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Class Q&A Warlock Jul 02, 2009 - 10:16 AM - by Fallenman
Source: World of Warcraft - English (NA) Forums -A Series: Warlock

Warlock Q&A with Ghostcrawler and the World of Warcraft Community Team

Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the warlock.

Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?

A.The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.

Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.

We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.

Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.

Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.

Q. What is it that makes them unique compared to all other classes?

A.Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.

Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?

A.Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.

Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?

A.There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is not the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.

Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.

A.We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.

Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider?

A.The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control.

Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP?

A.It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right.

Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change?

A.Yes, pets are never going to scale correctly as long as there are some stats that affect the master but not the pet. If the lock gains crit and haste, the demons don’t benefit as much as if the lock had gained spellpower. This is a problem. We need to make pets just scale with all stats. Technically, this is not a “flip the switch” kind of change. It’s complicated so it’s going to take some time to do right. We’ll get resilience and spell pen done first.

Q. Many warlocks often find it difficult to resummon or switch pets, especially when compared to other pet classes. Fel Domination with Master Summoner is nice for those who have the talents, but still somewhat problematic due to the long cooldown of Fel Domination.

A.As you probably know by now, we are dramatically lowering the cooldown on Fel Domination.

Q. Talents that increase the range for spells is often a point of concern, particularly for PvE-focused warlocks due to the warlock's mixture of using both Affliction and Destruction abilities. Is it possible that warlocks can be given a merged range talent in a low tier of either tree?

A.This is the same problem I mentioned above. Moving the talent up higher is one solution, but it would have to be very high and whatever talents are there now would have to come down. This then becomes a pretty significant re-architecture of the talent tree. It is something we want to address, but probably isn’t a 3.2 change.

Q. Do we have plans to add a little more burst potential to the Affliction tree?

A.Yes, and Haunt is probably the right place to do it. Haunt is one of the few Affliction spells that can’t reach the 200% crit level, so we are going to make that change through Pandemic.

Q. The spell Hellfire is one that warlocks rarely use, due to that fact it's channeled, generates a great deal of threat, and has self-damaging properties. What are our thoughts on how this spell currently functions, and what might we consider changing in the future?

A.We’d agree that the “interesting tradeoff” isn’t that interesting, and in fact it’s hard to find niches for so many different AE spells. Long-term this might be the kind of spell that gets cut.

Q. A common concern that comes up regarding warlock players is in regards to their minor glyphs. While they understand that these glyphs aren't meant to be game-changing, many of the minor glyphs focus on improving spells that aren't really used at all, such as Eye of Kilrogg. Would we consider looking at the minor glyphs available for warlocks and possibly making some improvements?

A.We can look at the minor glyphs. We are more concerned at the moment with making sure the major glyphs are interesting without being overpowered.

Q. Green fire for spells has been something that's often requested by warlocks. Would we consider adding this into the game, possibly in the form of a minor glyph so that we're not forcing it on players who may not desire their fire spells to be green?

A.We wouldn’t do it through a minor glyph. Originally, we were going to make the minor glyphs mostly cosmetic like this, but as we evolved the glyph feature we found that some spells just didn’t make sense to have a major glyph, so these became minors. We definitely understand some (many? all?) warlocks would love to have green fire and we’ll try and find a cool way to deliver on this. At this point, we’d probably rather do it with a flashy new spell rather than just change up an existing one, but we’ll have to see. As with the new druid forms, after waiting so long, we’d want to do it right.

Q. Would we consider adding a warlock-specific flying mount? Warlocks have promised to never complain again should such a feature be added. Okay, not really...

A.I think it fits the warlock kit pretty well to have some kind of crazy flying demon. We don’t have any art for such a creature yet, but we’ll keep it in mind. You’d have to go back to Dire Maul to get it. Okay, not really…

Q. Are there any plans to allow warlocks to slightly customize or change the appearance of their pets?

A.This is something we are discussing. There are several voidwalker and imp models we could use pretty easily and it might be nice to add more felhounds and succubi. This isn’t a high priority, but something we would like to eventually get around to improving. We are discussing whether this is simply just random variation (like the names) or whether it becomes an even bigger feature.
Haste to affect DoTs? Jul 02, 2009 - 10:12 AM - by fizboz
Blue comment on DoTs & Haste posted by Nosforat:

Found an interesting post by a blue in the Shadow Priest QA.

Question 3: Does blizzard intend to make haste effect dots? As you all may know this would help with some scaling issues and I don't see why they couldn't do this, they already did it with crits!
"It's something we're talking about. Haste is a problematic stat for a number of reasons. It isn't always good for example if you don't have enough room in your rotation to fit another spell. It isn't good if you're GCD capped. Now, it's okay -- in fact preferable -- that stats aren't equal for everyone. We like that not all casters would look at say a ring with haste, crit and spirit the same way. "
Updated PTR patch notes Jul 01, 2009 - 8:31 AM - by fizboz
Updated PTR patch notes : World of Warcraft (en) Forums - PTR - Patch Notes (3.2.0) (updated 01/07)

Much of the news that was reported in the Den before has been incorporated into the latest patch notes - not much new. A few news items of interest to Warlocks:
  • All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.
  • Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
On the PTR : universal tier tokens and extendable raid locks Jun 30, 2009 - 6:10 AM - by fizboz
More news from the PTR and more changes to raiding coming up with 3.2:

Universal Tier Tokens
: looks like Blizzard is changing the way tier tokens work. If you've had your Breastplate of the Wayward Conqueror drop 10 times, but keep missing out on your Mantle of the Wayward Conqueror, you'll be pleased to hear that in the PTR, tokens are not slot specific (a single token can be exchanged either for a head, chest, legs, gloves or shoulder). So with every token that drops, you can pick up a different piece of your tier!

