| PvP, Battlegrounds & Arenas One on one dueling to full blown raids, anything PvP! |
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#61 (permalink) |
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Character Info
Khaf 80 Blood Elf Warlock Uldaman US PvE Guild: Fruit Explosion Profile: Blizzard Armory Talent Spec: 0/53/18 |
Re: Warlock Arena Issues - Time to have your say!!
A trainable soul link would be useless for me since I am demo, but it would be good to try other specs and have it, so I approve. Specially if they replace soul link with a useful talent. As for his suggestion about pet invincibility, that could be achieved by letting us banish our pets. Right? We need better defense. Our pets need to withstand more damage. What if our felguard had pummel and/or hamstring? ![]() If they make soul link trainable, they should make a new talent deep in the tree that gives all our pets new abilities like those. Last edited by Khaf; December 01, 2008 at 03:18 PM.. |
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#62 (permalink) |
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Character Info
Ladie 79 Blood Elf Warlock Windrunner US PvE Guild: Travelers of Orgrimmar Talent Spec: 30/41/0 |
Re: Warlock Arena Issues - Time to have your say!!
The ability to fear while stunned. It is usless to stand there and get beat to death by close combat fighters while wearing cloth.
__________________
Life is only as you perceive it, so go out and bump heads with the Aliance. |
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#63 (permalink) |
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Character Info
Dagblodbane 80 Human Warlock nordrassil US PvE Guild: Templars Grail Profile: Allakhazams Talent Spec: 55/11/5 |
Re: Warlock Arena Issues - Time to have your say!!
I could not be more happy with my warlock . Versatile and always adapting ,so let us run just a little faster and give me two heavy mail equip slots chest /bracers with a loss of spell power equal to dodge/parry so i can live through the first 3 seconds of CC . I dont want a new weird spell or demon blizz bear or complex talent spec ,we all know how to play our class just let us live long enough to do it. |
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#64 (permalink) |
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Re: Warlock Arena Issues - Time to have your say!!
Make demonic teleport be able to port out of stun and give it a 60-80 yard range even if you have to glyph to get those changes. |
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#65 (permalink) |
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Character Info
Jaminwah 80 Human Warlock Tichondrious US PvE PvP Profile: Blizzard Armory Talent Spec: 0/13/58 |
Re: Warlock Arena Issues - Time to have your say!!
Man, I am glad to see that others feel my pain. As for the orginal topic, "the one thing you would fix", I hope blizz reads these simply for the fact that, it's just not one thing that needs fixed for locks in terms of PvP. Things stated previously that I whole heartedly agree with.
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#66 (permalink) |
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Character Info
Gizzlom 70 Gnome Warlock Earthen Ring US RP Guild: Guardians of Ussun Talent Spec: 25/36/0 |
Re: Warlock Arena Issues - Time to have your say!!
I did a lot of Arenas in BC to get the welfare epics. I didn't like it, but learned to tolerate it. And to preface my suggestions, I wasn't very good at it. If you are a class that does damage, and that damage is mostly "over time", you need a way to have time to do it. I wasn't around during the Warlock arena hayday (I understood we were really powerful one season), but it seems like a lot of classes have, over time, acquired a resistance to fear. I don't think they had it in earlier seasons of the arena though. And I think this fear restistance developed because of how effective fear can be. Granted, I think it is not very fun to be the target of fear, running around helpless while you die. It's sorta like a rogue stunlock, except with better cardio. However, I think that what we have lost most as a class over the few seasons of the arena is fear actually meaning something. I think the idea of adding the nightmare effect to fear effects is a good one (per Improved Fear). However, it's still pretty useless when you're being stunlocked to death. What if there were a low-rank talent that allowed an exhaustion effect to be applied to a DoT (like mixing CoEx and corruption, or perhaps we mix it in with Curse of Agony). So we get to apply damage and slowing at once. Or, what if the cooldown on Death Coil were lessened drastically, like 10 or 12 seconds? Keep the duration short, but allow it to heal us and also apply a few more DoTs to the target. It could still be subject to a diminishing return, but horror is not fear, and if somehow horror were moved to a category that very few things can trinket/power out of it, this would allow us to have short, instant control over a foe to buy us a little more time for our DoTs to tick. I also like the idea of a spell like "Infernal Prison", which traps the target in a ball or cage of shadow/fire for X seconds, doing Y damage per second. Make it short range, instant cast, or give it to our pets to cast on a foe so it can buy us time while we're stunned. It's probably a bad idea to swap around pet action bars in PvP vs PvE though, so maybe there's some other way it could be implemented. Speaking of the power of pets: what if the imp could phase shift an opponent that's on you? The succubus is all about control so I don't think that has to change. Maybe give the others (the felhunter/voidwalker/felguard) a knockback effect. Our pets are in many ways our defense for our class. Give them something that is, pardon the pun, feared in pvp. Also make them harder to kill than one shots. So, to summarize my ramblings: 1. Combine a DoT effect with an exhaustion effect as one spell. 2. Decrease the cooldown on Death Coil drastically. 3. Create a new spell, infernal prison, that traps an opponent and does DoT damage. 4. Give each pet an ability that is a PvP defense. I'm still only 75th, so no experience or advice on the teleport circle. Last edited by gizzlom; December 02, 2008 at 05:11 PM.. |
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#67 (permalink) |
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Re: Warlock Arena Issues - Time to have your say!!
