The Soul Swap change is annoying and completely random. How about they just redesign it for it's original purpose - getting dmg rolling on adds.
Soul Swap (new) - Instant cast, 30 second cooldown. Instantly applies Corruption, Agony and UA to the target and applies the Soul Swap debuff. Soul Swap Debuff - if the unit dies with Soul Swap debuff present, the CD of Soul Swap is reset. Soul Swap is no longer able to be Soul Burned.
... if they need to tweak dmg somewhere to compensate, be my guest. Gives us ability to quick swap to adds, gives us pvp target swapportunities with a cooldown. Takes out one of the most brain dead mechanics in the game - SB:SS.
I argued according to the assumption that the tooltip for the spell/ability would provide accurate and relevant information; nowhere does it state that it consumes 250 Demonic Fury. Poorly designed ability if you ask me, considering it's passive and that you can't disable it, but oh well.
Regarding why I'm posting in a 5.4 discussion thread, why not? You don't need to actively play a class in end-game in order to engage in a discussion about the class, I could still gather information about talents/glyphs/stat priorities and other relevant things about the class and make up opinions and ideas. Unfortunately, in this case, the information presented appeared to be wrong, so I guess my point is moot.
The tooltip appears to be incomplete indeed, the other Meta spells have the spell explained in the tooltip :Unfortunately, in this case, the information presented appeared to be wrong, so I guess my point is moot.
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Last edited by almara2512; 2013-07-24 at 11:32 PM.
Said in there that SB:SS would be removed as part of it :P
We should never have to use Shards on Soul Swap imo. Shards should be Haunt (dmg) or Port/DL/etc (utility). As is, locks NEVER use SB for anything but damage spells. They should give us back some choice, while killing SB:SS.
New harvest life + glyph = 50k Hps with 550 ilvl pve gear on ptr. And not even thaaaat bad damage. I can see some uses during progression where we sacrifice some dps for more survialbility. Way over the top in pvp though.
With haste proccs up you can even get 90k hps, i did 500k selfheal in a little over 5s. This will be fun, but fun means they are going to nerf the shit out of it
Last edited by Apero; 2013-07-25 at 12:15 AM.
I really have played only Demonology in MoP (as well as every expansion since launch), but Harvest Life always seemed like sort of a trap talent from a dps perspective. Drain Life should not currently be part of anyone's go-to DPS spell selection, it's used for survival. The goal of Harvest Life was to make it useful in AoE situations, but it's still a DPS loss over your spec-specific DPS spells. If you use it while there are multiple targets, you get a stronger version of Drain Life, but Drain Life was not a great DPS spell to begin with- it was a healing tool (for the current expansion at least). However, some newer warlocks will select Harvest Life and want to use it fairly exclusively during AoE fights, thinking that they're doing great AoE damage. (Yes, it does okay damage and heals you a bit, but it's not optimal for damage.)Originally Posted by Grubjuice
For Demonology specifically, Hellfire does more damage and grants at least as many resources per cast time as Harvest Life. The only possible downsides are that it is a 360 degree point-blank AoE rather than one that radiates from a target and the fact that it does some damage to the caster. However, I've always used Hellfire since vanilla WoW and found the damage to be rather trivial. In fact, before the 500% threat tank changes, Hellfire was more dangerous because of how much damage it dealt and the fact that mobs switch aggro targets faster at melee range, not really because of the self-damaging aspect. In its current incarnation, with our relatively giant health pools, Hellfire's self-damage is more negligible than in previous expansions.
I've also never really had a problem with the radius/range of Hellfire, especially given that we can now move while casting it, and both Void Ray and Carrion Swarm are also AoE spells that begin from melee range. I think being able to move while channeling Hellfire pretty much makes it an auto-win over Harvest Life, personally.
In contrast, the new Harvest Life seems really good for the reason that I've always used Drain Life: surviving. Speaking mainly from a PvE perspective, you can often offset a lot of incoming heavy damage by swapping to Drain Life as a filler spell for a few seconds. Going from a 2% max health/tick to 5% (or possibly 5.6% to 6.5% with the glyph) would be pretty impressive I think, before factoring in Demon Armor. Basically, you get the fully-scaled AoE healing power of oldHarvest Life but versus any number of mobs. Yes, it's lower DPS than using Shadowbolt or Soul Fire, but for some fights it is more important to conserve healer mana, at least historically.
Honestly, I'm not sure if new Harvest Life will be my talent selection in 5.4, but with the Soul Leech reduction, it seems fairly attractive and I'm starting to weigh them against each other, which is the purpose of this talent system, no?
Do I see the drain (harvest) life comeback into pvp? Still, dark regen is really good, but with all those healing changes DL might prove to be good.
PvE is a minigame // Rerolled from affly to spriest after 8 years, thx pandaland changes
Hypothetically, if you have decent haste and a short-term haste buff to get about 100% haste, you could heal roughly 13% max hp a second (2 ticks/sec) with the Drain Life glyph and new Harvest Life talent. This means you could basically full-heal from 1% hp during Unending Resolve in PvP, before Battle Fatigue. So, realistically, maybe 30 or 40% max health restored while shield wall is up and you're interrupt-proof. Of course, you'll probably just get CCed anyway.
not sure if I missed it, but since the amp trinket is now passive, Prismatic Prison of Pride, Does it just give that small passive bonus to our stats? so if we have 10000 haste, it would end up 11400 haste? INTERESTING
Yep, it sounds like they did the math on what % of a character's secondary stat budget a trinket should roughly provide, and simply decided to multiply your existing stat distribution by 14% rather than give you 14% more secondary stats (to put it rather simplistically).
Having the amplification as a proc probably created way too much disparity between burst non-burst damage. The passive 14% crit damage is the most interesting part of the trinket in my mind, as it's fairly unique as far as stats go.
Would be interesting if you could trigger the healing ampli trinket with drain life. Two ampli trinkets with together 22k Intellect on procc during cds would be awesome.