Life Tap Changes Reverted
Wednesday, March 5, 2008
That's right, the old Life Tap is back. I'll sound like an ass now but I expected it, nobody can hate warlocks that much. LT will surely see some changes in the future, but nothing as drastic like now.
Hopefully the devs won't put this crap back.
> Life Tap Changes Reverted
Warlock's Pet No Longer Scales
Monday, February 18, 2008
It seems warlock and hunter pets are currently not scaling with their master's stats anymore. The only stats which they get are spell damage, intellect and armor, but no stamina or attack power.
What this means, other than being the biggest warlock nerf ever, is that your Felhunter will have about 3000 health, which will make it completely useless in PvP.
There's a few threads about it already (here, here, here and here) so it seems it's not an isolated issue.
Someone did the math in one of those threads, and here's what Felguards look like now:Example: Felguard
Pre and Post current 2.4 fix.
Pre:
6200ish hp base
1247 attack power base.
Post:
3600 hp base.
343 attack power (no modification from gear)
There's dozens of threads on official forums for a few months now about hunter and warlock pets, all asking for buffs and more scaling, especially getting a part of master's resilience. Our pets are too squishy each passing day, while other classes get more and more damage. It seems Blizzard is doing exactly the opposite.
This issue is not yet confirmed by blues, so it's unknown if this is a bug or an intended change, but I certainly hope it's a bug. This change alone is enough to bring SL/SL and Demonology warlocks to extinction.
Destruction is Dead
Wednesday, January 30, 2008
Or so they say.
The ez-mode SL/SL spec is, despite all nerfs, still the most popular build for PvP warlocks.
There's not much room for having fun in arenas - you either play seriously or stick to PvE, so it's a real gem to find warlocks who manage to achieve high ratings with non-demonology spec.
While affliction still has its bright moments, destruction is now usually considered obsolete, mostly since resilience is introduced which severely gimped the previous popularity of this build.
Heidiheinken achieved what most players dream of - almost 2400 rating, which is really amazing for a destro lock.
First few minutes in this vid will show you how to beat warrior and druid combo, which is currently the most popular in 2v2, as a SL/SL lock teamed with a druid. It has come excellent tips & tricks which you should always keep in mind. I'd love to see more of it, but can't blame the author since the movie is about destruction.
If you're interested, be sure to check out the video to see how this forgotten build is still alive and kicking.
> Destruction is dead
Felweave or Dreadweave
Thursday, January 17, 2008
I read the post over at PvP Source yesterday, about Vindicator's Dragonhide Bracers being better than Vindicator Leather Bracers, and it just so happens I bought my Vengeful Gladiator's Felweave Cowl yesterday also and noticed a similar thing.
So here's the problem.


Normally, destro items (Felweave, with crit chance) have less spell damage than Dreadweave, but that's not the case with this piece, so you might want to think twice before you buy your Season 3 head. 5 more spell damage and 1% crit over some pointless stats? Yes please.
By the way, who the heck designed this?

> Felweave or Dreadweave
Chuck Norris plays a lock
Saturday, December 8, 2007
Yes I know, Chuck Norris jokes are really lame and old. But that doesn't mean it's not funny!
If you ever leveled in Barrens, I'm sure you heard plenty of them, but these are a bit different. Ever since Chuck visited Barrens, people never stop talking about him. I wish they put Chuck Norris in those commercials, and not Jean Claude Van Damme.
This topic really has some gems and made me laugh, so if you're too lazy to read all 8 pages, I'll list some which I found particularly funny.
- Chuck Norris tore the Eye from Kilrogg
- Arthas rents the frozen throne from Chuck Norris
- Chuck Norris shot down the Exodar with a Shadowbolt
- Chuck Norris had to spec Grim Reach to get close enough to cast Curse of Recklessness before the mobs run away.
- Chuck norris can drain your soul through trade window!
- Illidan wasn't prepared for Chuck Norris.
- Chuck norris actually found a use for Firestone.
