges). Every Party or Raid member can use them once every 90 seconds (up from 45 seconds). The maximum distance apart they can be placed is now 40 yards (down from 70 yards).

    Drain Life now heals for 30% less than before.

    Glyph of Drain Life now increases the healing of Drain Life by 100% (up from 30%).

    Shadowburn no longer generates any mana.


    Ability Pruning

    All of the various Soulburn effects are learned together with Soulburn, instead of at different levels.

    Curse of Exhaustion and Curse of the Elements now affect all enemies within 10 yards of the target.

    Metamorphosis: Cursed Auras has been removed.

    Curse of Exhaustion and Curse of the Elements no longer gain a benefit from Soulburn.

    Fire and Brimstone no longer applies to Curses.

    Drain Life no longer gains a benefit from Soul Burn.

    Drain Soul has been removed.

    Fel Flame has been removed.

    Health Funnel no longer gains a benefit from Soul Burn.

    Metamorphosis: Void Ray has been removed.

    Metamorphosis: Carrion Swarm has been removed.

    Pyroclasm has been removed. The altered behavior it granted for Chaos Bolt is now baseline to Backdraft.

    Seed of Corruption now replaces Rain of Fire for Affliction Warlocks.

    Soulshatter has been removed.

    Unending Breath no longer gains a benefit from Soul Burn.

    Crowd Control and Diminishing Returns

    Blood Horror’s cooldown has been increased to 60 seconds (up from 30 seconds) and now shares Diminishing Returns with all other Mesmerize effects.

    Felhunter: Spell Lock now only interrupts spell casting and no longer Silences the enemy.

    Mortal Coil now shares Diminishing Returns with all other Mesmerize effects.

    Observer: Optic Blast now only deals damage and interrupts spell casting. The ability no longer Silences the enemy.

    Sear Magic’s cooldown has been increased to 30 seconds (up from 20 seconds).

    Succubus: Seduction and Shivarra: Mesmerize now have a 30-second cooldown.

    Terrorguard no longer casts Terrifying Roar when it dies.

    Unbound Will’s cooldown has been increased to 2 minutes (up from 1 minute).

    Voidwalker: Disarm and Voidlord: Disarm have been removed.



    Originally Posted by Blizzard Entertainment
    Primary Character Stats and Attack Power

    The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats. The leading reason for this is that Agility and Intellect also provide Critical chance, in addition to Attack Power or Spell Power, whereas Strength does not. In order to achieve better balance, we've removed the Critical chance increase from Agility and Intellect. Still, it felt like Agility-based characters should critically strike more often, so we've raised those classes’ baseline Critical Strike chance to compensate.

    Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.
    Intellect no longer provides an increased chance to critically strike with spells.
    The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
    There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%.
    It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shamans.


    "The "primary" stats, Agility, Strength, and Intellect, are foundations of a character’s power. But they have not been created equally, making it difficult to properly balance them against secondary stats."

    We've consolidated the way that Attack Power and Spell Power function and scale, to make those values clearer and correct some scaling issues regarding caster weapons relative to physical weapons.

    Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
    Weapon Damage values on all weapons have been reduced by 20%.
    Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
    Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.


    Not really warlock changes, but changes that concern our effectiveness:

    Originally Posted by Blizzard Entertainment
    Spell Haste and Attack Speed

    The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).

    Druid (Balance): Moonkin Form
    Hunter Pet (Sporebat): Energizing Spores
    Priest (Shadow): Mind Quickening
    Shaman (Elemental): Elemental Oath

    The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).

    Death Knight (Frost, Unholy): Unholy Aura
    Shaman (Enhancement): Unleashed Rage
    Rogue: Swiftblade’s Cunning

    Other


    The following abilities now also increase magic damage taken by the target by 5% for 15 seconds.
    Monk (Windwalker): Rising Sun Kick
    Priest (Shadow): Mind Blast



    Originally Posted by Blizzard Entertainment
    Racial Traits

    We want races to have fun and interesting perks, but if those traits are too powerful, players may feel compelled to play a specific race even if it doesn't suit their aesthetic preference. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was often irrelevant, but occasionally tremendously powerful compared to other racial passives. On the other end of the spectrum, many races had few or no performance affecting perks. We also needed to replace or update a number of racials that previously granted Hit or Expertise, since those stats have been removed.


