I feel especially lazy to cobble together images for my Minions & Spells post. So I’m posting about this instead. Stuff I got perusing MMO-Champion:
As Ghostcrawler mentioned in the “Balance Adjustments” thread for 3.3, we would like to buff warlock PvE damage for all three talent trees. We have a few changes in mind we can share with you and welcome your feedback. That being said, of course these changes are not yet implemented and are subject to revision or reversal before the next minor patch.
Affliction: While some warlocks will no doubt disagree, we think the damage output of Affliction in PvP is pretty good. Therefore, we want a buff that will increase sustained damage after a ramp-up period. The specific change we have in mind is to allow Shadow Embrace to stack up to 3 times for a total of a 15% damage bonus. The current healing debuff would change to 10% per stack.
Demonology: We want to double the damage bonus of Demonic Pact granted the warlock. To avoid making this an all-around buff to raid damage, however, the damage bonus provided to other players would remain unchanged.
Destruction: We want to double the damage bonus provided by Empowered Imp.
As a further buff to both Demonology and Affliction, we’re testing out the effects of doubling the damage bonus of Improved Shadow Bolt in the Destruction tree.
Again, these are preliminary ideas. These changes might be revised or reverted before going live. Just the same, these are not necessarily the only changes we are willing to make and your feedback is appreciated. :) (Source)
Woohoo! Actually, I’m pretty satisfied where my damage is at. I know I’m not giving it my all nor am I in the top raid tier, but I like it where I am.
The sustained damage increase sounds exciting, but I’m wary. Couple this with less gimmick fights where DoTs can be ticking away and yet the tank’s threat is stalled because we’re dancing, then I’ll be happy. I remember our tank cheering if he could get the taunt off before Heigan one-shotted me as we ran back to the platform. >.< It’s not fun to make my dps take a backseat because two DoTs out of four overthreats the tank.
Zarhym later states that this would probably be coming in a minor patch, i.e., 3.3.something or 3.3.something-a, and it might be tweaked by spell coefficients or whatever. Which I’m interested in, because if the spell coeffs get tweaked, maybe EJ might actually update the spell coeff page. (Doubt it.) An invisible number mechanic like a spell coefficient is probably easier to change on the dev side than a talent (noooooes! not the tooltips! ANYTHING but tooltips!).
Farther down the thread, Destro locks should be happy to note that Conflagrate might get buffed, not just Empowered Imp. Even I, the destro noob, was like “Imp…I mean, yeah they use the imp, but really? Just the imp?”
On another note, I noticed Lissana talking on Twitter about how moving fights really mess up the moonkin DPS rhythm. Luckily, as an affliction lock, my DPS isn’t too dependent on standing still. Yes, only Corruption and the curses are instant-cast–everything else has a casttime or is channeled. But the only casttime worth major attention is Shadow Bolt. Haunt & Unstable Affliction both have short base casttimes anyway. But yeah, I get rather…uh…ticked…when Drain Soul gets interrupted because I need to move. So I end up doing a little “moonfare spam” of my own when that happens.
So taking her post and the comments that ensue, what would “shot-on-the-run” changes mean for warlocks? I mean, Lissana used moonkin as her specific example (and casters as the general), since she knows moonkin best. Personally, I think I can only talk for affliction warlocks (if my opinion is even valid); I have no experience with either Demo or Destro in a raid situation. I’ve solo’d some BC group quests and normal dungeons as a SL/SL lock, but that’s about all my experience in the demo tree. I’ve yet to touch destro beyond the mandatory 15 points I spend for a full Ruin. So I’m going to talk from purely affliction. All locks in the crowd are welcome to comment, of course. :)
“Shot on the Run” spell? Well, we already have that. DoTs. Plenty of them. Though, I do still miss having 6. (Immolate! I still love you! But only when I get the shadow spells locked out. <.< >.>) Typically we take that one more half-second to finish the DoT cast and then we run like hell. Once the DoT is up on the target, we really don’t care until we have to reapply them. The only time I really hate moving is the Drain Soul execute phase, but like I said above, you also just spam DS as you move.
Pushback while running: I really like Hiddencamper’s comment. Honestly, I read it and thought, “Now, there’s an idea.” Not to mention you’d maybe see more life in the Fel Concentration talent (reduces pushback to Haunt, UA, and the drain spells). Pushback with an arbitrary limit makes a lot of sense–you make the casttime longer, but you can still cast.
“Swiftfire”: Swiftbough adds maybe moonkin could get a Swiftmend for damage: the spell deals the full damage from the total DoT and consumes the DoT. For affliction…nah, we like our DoTs unconsumed. Though the Cataclysm shard rehaul sounds like it’s adding something similar, except instead of consuming the DoT buff, it consumes a shard.
Droodboy suggests upping the hit cap while moving. I’m not terribly in favor of this. For locks, it’s hard enough to find gear with both spirit and hit on it (gawsh, healy priests, GG). Fel Armor works off the spirit stat. So does the Life Tap glyph buff, I might add. Fel Armor (30%) + Life Tap (20%) equates to 50% of your spirit gets added to your spellpower. Not a total amazing jump, but that’s still +250 at the least, for me. So less spirit for locks (because of more hit needed) means a less +spellpower to damage, which means unhappy locks. It’s either a loss of spirit on our gear, or the loss of spellpower through gemming for hit.
- Let’s see, math for gemming for hit over spellpower. 1% is 33 hit rating, rounded up. JC’s can just barely cap this with one gem (Rigid Dragon’s Eye = +34 hit); the rest of us will have to do with two Rigid King’s Amber, a total of 40 +hit rating. Two Runed Cardinal Rubies give you +46 spellpower. Would you trade 46 spellpower for 1% of hit that is needed only when you move while casting?
Even for a measly +46 spellpower, I don’t move that much, honestly. Maybe it’s a different situation for moonkin, but I don’t terribly like this idea.
Readers? Thoughts on any of the above?