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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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.
It's a good spell for leveling/solo. There's definitely still a place in the game for Drain Life.
Not every spell needs to be a major part of your rotation.
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
http://www.youtube.com/user/Blazefurytv?feature=mhee - Warlock Guides, Solo old content, small guides, raid footage and much more!
After seeing Dark Animus kill I agree that it makes some encounters otherwise impossible without it.
But as others have said, not every spell must be usefull for raiding.
I'd rate DL better than Mannoroths Fury >.<
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 Nagassh; 2014-04-23 at 05:39 PM.
But 2 bosses out of 14 really to me make it a useful spell
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Currently playing Healer for progression but multi class godlad.