Wednesday, January 12, 2011

Patch 4.0.6: Initial Freak-Outs

I know the patch notes are still in preliminary status but that does not warrant that I can not freak out about what I am seeing!

So how are the beautiful Demonologists going to be slightly affected by this? My notes in italic.

Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.

-I don't use that. Dismissed.


Demon Armor and Fel Armor no longer cost mana and last until canceled.

-Cool so its like an aura, or presence, and I don't have to refresh it anymore. Cool.

Drain Mana has been removed from the game.

-WHY? I thought Warlocks were the "DRAIN THINGS" class of WoW, and it was pretty fun draining the mana of out of Paladins so they could do NOTHING!

Fear now has a PvP duration of 8 seconds.

-Ok cool.

Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health.

-What the fck? The whole reason I put up Fel Armor was because I KNEW I would regenerate small ticks of health at a guaranteed interval, this works in perfect harmony with Life-Tap and Hellfire. Hence our survivability! Why not 10% more HEALTH? Who cares about Mana?? Without our little passive heals we're just like every other class out there now? Gaah.
Seduction (Succubus) now has a PvP duration of 8 seconds.

-I don't give a shit, Fel Armor doesn't regenerate health?? Dismissed.
Talent Specializations

Demonology

Demonic Rebirth now highlights summoning spells when active.

-Ok thanks, that is useful, especially we need to be extra on guard cause our Fel Armor does not regenerate health anymore WTF??

Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.

-This should go under Destruction. Dismissed.

Felstorm (Felguard) damage has been reduced by 20%.

-Great, wait is this total damage or base damage? We totally did not see this coming! This is probably a nerf for PVP I just know it. Whatever just kill the demon before it attacks you! It will STILL hit for close to 9K so not too big a deal.
Immolation Aura damage has been reduced by roughly 30%.

-Great, now our passive AOE has been reduced, I guess once our mastery level goes high enough with T12s and all we won't notice the change? Grrr Fel Armor! Probably a PVP nerf? Yeah I think so.
Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.

-The only one useful change. As I am quite paranoid Hellfire will end up pulling stray mobs, oh wait what am I talking about this is probably a PVP nerf so the Warlock won't end up burning everyone DUH. Immolate lasting longer is a nice touch. But it would have to last 700 seconds longer to make up for Fel Armor, maybe. What's with the PVP nerfs just live with it I never minded that a rogue USED to kill me all the time. This was before my Felguard had Axe Toss and Felstorm. Still, it made things exciting and deadly.

Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.

-Instead of 1.5% it is now 2% bonus damage per mastery point right? That's nice, it should offset a bit of the Felstorm changes (all other demon attacks untouched).
In Conclusion, Fel Armor no longer regenerates health and increases our MANA by 10%. That is absolutely ridiculous. I hope there is some sort of compromise here, as one of the reasons I play my warlock was because I knew she could passively heal up to full while questing whereas all my other characters had to actively do so. Don't just think of end-game implications of changing Fel Armor, no wait, or is this a PVP change? Or...why is health regeneration being removed? I believe Fel Armor used to regenerate 5% health, and now it is sitting at 2%. Does this 2% give us an advantage in raids via survivability, in that we can take a chance to be 2% less competent because our health comes back automatically and magically? Not really.

Is it a PVP change? That warlocks are unkillable because their health keeps coming back and they are unkillable? No. I think our drain health is kinda lacklustre and now we can't even drain your mana.

Now that I think of it I do end almost every boss fight with full health, but that's because I know where to stand and run right? RIGHT??

So, are you sure? 10% more mana for Truny would mean her mana would go up from 77k to 85k? That's like TWO spells oh joy!

Think of the levelling experience without the passive heals, people from 1-early 85 are not going to be raiding/running heroics/partaking in epic drawn out PVP battles (Right?)! I stopped playing my hunter because he could not heal himself with an awesome green armor (Yeah I'm lazy)!

Ok I am done freaking out now. I am sure something good will come out of this, perhaps it is just to unite all Warlocks to make us cherish Fel Armor and not take its effects for granted anymore. Or, whatever, we'll see bahaha!

Truny the Freaking

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