- Chuck Norris' life tap uses other peoples health.
- Burning Steppes and Searing Gorge were actually created when Chuck Norris first got Rain of Fire.
- The last time Chuck Norris received a whisper from an in-game gold advertising site, half of Asia had to be rebuild.
- Chuck Norris never cleared Mount Hyjal because the first trash wave refused to spawn.
- Chuck Norris' fear actually sticks for the full duration!
- Chuck Norris spat on the ground east of Lordaeron and thus created the Plaguelands.
- Murlocs use to speak fluent common up until Chuck Norris used Curse of tongues on them.
- Chuck Norris's Soul Fire Missed and created Molten Core.
- Chuck Norris is the reason warlocks are considered overpowered.
- Chuck Norris joined The Seven. 52 days after TBC release they clear all content. If only he hadn't spent 51 days on vacation.
- Chuck Norris can also Drain Wife; after that she doesn't want to kiss, have sex or cook.
25 Awesome Warlock Tricks
Tuesday, December 4, 2007
Warlocks have a lot of tricks, and while they might not always require much skill to play (talking about SL/SL mostly), there's always things which separate skilled players over casual ones.
Perhaps you know all of this already, perhaps you don't. But it's always good to have an open mind and a few uncommon tactics so you can adapt to almost any situation.
I'm like Athene of the warlocks, giving away free tips. Read on to find out what hides in the warlock's trick bag!
1. I'll get this out of the way: use macros. There's plenty of them to be found, and a good place to start is my Useful warlock macros post.
2. I'll get this out of the way also since it's related to one of my previous posts. Get the Felguard Legionnaire. Enslave Demon is not completely useless - you can check this topic to see a list of cool demons which can be enslaved.
3. In PvP, always buff yourself with Detect Invisibility and Unending Breath. It's 2 more magic effects, meaning it might take 1 more priest's dispel or shaman purge to get your Fel Armor off of you. And those pesky Arcane Shot spamming huntards need to spam even more!
4. In PvE, you can break Fear on mobs by casting Curse of Recklesness (CoR) on them - use rank 1 CoR, it won't do much threat nor waste much mana, and the attack power bonus is negligible. When the mob is coming back at you, just throw another curse and he will run in fear again without the need to recast it.
5. If you send your pet to attack a rogue (or druid), even if he stealths the pet will attack him and break his stealth.
6. If you're using Succubus to CC in instances, pull with Searing Pain (or Soul Fire) for max threat. This is especially important for heroic instances: if your succy gets attacked it will probably get one shotted; if the mob goes after you it will give your pet enough time to reseduce the mob.
7. You can keep players in combat in arenas by sending your pet after them - they won't be able to drink. Also, if you didn't know, Star's Tears is the only drink you can use in arenas. Buy a stack, you never know.
8. You can banish druids in Tree of Life.
9. Always have your Felhunter's Paranoia buff on. There's no reason not to, and a lot of invisible reasons why you should.
10. You can summon yourself with Ritual of Summoning. Helps also if you get stuck behind objects in instances (happened to me in Shadow Labs on first boss when he feared).
11. You can Devour paladin's Hammer of Justice. Obvious, but often overlooked.
12. Spend 1 talent point in Shadow Embrace (affliction) if you can - it's one more magic debuff on your target - one more cleanse/dispel.
13. Use your felhunter to dispel Unstable Affliction on you - he won't take damage.
14. Banishing a warlock's pet will get rid of his Soul Link.
15. Get Boar's Speed.
16. You can cast curses on mages - some of them are retarded (sorry but it's true).
17. Spam Rank 1 Corruption to get that paladin OOM faster! Also spam it when the rogue pops Cloak of Shadows - it might stick on him and break his vanish.
16. Cast Siphon Life on hunter's pet - free healing ftw. Also, you can either cast Curse of Weakness to reduce it's melee damage, or Corruption (rank 1 is fine) for Nightfall procs if you specced.
