Warlock Changes coming
#1
--> Clicky!
"Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." -- Friedrich von Schiller
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#2
No comments? I guess we don't have enough warlock players here. I helped a warlock and his guildmates farm the elite demons in the southwestern part of the Blasted Lands to get his book that showed him how to enslave a doomguard. I hope that the changes mentioned in the post linked to above will make it so that warlocks will be more willing to use infernals and doomguards as more than just showoff pets and instead use them while actually adventuring. Here's hoping.
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#3
MongoJerry,Mar 4 2005, 01:12 AM Wrote:.I hope that the changes mentioned in the post linked to above will make it so that warlocks will be more willing to use infernals and doomguards as more than just showoff pets and instead use them while actually adventuring.  Here's hoping.
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I like the promises... but I'm one of the jaded blizzard property renters. Lots of promises, but won't happen until its in my bloodthirsty orc hands.

I found out Pryoclasm (gives chance to stun for hellfire/rain of fire channeled AoE spells) is completely broken. Just doesn't work. Spellstone/Firestones are extremely marginal. Ok. That's suitable for me. Make them halfway useful? Maybe. I'd like to see that. Might actually give a reason to improve spellstone creation time. IIRC, improved healthstone was also broken last time I used it. It wouldn't give improved stones, just regular, to friends.
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#4
Drasca,Mar 4 2005, 01:11 AM Wrote:IIRC, improved healthstone was also broken last time I used it. It wouldn't give improved stones, just regular, to friends.
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Still does that, yes.

As to the other changes, I don't have any warlock up to decent levels yet so I just don't know how much of a pain in the rear it is or isn't and now much the changes will help. Besides, I just don't see those changes happening anytime soon. I'm too used to blizzard taking their own sweet time with things and there's no use in getting all worked up about something that isn't even guaranteed to be in the next patch; just sometime down the road.
Intolerant monkey.
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#5
As one of the few warlocks here, I suppose I should comment on this. Most warlocks (especially PvP) are disappointed by this post by Blizzard. We have concerns over shards (can't get any in PvP/raid situations, take up tons of room) and high end pets being weak, none of which were addressed by this. Making the spell/fire stones better is a good thing (as they are almost entirely unused), but not what warlocks are hoping for and usually only spellstones are used to absorb magic in duels/pvp scenarios against other casters. I'm not using the high level pets yet (level 46), but they aren't used much for adventuring due to the risk being high (which is fine), but the rewards are low. Though enslave demon will be fixed (dispells no longer work) to a certain extent, most warlocks are underwhelmed by their power when enslaved.

It is nice to get some buffs/fixes, but the biggest issues weren't really addressed here.

Drasca,Mar 4 2005, 12:11 AM Wrote:I like the promises... but I'm one of the jaded blizzard property renters. Lots of promises, but won't happen until its in my bloodthirsty orc hands.

I found out Pryoclasm (gives chance to stun for hellfire/rain of fire channeled AoE spells) is completely broken. Just doesn't work. Spellstone/Firestones are extremely marginal. Ok. That's suitable for me. Make them halfway useful? Maybe. I'd like to see that. Might actually give a reason to improve spellstone creation time. IIRC, improved healthstone was also broken last time I used it. It wouldn't give improved stones, just regular, to friends.
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I just found out about Pyroclasm as well, after burning the 2 talent points on it as it seemed like a great addition to rain of fire and hellfire but I was already planning respec, so I'll be sure to not pick it up.

I'll test out the improved healthstones tonight. I know they work properly for me, but was unaware of any issues with party members not getting the benefit and never asked how much they were getting in return. As tonight is my party's instance run night, it will be a perfect time to test it. I'll post my findings in this thread after testing.

However, it should be noted that I LOVE playing a warlock, and I don't really feel like a gimped/broken class. If you don't play a warlock, but have read threads in the warlock forums, you'll get the impression that warlocks are useless/broken, and they aren't. Not perfectly balanced of course, but they are a great solo class, and quite useful in a party.
------------Terenas------------
Dagorthan – Level 85 Blood Knight
Turothan – Level 83 Blood Knight
Sarothan – Level 62 Blood Knight
Durambar – Level 82 Warrior
Strifemourne – Level 80 Death Knight
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#6
My main character is a level 41 warlock. I've been quite happy with the class so far, although I know the two updates of planned changes have disappointed people.