    We decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We achieved that by improving old passives, replacing obsolete ones, and occasionally adding new ones where needed. Our goal with these changes is to reach parity amongst races.

    Blood Elf
    Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
    Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged.

    Dwarf
    Crack Shot has been removed (was 1% Expertise with ranged weapons).
    Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
    Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
    Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while the Dwarf is under the effects of crowd control.

    Gnome
    Expansive Mind now increases maximum mana, energy, rage, and Runic Power by 5% instead of only increasing maximum mana.
    Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
    Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
    Nimble Fingers is a new racial passive ability that increases Haste by 1%.

    Goblin
    Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

    Human
    Mace Specialization has been removed (was 1% Expertise with maces).
    Sword Specialization has been removed (was 1% Expertise with swords).
    The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases 2 secondary stats by an amount scaling with character level. You can choose which 2 secondary stats it increases. This has not yet been implemented.

    Orc
    Axe Specialization has been removed (was 1% Expertise with axes).
    Command now increases pet damage by 1% (down from 2%).
    Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

    Troll
    Berserking now increases Haste by 15% (down from 20%).
    Beast Slaying now increases XP earned from killing Beasts by 20%, instead of increasing damage dealt versus Beasts by 5%.
    Dead Eye has been removed (was 1% Expertise with ranged weapons).

    Undead
    Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).
    Undead can no breath underwater indefinitely.

    Originally Posted by Blizzard Entertainment
    Professions

    Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory “min/max” selection. To that end, we're removing the direct combat benefits of Professions. Additionally, we've made it easier to level Mining and Herbalism. Healing Potions have gone mostly unused lately, compared to combat stat potions. We chose to solve that problem, along with a problem with Warlock utility, by having Healing Potions and Healthstones share cooldowns.

    Herbalists can now harvest herbs throughout the game world without hard skill requirements. The yield an Herbalist will be able to harvest from each node is now determined by skill level.
    Miners can now harvest mineral nodes in outdoor areas of the game world without hard skill requirements. The yield a Miner will be able to harvest from each node is now determined by skill level.
    Healing Potions no longer share a cooldown with other potions, but instead share a 60-second cooldown with Healthstones. The cooldown will not reset until the player leaves combat.

    Leveling from 90 to 100 will give additional benefits we unlock:

    Originally Posted by MMO-Champion
    Warlords of Draenor Class Perks
    Warlords of Draenor doesn't really add more abilities to the game but will introduce perks for your existing abilities! Each level, from level 91 to 99, you get a random perk (that you don’t already know). By 99, you learn them all, but different players will get them in a different order.

    Blizzard was kind enough to provide us with a list of all the perks currently available for each class.


    Originally Posted by MMO-Champion

    All

    Improved Demons - Increases all damage done by your demon pets by 20%.

    Affliction

    Improved Life Tap - Life Tap grants an additional 20% mana.
    Empowered Agony (NYI) - Your Agony now stacks up to 12 times.
    Enhanced Haunt - Your Haunt lasts an additional 2 sec.
    Improved Corruption - Your Corruption deals an additional 20% damage.
    Improved Unstable Affliction - Your Unstable Afflction deals an additional 20% periodic damage.
    Improved Malefic Grasp - Your Malefic Grasp deals 100% additional damage on targets below 20% health.
    Enhanced Nightfall - Increases your chance to trigger Nightfall by 5%.
    Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.