17. If you have Dark Pact: when buffing up in raids, get your imp out of phase shift - tell your priests and paladins to buff him with spirit/mp5.
18. You can carry 3 healthstones of the same rank, if they are from 3 different warlocks, depending on how many talent points they put into Improved Healthstone. Also, you can make different ranks of healthstones for yourself in arenas, which is useful if the fight lasts a bit. Note: all healthstones share the same cooldown.
19. In arenas, summon Voidwalker first. About 12 seconds before the match starts, start summoning Felhunter/Felguard - spam Sacrifice and you should get the shield after about 5 seconds. If you have talent points in Master Summoner, it's a bit tricky - you can still get the shield, but it's really hard if you have latency above 300. Start casting about 8 seconds before the match then. This way, you should have the shield for the first 25 seconds of the match.
20. If you're low on health, use lower ranks of Life Tap.
21. If you're facing a wipe in instance, Life Tap to low hp and use Hellfire. You will kill yourself, but won't loose any durability.
22. You can cast Curse of Tongue's on mage's Water Elemental. If you're banishing the Elemental, try to Spell Lock the mage first (maybe also Fear if you're sure he won't break it instantly) so you don't get Counterspelled. You can also CoT + Siphon Life + Corruption to kill the pet.
23. If you see a warrior pop Spell Reflect, cast Curse of Recklesness. Congratulations, you're now immune to fear! You can also cast Siphon Life - it will heal basically heal you a bit due to Fel Armor bonus.
24. Hellfire triggers Prayer of Mending - if you're on full health, life tap and use Rank 1 Hellfire.
25. Recast Fel Armor on yourself before using bandages or Cannibalize.
Help me with more tips - that's what comments are for.
Did you know all this, or did I just make a totally useless post? Got any tricks for your own class, or did you find a way to beat warlocks?
What's your tip?
> 25 Awesome Warlock Tricks
Soloing Nagrand Group Quests, Lock Style
Friday, November 9, 2007
Although rarely used, Enslave Demon is one of the coolest spells warlocks got. There's many demons both in Azeroth and Outlands which you can enslave, but they are usually marginally useful. Other than Felguard Legionnaires, I can think of only two places I've found enslave to be useful - first, in Botanica on those satyr-like demons, and second in (heroic) Blood Furnace - those imps at the start have firebolts which hit for about 3k. Yeah baby! Anyway...
Felguard Legionnaire is a level 67-68 elite, which can be found in forge camps in Nagrand (both Fear and Hate). The mobs have around 31.000 hp and hit for about 800 damage. If you're having problems finding groups to do those Nesingwary or forge camp group quests, look no further! If you're not a warlock, I'd suggest finding one, which shouldn't be too hard. These menacing felguards will be a cake for any warlock to enslave!
Unfortunately, you won't be able to bring these guys to Elemental Plateau to gank alliance/horde, but that doesn't stop you from spreading panic in Halaa, does it.
> Soloing Nagrand group quests, lock style
New PTR Build: Ain't getting better
Saturday, November 3, 2007
Mad Alchemist's Potion
It seems this new potion has a 95% chance to proc an additional elixir effect, and it's class dependant - meaning you will get buffs depending on your class, so casters should get Elixir of Draenic Wisdom or similar, and melee classes should get Elixir of Mastery or Major Agility. Good news. But I wonder how will it work with different specs or roles - what exactly will my feral druid get?
Druid
- Growl: The chance for this ability to land successfully on its target is now increased by hit rating.
- Challenging Roar: The chance for this ability to land successfully on its targets is now increased by hit rating.
I believe spell hit rating was previously increasing the chance for these spells not to be resisted so this is good news. Tanking druids still lack serious hit rating though.
Warlock
- Unstable Affliction: The silence from this ability is now subject to diminishing returns.
What can I say... nerf to dual lock teams.
Warrior
- Challenging Shout: The chance for this ability to land successfully on its targets is now increased by hit rating.
- Taunt: The chance for this ability to land successfully on its target is now increased by hit rating.
