Jump to content
FORUMS
Damien

Demonology Warlock 7.3

Recommended Posts

On 9/20/2016 at 4:53 PM, Guest Implosive said:

Just want to know the scaling of talents to be more specific given stats. As this rotation is optimal only if you have the correct stats it seems. 

I'm still not sure what you're looking for, sorry. Perhaps I am being dense/stupid. Do you want a sim using each talent and the damage difference between the two or?

Share this post


Link to post
Share on other sites
Guest Curious Lock

I would argue that Impending doom is quite useful. Even in single target. Since Call Dreadstalkers has a set cooldown of 15 seconds if your haste gets Doom to hit before that you are getting your imps out faster and if it is an aoe group a lot more imps. With double doom even on single target you can generate 2 imps. Improved Dreadstalkers locks your gain to just those two but say you have doom on adds during a boss. I just can't see how Impending Doom is being disregarded with that kind of shift in dps.

Share this post


Link to post
Share on other sites
Guest Implosive
5 hours ago, Blainie said:

I'm still not sure what you're looking for, sorry. Perhaps I am being dense/stupid. Do you want a sim using each talent and the damage difference between the two or?

For the sims that you ran, what stat % did you run them at. So like 70% mastery 20% haste or something similar to that just to know at what point in stat % will one talent outweigh another, whether single target or multi . 

 

Hopefully that makes sense. So I guess another question in regards to that is what is the haste we should be aiming for if there is a haste cap.

Share this post


Link to post
Share on other sites
6 hours ago, Guest Implosive said:

For the sims that you ran, what stat % did you run them at. So like 70% mastery 20% haste or something similar to that just to know at what point in stat % will one talent outweigh another, whether single target or multi . 

Hopefully that makes sense. So I guess another question in regards to that is what is the haste we should be aiming for if there is a haste cap.

When Furty is calculating the stats, he essentially tests a range of stat values to assess the synergy and scaling. He does it by inputting the direct values and scaling up to see where certain stats perform best.

For Demo, within our current available gear levels, the stat priorities stand as listed in the guide.

For you to find out what stat % you need for another to start outperforming, you will need to simulate your own character.

There is no haste cap listed, nor is there any that should be readily aimed for. As you start to feel like you are comfortable with your current Haste level, I would sim your character and then see what weights would provide the best increases for where you are now. I imagine Haste will stand as king at the very least until we are a far bit of time into this tier, unless a major change occurs.

Share this post


Link to post
Share on other sites
6 hours ago, Guest Curious Lock said:

I would argue that Impending doom is quite useful. Even in single target. Since Call Dreadstalkers has a set cooldown of 15 seconds if your haste gets Doom to hit before that you are getting your imps out faster and if it is an aoe group a lot more imps. With double doom even on single target you can generate 2 imps. Improved Dreadstalkers locks your gain to just those two but say you have doom on adds during a boss. I just can't see how Impending Doom is being disregarded with that kind of shift in dps.

Impending doom on ST:

3dZ40yd.png

Improved Dreadstalkers on ST:

arrbNa6.png

It's also worth noting that, now that we have access to raid logs, the most popular talent on every boss in Emerald Nightmare for this tier is Improved Dreadstalkers.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Sandals

I am sitting at almost exactly 34% haste, 840ilvl, and I was having a lot of trouble with the Icy Veins build and rotation in the EN raid. The max I got was on Ursoc at around 155k DPS fully enchanted, food & flask. Most bosses, however, ranged from 100k to 130k. The problem with the suggested build is that if you cast a hand of guldan and empty your soul shards, and then have to move for 10~ seconds, you'll end up with zero shards, zero pets, and low damage for at least doom, 1 empowerment, 3 demonbolts, then HoG, then empower, then maybe another demonbolt, then improved dreadstalkers. ONLY at that point does your demonbolt do full damage again, however with that ramp up usually it wont be until a second cycle that you will be able to use a full power Thal'Kiels cast. HUGE waste of time. If you get caught in a bad cycle twice you've spent likely 2+ minutes without casting a single Thal'Kiels, which should be a major component of DPS. It's a never-ending spiral of ramping up that NEVER has a payoff.

 

Instead, I switched over to Hyper's Implosion/HoG Doom/Synergy build. No more dreadstalkers. Way more demonbolts, blowing up old imps right on time as I drop new ones, using Shadowflame to build shards like crazy after dropping HoG. Doom became WAY more consistent with the HoG application, and is now second/third highest on my damage list! I'm about 10 seconds from being into a rotation instead of 30+.

