Showing posts with label Cataclysm. Show all posts
Showing posts with label Cataclysm. Show all posts

Thursday, January 20, 2011

The Reactive Masses Cry Out: Heroics are Hard!

The more and more I think about it, what exactly is hard about Cataclysm Heroics? They are beginning to nerf stuff! Which element of the heroic dungeon itself is so difficult that people want them to be simplified?
From what I see, this all originates from:

1. Lack of Communication/Organization
2. Tunnel Vision
3. Impatience
4. Ego
5. The Golden Egg

Notice the trend here? All of these are player-based problems, none of which were actually programmed into the heroic dungeon iteself to somehow mind control the player to change their behaviour. In other words:

The problem stems from: "Heroic dungeons in Cataclysm are too hard, because they make me not want to communicate with the rest of my group, because I just want to get this over with to get my gear and I am too good to initiate any exchange of information I just need my points and my gear. If there is any mechanic in which my class can negate, someone else other than myself can do it."

Notice the many iterations of ME, MY and I in that statement. This leads us to the competent players' woes:

"Heroic dungeons seem hard because no one wants to take responsibility, learn fights, use class abilities, or co-ordinate, etc, etc, etc."

"I don't have time to engage in raid-like communicatives just to get through some heroic dungeon", so someone else will?

But you have time to play a video-game otherwise? Why not spend your time with your loved ones or familiy or doing something productive for the community or finding a way to increase your wealth? Ego.

1. Lack of Communication/Organization

Seriously, it is not THAT hard to say "I can banish/sheep/interrupt/trap/blind/slow/sap/fear/mind control/hex/did I miss any yet/root purple triangle, and I will continue to use that unless otherwise!" If someone objects, then work something out. Or you can suggest "Can you please banish/sheep/cc/ so and so mob, we need your cc skills, thanks!"

See, that wasn't so hard! Though with issues 2-5 in the way it could be. But we'll get to those later.

Organization. "I'll tank the boss facing away from everyone but I might have to move because such and such mechanic will make me move so everyone be on guard, aka don't have tunnel vision".

If you don't know a fight. ASK. Say I hired you to do financial analysis and a certain reporting format was different than what you were used to, the simplest way is to ASK. Rather than throwing all the papers out the window then jumping out the building, just ask and the task will be explained to best of my knowledge. No one minds, and no one will think that your penis is 0.5" by asking questions. Seriously no one is thinking about your penis. Actually wait now I am...ok no wait let's keep this post strict and formal and not X-rated.

If a problem persists, then change your outlook and try to tackle the fight in another perspective. The extra add is getting killed where it should be CC'd, MOVE IT AWAY.

2. Tunnel Vision

DPS: Must have highest number regardless of what I do. This means I will spam my buttons ignoring external factors such as fire/poison/cleaves/aoe's/adds. I die, blame someone and leave.

Heals: Must keep tank at full and not heal myself or the party through un-avoidable damage. (Though healer tunnel vision is an entirely different topic) If someone dies, its their fault and I leave just because.

Tank: I must survive but in my quest for survival I am forgetting placement/aoe/mechanics. Etc. If my boss placement results in DPS death its their fault. I leave.

This can easily be overcome by knowing the fights, or at least expecting what might come of a fight, such as aoe/adds. It's common sense. Stay Out of Shit. Also, try to expect what the other roles are going to be up against during the fight. So if the boss leaves a pool of shit on the ground that is REALLY wide, move him out or else NO ONE can damage the boss while avoiding shit at the same time.

3. Impatience

An important factor that affects both the player and their party members is impatience.

"Ugh I don't have time to learn new fights, or I don't have time to learn raid mechanics in a dumb heroic".

Then don't play.

"Ugh I don't have time to wait for these noobs to learn the fight or explain it clearly"

Then don't play.

Say I somehow hired you for that analyst position and I said "Ugh I don't have time to train a new person they'll figure it out themselves or they can just quit". How effective would that be for the employee and for the company? Time and resources wasted in exchange for no productivity. Baaad!

Though this "rush to the end" mentality does seem to be hard-wired into the general WoW play-style so this may be hard to overcome.

4. Ego

Again, asking questions make one seem weak and small appendaged or may make them seem dumb, stupid, mentally handicapped, and homosexual all at the same time. There is a lot of pressure behind asking a simple question such as "Where should I not stand?" Eeep! HOMO!!