Raids & Dungeons
- The Mechanar: The Cache of the Legion can now only be looted by players who are present during some portion of a successful attempt of the Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand encounters. In addition, on Heroic difficulty Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand no longer drop Badges of Justice. Instead, the Cache of the Legion contains a Badge of Justice for each player present.
My favorite Badge of Justice farming instance is getting nerfed :((
You can read the full patch notes on worldofraids.com.
Also, I'd like to point out that Ming, considered a very good rogue (and a very nice blogger) thinks Rogues are finally the strongest class in TBC.
I got no idea how I missed this, but Wowinsider is here to point it out. Druids will be able to shift forms without exposing themselves to vulnerable human form, which is in my opinion overpowered (I got a druid, remember). While the change looks very cool and somewhat logical, I believe it is hard enough for any class to catch a druid as it is.Also from latest patch notes:
- PvP Trinkets: Insignia of the Alliance, Insignia of the Horde, Medallion of the Alliance, and Medallion of the Horde now clear the debuff from Judgement of Justice.
> New PTR build: Ain't getting better
Labels: alchemy, druid, instances, nerfs, news, patches, pvp, rant, rogue, warlock, warrior
Useful Warlock Macros
Wednesday, October 24, 2007
For the longest time I didn't even think I need any macros, but after learning more about them I realized they could actually help me. I won't get into /castsequence macros, because they are unnecesarry, and you shouldn't be lazy to press a few extra keys (unless you're a clicker!).
These macros are mostly for PvP, and will help you a lot in arenas and battlegrounds.
Destroying Shaman totems
/petattack [target=Tremor Totem]; [target=Grounding Totem]; [target=Earthbind Totem];Simply change [target=Totem] if you wish to add more totems to attack. Saves a bunch of time for targeting totems and manually send your pet to attack it. Sure, you could use your wand for totems, but you can't do much else then.
Focus
/focusThis will make your current target focused, and even display an additional unit frame in for that target. You can target another player then, and use the following macro to cast on focused target without deselecting your current target:
/cast [pet:Felhunter,target=focus] Devour MagicYou can also easily modify this by yourself, for Banish or Spell Lock.
/cast [target=focus] Fear (Rank 6)
Use ranged slot
/cast [equipped:Wand] Shoot; Master SpellstoneIf you have a wand equipped, it will shoot with it, and if you have a spellstone, it will use it.
Recast Drain Life/Mana
/cast [nochanneling:Drain Life] Drain LifeThis macro will recast Drain Mana or Drain Life when it finishes.
/cast [nochanneling:Drain Life] Drain Mana
Easy Devour Magic
/cast Corruption(Rank 8)This is absolutely brilliant. You can even replace Corruption on your bars with this macro - first, it will cast Corruption on your target, then, if there's any magic effects on you your pet will automatically dispel them, and if there are none, it will Devour a magic effect from your target.
/cast [pet:Felhunter, target=yourname]Devour Magic(Rank 6)
/cast [pet:Felhunter]Devour Magic(Rank 6)
Here's another version which I use for arenas:
/cast Corruption(Rank 8)Replace teammate and yourname with appropriate names. This will basically do the same as previous macro, but will first try to Devour Magic on your team mate. Excellent for fast dispel of Polymorph, Hammer of Justice, or similar effects from your healer.
/cast [pet:Felhunter, target=teammate]Devour Magic(Rank 6)
/cast [pet:Felhunter, target=yourname]Devour Magic(Rank 6)
/cast [pet:Felhunter]Devour Magic(Rank 6)
You could use the following macro if you don't want any additional spell cast.
/cast [pet=felhunter, target=yourname] Devour Magic(Rank 6)First, it Devours from you, and if there is nothing to devour then it will devour on your current target.