The biggest change? Instead of sitting at 130k DPS average, on a target dummy without flasks or food I hit a burst of 200k DPS, and average over time to about 160k DPS- and I realize I was forgetting to hit Thal'Kiels. More testing needed!

Without Dreadstalkers! I will see how it goes over the next few days but either something is wrong about the guide's recommended talents & rotation, or someone is lying about Demonology being the highest DPS warlock spec for raids. Destro locks were definitely ahead of me when I had the Guide build/rotation.

Share this post


Link to post
Share on other sites
1 minute ago, Guest Sandals said:

More testing needed!

In order to properly assess a probable cause, we'll need a log of what you're doing with the Dreadstalkers build we have listed. We can then assess if this is simply a player problem or something with the actual build. 

It's worth nothing that, as I said above, Dreadstalkers is currently the top talent for that tier on every boss.

Share this post


Link to post
Share on other sites
Guest Sandals
2 minutes ago, Blainie said:

In order to properly assess a probable cause, we'll need a log of what you're doing with the Dreadstalkers build we have listed. We can then assess if this is simply a player problem or something with the actual build. 

It's worth nothing that, as I said above, Dreadstalkers is currently the top talent for that tier on every boss.

Isn't that a chicken and egg scenario? One of the top sites for class information pushes that people get a talent, people use the talent, and then that site uses the fact that people use it as justification.

Even if you say that people with other talents do worse, your sample is already tainted because often the best, highest performing players will seek guides, while poor players do not.

It's as if expensive sports health doctors started telling their high profile clients to drink a Coke each morning, and then used the fact that all the top, highest performing players drink Coke to say Coke has a special property that will make you a better athlete.

I will continue testing this though because I think the there has to be a way to eke more damage out of Demonology (until they inevitably- and I guarantee you, inevitably, break the dependence on a shard/pet rotation and its connection to demonbolt damage).

Demonology warlocks build up pets AND soul shards to deal damage reliably, and the pets expire. It was a neat idea but running two systems simultaneously (shards and pets) and trying to make them intersect was a pretty obvious mistake. Then add in a sad maintenance spell like demonic empowerment and you've got the perfect storm for a rotation breakdown.

Share this post


Link to post
Share on other sites

I was under the impression that Dreadstalkers were the priority over HoG in the given rotation.
 

7 hours ago, Guest Sandals said:

and low damage for at least doom, 1 empowerment, 3 demonbolts, then HoG, then empower, then maybe another demonbolt, then improved dreadstalkers

In the example given, you're building up for HoG first.  I'm curious if that is partly responsible. 

It's still true that moving is very unforgiving for Demonology.  

  • Like 1

Share this post


Link to post
Share on other sites

With the change how we start with 3 shards now. what is the opener now like.

4. Opening Sequence

  1. Precast Demonic Empowerment Icon Demonic Empowerment at 3.0 seconds on the countdown.
  2. Use Potion of Deadly Grace Icon Potion of Deadly Grace.
  3. Precast Demonbolt Icon Demonbolt/Shadow Bolt Icon Shadow Bolt.
  4. Apply Doom Icon Doom.
  5. Cast Summon Doomguard Icon Summon Doomguard.
  6. Cast Grimoire: Felguard Icon Grimoire: Felguard.
  7. Cast Demonic Empowerment Icon Demonic Empowerment.
  8. Cast Demonbolt Icon Demonbolt/Shadow Bolt Icon Shadow Bolt.
  9. Cast Summon Darkglare Icon Summon Darkglare (if talented) and cast Demonic Empowerment Icon Demonic Empowerment.
  10. Cast Demonbolt Icon Demonbolt/Shadow Bolt Icon Shadow Bolt.
  11. Cast Demonbolt Icon Demonbolt/Shadow Bolt Icon Shadow Bolt.
  12. Cast Demonbolt Icon Demonbolt/Shadow Bolt Icon Shadow Bolt.
  13. Activate Soul Harvest Icon Soul Harvest.
  14. Cast Call Dreadstalkers Icon Call Dreadstalkers.
  15. Cast Hand of Gul'dan Icon Hand of Gul'dan.
  16. Cast Demonic Empowerment Icon Demonic Empowerment.
  17. Cast Icon Thal'kiel's Consumption.
  18. Maintain Doom Icon Doom.

This was of course the old one, with one shard. I thinking you doing

1,2,3,4,5,6,67,8,10,14,15,16,17. This pretty much just removed Darkglare, and all the extra SB/DB casts, and soul harvest, since you say to use Hand of Doom for Raid, AE, and General now.

