I would like to see casters having to actually hard cast in order to do damage again, and I would like melee classes to not have so much mobility, monk and warrior mobility is ridiculous right now, also the amount of interrupts that melee have should be reduced and if they leave the current dispel system in then the current spammable cc needs to have a cooldown on it i.e poly/fear
people don't seem to grasp what damage is, currently warlocks sit at #3 MAYBE #4 in overall damage in arena, when the class is designed to be #1. i can out heal an entire set of warlock dots+haunt by standing in efflo and not doing anything else. i can sit in one place, with demon soul/haunt up, tunneling damage into someone and not get them sub 70% hp as long as they have some form of passive healing.
aff damage is inflated during long games via spread pressure, but it isn't real damage.
you can't kill anyone with this damage, passive self healing out heals it most of the time, your dots are ticking for 4-5k damage without haunt.
warlocks are viable every season because they always work well with the broken classes, be it mages, rogues, warriors it just depends on the season,.
you see 0 warlocks in the 2v2 bracket for a reason, and it isn't because the class is good on it's own.
are warlocks bad? no, are they overpowered/broken? well they have a 6% rep and they're the easiest to play they've ever been, so you decide.
mmm... You seem to be trolling a lot lately my friend. Might want to calm it down.
Having played RBG's with a 2600 group both this and last season, I can safely say I won't be stepping foot in there again for the rest of the season. There is no skill to sitting out, waiting for flag debuffs, blanket silencing both healers and critting the FC for 50k with Mind Spike into a 50k death. Add a rogue's damage, and the FC just dies.
A rogue's damage? Really? You mean the gimmick of smoke bomb I hope.
Wish people would be more open-minded and accepting that a large quantity of PVPers may actually enjoy RBGs now more than arenas. Also, I don't think you have the experience that Lawson and I have leading them to make such judgement statements. Try organizing an entire network of people on your server, leading groups, calling out strategies each game based on enemy compositions, coordinating everyone's position throughout the entire game and making sure everyone does their job perfectly against another competitive team full of top talent before minimalizing it to a couple abilities and a death. A lot more going on than that.
I could also point out that many would think you're lame because you're running double healer frost dk at the moment. I don't though. Frankly, I don't care what you do in your arenas because its your prerogative what you do for fun in your spare time. I just wish that many top arena players would grant that same courtesy upon what they seemingly regard as an "inferior" RBG side of the game. To me, it's a different dynamic that I can see excitement, talent, and strategy with my success in.
You guys are a bunch of fucking nerds, my lord. The guy posted something he thought was right, and instead of CORRECTING HIM, you guys circlejerkoff onto him. Then you idiots wonder why AJs content isn't what it used to be.
Offtopic, my beta feedback thread: http://forums.worldo...567762&sid=2000
If you have suggestions about warlock mechanics that isn't listed there or if you think the things I listed there are bad, I'd like to hear it.
Does not transfer Haunt.
When you use it, it deals ~1k damage. The damage can crit. It removes all your dots. You gain a 20 second buff.
If you try targeting the initial target of Soul Swap, you get an invalid target error.
When you use Soul Swap on a new target, the dots are re-applied at full duration.
As soon as you use Soul Swap on a new target or if the buff expires, Soul Swap goes onto a 45 second cooldown.
The buff is magic and dispellable.
Update 4: New build
A lot of spell sounds have been changed. Most have a new crackling sound like you're stood next to a pylon.
Spellstone, Firestone, Unending Breath and Detect Invisibility are all gone. I don't know if this is intended.
I need confirmation on this, but it seems that the talent "Fel Vitality" is baseline. I think this because my health is the same before and after updating, as is my pet's health even though the talent itself is gone.
I gained 1658 mana this build, making my mana pool 36133 at level 82. It's not interesting, but I'm noting it down regardless.
Fel Flame has a new graphic. It's a streak of green fire now. (YouTube -> it's much more noticeable ingame)
You get UA at level 10 if you choose affliction. Felguard for demo, and conflag for destro. All at level 10.