Some players may cause issues because they are "too epic" to group with the likes of you. "Your DPS is so low HOMO". Or they are too good to actually explain the fights "Just stay out of shit LOL"

5. The Golden Egg

Yes I am using a concept I learned from reading Stephen Covey. As WoW is designed for the player to now hit 85 and deck themselves out in the snazziest of gears possible, our "Golden Egg" is Gear/Rep/Valor Points. We all have our eye on them, but some of us would rather just have the egg and not work to "nourish" (not the druid spell nourish) their Goose, the medium in which the egg is produced. The Goose is working with your group!

What is so Hard?

Now, other than unfortunate group compositions such as all melee, no interrupts, lack of CC (All DK), what is actually so hard about the new heroics? They are long and tedious yes, but difficult? No?

QUICK NOTES

Throne of Tides
The casters, kill the casters and run out of earth shakings!

Blackrock Cavern
Kill the chain, watch fire stacks, CC dogs, kite shadows.

Shadowfang Keep
Run, stop, stay behind things!

Deadmines
Run, run, run, use cannons, run, adds, adds, adds!

The Stonecore
Don't let the Earthchanger change, be lucky with burrow, LOS, dot, watch out for dust!

Vortex Pinnacle
Dodge whirlwinds, dodge tornadoes, CC TEMPLE ADEPT /shakefist, run into Triangle!

Grim Batol
Bomb things, dodge blitz cc purple, shield behind, kill fire adds, slow and kill adds shadow vortex.

Halls of Origination
Omg this one is too long, stay out of shit and kill adds probably and interrupt Rajh!

Lost City of the Tol'Vir
Don't touch bombs, kite phoenix kill it, kill crocs stay away from Augh, kill adds.

Throne of Flame: Seat of the Inferno
Dodge fire walls, click on geysers, kill small adds kite big fire adds, have at least two people to help absorb Hell Knuckle if no plate wearers, one if plate wearer and watch for platform explosions!

Truny the Difficult

Thursday, January 13, 2011

Truny's Useless Tips: Enchant Off-Hand - Superior Intellect

**** UPDATED AS OF FEB 8, 2011****

Enchant Off-Hand - Superior Intellect now adds 40 INT to our offhand, thus wielding an enchanted staff vs a MH+OH almost equal. Though please feel free to read what it USED to be, and see how instead of making some creative changes, they just nerfed the enchant as that was the easy thing to do. Though keep in mind, you can STILL enchant your Main Hand weapon with a "cool" enchant such as Power Torrent of Hurricane and have your 40 INT, whereas with a staff you can only choose between the Wrath 80some INT or a "cool" enchant. Up to you!

****END UP DATE****

Throughout my toons' levelling adventures, I come upon a lot of BOE green items and also craft a lot of Useless Items To Level To Max. What I do is send them all to the resident enchanter: Turny the Used To be Tree. After saving up so much dust and essences Turny's enchanting skill finally got high enough to discover the recipe to Enchant your Off-Hand for 100 Intellect!

100 intellect is a LOT. When you think about it, that is about the same amount of INT gain when upgrading two or three ilvl 333 pieces to ilvl 346. That's a pretty gosh darned good upgrade.

Given that a dagger/sword/mace at ilvl 346 has around 1,720 spellpower, and so does a staff at the same ilvl, the only difference remaining are STATS. Stats such as INT or Stamina or Haste or Whatever. With this enchant it seems to make carrying a Staff a thing of the past. Let us compare.

Currently I am using Biting Wind and the Book of Origin (Note this is an ilvl 333 offhand)

With this combination my stat gains are, (INCLUDING the offhand enchant):

Stamina: 418
Intellect: 379
Crit: 98
Haste: 156
Spellpower: 1,729
Mastery: 105

Now I also have a Cerith Spire Staff from heroic Throne of Tides. ACTUALLY I don't even remember when the hell I ran heroic Throne of Tides, but its been in my bag for a while so.../shrug. Wait maybe I have the Staff of Siphoned Essences from Grim Batol...which would make more sense...I need to confirm this. Nonetheless both staves have the same amount of INT and SP anyways! The stats on the staff are:

Stamina: 454
Intellect: 302
Hit: 202
Haste: 202
Spellpower: 1,732

It seems the only direct int/spellpower we can enchant a staff with is the Wrath 81 spellpower enchant. With this in mind, it closes the gap but mind you if my off-hand were ilvl 346 the two weapon combo would still beat out a staff by about 17 INT.