Share this post


Link to post
Share on other sites
12 hours ago, Guest Sandals said:

Isn't that a chicken and egg scenario? One of the top sites for class information pushes that people get a talent, people use the talent, and then that site uses the fact that people use it as justification.

Even if you say that people with other talents do worse, your sample is already tainted because often the best, highest performing players will seek guides, while poor players do not.

Well, by simulation, it is the highest damage talent in that tier, hence why we have that listed. Due to this, it's likely that you are doing something wrong in the rotation, hence why it performs worse for you.

Can you show us a log so we can see what is going wrong?

It's worth also looking at what user DirtyJose has said as well:

5 hours ago, DirtyJose said:

I was under the impression that Dreadstalkers were the priority over HoG in the given rotation.

In the example given, you're building up for HoG first.  I'm curious if that is partly responsible. 
It's still true that moving is very unforgiving for Demonology.  

That's already one error in the rotation.

Share this post


Link to post
Share on other sites
4 hours ago, Nytemare said:

With the change how we start with 3 shards now. what is the opener now like.

I've passed this on to Furty, I'll try to get back to you with an answer ASAP! Since raids are now out, replies might be slightly slower from the writers/reviewers due to preparations for progression.

Share this post


Link to post
Share on other sites
Guest JPax
17 hours ago, Guest Sandals said:

I am sitting at almost exactly 34% haste, 840ilvl, and I was having a lot of trouble with the Icy Veins build and rotation in the EN raid. The max I got was on Ursoc at around 155k DPS fully enchanted, food & flask. Most bosses, however, ranged from 100k to 130k. The problem with the suggested build is that if you cast a hand of guldan and empty your soul shards, and then have to move for 10~ seconds, you'll end up with zero shards, zero pets, and low damage for at least doom, 1 empowerment, 3 demonbolts, then HoG, then empower, then maybe another demonbolt, then improved dreadstalkers. ONLY at that point does your demonbolt do full damage again, however with that ramp up usually it wont be until a second cycle that you will be able to use a full power Thal'Kiels cast. HUGE waste of time. If you get caught in a bad cycle twice you've spent likely 2+ minutes without casting a single Thal'Kiels, which should be a major component of DPS. It's a never-ending spiral of ramping up that NEVER has a payoff.

 

Instead, I switched over to Hyper's Implosion/HoG Doom/Synergy build. No more dreadstalkers. Way more demonbolts, blowing up old imps right on time as I drop new ones, using Shadowflame to build shards like crazy after dropping HoG. Doom became WAY more consistent with the HoG application, and is now second/third highest on my damage list! I'm about 10 seconds from being into a rotation instead of 30+.

The biggest change? Instead of sitting at 130k DPS average, on a target dummy without flasks or food I hit a burst of 200k DPS, and average over time to about 160k DPS- and I realize I was forgetting to hit Thal'Kiels. More testing needed!

Without Dreadstalkers! I will see how it goes over the next few days but either something is wrong about the guide's recommended talents & rotation, or someone is lying about Demonology being the highest DPS warlock spec for raids. Destro locks were definitely ahead of me when I had the Guide build/rotation.

 

Dreadstalkers are incredibly important for your shard economy! With the improved dreadstalkers, it 's 4 pets for -2 shards - or possibly even no, or +2 shards with the legendary!

That's an 80% damage buff to your demonbolt from a very cheap cast.

 

I personally found that visual queues from addons like weakauras really helped me improve my cast rotation, meaning I wasn't bar watching at all so I could move easily in between casts.

 

Incidentally, why did you have no shards when you had to move? I'm not saying 'preparation is key' at all, but I am saying - Demonwrath lets you cast it while moving....

  • Like 1

Share this post


Link to post
Share on other sites
9 minutes ago, Guest JPax said:

shouldn't the value for crit start to drop after 35%?

Is there a reason it would?

Share this post


Link to post
Share on other sites
Guest JPax
24 minutes ago, Blainie said:

Is there a reason it would?

Theoretically, after 50% crit, the values of crit chance relative to other stats should start to fall, and seeing as our artifact weapon grants 15% bonus crit to our most used skills, it's value should start to relatively fall at 35% (35 + 15 = 50%) critical chance.

 

my reasoning for the 50% mark is that as you improve critical it's value decreases as the relative damage increase as to what you already have reduces:

example being 100 damage at 2x critical damage.

Crit%      Avg. Damage         Relative dps increase % to previous tier

10%         110                            ---

20%         120                            9.09%

30%         130                            8.33..%

40%         140                            7.69%

50%         150                            7.14%

60%         160                            6.66..%

70%         170                            6.25%

80%         180                            5.88%

90%         190                            5.55%     

100%       200                            5.26%

 

 

As you can see, crit loses value the more you have of it, so there should be a sweet spot where crit becomes less or equal in value to mastery.