/cast [pet=felhunter] Devour Magic(Rank 6)
The following macro will Devour Magic on you, and if shift is pressed it will Devour on your current target:
/cast [modifier:shift, pet:Felhunter] Devour Magic; [pet:Felhunter, target=yourname] Devour Magic
Announce summon in raid/party
/script local C; if(GetNumRaidMembers()==0) then C = "PARTY" else C = "RAID" end
SendChatMessage("Summoning %t to << "..GetMinimapZoneText().." >>. Please assist.", C)
/cast Ritual of Summoning
If you're in a raid, it will announce in raid chat, and in party chat if you're in a party.
Use Healthstone
/stopcasting
/use Master Healthstone
/use Major Healthstone
It's my panic button! This macro will use your healthstone even when you're casting a spell - good when that warrior suddenly smacks you to 20% hp. If Master Healthstone is already used, it will use Major. Sure, they share the same cooldown, but my fights often last more than 5 minutes so often enough I use two.
Summoning with Fel Domination
/cast Fel Domination
/stopcasting
/cast Summon Voidwalker (Summon)
Feeling creative?
Learn more about macros:
http://www.worldofwarcraft.com/info/basics/macros.html
UI & Macros Forums
Wowwiki Warlock Macros
> Useful Warlock macros
2.3 - More Rogue Buffs
Tuesday, October 23, 2007
Mmo-champion brings us the news of the latest changes on public test realms. These are not as bad as last ones, but (surprise!) rogues got a huge buff again!
- Cheat Death (Subtlety) chance to trigger increased to 33/66/100% and now also causes the rogue to take 90% less damage for 3 seconds when the effect triggers. This effect cannot occur more than once per minute.
- Dirty Deeds now also increases damage against enemies below 35% health (previously, reduced energy cost of Cheap Shot and Garrote by 20 for 2 points).
The 90% less damage for 3 seconds part sounds like yet another warlock nerf, no? We wouldn't want a DoT (or anything for that matter) to finish up the precious rogue, would we.
But of course, this site is more about warlocks then rogues, I must not miss this huge buff we got again:
- Soul Siphon (Affliction): If a Warlock already has a particular spell cast on a target, reapplying before its duration ends will no longer grant an additional bonus.
But why, why buff rogues again? After reading some posts on World of Ming lately, I'm sure those guys would disagree with me, but come on. Blizz killed lock+healer combo; when top teams will consist of rogue+healer, I wonder if Rogues will get nerfed. This is what I want Rogue talent trees to look like!
There's more changes, mostly about professions and interface, you can read full notes at mmo-champion.
> 2.3 - More rogue buffs
Warlock Raid Consumables
Monday, October 8, 2007
It seems some people have joined the cause after Big Bear Butt's idea about having a list of raid consumables on guild websites, so I thought what the heck, I'll make a list for warlocks.
Although my list will be much more simple since warlocks won't be healing or tanking, still there are certain buffs that will benefit you more than the other. Don't use shadow priest consumables, ok?
Alchemy
- Flasks:
Cost: 30-40g per flask
Flask of Mighty Restoration - Increases mana regeneration by 25 mana per 5 seconds for 120 min. Counts as both a Battle and Guardian elixir. This effect persists through death.
Cost: 30g
Flask of Pure Death... even the name suggests it's the best flask out there. Mighty Restoration is merely an alternative.
- Elixirs (guardian):
Cost: 2g per elixir.
Elixir of Major Mageblood - Regenerate 16 mana per 5 sec for 60 min.
Cost: 5g per elixir.
I'd prefer Major Fortitude, since it doesn't cost so much and more health and hp/5 means more Life taps.
- Elixirs (battle):
Cost: 4-5g per elixir
Elixir of Major Fire Power - Increases fire spell damage by up to 55 for 60 min.
Cost: 10-12g per elixir
Adept's Elixir - Increases spell damage and healing by up to 24 and spell critical strike rating by 24 for 60 min.
Cost: 3g per elixir
Major Shadow Power is the best here, however if you're a fire lock (and you shouldn't be, especially if you're raiding) you might want to use Elixir of Major Fire Power. Adept's Elixir is quite good also, but use it only if you find yourself unable to get Elixirs of Major Shadow Power.
