Hello fellow warlocks. I have been playing a warlock on and off since start of Wrath, with it becoming my main during end of Cataclysm. Over the years I watched warlocks grow in power, only to have a sudden fall from grace with the patch 7.0. Now I am not saying warlocks are terrible DPS, it's just that they feel more clunky and require more micromanaging than most other pure DPS classes. Since I main Demonology, I decided to put my ideas on paper and present you with my view of how warlocks could look, while still retaining the fabled class fantasy Blizzard envisioned for them. This is a very lengthy post, it took quite some time for me to create it and I didn't want to post it in other threads that talk about possible warlock changes and future expectations, because of its size.
When talking about Demonology, I have to say that I am very happy with current fantasy design it has. At first, I was very skeptical with the removal of Metamorphosis based game-play, but I grew to love this fantasy of a caster that summons hordes of demons to do his bidding. What I don't like about demonology is the fact 80% of those demons are imps and feldogs, and I have addressed this in my version of a rework. I also don't really understand why would a caster who summons demons who fight for him and take bulk of the damage, be so very tough and resilient, but that's not so much of a burning issue atm, so I haven't addresses it. The spec changes I envisioned haven't took other specs and PvP version of Demo into consideration, so there might be some overlapping, but noting to great. Also, as English isn't my native language, there might be some mistakes, but you will be able to understand most of what I wrote. With all that said, here is how I would change demonology.
MASTERY CHANGES
With big changes to Demonic Empowerment (further down in the text), Master Demonologist also needs a major overhaul. A direct damage increase like "Increase damage of your demons by X" is rather boring an uninventive. Instead, this new mastery would heavily affect Demonology's gameplay and make master a very viable stat.
REMOVED: Mastery: Master Demonologist: Demonic Empowerment also increases the damage of your demons by 14.0%.
NEW: Mastery: Potent Summons: Your non permanent demons last X% longer. Your permanent demons deals X% more damage.
SPELL CHANGES
Demonic Empowerment
Demonic Empowerment is one of the main reasons Demonology feels tiresome, boring and cluncky as hell. It's just terrible when you summon a powerful demon via talent or a CD just to have it hit like a wet noodle if you don't buff it with DE. I understand reasoning and fantasy behind it, of a summoner empowering his minions, but I think implementation of this spell was completely wrong (and this is something Blizzard acknowledged). To further this problem even more, Demonology's mastery is tied to this spell. I think removing this spell wouldn't be such a good idea. Instead I think it should be reworked in a strong buff spell with a lengthy CD. With that in mind, taking Tier 4 talent Soul Harvest would give us 3 CDs which is a bit too much, so this talent would be reworked to accommodate changes to DE.
Core Changes
OLD Demonic Empowerment (buff on minions): Empowers your active demons with dark energies, increasing their haste by 50% and health by 20% for 12 sec.
NEW Demonic Empowerment (buff on caster): Strengthen your connection with Twisting Nether, empowering your active demons and all future summoned demons with dark energies, increasing their haste by 10% and damage by 10%. Instant cast. Last 20 seconds. 3 minute cooldown.
Related Artifact Changes
OLD Summoner's Prowess: Increases the haste and health provided by Demonic Empowerment by 2/4/6%.
NEW Summoner's Prowess: Increase the haste and damage provided by Demonic Empowerment by 5/10/15%
Related Talent Changes
REMOVED Power Trip: Demonic Empowerment has a 50% chance to generate 1 Soul Shard when used in combat.
OLD Soul Harvest: Increases your damage and your pets' damage by 20%. Lasts 10 sec, increased by 2 sec for each target afflicted by your Doom up to a maximum of 30 sec.
NEW Soul Harvest: Each time you generate a Soul Shard, cooldown of Demonic Empowerment is reduced by 0.5 seconds.
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Demonwrath
Demonwrath is one of those spell that are really poorly designed. While it's true that it gives us something to cast while moving, it's still very strange and really doesn't fit too well in overall class design of a mighty summoner who uses demons to hurt its enemies. Therefore, Demonwrath should be completely removed and instead of it, Summon Darkglare should be a new baseline spell for AoE. However, seeing that summoning Darkglare would, at the same time, be a powerful single target spell, it should be tweaked in a way that discourages it's use on single target.
Core Changes
REMOVED Demonwraith: Causes your demons to crackle with demonic energy, dealing Shadow damage to all enemies within 10 yds of any of your demons over 3 sec. Castable while moving.
Demonwrath damage has a 15% chance to generate 1 Soul Shard.
NEW Summon Darkglare: Summons a Darkglare for 10 sec that launches Eye Lasers at all targets afflicted by your Doom. Darkglare deals 5% increased damage for each target afflicted by your Doom, beyond the first one. Instant cast. 3 Soul Shards. 10 sec cooldown
Related Artifact Changes
REMOVED Legionwrath: Increases damage dealt by Demonwrath by 10/20/30%
NEW Ocular Rifts: Increases damage dealt by Darkglare by 5/10/15%
Related Talent Changes
REMOVED Summon Darkglare: Summons a Darkglare for 12 sec that launches Eye Lasers at all targets afflicted by your Doom, dealing Shadow damage. Instant cast. 1 Soul Shard. 24 sec cooldown.
ARTIFACT CHANGES
Thal'kiel's Consumption
Thal'kiel's Consumption is a very strong active artifact ability thar fits Demonology's spec fantasy really well. However, with removal of Demonic Empowerment and minion HP buff, this spell should be tweaked a bit to compensate.