    Demonology

    Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.
    Improved Molten Core - Molten Core reduces the cast time and mana cost of Soul Fire by an additional 25%.
    Empowered Demons - Grants your demon pets an additional 10% haste and 10% critical strike chance.
    Improved Shadow Bolt - Your Shadow Bolt deals an additional 20% damage.
    Enhanced Corruption - Your Corruption generates 1 additional Demonic Fury each time it deals damage.
    Empowered Doom - Your Doom has an additional 20% critical strike chance.
    Enhanced Hand of Gul'dan - The radius of your Hand of Gul'dan is increased by 2 yards.
    Improved Touch of Chaos - Your Touch of Chaos deals 20% additional damage.

    Destruction

    Enhanced Chaos Bolt - The cast time on your Chaos Bolt is reduced by 0.5 sec.
    Empowered Immolate - Your Immolate deals 100% additional damage when it initially strikes the target.
    Improved Conflagrate - Your Conflagrate deals 20% additional damage.
    Empowered Incinerate - Your Incinerate has 20% additional critical strike chance.
    Improved Ember Tap - Your Ember Tap heals you for an additional 20%.
    Improved Shadowburn - Your Shadowburn deals 20% additional damage.
    Enhanced Backlash - Physical attacks against you have a 15% increased chance to trigger Backlash.
    Enhanced Drain Life - Your Drain Life now generates Burning Embers.
    Last edited by xskarma; 2014-04-04 at 01:44 AM.

  2. #2
    Pit Lord Strafer's Avatar
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    Warlock
    All of the various Soulburn effects are learned together with Soulburn, instead of at different levels.
    Curse of Exhaustion and Curse of the Elements now affect all enemies within 10 yards of the target.
    Metamorphosis: Cursed Auras has been removed.
    Curse of Exhaustion and Curse of the Elements no longer gain a benefit from Soulburn.
    Fire and Brimstone no longer applies to Curses.
    Drain Life no longer gains a benefit from Soul Burn.
    Drain Soul has been removed.
    Fel Flame has been removed.
    Health Funnel no longer gains a benefit from Soul Burn.
    Metamorphosis: Void Ray has been removed.
    Metamorphosis: Carrion Swarm has been removed.
    Pyroclasm has been removed. The altered behavior it granted for Chaos Bolt is now baseline to Backdraft.
    Seed of Corruption now replaces Rain of Fire for Affliction Warlocks.
    Soulshatter has been removed.
    Unending Breath no longer gains a benefit from Soul Burn.

  3. #3
    RIP Drain Soul

    Seriously, I'm upset about this
    --
    Boub called me a fanboy
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    #SaveDrainSoul #TakeMaleficGraspInstead

  4. #4
    Bloodsail Admiral dannypoos's Avatar
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    Personally glad about the drain soul

  5. #5
    fel flame gone so what should we do when then shaman drops that spellreflect totem or warriors use spell reflect or what should we cast on the move?

    soulshatter? NOOOOOOOOOOOOOOOOO

  6. #6
    Bloodsail Admiral Xelk's Avatar
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    All

    Improved Demons - Increases all damage done by your demon pets by 20%.

    Affliction
    Improved Life Tap - Life Tap grants an additional 20% mana.
    Empowered Agony (NYI) - Your Agony now stacks up to 12 times.
    Enhanced Haunt - Your Haunt lasts an additional 2 sec.
    Improved Corruption - Your Corruption deals an additional 20% damage.
    Improved Unstable Affliction - Your Unstable Afflction deals an additional 20% periodic damage.
    Improved Malefic Grasp - Your Malefic Grasp deals 100% additional damage on targets below 20% health.
    Enhanced Nightfall - Increases your chance to trigger Nightfall by 5%.
    Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.

    Demonology
    Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.
    Improved Molten Core - Molten Core reduces the cast time and mana cost of Soul Fire by an additional 25%.
    Empowered Demons - Grants your demon pets an additional 10% haste and 10% critical strike chance.
    Improved Shadow Bolt - Your Shadow Bolt deals an additional 20% damage.
    Enhanced Corruption - Your Corruption generates 1 additional Demonic Fury each time it deals damage.
    Empowered Doom - Your Doom has an additional 20% critical strike chance.
    Enhanced Hand of Gul'dan - The radius of your Hand of Gul'dan is increased by 2 yards.
    Improved Touch of Chaos - Your Touch of Chaos deals 20% additional damage.