- Potions:
Super Healing Potion - Restores 1500 to 2500 health.
Cost: 2-3g
Super Mana Potion - Restores 1800 to 3000 mana.
If you have talent points in Improved Life Tap, Super Healing Potions should be better than Mana Potions. But you can save a bit of money and don't use potions at all - use Life Tap, Siphon Life and Drain Life.
You can also get 2 potions a day by doing daily quest in Skettis. And don't forget - if you have too many marks from battlegrounds, you can exchange them for potions also (two marks for one potion) in Hall of Legends of Hall of Champions. They won't restore as much health or mana as Super pots but are pretty cheap.
Cooking
Blackened Basilisk - Restores 7500 health over 30 sec. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 min.
Poached Bluefish - Restores 7500 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 minutes.
Crunchy Serpent - Restores 7500 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 minutes.
Blackened Sporefish - Restores 4320 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 20 Stamina and 8 Mana every 5 seconds for 30 minutes.
Blackened Basilisk is very easy to get (basilisk in Terokkar Forest have a good drop); Crunchy Serpent is a bit harder since mobs are higher level and more spread around. For Poached Bluefish and Blackened Sporefish you will need fishing. I recommend Blackened Basilisk over Sporefish, since we don't need mp5 as much as spell damage.
Enchanting
Superior Wizard Oil - While applied to target weapon it increases spell damage by up to 42. Lasts for 30 minutes.
Cost: 10g for 5 charges.
Superior Mana Oil - While applied to target weapon it restores 14 mana to the caster every 5 seconds. Lasts for 30 minutes.
Cost: 12g for 5 charges
42 spell damage is much better than 14 mp/5 for a warlock. These temporary enchants will stack with permanent enchants (major spellpower or similar), so there is no reason why not to use them. Also, they won't dissapear after you die, although 30 minutes might not be enough for two boss attempts.
So there you have it!
If you buff yourself with spell damage consumables mentioned here, you will get an extra 145 spell damage. You will spend around 100g for a few hours of raiding, but if you finally out-dps that mage it will be worth it, right?
If you got something I didn't mention here, be sure to let me know.
> Warlock Raid Consumables
Warlock Nerfs
Wednesday, October 3, 2007
I've been browsing the forums a few days ago and noticed this topic, listing all the changes affecting Warlocks. I've checked old patch notes myself and ever found a few missing, so I decided to update this list.
Patch 1.1
- Howl of Terror: Increased the chance of breaking early.
- Fear: Increased the chance of breaking early.
Patch 1.02
- Warlocks can no longer kill players in duels. (not really a nerf, just a bugfix - but sounds funny)
- Fear: Players now have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds.
Patch 1.03
- Fear - Mana cost changed to a percentage of base, which results in an increase in cost.
Patch 1.04
- Seduction (Succubus) - Is now considered a Fear effect for purposes of diminishing returns.
Patch 1.5.0
- War Stomp (Doomguard) - Now has a maximum of five targets.
- Warriors: Deathwish - Is now usable while under a Fear effect, and will also remove an existing Fear effect.
Patch 1.7.0
- Inferno - The stun effect can now be resisted.
- Druids: Druids should now be able to shapeshift back into caster form while Feared.
Patch 1.0.8
- Soul Link - Percentage of damage split with pet has been reduced (50% to 20%)
- Improved Drain Mana - Damage caused by this talent will now cause 150% damage instead of 200% damage, which is now consistent with other damage spells.
- Pets no longer break off attacks when their target is affected by Warlock Fear.
Patch 1.0.9
- Hellfire - Victims of Hellfire are now able to resist properly. Warlocks continue (as designed) to be unable to resist their own damage.
- Curse of Shadow and Curse of the Elements - These curses can no longer cause resistance to become negative.
Patch 1.10
- Death Coil - The horrify component no longer affects undead creatures (they've seen it all before.)