Did some testing last night after the wintergrasp loot pinata w' both horde then later a few guildies. At 80 burst is still a huge problem. Stunlock 100% to death is still reality. Unless you hardcore abuse LoS w' teleport you are still dead and that is IF you can not be cc'd to use it. Even a VW dies to a rogue who wants to use any dps cooldown as fast as the other pets. We have less stam and only 2/3 damage in pvp craftables or old 70 stuff. Casters have hard counters, melee is still a very hard counter, and we are a hard counter to nothing. Our survival is based on 3 things: pets, self healing, CC (aka fear). Our pets die to any dps class in 2-3 gcd's, any mitigation we had is gone with them. Our self healing is cut at least in half full time so even IF we could drain/haunt/etc w/o getting interupted/locked we'd get little back. Fear has more counters/immunities than any other CC in game. Honestly...even a haunt return of 1500 every 10 seconds is not much vs 10K execute, ambush/backstab, etc. Everything in the thread GC started is not new... So far all I hear talk of is "we'll make affliction pve easier" (do I smell a nerf coming?) or "soulshards are under consideration". Love how rogues had to have killing spree cc immunity and same w' warriors bladestorm but its OP to give our puple fairy of a 51 point demo talent any kind of cc immunity. QQ is complaining for complaining sake. This goes down to the game being broken for a class. I do feel there is some kind of pop culture "zomg nerf locks" that also contributes to them giving us any kind of help. Raid on my lock, pvp on my rogue or dk I guess..... PS I'm sure plenty of people can say how well they did on their lock at some point but don't confuse bg's for anything but anarchy, or strong arena classes carrying you, or the simple fact if you can do decently in arenas as a lock you'd wipe the floor w' a class that isnt' broken. Remember when people screamed to the heavens how Fear/DoT was OP? Stun/burst is way worse yet its been a reality since late S2 or early S3. At least a healer can easily save someone who is fear/dotted....a stun/burst puts a healer in panic mode if they can save you at all. DPS wise...we are a non burst class by definition. Right now even a full row of dots can be healed through by a hybrid (let alone a healer) yet it takes a top notch healer blowing cooldowns or at least crap tons of mana to keep us up if its even possible. We have zero way to last to even see our damage happen presuming it isn't healed as an afterthought, dispelled, etc. Our nukes are based on cast times that are not realistic w' a interupter in your face. We cannot tank melee whatsoever and now other casters take us apart while we can do little too them. I love this toon and don't want to give up on years of time but I also need to be able to PVP. GC and the devs opened a thread and it maxxed post count at 2K posts in record time. Given how sensitive they are to balance issues I don't get how they have let this go so far.... |
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#68 (permalink) |
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Character Info
Corpsemonger 80 Undead Warlock Sen'Jin US PvE Guild: Disposable Heroes Profile: Blizzard Armory Talent Spec: 53/18/0 |
Re: Warlock Arena Issues - Time to have your say!!
the problem with arenas is survivability VS melee classes. especially rogues and warriors. The reason is that our survivability is dependent upon spells, drain spells especially. We cannot use drain life against classes that use the interrupt, especially interrupt with a silencing effect. sure we have fear, sure we have howl of terror, sure we have death coil but after that we're wingless ducks waiting to get our heads gnawed off by the nearest rabid dog. we can try to out dps the warrior/rogue but with all the stuns they have available good luck with that. Oh and add feral druids to the list. Their dps is much much higher than it has been in the past, and can provide the same issues as the other melee classes listed. Shaman aren't quite as bad (as far as I've experienced yet), since the silence effect only lasts approx. 2 sec. My solution is make a glyph or something so that drain life cannot be interrupted. I know there's one for reducing spell pushback chance by 100% or whatever but that doesn't fix the real problem, the interrupts. almost all melee classes have an interrupt, and I don't want to think abuot how many stuns a rogue has at its disposal.I can't count how many times in the last week I've died to a rogue without being able to get an instant cast spell off. and that's with 17106 hp and 437 resiliance. The warlock is overpowered right now for solo pve (using felguard & siphon life) but definitely not ready to contend for arena or duel pvp in any of the 3 trees, or the hybrids I've tried so far. |
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#69 (permalink) |
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Character Info
Elricc 80 Human Warlock Nagrand Oceania PvE Guild: The Silver Hand Talent Spec: Destro |
Re: Warlock Arena Issues - Time to have your say!!
Last I looked this topic on the blizz forums was at 76 pages-having been extended & still the only replies from GC etc are to extend the pages etc. The issues remain while the fixes are no where even on the horizon.
__________________
If you ask a question that you don't want an answer to. Expect an answer you don't want to hear. |
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#70 (permalink) | |
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Character Info
Khaf 80 Blood Elf Warlock Uldaman US PvE Guild: Fruit Explosion Profile: Blizzard Armory Talent Spec: 0/53/18 |
Re: Warlock Arena Issues - Time to have your say!!
There are a lot of claims that all the issues mentioned in that thread were mentioned during the beta phase, and nothing was done. GC mentioned that they are "on the fence" about making changes. Considering he asked for ONE change, and people are typing essays on all our alleged problems (I haven't been able to play since before Wrath, missed all the world events ), I don't think anything will get done. People are asking for an overhaul and Blizzard just doesn't agree.*** Information added 1004 Minutes and 14 Seconds later... *** Sorry for the double post, I can't find how to edit my post. Anyways, new blue. Quote:
Last edited by Khaf; December 03, 2008 at 09:19 PM.. |
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