My comments on what I remember of the main planned changes:

- Soul shards. A bag specifically for soul shards has been mentioned as a possibility. Great idea as long as it doesn't take up a bag slot IMO. Getting soul shards in PvP from "honorable" kills is apparently in the pipeline.

- Enslave Demon. Making the spell immunes to dispell effects makes it much more viable in PvP situations. Can't comment on the effectiveness of demon summons yet.

- Spellstone / Hearthstone changes. Still can't see them being too popular until better 1-handed caster weapons start showing up.

Chris
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#7
Icebird,Mar 4 2005, 02:08 PM Wrote:- Soul shards. A bag specifically for soul shards has been mentioned as a possibility. Great idea as long as it doesn't take up a bag slot IMO. Getting soul shards in PvP from "honorable" kills is apparently in the pipeline.
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My biggest Warlock isn't even in his 20's yet, but I still don't see how soul shards are any different than hunter ammo for space. Yeah, hunters get ammo pouches/quivers, but they take up a bag slot. So a hunter loses 6-16 slots just for ammo because they lose a bag slot to it. Most warlocks seem to only carry 5-10 shards. That means they still have more bag space than a hunter, with the ability to get rid of an easily replacable shard to pick something else up. Hunters can only put ammo in an ammo pouch and the attack speed increase of that ammo pouch isn't that huge. Am I missing something here? Is there something at the higher levels that eats up space for a warlock? Shards in PvP of course would be a good thing.

I will be happy when improved healthstones work for party members since they don't get the bonus right now (but they do have a chance to critical heal).

I just can't comment on any of the other warlock changes though.
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It's all just zeroes and ones and duct tape in the end.
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#8
Gnollguy,Mar 4 2005, 02:37 PM Wrote:Am I missing something here?[right][snapback]69766[/snapback][/right]

The difference is that a hunter doesn't have skills which instantly use 200 ammo at once. At a resting period, a Warlock may have to summon a new minion, conjure a soul stone, and conjure a healthstone (or more than one if the party wants them as well). Each of those takes up 1 soul shard, which is one inventory space.

Since healthstones and potions are on separate timers, it only makes sense to have one for an emergency heal (the combo of the two can get you out of some very sticky situations). Thus, when I'm playing my warlock I make sure to conjure them for the whole party.

Factor in the spells which cost a Soul Shard to use, and it can all add up. Blizzard has stated that they want a Warlock to have to make a concious decision about how many shards to carry, but when they're automatically thrown into one's pack along with loot, things can get to be quite a mess.

There are some UI mods out that provide a shard counter, but I've yet to try one.
See you in Town,
-Z
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#9
Gnollguy,Mar 4 2005, 01:37 PM Wrote:My biggest Warlock isn't even in his 20's yet, but I still don't see how soul shards are any different than hunter ammo for space.  Yeah, hunters get ammo pouches/quivers, but they take up a bag slot.  So a hunter loses 6-16 slots just for ammo because they lose a bag slot to it.  Most warlocks seem to only carry 5-10 shards.  That means they still have more bag space than a hunter, with the ability to get rid of an easily replacable shard to pick something else up.  Hunters can only put ammo in an ammo pouch and the attack speed increase of that ammo pouch isn't that huge.  Am I missing something here?  Is there something at the higher levels that eats up space for a warlock?  Shards in PvP of course would be a good thing.

I will be happy when improved healthstones work for party members since they don't get the bonus right now (but they do have a chance to critical heal).

I just can't comment on any of the other warlock changes though.
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The issue with the shards, is that longer battles (mainly PvP and raiding) burn through your shards rather quickly, so you need to stock up like crazy for a raid, since you won't get any during the fight like you can PvE.