Patch 1.11
- Soul Link: If your pet is banished, Soul Link will stop functioning until Banish wears off. In addition, Soul Link's tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter.
- Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets.
Patch 1.12
- Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.
Patch 2.0.10
- Demonic Tactics now grants increased critical strike chance to you and your demon pet, instead of increased damage. (affliction nerf)
Patch 2.0.12
- Melee damage of "Felguard" has been reduced (about 40%)
- The bonus that the spells "Corruption" and "Curse of Agony" receive from bonus spell damage effects has been decreased by approximately 10%.
- Soul Fire: Bomus damage reduction from 171.4% -> 115%
- Soul Link: The damage mitigation component has been reduced. (30% -> 20% mitigation)
- Imp Firebolt bonus damage reduced by 50%
- The talent Improved Firebolt changed from 1 second max reduction to 0.5 sec.
Patch 2.1.0 22
- Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage. (Affliction (and Demo) nerf) - In addition, fear and seduce both have "heartbeat" resists and can break at any time, whether damage has been applied or not.
- In PvP, all CC's have a maximum time of 12 seconds.
Patch 2.1.3
- Curse of the Elements and Curse of Shadow now have a duration of 2 minutes when used on PvP targets.
- Curse of Tongues now has a 12 second duration when used on PvP targets.
- Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.
- Soulstones: Soulstones can no longer be used on targets not in your party or raid. In addition, the soulstone buff will now be removed if the target or caster leaves the party or raid.
- Spell Lock (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds.
Patch 2.2.0
- Banish, Seduction, Enslave Demon and Fear duration against PvP targets has been reduced to 10 seconds.
- Resilience Rating: The reduction to the percent chance to get a critical strike now also reduces the damage dealt by damage over time effects by the same percentage.
Upcoming changes:
Patch 2.3.0
- Mortal Strike and other healing reduction effects (like Wound Poison) will affect Drain Life (and probably Siphon Life).
- Fear Ward will now be available to all Priests at level 20.
- Hunters are getting a debuff similar to Mortal Strike
Other classes:
Rogue:
- poisons will last for one hour now, increased from 30 minutes.
- the speed at which Deadly Throw travels is being increased significantly, so it will reach the target much faster, and the snare duration is being increased by 1 second.
- Shadowstep can now be used at any time, not only while stealthed. In addition, after use of Shadowstep threat caused by the next Ambush, Garrote or Backstab will be reduced by 50%. The cooldown will however be increased to 40 seconds.
- Also on the Subtlety front is a change to Dirty Deeds so that it will also be increasing damage of special attacks by 10/20% against targets that are below 35% health.
- We're also taking a look at bumping up Hemorrhage a bit, but no details yet on what that may be.
- Fleet Footed will now be a 15% speed increase instead of 8%
- In 2.3 Blind will no longer require a reagent. It will also be changed to a physical attack, will share the same diminish category as Cyclone, and diminish in PvE as well as PvP. (basically, Blind can no longer be dispelled)
- Arcane Shot (ranks 6+) will dispel 1 magic effect in addition to the normal damage.
Warlock buffs in 2.3:
- There is a change for Ritual of Souls which will significantly reduce the time to cast and complete it.
- Banish may no longer be cast on targets tapped by other players
- That's it!
Now, I'm not saying other classes weren't nerfed over time - they were, some even more than warlocks. But don't you dare saying how locks never get nerfed! I'm pretty sure I even missed some nerfs while looking at the patch notes, for example Insignia of the Alliance/Horde was changed a few patches back, which gave warriors and rogues another way to remove fear effects, even Death Coil. There's also dozens of undocumented changes.
I admit it, Warlocks are very strong in PvP, even overpowered vs. some classes/setups. But Rogues and Warriors don't have much problems killing Warlocks now, so they are the last ones who need buffs. Every single class is getting buffs except Warlocks, and it's been going on for the last few patches.