 

 

 

 

Share this post


Link to post
Share on other sites
Guest JPax
10 minutes ago, Guest JPax said:

Theoretically, after 50% crit, the values of crit chance relative to other stats should start to fall, and seeing as our artifact weapon grants 15% bonus crit to our most used skills, it's value should start to relatively fall at 35% (35 + 15 = 50%) critical chance.

 

my reasoning for the 50% mark is that as you improve critical it's value decreases as the relative damage increase as to what you already have reduces:

example being 100 damage at 2x critical damage.

Crit%      Avg. Damage         Relative dps increase % to previous tier

10%         110                            ---

20%         120                            9.09%

30%         130                            8.33..%

40%         140                            7.69%

50%         150                            7.14%

60%         160                            6.66..%

70%         170                            6.25%

80%         180                            5.88%

90%         190                            5.55%     

100%       200                            5.26%

 

 

As you can see, crit loses value the more you have of it, so there should be a sweet spot where crit becomes less or equal in value to mastery.

 

 

 

 

I mean, in fairness this applies to all of the damage stats, but it's pertinent in this case because crit/mastery are close together in scale, whereas I can see from the value difference that haste will always be our primary stat as Demonology warlocks. The only issue being that Mastery applies to a portion (although the lions share, granted) of our damage, missing out on demonbolt/shadowbolt, doom and Thal'kiel's Consumption.

Share this post


Link to post
Share on other sites
11 minutes ago, Guest JPax said:

Theoretically, after 50% crit, the values of crit chance relative to other stats should start to fall, and seeing as our artifact weapon grants 15% bonus crit to our most used skills, it's value should start to relatively fall at 35% (35 + 15 = 50%) critical chance.

Just now, Guest JPax said:

I mean, in fairness this applies to all of the damage stats, but it's pertinent in this case because crit/mastery are close together in scale, whereas I can see from the value difference that haste will always be our primary stat as Demonology warlocks. The only issue being that Mastery applies to a portion (although the lions share, granted) of our damage, missing out on demonbolt/shadowbolt, doom and Thal'kiel's Consumption.

I'm just letting you know that I've read and seen this, but can't test it right now through sims. I'll do it later today, just need to get on with some other stuff first. Will post updates here later today!

 

Share this post


Link to post
Share on other sites
Guest JPax
7 minutes ago, Blainie said:

I'm just letting you know that I've read and seen this, but can't test it right now through sims. I'll do it later today, just need to get on with some other stuff first. Will post updates here later today!

 

That's not a problem and perfectly understandable! I'm not sure about it now, but simcraft used to post up scale graphs with value which showed when the stats would meet/transpose their relative weighting priority.

  • Like 1

Share this post


Link to post
Share on other sites
Guest JPax

incidentally, I've found similar results as a previous poster, Implosion is doing far too much damage to be ignored, even on single target. Even though dreadstalkers adds 2 more pets into the mix, the cooldown on it doesn't out weigh the massive and regular damage from implosion. The only downside is that it means your peaks with demonbolt and thal'kiel are lower, but although the latter is amazing damage, it's got a 45 second cooldown. That's maybe why I'm leaning towards a soul conduit/implosion build with minimal dreadstalkers. Gotta be more testing. Are you sure that the sim version of implosion isn't taking the damage in the tooltip as it's total damage, when in fact it'd be 4x or more?

Share this post


Link to post
Share on other sites
12 hours ago, Guest JPax said:

incidentally, I've found similar results as a previous poster, Implosion is doing far too much damage to be ignored, even on single target. Even though dreadstalkers adds 2 more pets into the mix, the cooldown on it doesn't out weigh the massive and regular damage from implosion. The only downside is that it means your peaks with demonbolt and thal'kiel are lower, but although the latter is amazing damage, it's got a 45 second cooldown. That's maybe why I'm leaning towards a soul conduit/implosion build with minimal dreadstalkers. Gotta be more testing. Are you sure that the sim version of implosion isn't taking the damage in the tooltip as it's total damage, when in fact it'd be 4x or more?

I can't figure out how to use Implosion if I gaining shard super fast. like if I land a 4 shard hand, then say in like 2 second have 4 shard again. Do I blow up imps after I cast another hand but before that hand lands, or let it land, now given me 8 imps. Then we face the fact that when first 4 about to die, and I need to use Implosion, later 4 go with it, when it not there time. I really wish spell only killed the imps with less then X% remaining. So Imps last 12 seconds, and the spell would only kill imps that have less then 4 second left or even those under two.  