What I see differently about soul shard and hunter ammo is the amount of use you get out of each. A six slot ammo bag yields 1200 shots, a 6 slot bag of shards yields 6 uses. There is a good comparison here, as obviously 20 hunter shots in a fight isn't unheard of, but 20 shards being used would take a long, drawn out fight. However, it's pretty easy to burn 4-6 shards in one encounter with a party in an instance. Couple that with Raiding/PvP and you can go through 10 shards in a raid in no time. I could easily go through those in a raid in 5 minutes on shadowburn alone, so health/spell/soulstones and resummoning pets aren't even part of my math here, and that's using shadowburn half as frequently as possible. In PvP situations, that spell (instant cast shadow damage) is one I fire whenever I can, even watching the cooldown timer so I can set it off again. However, I haven't been in longer fights, but in raids where there are corpse recoveries and protracted fighting, you could see how easily one could burn all shards and be hurting. How many hunters burn 10 inventory slots in 5 minutes of fighting? To compare, 200 shots takes 1 inventory slot for a hunter. If a hunter spends the entire battle fighting at range (not too likely) and shoots every 2 seconds burning his ammo as fast as he can, that one slot will last him over 6 and half minutes. If healthstones and summons are all the shards get used on, they won't burn too fast, and that's really where they go on sub-20s warlocks. However, some higher level spells use them as well, and some are for PvP situations, and I think it's clear that a warlock will expend his ammo related inventory slots at a rate that far exceeds a hunter.

I don't do PvP, so this isn't an issue with me. I have only been tight on soulshards, never out, and only really anxious about it once. I also like the fact that I can destroy shards to get more loot to sell, so I prefer no special bags, but having them stack to 2 or 3 at the most should address the issue nicely. They do need to get shards in PvP, but who knows when that will happen as the honorable system will have to be done first, and that is down the road. Again, not an issue for me, but I can see the point of my fellow 'locks.

The post by Eyonix linked to here only addresses spell/fire stones, enslave demon, and upcoming changes to Curse of Agony and Ritual of Doom deaths. The warlock shard bags that were discussed by Icebird are part of an earlier post.

So, after about a month, the latest information about updates addresses only half of one of the most pressing warlock issues. That's why most warlocks are underwhelmed.
------------Terenas------------
Dagorthan – Level 85 Blood Knight
Turothan – Level 83 Blood Knight
Sarothan – Level 62 Blood Knight
Durambar – Level 82 Warrior
Strifemourne – Level 80 Death Knight
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#10
Zarathustra,Mar 4 2005, 04:45 PM Wrote:Since healthstones and potions are on separate timers, it only makes sense to have one for an emergency heal (the combo of the two can get you out of some very sticky situations).  Thus, when I'm playing my warlock I make sure to conjure them for the whole party.[right][snapback]69773[/snapback][/right]

GG and I have learned firsthand just how hard it is to kill a mage/warlock duo thanks to healthstones, potions, and bandages. Pretty darned impressive so far.

Zarathustra,Mar 4 2005, 04:45 PM Wrote:Factor in the spells which cost a Soul Shard to use, and it can all add up.  Blizzard has stated that they want a Warlock to have to make a concious decision about how many shards to carry, but when they're automatically thrown into one's pack along with loot, things can get to be quite a mess.
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GG's warlock isn't big enough for the spells that cost soul shards to use. Come to think of it, my baby warlock is shy of getting them as well. Right now I have one bag dedicated to just shards. Before really adventuring out, I summon voidy (if I need to), create two healthstones and then the next critters we run across get soul drained until that one bag is full (after the rearranging of the shards to put them in that bag). Since I'm still little, it's just a 6 slot bag for the shards. It would be easier if the shards would automatically go into a shard bag, but it'd annoy me if only shards could go into the bag. If blizz would allow them to stack only two high or maybe three high, that would still make warlocks consciously choose how many to carry around, but it would ease some of the space concerns that warlocks have as well. Ah well. I'll still play my warlock anyway. None of the classes are so broken that they are unplayable so I shrug my shoulders and play anyway. :)
Intolerant monkey.
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#11
Ignoring PvP, since I agree that is broken since you can't refill in combat, I still don't see how different it is from an inventory management standpoint which is what I was getting at.

From the descriptions I've seen 16 shards is still pretty much enough, getting them back in PvE is not an big issue, so you are still out as many slots as a hunter (a full bag and the Warlock is still more flexible in the use of those spots). The only real inventory issue seems to be where the shards end-up and getting them in PvP. A shard count would be nice, but since you don't really have to touch the shard to use it, it doesn't really matter where it is, expect for visual organization of the bags.