Shadowpriest/Lock combo was too strong in 2v2 arenas, so they got nerfed by resilience in patch 2.2. Now, locks are considered generally overpowered, especially SL/SL specs (siphon life/soul link), but is that really the case? What option do I have when fighting melee classes other than DoT + Drain Life spam? Casting Shadow Bolt with 0% pushback resist? It literally takes ages, and in the end it will get Kicked or Pummeled.
You're saying Death Coil is imbalanced - what about Cloak of Shadows; you're complaining about paladin's bubble which can now even be dispelled.
Let's see, I play arenas with a Holy paladin, +1700 bonus healing. We enter the arena, and for the sake of argument, our opponents are Holy paladin and MS (of course) warrior. My usuall routine is Curse of Tongues on pala, and damaging DoTs on warrior. I need 6-7 seconds for that, maybe more. Casting Fear on pala, get Pummeled. Cast fear again, pala dispells with trinket. All my DoTs are getting cleansed in the process. Only damage I did was with Curse of Agony on warrior. Meanwhile, my teammate is struggling to heal me with Mortal Strike debuff on me, wasting precious mana while the opposing team's paladin can pretty much go AFK. What options do I have besides Drain Life on warrior or Drain Mana on paladin? Warrior just keeps smashing me with his sword without breaking a sweat, while me and my pala try to keep me alive, and while I try doing some damage.
It's even worse vs. rogues: cheap shot, kidney shot, gouge, blind... I can't even Drain Life properly while getting all the interrupts, my teammate can't heal while being CC'ed for half of the fight. Rogue has much more interrupts, while a paladin has one bubble and one Insignia. After I place some DoTs on the rogue, he simply uses Cloak of Shadows and removes them all. If he's close do dying, he can even Vanish and go bandage somewhere.
Let's snap back to dueling a rogue for a moment. You think Fear is annoying - how about rogue's stuns/CC? Duel starts, Cheap Shot, Backstab, Backstab, Kidney Shot... I use my Insignia, run away a bit, get Crippling Poison, try casting Fear - Kick, cast Fear again, he uses Insignia. If there's some distance between us and I start casting some spell, I won't do much against his Deadly Throw and PvP/Arena gloves equip bonus (spell interrupt and 3 sec silence) unless I fakecast - even if I do, my movement speed is still reduced and I won't get far. Oh wait I have Death Coil, lets cast it. Oh snap, he used CLoS. So much about my imba Coil. Since I used all my cooldowns so far, Drain Life is the only thing keeping me alive while he's feared and my DoTs tick. That is, if I'm not already dead. If I run out of mana and have to Life Tap, I'm almost doing him a favor. Don't forget, he still didn't use Blind or Gouge.
Fighting a warrior is easy - cast Siphon Life, Corruption, Curse of Agony, Immolate, and hope your Drain Life can keep you alive while DoT's do some damage. Don't bother using Fear, warriors are almost Fear immune with all the abilities available to them. Even if you do Fear, it won't last long. Coil is pretty much the only thing that can save you; unless it gets reflected - watch out!
There was once this arena match, where I died, along with shaman from the opposing team. My pala had about 3k mana, while the other team's mage was out. He kept polymorphing my teammate and ran away from him for 4 minutes, till his mana regenerated and his cooldowns were gone (evocation, water elemental). He even bandaged from 2k hp to full. Of course, the mage won. Balance?
I'm not angry because warlocks are getting nerfed (ok I am a bit but that is not the point) - I'm frustrated because I will be running away from every noob or halfskilled rogue or warrior I bump into in battlegrounds because soon I will have no chance of defeating them, even if they have worse items than me or no skill. I'm mad because I feel like I wasted all these months getting arena points and honor to buy some good items, and now when I have 11.7k hp and 360 resilience - decent PvP gear - I can finally beat the crap out of someone. Until 2.3 comes. You will see me picking up armor scraps in Alterac Valley, killing rams and do other PvE stuff, because I'll be too afraid to run into a warrior or a rogue (or even a hunter, if they get Mortal Strike).
Time to get honor on my druid I guess.
> Warlock Nerfs
