Something to note, clarification of haste on channeled Spells:
Hooray for not being completely retarded, and actually intelligent design?Originally Posted by Blizzard Entertainment
Something to note, clarification of haste on channeled Spells:
Hooray for not being completely retarded, and actually intelligent design?Originally Posted by Blizzard Entertainment
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Official Class PreviewJesus Christ on a stick, this is all I needed to know. Looks like my main for Cata is now most assuredly my Warlock.
...I mean, sure, all that other stuff is really super great and all, and I really am excited for it. But, still, damn, green fire. Finally!
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We're not sure at this point. Fel Flame will be kind of like a mages Fire Blast, and it will be our go-to spell for casting while moving.
However, since Immolate does some damage up front as well as refresh itself and they both use a GCD, it might be a better idea to actually cast Immolate if you can stand still and save fel flame for movement. This is all theory however as it ultimately comes down to how much damage it does vs mana cost.
I hope it hits hard.
vs mana cost...? o.OOriginally Posted by gherkin
vs Immolate's innitial damage imho.
Well, for Affliction it would be a great way to refresh UA, since it's has both a cast time, and zero initial damage. However, if it's too costly, it'd be something we'd only use to refresh UA on the run.Originally Posted by Deviltry
That too.Originally Posted by Deviltry
I think it would be used for Affliction 100% of the time in lieu of UA due to the lack of an initial damage component, mana be damned. We have to life tap every ~20 seconds right now anyways, whats a little more often? :POriginally Posted by Goatonlb
The gain for using it vs Immolate however is much less and should be considered.
It depends on how many gcds we lose to life tap. If it is significantly more costly, with the same effective cast time but only slightly more damage, then potentially it might not work out as a dps increase since you lose damage time to the extra life tap/ dark pacts necessitated. Hence:Originally Posted by Deviltry
Originally Posted by gherkin
Soul Burn + Drain Life + the base normal haste most people have thats 70% offOriginally Posted by Halflived
basicly doing the full drain life damage in 1.5 sec its an epic damage and epic heal thats a good survivability spell
+ the succubus knockback is usable while cc'd because its the succubus that does it
the Demon Soul Merge may also give omega defensive benefits depending on the demon or just a passive thing for all kinds of demons
lastly a tip man i find the best offensive is the best defense on a lock and i dont mean killing them before they kill you i mean epic fast damage = epic fast healing (afflic) quick decay + a very strong spell power trinket and u can keep that full power corrupt up forever with everlasting afflic.
try all that they should be ur survivability and dark intent should make this healing stronger (though i do agree Dark intent should be replaced with a survivability skill)
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Just a reminder, Spellpower does not roll with Corruption refreshes. While it will be a nice addition for the duration of the remaining spell while under the effect of the +bonus SP, once the proc drops and Corruption is refreshed, so will the SP value of it. Same goes for haste.Originally Posted by terrorlord15
and same will go for crit in cata (so i hope as that is really clunky)Originally Posted by Goatonlb
While I can see the view of burning a shard being a meaningful decision, the lack of combat regen still has major flaws from a pvp perspective, most notably in arena.
Actually getting into combat is a necessary tactic often enough in arena, where you do it do prevent sapping, and to keep a healer from being able to drink, both of which due to the necessity to get into combat are complete contradiction to the regeneration mechanism that is currently planned.
There are times as described when it is justified to keep in combat, but that should not severely restrict the new core mechanism of our class to the extent that we have to decide between gaining resources and making very bad gameplay decisions, or playing strategically and severely limiting our options.
Most other classes have their notable abilities limited only by cooldowns, not a potion in combat like mechanism.
Try to remember that shards are going from a nusance you wish you didn't have to think about to a three time per combat buff. It could turn you into a demon penguin and still be better than the current implementation. I know gc said meaningful button but meaningful is subjective and gc says a lot of things that don't happen due to design issues.