HOWEVER, not only does a main hand with off-hand combination beat out a staff by 17 INT, BUT you can still enchant your Main Hand weapon with something cool, such as spellpower, or Power Torrent, or what I am using now because Turny's skill is not high enough: Hurricane. (Which is essentially the new Black Magic enchant, increasing haste occasionaly by 450). A staff would not be able to have this nice proccable enchant on it.

Solution: A new enchant.

[Enchant Other End of 2-Handed Weapon - Ocean's Wrath]

Enchant the pointy tip of your 2-Handed Weapon giving a boost of +75 Intellect, and causing your damaging spells to sometimes increase your intellect by 450 for 12 seconds.

Truny the Enchanter

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

Tuesday, December 28, 2010

Next Warlock Slave

You know what I am talking about, ALTS! More specifically previously max level alts with max level useful professions which were levelled solely to fund your main character with their useful products!

Who should I level next? Of course I am lazy so there are only four to choose from.

Klupty: JC and Alchemist Slave. I logged onto him yesterday and realized HOLY CRAP he's rich! I had about 6,000 gold on Truny which is seriously not even enough to get a couple dozen points in her tailoring profession as materials and gear and everything is expensive up the hoo-ha on our server. Klupty on the other hand is LOADED as he still has control of my old guild vault and all its treasures, which got me thinking "I should level someone else with all this wealth and make some useless junk for Truny!"

Now to level Jewelcrafting I would have to play my hunter who is the only prospecter I have now. Alchemist is fine as Truny had gathered many a herb on her travels through the new Cataclysm zones.

Klupty is a DK, which means I will most likely be melee dpsing. He is already prepared to do Blackrock Caverns and WAS on the way to discover the Throne of Tides but that was when I saw his wallet and hearthed to hit up the auction house. Frost DPS is nice, good AOE, still kinda button spammy which is completely fine with me. The new spells from 81-85 don't seem THAT exciting, more because they all sound the same to me plague blah blah blah. But I like dual wielding so we shall see.

Turby: The hunter. This was my main remember? He is a fine candidate to level through the new zones next, as I predict that Puppy the what are those dinosaurs called again? Demosaur? No....ah Devilsaur, Puppy the Devilsaur will have 100K hp and can do all the work for him. Also he is a prospector and skinner, yes somehow my hunter became my materials gatherer slave near the end leg of ICC. This could be profitable and I have no gripes about playing my original character again, also the last time I played him in October I remember just having to spam Arcane Shot, which is instant, I like. Also, the new spells from 81-85 are interesting, a shot made for BMs, all traps become launchable, and camouflage! But I'm so used to the Felguard's Felstorm how shall I AOE DPS?

Turny: The durid. He's actually level 81 as I wowarmoried him. WHEN DID THIS HAPPEN? He is the LW and enchanter of the roster (that's why Turby became a skinner) and was intended to be my "very useful alt" as he is heal and tank specced. He can quest fine in bear spec but his preferred way to level is through healing/tanking, though he'll need to gear up a bit more first as his measly 50K HP is now HALF of what my warlock has and probably won't be able to withstand many hits without mass QQ by the party. Though I do have vague memories of tanking Throne of Tides ...hmm. So either its easy to get a group and level fast but I have to use my brain, or questing as a cat. Hmm, not so sure about that one.

Husbrus: My next highest ALT at 78 is Husbrus the priest. She is an enchanter and tailor? I do not remember but I liked the healing style of Discipline Priests. Shield, then spam Smite cause youd' have nothing else to do for a while, run around and holy nova and use your Angel Wings Thing. However I do not like Shadow Priesting at all, it's too....weird, dot dot blast shadow lasers, unless the animations have been revamped to give it more oomph. Still leaning towards the hunter. Though the priest has the benefit of the Healer Queue time, which is 15 min, the old DPS queue time. Also she won't be sad about gear replacement as she never stepped foot into ICC or heck any Wrath heroics, which means at 80 she'll most likely jump from ilvl 200s to ilvl 295s. Weird!

Truny's Comprehensive Cataclysm Demonology Warlock Comments in Non-Comprehensive Fashion!

Screw intros who reads those anyways?

Ok fine, uhhh Deathwing and blah blah earth change and planes water and fire and new spells and dungeons ummm something desert and Thrall is like totally solo-ing the freakin' ocean has anyone noticed that??? Ok STFU.

So since patch 4.0.1 nothing much has really changed, the revamp of skill trees and our demon pretty much remained the same. I say Demon because I mean Felguard.