I fully understand being down to 1 or 2 shards after a rest, but unless getting shards in PvE is a lot harder at higher levels than it is at lower levels you should be able to regen those 5 or 7 shards as you go along and before you need them. Again you don't really have any other inventory issues than a hunter. You just have a different and shorter time framed replenishment mechanism.

So, yes, I understand the other shard issues, especially the PvP one which currently makes inventory a bigger issue, but other than that I still don't see how from an inventory space issue it is any worse or different than a hunter. Warlocks have fewer shards because they can get them back as they go along (baring broken PvP) but they take up as much inventory space as ammo. Ammo has higher numbers becuase you can only replensish from limited town source. PvE Raid areas might be the one area where warlocks lose more space than a hunter because you are burning shards quickly and there aren't as many mobs you can pull them back from.
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It's all just zeroes and ones and duct tape in the end.
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#12
Warning: I ramble on a bit, so just read the first paragraph for the important point.

Gnollguy,Mar 4 2005, 07:27 PM Wrote:From the descriptions I've seen 16 shards is still pretty much enough, getting them back in PvE is not an big issue, so you are still out as many slots as a hunter (a full bag and the Warlock is still more flexible in the use of those spots).  The only real inventory issue seems to be where the shards end-up and getting them in PvP. A shard count would be nice, but since you don't really have to touch the shard to use it, it doesn't really matter where it is, expect for visual organization of the bags.
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There have been a bunch of good points touched upon and i don't really have too much to add that hasn't already been said, but if I'm not mistaken a hunter isn't required to use an ammo bag, you can stack your ammo in regular bags too, the ammo bag just has additional bonuses. So a hunter could theoretically stack as much ammo as they wanted in their sacks, just like a warlock could and then move ammo into an ammo bag to gain the bonus when the bag starts to empty. This would still allow the hunter to carry considerably more shot.

My main is a level 40 'lock and because of my unfamiliarity with later game and soloing a large portion of the time I've missed many instances and I'm still questing in areas slightly below me. This poses a problem as only about one third of the mobs in the areas I'm currently questing are capable of giving stones. (This will soon change as i'm ready to move on, but could still pose problems.) I've also neglected purchasing the firestone/spellstone spells as they didn't really seem useful to me as I haven't come across any decent one-hand caster weapons.

I've not really used any of the regular spells that require soulshards as I prefer to leave inventory space available for drops and soloing a majority of the time means that I'm going to be using my healthstone and re-summoning my minion through normal questing, sometimes against lower level mobs that swarm me but don't allow me to Drain Soul to replace a used shard.

Once again these are somewhat unique scenarios as I'm still in a low area for my 'lock, but I'm sure there are others who might find themselves in a similar scenario and would benefit from a stacking of 2 or 3 shards. When I went to RfK recently to do quests I had neglected, I started off with a full bag of 14 shards. Towards the end of the instance I had used about half of them and tossed most of the rest to pick up drops. At the end of the run I had only 2 shards left, soulstone on our healer was going to be up in less than a minute and I had no healthstone left and my VW had just died. All of this was due to a bad pull situation. I was pleased to see a minor boss that actually would yield a shard so that I would have enough to get myself back to a level ground. So I guess what I'm trying to say is that shard stacking for instances would also be very beneficial.
Currently enjoying liberating the land of Sanctuary

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Stormrage - US (Inactive)
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#13
Gnollguy,Mar 4 2005, 06:27 PM Wrote:getting them back in PvE is not an big issue([right][snapback]69777[/snapback][/right]

Completely wrong. Moreso as you'll level to higher and higher levels where most to almost all enemies do not count toward soul shard creation. No exp gain = no soul shard. Out of shards... is a common issue. Imagine a warrior's rage, or a rogue's combo points somehow saved in inventory space, but only if they gain exp from the enemy. So.. this immediately discounts raid events and PvP. . . which is busted in terms of soul shards for warlocks.

You can always buy ammo, generate rage, combo points, but not shards. Out of shards is the story of every high level warlock's life.

In low level area? Want to summon your friends, or something else cool, but out of shards? Out of luck.