    Destruction
    Enhanced Chaos Bolt - The cast time on your Chaos Bolt is reduced by 0.5 sec.
    Empowered Immolate - Your Immolate deals 100% additional damage when it initially strikes the target.
    Improved Conflagrate - Your Conflagrate deals 20% additional damage.
    Empowered Incinerate - Your Incinerate has 20% additional critical strike chance.
    Improved Ember Tap - Your Ember Tap heals you for an additional 20%.
    Improved Shadowburn - Your Shadowburn deals 20% additional damage.
    Enhanced Backlash - Physical attacks against you have a 15% increased chance to trigger Backlash.
    Enhanced Drain Life - Your Drain Life now generates Burning Embers.

    Sweet

  7. #7
    We need the client now.

  8. #8
    If no more drain soul, how we'll regenerate quickly the soul shards ?

  9. #9
    Bloodsail Admiral Xelk's Avatar
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    Quote Originally Posted by Finstergott View Post
    If no more drain soul, how we'll regenerate quickly the soul shards ?
    Nightfall procs are probably more consistent.

  10. #10
    Quote Originally Posted by Finstergott View Post
    If no more drain soul, how we'll regenerate quickly the soul shards ?
    Guess we don't
    --
    Boub called me a fanboy
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    #SaveDrainSoul #TakeMaleficGraspInstead

  11. #11
    Pit Lord Strafer's Avatar
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    dat perma Doomguard tho...<3

  12. #12
    let the dumbing down commence?

    "Warlocks remain relatively unchanged......except for all those spells we removed anyway"

  13. #13
    Obviously hard to tell as those values could change drastically but destro getting 20% buffs on those abilities while affliction also only getting 20% will probably gut affliction on single target. Affliction is only so strong because of snapshotting.

  14. #14
    The only things I'm upset about is the removal of Fel Flame and Soulshatter, and the immense nerf to Demonic Gateway.

    Terrorguard no longer casts Terrifying Roar when it dies.
    Never even knew it did that...

  15. #15
    RIP Healthstones. RIP Gateway.

    As for the 100 talents, Destro wins. Afflic's specific talent is terrible. The perks are all neat little things (mostly QOL changes, like putting the execute effect of Drain Soul into Malefic Grasp)

    One of the perks is literally the "if you take Sac, you fail" perk though.

  16. #16
    pretty much warlocks perks are the best ones i've seen!

  17. #17
    Dreadlord Cebel's Avatar
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    Quote Originally Posted by Drikkink View Post
    RIP Healthstones. RIP Gateway.

    As for the 100 talents, Destro wins. Afflic's specific talent is terrible. The perks are all neat little things (mostly QOL changes, like putting the execute effect of Drain Soul into Malefic Grasp)

    One of the perks is literally the "if you take Sac, you fail" perk though.
    No and no.

    The Afflic specific talent is not terrible. Its a 15% damage buff for 30 seconds for the cost of 1 shard. So for 10 seconds after casting Soulburn Haunt, you'll deal 50% more periodic damage, instead of 35%, and then for the 20 seconds after the haunt debuff falls of you still deal 15% additional periodic damage.

    Also they had to use a perk to buff pet damage by 20% to keep them inline with the ~20% buff to all of our main damage abilities. If they didnt sac would instantly get a huge buff as it scales with the damage we deal as a player not taking into account pet damage.

  18. #18
    Why didnt they remove malefic grasp -.-

    Formely known as Creations
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  19. #19
    Bloodsail Admiral dannypoos's Avatar
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    I was kinda hoping for curse of elements to be baked into another spell but it's fine

  20. #20
    Mechagnome Saeran's Avatar
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    I'm open minded - a lot might change (for good or worse) before launch.

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