More at: Patch 3.2 brings universal tier armor tokens

Extendable Raid Lockouts : Good news for casuals (is there any other kind of news lately for you guys?) another change to raiding in the PTR is the ability to have your raid ID's last longer than from Tuesday to Tuesday. If you're stuck at Freya on Monday night and want to pick up on Tuesday, you can extend the raid lockout for another several days! Wow.com also speculates that you may be able to finish off your extended raid lock out and immediately start fresh.

More at: Patch 3.2: Raid lockouts extendable
Update of T9 4pc bonus on PTR Jun 30, 2009 - 5:49 AM - by fizboz
Lots of people were confused by the placeholder 4pc bonus on the T9 when the PTR first came out, but now there's a bit more clarity.

The bonus, as datamined is similar to the current T8 bonus, but spreading the damage bonus between UA & Corruption for Affliction builds.

Warlock T9 4P Bonus - Increases the damage done by your Immolate, Corruption, and Unstable Affliction spells by 10%.

More at Patch 3.2: Tier 9 set bonuses changed in new PTR build
Faction Change Service in the Works Jun 29, 2009 - 3:27 PM - by Amandajg
MMO-Champion BlueTracker - Faction-Change Service in the Works

Faction-Change Service in the Works

We wanted to give everyone a very early heads-up that, in response to player requests, we’re developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. There’s still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we’re pleased to be getting closer to being able to deliver it.

As with all of the features and services we offer, we intend to incorporate the faction-change service in a way that won’t disrupt the gameplay experience on the realms, and there will be some rules involved with when and how the service can be used. The number of variables involved increases the complexity of implementing this service, but we plan to take the time needed to ensure that it lives up to expectations before officially rolling it out. We’ll go into much more detail on all of this here at World of Warcraft Europe as development progresses. In the meantime, we wanted to let you know that because this type of functionality requires extensive internal testing well in advance of release, you may be seeing bits and pieces of the service in the test builds we use for the public test realms moving forward.
"The lives of my fallen comrades will not be in vain, and I shall avenge their deaths using the Scythe of Elune."


This could be very interesting to say the least.

Community Team - English
Arena Season 7 Gear Preview, Tradeable BOP items Jun 29, 2009 - 8:27 AM - by fizboz
News from MMO-Champion from the PTR:

A preview of the graphics for the Arena Season 7 Gear for warlocks. Thread originally posted in the Den by Ihrumo and discussion can be found here.

Also an interesting (and very useful) new feature similar to the opportunity you get to return purchased token/tier gear : on the PTR currently, you have a short period of time that any BOP items you pick up can be traded. Great for those times when a loot master accidentally gives your Turning Tide to that rogue who thought it would be clever to joke roll.

More here
Profession changes in 3.2 Jun 25, 2009 - 8:36 AM - by fizboz
The much longer list is available at MMO Champion : Mimiron Nerf, Patch 3.2 Professions / Heirlooms / BG

Of particular Warlock interest:

Preview of T9 gear Jun 24, 2009 - 4:48 PM - by fizboz
Posted courtesy of lilsteele
------------------------------------------

Just looked at MMO-champion, and after the set boni now the full T9 gear sets have been found. Preliminary of course!

Kel'Thuzad's Regalia (ilvl 232)
Gul'dan's Regalia (ilvl 245)
Gul'dan's Regalia (heroic) (ilvl 258)

source: MMO-champion.com, Patch 3.2 Items


Obviously the graphics are not the final ones (I hope). What puzzles me a bit is that these are two tier sets, namely Kel'Thuzad's and Gul'dan's. It seems they won't share set boni, although the boni are the same. That's why I put T10? in the title.

My first idea was that they would drop from 10 man, 25 man and 25 heroic content, and 10 man heroic maybe will drop the 245 set.
The other possibility would be that The ilvl 245 and 258 sets are actually the T10 items for Icecrown that for some reason found its way into the game code. This is actually what I would prefer, not because I exactly like the itemization and such but because I think the step from (non-hard mode) Ulduar 25 (ilvl 226) to normal Colliseum 25 (ilvl 245?) is too big.

We'll see what Blizz had planned!


edit: Badge of Triumph loot on the PTR seems to have ilvl 245 (wow.com), so I guess all three sets will drop from Colliseum.
PTR Patch Notes updated and available Jun 24, 2009 - 12:25 PM - by fizboz
They've been picked apart in the forums, but for those who would like to see them in their entirety and updated as of today, here are the latest 3.2 patch notes:

World of Warcraft (en) Forums - PTR - Patch Notes (3.2.0) (updated 24/06)

As far as I could tell, no updates for Warlocks that had not been mentioned before.
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