Low level warlocks do not have this problem, because most mobs are higher level, will give exp and soul shard when drained.

What'll you do when you're out of ammo, and the only way to get more ammo (which per prepared battle will take anywhere from 3 to 7 slots minimum) is to kill enemies at or above your own level in a non-raid environment? Only need 16 shards harumph. If I'm the only warlock in a raid... then I'll need 1 shard per person summoned to raid, + 1 shard per person per battle needing to use healthstone, +1 shard per pet summoning, + 1 shard per half hour for soulstone, + if I use shadowburn, which burns a shard. That can easily take up ALL the inventory space and more. Can you say the same for hunter? If its an inventory management problem, then the warlock's space management problem is magnified far beyond a hunter's ammo personal shooting use.

The so called promised fixes are red herrings. Throw us a bone and expect me to lap-dog happily? Uh uh. I want prime rib.

I love my warlock in spite of these extremes. He has powers that are unique and fearsome to him. He's accomplished feats astonishing to his fellow warrior guildmates. He can control the pace of the battle and how he wants to fight. Just last night while playing on his PvP server, he was jumped by 3 alliance. He seduced the higher +3 level paladin, alternated running curse and fear the hunter + warrior, and instant shadowbolt-ed on the run killing both hunter and warrior when a 'shadow trance' came by from nightfall. Once the paladin broke seduce, he made it a kiting running instant curse battle, not letting the paladin use her melee speciality abilities. Wore her down and finished her with combination of constant fear, kiting curses and running shadowbolts. 3 on 1 and my warlock not only lived, but completely turned the tide of battle. DPS didn't mean jack when no damage was could be done. I love that about my warlock.

Squishy, but his abilities are amazing.
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#14
As I've said my warlock is not big, but you get exp for things up to 5 or 6 levels below you (I can't recall exactly which). My L11 warlock can get shards off of L5-6's and my L37 warrior gets exp for things that are 31 or 32.

You also keep pointing to the things that I have admitted are exceptions. Raids and PvP (and even in raids you get exp for things that 6 level below you and up at least in the 2 raids I've been in I have). I never said those weren't problems. You point to things that you do not need to do to gain exp and level (summoning friends, which is a convience). Maybe I'm wrong and that is all high level Warlocks do. I'd also think a raid with just one warlock is probably not well planned, and if that is the case then maybe not everyone gets a health stone. I'm also not saying that nothing needs to be done but hunters have inventory space issues as well.

What does my hunter do when out of ammo (and it has happened), well I use melee and kill more slowly, I bounce aggro around with my pet and use a bandage to stay alive long enough, drink potions, etc. What would I do as a warlock? Summon my imp, use my mana to cast damage and fear spells to buy time for bandages and get a shard then get my better pet to be able to more easily get shards. Of course if I have a friend around I let them help me and just cast the spell to tap it for tha shard at the end. Yeah, my biggest chars are in the 30's, a hunter, a warrior, and a druid. Every one of them can solo mobs 2 levels higher than them. All of my low level chars, including my L11 warlock can solo a mob 2 levels higher than them. But I'll concede the point that things might change a lot above L40 simply because I haven't gotten there.

Questing where you don't get exp for a kill is a choice, you don't have to do it. I've abondoned quests that have decent rewards because I over leveled before doing them. Oh well my loss. Yes, with a warlock it limits what they can do moreso than for another class, but if you are that over leveled how critical is it to have all the extra health stones on hand and use all your spells that take shards all the time? Even against elites being +5 is a pretty big deal.

How unblanced are things going to be if you can carry around a hundred shards easily? If you get stacks of 3 that's only 2+ bags worth (with big bags). Now you can summon at will and use shards constantly and later on just go with a few friends to an area with -4-6 mobs and load up again. OK, so just 2 to a stack, so you are at 40 shards real easy (just 2 10 slot bags for that) and 64 pretty probably. If most warlocks seem to be able to manage non special events with 16 or 20 right now what does that do? How much of the "the warlock is for more advanced players" and the decisions on what skills to use have you taken away?