The Felguard is BEAST .... BEAAST I say! He has his general cleave, which hits all mobs, an axe throw, which is super useful for stunning stray mobs or interrupting healing mobs (I'm talking about YOU Temple Adept!), BUT his/her (I guess the Felguard can be female too?) best skill in single target or AOE is Felstorm. FELSTROM! It's code for Maelstrom! Go look it up I'm too lazy to do the fancy coding and html linking but I'm sure you all know how freakin' awesome it is already! On a 45 second cooldown, the Felguard will spin around and do massive damage I believe it is 5-6 slashes to EVERYTHING around it, I've seen this crit for 11k which is GAAH BEAST! Using Felstorm along with a seed of corruption thrown in, then you using your hellfire = awesome AOE dps, you will then probably do 50% of an arm's warriors damage or 10% of any type of mage's damage. *Ahem* And with the expansion even our PETS have 8950353253 HP they make a pretty good temporary off-tank if maintained a bit.

Fel Flame

At level 81 we get this very interesting spell, an instant cast spell with no cooldown other than the global one. If you're ICC 25 geared this will hit for 1,500 critting for 3,000 I THINK as I've seen it do 4,400 with all the new trinkets and buffs and whatnot.

It's weakish but it's handy cause you can cast it on the fly, for those of us used to casting our DOTS on the move should have no problem getting used to this spell. It adds six seconds to our Immolate, which helps us extend Immolate in case we have to move or can't get Hand of Gul'dan off in time. It is also handy when there is an arm's warrior or mage in the group as things die SO DAMN FAST usually when a mob is at 150K HP or less there is ONLY enough time to spam one or 2 Fel Flames before it is dead *Ahem*

And it's green fire. Pew pew. Pew pew pew pew! (Actually I am lazy, so usually I send my felguard on a mob while questing and just spam Fel Flame...cause it's instant LMAO!)

Dark Intent

Hmmm our first useful "buff" thinger. You can apply this to your Felguard when questing just for the 3% haste. We all know by now what it does right? It first gives whoever has the spell on them and YOURSELF 3% haste, then when their DOTS or HOTS crit it increases the other person's DOT/HOT by 3% effectiveness up to three times so up to 9%.

In short, you gives this to teh heal durid or unholy DK. Or whoever the hell you want heck give it to the tank.

Demon Soul

So close so close we don't actually transform flesh-wise but...we glow with a bloody aura when merged with our felguard. It increases haste by 15% and damage by 10% or something like that, it could be 15% whatever. This has a 2 minute cooldown and when used with Metamorphosis gives you HUGE numbers. Not as huge as a mage though, but for normal people it's pretty good. Use it with bloodlust or mage rage and you'll probably be clipping the gcd!

Mage Rage

Time Warp or Time Wrap or Time Whatever shall henceforth be known as Mage Rage. I need to get used to the sound, it doesn't do the RARARARAARRR like bloodlust but I *think* it goes...*Ding!*

Archaeology

At first I thought "gimmick profession", but it is actually kinda fun in a boring weird obsessive compulsive way. It's so casual oriented. Sort of. I mean, they are infusing lore into the game. Say what? That's great! Truny's skill is only at 80 so I can't say much about it except for when I first started I was like "WTF do I do with these scopes how do I look through them???" Apparently they just point you in the general direction in which you are supposed to dig somewhere else, and the color of the light is a distance gauge. DURR.

New Dungeons

Wow, the queues for the new dungeons are FORTY minutes for DPS??? So in good Old Fashioned er fashion, all epic items are ACTUALLY epic so there will be no more Rain of Loots. As most of the action is taking place on Azeroth I believe this represents when the game was only capped at level 60. Purples only come from raids. Fair enough. But it feels kinda weird replacing Nibelung with some random boss dagger o_O!

To run certain dungeons one must have the appropriate "average gear level", I believe it is like 272 for the first two and yeah I don't remember I just remember heroic is 329.

Truny being the snob that she is had some trouble reaching that number as she refused to equip green items just to boost her average item level, whatever.

Ok I'm losing track of what this post is about now okay bye!

Thursday, December 23, 2010

Where Do I Go??

So I *think* I downloaded Cataclysm? I log in and try to queue for the new dungeons as I am probably just going to play this game as per, grind grind grind to end level then max out gear then get bored BUT it said "You do not meet the requirements for this dungeon".

I have to PHYSICALLY WALK to the entrance? Where are these dungeons? How do I even GET from Dalaran back to the other cities? Will the other cities have a guaranteed spot to travel to these new spots?

You are now thinking "Goddamn it Truny go explore like the good old days!"

