It will not go back down after you stop moving, however.
Forgive me but how is that known (to both of you) Has it been clarified somewhere?
"How easily the mind can be turned to hate from a place of fear - an instinctive, natural, protective response. Instead of focusing on the things that unite us, we focus on what divides us." - Thrall
Defensive cooldowns themselves often locked out by an interrupt.
Being forced to blow defensive cooldowns "just in case" we get interrupted hardly sounds encouraging.
We should react to what happens, not be forced to pre-empt and be screwed over if we get it wrong, or the opponent simply does it to force the cooldown.
Haunt is gone. The Affliction rotation is basically 'stack dots, channel MG'. I have no idea what, if anything changes for the execute; on the face of it now, Drain Soul as an execute is gone since I think it's double damage is unlikely to make up for the 100% haste loss on DoTs from the MG debuff.
It would be if the 'Death's Embrace' talent still existed, but that appears to be gone too. I can only assume Affliction is a long way from completion, because there are still evidently a few holes in the build. Personally, I'd just like to see the Nightfall debuff effect as a baseline MG effect, and have MG replacing Haunt in the rotation (but somehow stacking to require a full length channel); it gives us some channeled fill that players demanded while keeping much of the original flavour of SB Affliction to better define the spec from SPriests.
Death's Embrace increased all your damage by 12%. Unless you're talking about the one that increases drain damage done per affliction debuff, which would still leave Drain Soul doing more DPS than SB (but not by very much), and also increasing Shadow Bite damage (assuming it will still work the same).
However, I agree that Affliction is nowhere near finished, and we will most likely see a few more significant changes before long.
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So the point is for that one spell you cast right as you start moving before you start spamming fel flame? I'm sure that's the issue Blizzard is trying to fix with the talent.
I think they'll probably lower the casting penalty. That or it will mainly only be taken by affliction/pvp builds.
Sometimes that one spell just isn't a filler nuke, sometimes it will be refreshing other spells / buffs (say a haunt or tick of drain soul, or a soulfire, etc). That'd be a huge quality of life issue.
But I didn't take afflic pvp into account (probably because I don't pvp), but it'll be useful for them, too ... Drain Soul/Life, and los around a pillar, it's ticking half as fast but it's still ticking and you're los ... so, yeah, there's that.
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forgive me for lack of blue-link, but there was clarification on this a while ago.
It only affects your casttime / channel time - ie, UA will take longer to cast, but will tick just as normal once it is up.
Since the channel speeds dots up - I would expect that to be fine, but the channel itself is your filler replacement, that is about 20-25% of your damage at present, and it will still be significant. So you would be losing out on your channel damage, while gaining nothing (pve).
PvP, I expect it to get nerfed, and ruin my pve utility :'(
"You'd still have to keep in mind refreshing things like haunt"
There is no Haunt anymore
If we lose a small portion of our damage only while moving, then I would happily take that as a sacrifice because it would be the first time we can use most of, if not all our toolset whle moving, and taking a far smaller hit on dps than we do currently.
What are we limited to currently on the move ? Fel Flame and depending on specs an occasional cooldown or proc.