So, now you are down to only allowing them to stack in a special bag (which will be fun extra coding and bug testing because there is no such mechanism in the game now). 2 per slot, say a 10 slot soul shard bag is easy to get, 16 can be had. So you can just have 20-32 all the time no worries (just like a hunter and his ammo now for space) and extra if you feel you need it like a hunter with ammo again. But you are still drastically reducing the amount of inventory needed compared to what 20 to 32 shards is now. And again, it seems that for most PvE stuff you don't need that many now. As mentioned numerous times PvP is broken for shards and Raids have some issues that I'm not fully convinced are as bad as you are saying. How does this translate to if you can put shard bags in bank slots (like you can do with ammo pouches)? Will farming -5's and filling some banks spots with shards for later pretty much invalidate needing to make any decisions later on about them?

What if shards can only go in a shard bag? Would that work? Bigger bags for higher levels and maybe even bags that allow higher stacks? Where do you need to stop? You keep saying the number of shards that I've heard that most carry (5-16) is wrong. So how many shards do you need to carry for 90% of the content of the game? How do you fix it? Since you keep going back to problems with aquiring shards, which does relate to space to store them if it really is that hard to get them, when I keep trying to make a point about consumed inventory space, how many do you need?

How many of these space issues are fixed by fixing the way in which you get shards (which is what I have been getting at or meaning to if I haven't). I'm still convinced that inventory isn't significantly different from a hunter in 90% of what you do in the PvE game. If they fix PvP so you can get shards (and I don't see why it has to wait for honor, if the thing is -5 levels or higher you can get a shard just like PvE, even an unfair fight against a person 5 levels below you is going to be harder than a mob 5 levels below you), so now you don't have to carry as many for that. Non PvP raid events now seem to be the only issue for space (because remember by putting on an ammo pouch which pretty much all hunters do for the bonus they give up up to 16 inventory slots for other things).

How do you fix it without breaking everything else? I've been a bit stubborn on some of this because there is so much crying about "this class is so gimped!" for every class when really the problems aren't that bad, but people will blow little nits into huge issues because that is the way people are. Most changes people propose would break so many other things or put in so many exploits. We know, and you have said, that even with this shard issue warlocks are still damn tough and really cool, so how broken is it really? How much of it is broken and how much of it is not wanting to have to make a choice about what to do?

I'm not out to say that warlocks have no issues with space, it seems people are taking me that way though. I did say I didn't see how it was different than it was for hunters from a inventory space side and I've been shown some areas where it is different. I know, and I never pretended otherwise, that it's harder to acquire shards than ammo but it still, except in some cases, isn't all that hard to get shards. It does seem to be hard in some cases in higher level content to be able to replenish shards as needed. That still doesn't mean you need more space to carry shards, it means they need to fix it so you can replenish as you go like you can easily do in lower level areas.

Anyway if what I was trying to convey hasn't gotten across yet, then it won't be tonight, this is all the better my grasp of the English language can do. Though it's clear to me my earlier posts failed at this based on the responses.
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It's all just zeroes and ones and duct tape in the end.
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#15
MongoJerry,Mar 3 2005, 11:12 PM Wrote:No comments?  I guess we don't have enough warlock players here.  I helped a warlock and his guildmates farm the elite demons in the southwestern part of the Blasted Lands to get his book that showed him how to enslave a doomguard.  I hope that the changes mentioned in the post linked to above will make it so that warlocks will be more willing to use infernals and doomguards as more than just showoff pets and instead use them while actually adventuring.  Here's hoping.
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One of the problems with the using the high end Demons is how long Enslave lasts. With Curse of Shadows first being cast, you get 5 minutes for the mob, then you have to re-enslave. The problem is, as you enslave more and more, you get a diminishing returns on how long the enslave lasts even with Curse of Shadows being up on the demon. This necessitates the need to use Banish ever so often to reset the timer on Enslave, but even then, eventually after an hour and half, that doesn't even help and the demon again breaks more regularly. In essence, what really needs to be done to make it more viable is to do as Blizzard is doing AND increase the length of time Enslave lasts (probably needs to be doubled or tripled in the case of the two end game pets).
Sith Warriors - They only class that gets a new room added to their ship after leaving Hoth, they get a Brooncloset

Einstein said Everything is Relative.
Heisenberg said Everything is Uncertain.
Therefore, everything is relatively uncertain.
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#16
Drasca,Mar 4 2005, 12:11 AM Wrote:I like the promises... but I'm one of the jaded blizzard property renters. Lots of promises, but won't happen until its in my bloodthirsty orc hands.