Oh right....they changed the maps and we can FLY on earth now!

But, this is just a massive Epeen stroke anyways, I am scared to go back to Orrigigirmmar (spelling) it'll just be thousands of people afk sitting on their shiny dragons (I am on the zeppelin back as we speak as I just remembered this archaic form of transportation). I will continue to type this as we go.

--

So apparently to get into Throne of Tides I have to get to Vash'jr, how?? Where's the instructions? Is it a teleport do I have to unlock the teleport do I have to go to the teleport to unlock it or do I have to unlock it in a chain elsewhere?

--

Omg I can fly over Undercity now FINALLY now that it is no longer needed, bah!

--

Ok I will try to get to Origigimmar and look for a starter quest of sorts, everyone who remained on my friend's list is already 85 how is that possible the game's been out for a week!?

--

Ok wait so is all this new dungeon stuff going to blow ICC 25 gears out of the water? One thing I don't like about coming back is that I still have the tendency to optimize everything, I shall write about my adventures in LOTRO perhaps later D:

--

Yep OMG I am right I'm not sure what part of Org this is but its filled with AFK dragon mounts GAH! Alright now to find the Archaeology trainer??

--

Ok wow this is exciting someone in an animated picture frame wants to talk to me, Krogar!

--

Ok I saw a pretty cutscene....now what??

--

Ok I trained archaeology and holy crap this is way too much info to read, I'll just figure it out later.

--

Whoa wait a minute the daily cata dungeon gives 104K exp?? ....ok then...ok I'm on the boat to Vashjr now.

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Budd on the boat, he's a bucket of fabulous rainbows now isn't he?? o_O

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First quest of the expansion: Collect Starfish for me EFF YOU!!

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Bahaha why am I selling vendor trash I forgot we're rich in this game! Fish Oil -> EFF YOU!

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"What's it got in its pockets" ??? PRECIOUS?? OMG HAHAHA

--

Ok nothing new and exciting for now I shall just post this LMAO!

Truny the Warlock

Wednesday, April 7, 2010

Truny the Warlock on the Cataclysm Warlock Class Preview

Very interesting stuff going on in the upcoming expansion, my extensive comments will be in purple.


New Fun Spells


Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that's good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.


First of all, this spell better look wicked cool, and not just a green plain fireball! You've gone this far to making it green, make it worth casting!


In terms of DPS for us Demonologists, I see this spell being on a 12 second cooldown, this would be a nice way to deal damage AND refresh Immolate without wasting the cast time of Immolate and its insignificant direct damage.


Dark Intent (level 83): Increases the target's chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.


Ok what? This sounds like a two-in-one thing. What do they mean by the Target's Chance? Ok so it sounds like our very own Focus Magic which we can cast on our allies, and each time they get a crit, our damage goes up, nice! We finally have something to give back to the mages instead of Unending Breath HAHA! I like the idea of this spell "here have some free crit, while it actually increases MY damage too!". Or just give it to a healer if you're nto buddies with the mage.


Demon Soul (level 85): Fuses the warlock's soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.


Hey didn't I kind of Ridiculously Demand this last time? Though mine actually involved physical fusing with the demon. I am so sure there will be new talents inside the Demonology tree to make this more sexy than the two other trees I mean com'on...Demon. Soul. I bet, if we used this along with Metamorphosis it'd be super sexy. Ok. Done.



Soul Shard Overhaul



This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.


Summon Demon + Soul Burn = summon the demon instantly.
Drain Life + Soul Burn = Reduces cast speed by 60%.
Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
Soul Fire + Soul Burn = Instant cast.
Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.



Finally, the annoying aspects of having to fill up our bags with Shards is GONE! They are now a new battle mechanic, aka mini cooldowns which we can use in each individual battle which adds a whole new layer of things when popping cooldowns. So many upcoming cooldowns no? The only thing I see cool here is Burning 3x Soul Burns at the very end of a Boss' life to make the best use of Decimation for three insta-Soul Fires!


But..bag space yay!


Spell and Talent Changes

All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.


Good good and good! Having a faster DoT was nice, but ADDING more ticks to it is even better, less reapplications! Not having DoTs clip is also very nice..just a timing and awareness issue but now it's safe to reapply early.

Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.

Aww we LOSE two Curses, do we get two new curses to work with since I can only see Curse of Elements as the ONLY useful Curse. Maybe a new Curse of the Devil which increases...oh nevermind I'll do that in my Fourth Edition of Ridiculous Demands.


In short: We get to apply MORE debuffs WOOT!