OLD Thal'kiel's Consumption: Thal'kiel drains 8% of the life from your demon servants and unleashes a blast of Shadow damage at your current target equal to the life he stole. 2 sec cast. 45 sec
NEW Thal'kiel's Consumption: Thal'kiel drains 12% of the life from your demon servants and unleashes a blast of Shadow damage at your current target equal to the life he stole. 2 sec cast. 45 sec
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The Expendables
This artifact perk further increases Demonology's ramp up time. In order to reduce it, a very simple yet effective QoL change should take place.
REMOVED The Expendables: When your Wild Imps expire or die, your other demons are inspired and gain 1% additional damage, stacking up to 10 times.
NEW Reimpforcement: Whenever you summon Wild Imps, your other demons are inspired and gain 1% additional damage for each summoned Wild Imp, stacking up to 10 times.
TALENT CHANGES
2nd Tier
Impending Doom
Even with upcoming buffs to Impending Doom, I still think it's a kind of lackluster and boring talent. Giving it more synergy with summoned demons would be much better while still mainlining a strong fantasy.
(CURRENT) OLD Impending Doom: Doom also summons 1 Wild Imp when it deals damage.
NEW Impending Doom: Your Wild Imp's attack on targets with Doom have a chance to trigger it prematurely and instantly deal 50% of it's damage. (The original DoT is still left on the target and ticks normaly)
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Improved Dreadstalkers
With Impending Doom now being a single target choice, Improved Dreadstalkers should be reworked to reflect this change. They should be redesigned as a talent for movement heavy fights. With this in mind, PvP talent Master Summoner should be reworked to accommodate this change.
OLD Improved Dreadstalkers: Call Dreadstalkers now also summons 2 Wild Imp.
NEW Fel Hunt: Reduce cast time of Call Dreadstalkers by 0.5 seconds and make it castable while moving.
3rd Tier
Mortal Coil
A spell that has absolutely no place in PvE talent tree at all. Extremely situational and picked by almost no one... ever. Needs to be removed with something that offers more (useful) utility.
REMOVED Mortal Coil: Horrifies an enemy target into fleeing, incapacitating for 3 sec and healing you for 11% of maximum health. Instant cast.
NEW Stored Souls: Your Soulstone is now an instant cast and reviews your target with 100% health.
4th Tier
With Power Trip removed, a new talent is required to fill its place. According to Icy Veins, this tier offers strong damage increases. Since Power Trip fiddled with a maintenance spell, the new talent will also be themed around one.
NEW Demonic Alchemy: Life Tap restores 20% more mana.
6th tier
Grimoire of Supremacy
Bad spell with underperforming demons. Bad interactions with almost everything that deals with Inernal/Doomguard. One of the ideas is to buff these demons, that's boring. This is a better solution:
OLD Grimoire of Supremacy: You are able to maintain control over even greater demons indefinitely, allowing you to summon a Doomguard or Infernal as a permanent pet.
NEWGrimoire of Supremacy: Summon Infernal and Summon Doomguard gain another charge. They still share cooldown . (You can also have both Infernal and Doomguard up simultaneously, but not 2 demons of the same kind)
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Grimoire of Service
Rather poor choice now that we have strong Supremacy. Instead of doing what it currently does, Grimoire of Service becomes a passive spell and fills the role of Grimoire of Synergy. This change would probably require some tweaks to the way permanent pets work, but it would still be fun. In case this is too complicated for multi-million dollar company that is Blizzard, there is a simpler solution that won't cost us 2 raid tiers.
OLD Grimoire of Service: Summons a second demon which fights for you for 25 sec and deals 100% increased damage. The demon will immediately use one of its special abilities when summoned. Instant cast. 1.5 min cooldown.
NEW Grimoire of Service: You can now control 2 permanent demons.
ALTERNATE NEW Grimoire of Service: You can now control 2 permanent demons. Second demon does not have any special abilities and follows the same commands as the first demon.
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Grimoire of Synergy
As mentioned above, new Grimoire of Service will fill out the passive role of Synergy, but with more appealing "visuals". This leaves us with Synergy being removed in favor of something more interesting.
REMOVED Grimoire of Synergy: Damage done by you or your demon has a chance to grant the other one 40% increased damage for 15 sec
NEW Grimoire of Abundance: Hand of Gul'dan, Call Dreadstalkers and Summon Darkglare, have 33% chance to summon double the amount of demons. These demons are unaffected by Potent Summons.
7th Tier
With removal of Summon Darkglare, a new talent needs to take its place. I have been tinkering for a long time, and I really think a master demonologist that commands a skull of one of the most powerful summoners who ever lived should be able to summon an extremely powerful demon. For a cost, of course. This would be and extremely powerful, yet gimmicky spell (something along the lines of Surrender to Madness and Vanilla version of Summon Infernal and Summon Doomguard) and as such, it would not be suitable for all instanced PvE encounters.
NEW Ritual of the Pit: Use all your demonic knowledge to summon and bind a powerful Pit Lord for 40 seconds. Pit Lord has a strong single target and AoE attacks. Cost: 5 soul shards. 80% mana, 80% health. 10 seconds cast time. 5 min cooldoown
Pit Lord's Abilities:
Demonic Impalement: Pit Lord continuously impales his primary target, dealing strong physical damage.
Rain of Terror: Fel meteors while Pit Lord is active, hitting all enemy targets around him (something like old Starfall from druids).
SET BONUS CHANGES
With the new mastery, 4-piece ability of Legacy of Azj'Aqir becomes a bit too much.
OLD Legacy of Azj'Aqir (4) set bonus: Dreadstalkers last 4 sec longer.
NEW Legacy of Azj'Aqir (4) set bonus: Dreadstalkers deal 35% more damage.