I found out Pryoclasm (gives chance to stun for hellfire/rain of fire channeled AoE spells) is completely broken. Just doesn't work. Spellstone/Firestones are extremely marginal. Ok. That's suitable for me. Make them halfway useful? Maybe. I'd like to see that. Might actually give a reason to improve spellstone creation time. IIRC, improved healthstone was also broken last time I used it. It wouldn't give improved stones, just regular, to friends.
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There are lots of broken talents for the Warlock. Most people say that Pyroclasm is off by a decimal place (instead of 26% chance to stun, it's 2.6% chance....it does work cause I have seen the stuns rarely). Also, the Improved Soul Drain effect is broken for the talent, the only way it works is if Soul Drain does the killing damage. Improved Healthstones is broken as well. The Warlock forums actually have a large list of the broken talents and it's like two or three per tree (6 to 10 total broken talents for the Warlock).

There is much that is broken about the Warlock, but there are some things that are a wonder to Behold...take for instance...

5 Talent points to get Improved Shadowbolt
15 Talent points to get Devestations
21 Talent points to get Ruin
Level 44 to get Curse of Shadows
Level 60 for level 9 Shadowbolt
Hearing Rylea grumble when I get a 2k Shadowbolt crit, priceless... :wub:
Sith Warriors - They only class that gets a new room added to their ship after leaving Hoth, they get a Brooncloset

Einstein said Everything is Relative.
Heisenberg said Everything is Uncertain.
Therefore, everything is relatively uncertain.
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#17
Lissa,Mar 4 2005, 10:38 PM Wrote:5 Talent points to get Improved Shadowbolt
15 Talent points to get Devestations
21 Talent points to get Ruin
Level 44 to get Curse of Shadows
Level 60 for level 9 Shadowbolt
Hearing Rylea grumble when I get a 2k Shadowbolt crit, priceless...  :wub:
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I would trade the entire Frost and Fire tree to have some of the effects you get in Destruction. Devastation and Ruin are two of the most ridiculously powerful talents in the game, compared to the mage equivalents of Arcane Instability and Ice Shards/Ignite.

Warlocks' shadowbolts crit regularly in the 1500-2000 range. Mages' fireballs crit somewhere in the 950-980 range.

Hmmm....

*keeps grumbling*
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#18
Skandranon,Mar 5 2005, 12:54 AM Wrote:*keeps grumbling*
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Hehe, further teasing: Add the curse of elements/curse of shadows in effect to reduce resistence to spells for even bigger damage (or to achieve that big damage). Criticial for big damage... and with nightfall instant shadowbolt(s) cast on the run. Sometimes I've gotten 4 shadowbolts in a row. . . and almost 5.

Entirely possible to get nightfall for instant shadowbolts every so often, and also Ruin.

I love my warlock. He's gimped over in several areas but extremely cool in others.
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#19
Drasca,Mar 4 2005, 02:11 AM Wrote:I found out Pryoclasm (gives chance to stun for hellfire/rain of fire channeled AoE spells) is completely broken. Just doesn't work.
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Pyroclasm seems to be working fine. I was grouped with a warlock for the quest Scrimshank Redemption in Tanaris, which involves fighting lots of Silithid Swarmer-type mobs. To deal with the tiny swarms, he used Rain of Fire often, and one time it stunned one of the mobs (I saw both the stun and the Pyroclasm symbol under it's name).

Arnath
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#20
Arnath,Mar 6 2005, 05:26 PM Wrote:Pyroclasm seems to be working fine. I was grouped with a warlock for the quest Scrimshank Redemption in Tanaris, which involves fighting lots of Silithid Swarmer-type mobs. To deal with the tiny swarms, he used Rain of Fire often, and one time it stunned one of the mobs (I saw both the stun and the Pyroclasm symbol under it's name).
Arnath
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One time? Only one? I am skeptical. Its supposed to have 10% chance, and there are up to 15 waves. That means stunning average of 1.5 times per hellfire. Is it really that?
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