Regarding movement, why is there so much movement and yet we have no way to over come it other then to use Demowrath? that much movement, we should have KJC even if it worked like mages Icy one, where it only gave us to cast one spell per use under X seconds. Either that, or we need some of our stuff to be come instant, or passive/auto. Like I wouldn't mind if Demonic Empowerment was auto applied to any new demons that came in, as long as one demon currently has it. 

So it would work like this. Cast it at the start of the fight, then not have to cast it again. Could even have rules, like if no new demons are summon in X seconds, it turns off and you have to manually cast it again. We just in a super bad spot with all the movement EN requires. and my team as already cleared 7/7N and 1/7H. Yeah I know that very weak, but most members are new to raiding / teaming up.

Share this post


Link to post
Share on other sites
23 hours ago, Guest JPax said:

That's not a problem and perfectly understandable! I'm not sure about it now, but simcraft used to post up scale graphs with value which showed when the stats would meet/transpose their relative weighting priority.

Done some simming. 

Found the following:

It looks like Crit does drop in value around that 35% mark to Vers, but it then rises back above it until you reach around 55% crit, at which point it plummets and Vers takes over.

Haste remains king the entire time. I'd say that your stat priority will fluctuate between these two lists depending on gear level:

Haste > Crit > Vers > Mastery

Haste > Vers >= Crit > Mastery

Given the changes that are about to hit the game, I'm not sure if this will stay true, but for now, it looks like, realistically, crit is still the best second stat until you reach much better levels of gear.

Share this post


Link to post
Share on other sites
17 hours ago, Guest JPax said:

incidentally, I've found similar results as a previous poster, Implosion is doing far too much damage to be ignored, even on single target. Even though dreadstalkers adds 2 more pets into the mix, the cooldown on it doesn't out weigh the massive and regular damage from implosion. The only downside is that it means your peaks with demonbolt and thal'kiel are lower, but although the latter is amazing damage, it's got a 45 second cooldown. That's maybe why I'm leaning towards a soul conduit/implosion build with minimal dreadstalkers. Gotta be more testing. Are you sure that the sim version of implosion isn't taking the damage in the tooltip as it's total damage, when in fact it'd be 4x or more?

For Implosion, I'm yet to complete simulation that supports Implosion doing more damage. It also looks like people in Emerald Nightmare are performing MUCH better with Dreadstalkers, rather than Implosion. This might change with the new update, so will wait for that and Furty's changes to the guide before commenting further.

Share this post


Link to post
Share on other sites

Generic comment being mass posted over the comments threads guys.

We are aware of the changes and our writers are working hard to update the guides to suit what has changed. Currently, there is a lot of work still to be done and it's unlikely that every guide will be up-to-date immediately. Expect a flood of updates over the coming days that will answer all of your questions about what is now best after X change, in time for the reset next week.

Thanks for your understanding and patience.

Share this post


Link to post
Share on other sites
Guest Sandals

So I've learned a lot about the implosion build as I've used it. I don't have logs yet (not sure if/when they will be uploaded by another player), but with the implosion build I got out of the 130k DPS ghetto (sometimes as low as 100k if things go badly, I get a debuff that interrupts my rotation, etc), and now I am charging up to 165-170k DPS with the same gear (approx 840 ilvl).

Here's some tips for implosion players:

1. For single target, you may have read to let the imps go as close to their full duration as possible before using implosion. This is incorrect- the goal of the implosion build is to charge up to 4-5 shards as quickly as possible, use HoG and then blow up the current imps ASAP.

2. You should still use demonic empowerment despite the fact that you aren't keeping the imps out for long and you aren't using dreadstalkers. This keeps it in your rotation for when you use your doomguard, and of course very importantly it buffs your felguards DPS.

3. Don't shy away from Thal'Kiels. Use it as much as possible even though it doesn't generate a shard.

4. Try to keep a 'flavor' spell for each buildup. I usually do my first HoG ASAP, then during the next buildup use my Doomguard, then the next buildup use Thal'Kiels, then if I have time during the next one I'll actually send out some dreadstalkers (but that rarely works out based on fight mechanics).

5. Shadowflame is used to burst up to 4-5 shards during each buildup. Don't use it unwisely because without it you won't have time to use your flavor spells.

 

I'll install whatever logging addon is needed before my raid tonight so maybe I can get more data, but especially with these buffs that should be going into effect (20% to HoG, 15% to implosion and 10% to doom is music to my ears), I am going to try to crack 200k DPS on a boss but we'll see how this works out!

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
×
×
  • Create New...