Hellfire will no longer deal damage to the warlock.


NOO!! How do I suicide when fail-group has failed?? NOOOOO!! Wait will it get buffed so it'll be stronger than Rain of Fire?? Who knows! But NOO NO MORE SUICIDE!!! QQQQQQ

Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.


Yay more DoTs!! But it was fun randomly spamming Fire Shield on people "clang clang clang clang"....

The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.


I don't really use her anymore but...ok....

Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat.


ORALLY. Good for levelling?


Suffering will become a single-target taunt.


Oh. What was it before?

Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.


Oh! I've played Affliction for 10 minutes before and when a mob/boss is at low health you want to switch to Soul Drain since it does massive five digit crits and will keep your Corruption refreshed but you tend to let the other dots fall off, or refresh them between ticks but now it will keep TWO DoTs constantly in play which means MORE DAMAGE! (Right right?)

The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).

Yes it does.

Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.

Yay class specific abilities! I think it will be like a shadowbolt with a nice swirl of red flame or blue nether. How much damage does it increase? Will Blagroon the Felguard finally see some nice 4k crits? How much damage does the bolt itself do, where do I place it on my spell priority list? GAH SO MUCH UNKOWN!

We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.

Wow nice! Is it going to be high up or in the middle or near the end of the...Demonology Tree? Though I have a feeling this isn't going to happen but being able to randomly cast Metamorphosis more is godly! Though doesn't Bane of Doom, the old Curse of Doom NEED 60 seconds to take effect, so if you reduce its cooldown, it would still be ON the enemy so it wouldn't matter....until it falls off....after 60 seconds..UNLESS Bane also counts as a "damage over time" even though its "one piece of damage at the end of some time", then maybe.....more Bane of Dooms hmm....

Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock's own spells.

PVP, we can not be banished or turned undead? Will there be some QQ coming up on this?

What "more emphasis on the Warlock's own spells", means that we will probably receive a lot more cooldown based abilities while in Demon-Mode such as "increase damage", "increase spell haste", "activate for insta-attack". Right right?

Shadowburn will now do additional damage to targets below 25% health.


Good for the Destruction tree when an enemy is close to impending death and Conflag is on cooldown, and an immolate/chaos bolt would not land due to its cast time.

In conclusion, SO many new cooldowns and abilities to juggle and maintain = fun fun!

Truny the Warlock


Monday, August 24, 2009

Cataclysm - What the heck omg? Warlock and Hunter Changes

Ok first of all: Whoa!

Warlocks around the world rejoice. No longer do we have to embarass ourselves, exposing our purple stringy soul-suck-finishers, and no longer do we have to keep an eye on the little number in the corner of our soul bags!

Apparently, our Soul Shard is part of our UI, making it a combat resource where we can burn up to three Soul Shards to boost various skills. Ie) Burn a soul shard, and your next Conflagrate hits for 500% more damage and hits everything on screen while your current demon multiplies to create an army, consuming the entire raid (jokes!)

This is very interesting. Not only can we hold more junk (*cough* cloth), but it adds a slightly more strategic aspect beyond "should I Soul Shatter, or shall I not Soul Shatter?"

Hunters around the world rejoice! Well, I know Turby is a happy Puppy collector now. Why? They removed our Mana bar!! Our mana bar is replaced with something we are passively familiar with: A Focus Bar. Yeah, the same thing as our pets! Just watch in the BM tree, our pet crits increase OUR focus regeneration!

I think this is great since it just feels more quick and fluid in battle when you see your energy come back rather than diminish.

And also...why did we use mana to begin with?

The last change I thought was iffy were the streamlining of stats. Removing ArP, Spellpower (huh?), Attack Power (what the?), and putting their equivalent effects into INT/STR/AGI, etc.

I don't know. Seems dumbed down to me. Armor Penetration, sure get rid of that. Never even noticed when they started to spam us with it. But Attack Power and Spell Power? The more the better right? Perhaps they need to do this to balance out...I have no idea what (and I'm not for critical thought on Mondays). It shouldn't be that hard to compare the relative advantage of one piece of gear over another with three or four variable changes right? Maybe not everyone's an accountant...whatever.

What else did I see? Oh! Stamina is apparently going to add more health than before, so no more "plate envy" as wowinsider says.

Turby and Truny are happy as that is one step closer for to wearing plate armour!

Yeah...no focus today (but will have a focus bar in the future! Ah sorry) so I'm ending it here.

The full shpeal can be found at http://www.wow.com/ of course.