Felhunter dispels 2 magic effects.
Update 3: 81 to 82
Soulburn-Pet Summon does not reset Spell Lock or Whiplash cd.
If I cast Devour Magic on myself while not having a magic debuff, the felhunter casts it regardless and Devour goes onto cd.
RTS style "click to move" function for pets. Demonstration ->
Stat changes (with demo talents):
-7.96% haste (1248 haste rating)
-7.11% crit (1081 crit rating)
-2.5% hit (313 hit rating)
Note that I gained over 400 spellpower. Fel Armor got a huge increase between 81 and 82.
Finished the whole of the first quest zone. All the quest rewards are inferior to ilvl 277 gear.
Level 81 mobs have 24k health. Level 82 mobs have 31k.
5.3mil xp needed for 83. Seems to increase fast.
It took me around 3 hours to level. Could be a beta thing but thankfully it seems like leveling in Cataclysm will be brief.
Update 2: 80 to 81
Corruption costs 200 mana. I felt this was worth mentioning because it deals more damage than mobs have health, and your mp5 regen covers the cost of casting it. You don't even need to Life Tap while grinding.
The health lost from Life Tap is basically insignificant. It's 3.7% of my max health for 4k mana talented.
All dots can crit now. This includes channeled dots like Drain Life and Drain Soul. Non-channeled dots crit for 200%. Channeled dots crit for 150%. If your Drain Life crits, the healing portion also crits.
From what I can tell, Health Funnel scales with haste.
Detect Invisibility is still a magic effect. Unending Breath is still undispellable.
You can't cross realIDs from beta to WoW.
For some reason I have insane amounts of mp5. Could be a beta thing. It doesn't show on the char sheet but I've not had to cast Life Tap once so far.
Soulburn is off the GCD.
Channeled dots/hots all last their full, 0 haste duration. More haste just adds more ticks. This seems to be why I'm seeing 4 ticks of Soul Harvest and additional Health Funnel ticks.
So I hit 81. Here are my stats, before and after.
You only need enough resil to survive an unavoidable situation. It doesn't matter if you stack resil to the cap, if you are caught in a bad position without cds, you'll die. The way I see it, defensive stats are only useful when you take damage, while offensive stats are always useful. The resil/defensive stats threshold("x resil is enough") varies depending on comp, and spec.
I don't know about that. You could easily phrase it another way - defensive stats are always useful, while offensive stats are only useful when you're open long enough to cast a while (not that I necessarily think that, I'm just saying it depends on your point of view). Offensive stats' value deflate considerably if you fight a lot of Beastcleave or TSG, etc. I do agree it depends on comp.
Keep in mind that the most compelling reason to cap resilience is that it will take virtually no effort to do so this season. It has increasing returns till the soft cap, and if you're running the common full PvP gear + exalted AV ring setup that most people are, then by the time you're full Wrathful you're only like 50 resil away from cap anyway even with 0 resil gems.
I find it retarded that people say "X resil is enough"
Would you ever hear someone say: "Yeah I could get more SP but 2900 SP is enough" ? People are too biased towards offense, especially with how little you need to give up to sit at 1300 resil this season
the reason threads like these are being made is because people don't like it when something different and challenging is introduced to their comfort zone. listen, i play against prot warriors, too and it's kind of discomforting when they lock my healer down to kill 'em in 8 seconds, but you just have to learn how to deal with it. (a prot warrior is still a warrior. here's a hint... most prot warriors at the moment are arms-geared and have to wear more pve gear than usual. they are actually squishier than their arms counterparts. even sbv geared warriors will be squishier to anything that isn't melee)
it'll only be a matter of a few weeks into the season before people get that "prot should not be viable in the arena" mindset out and start thinking about how to counter it.
This is ALWAYS what new overpowered classes/specs say. "People just aren't used to losing to holy paladins." "DKs are just new and no one understands how to play against them." "Beast cleave hasn't been around long enough for people to know how to counter it." Blah blah. When something is as stupid as prot, it's very obvious, and people don't like it.