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WotLK Beta patch notes: Warlock part I

So, the world (and WoW Insider) is alive with the sound of the Wrath of the Lich King beta, and ’s high time that we take a look our favorite commander of evil… the . We’ll want to be sure we understand what’s coming for us, so as not to let anyone think those other evil guys are horning in on our territory. And, yeah, there’s definitely some things changing.

A lot of the changes are a little hard to noggin out — are they meant to be ? Nerfs? Inexplicably different, but not really better or worse? Demonology is certainly getting a thorough shuffle, but ’s hard to say whether ’s good or bad. We’ll more about after the cut. Let’s start with what the first beta patch obviously say, and consider what each item means. Then, in Part II, we’ll start looking each tree individually, with each of its new spells.

Patch Diary from Beta, as of 07/18/

  • Aftermath (Destruction) - Now a -point talent, down from 5.
    Not bad — you get the same bang for fewer bucks. Buff! I can see a lot of solo and applications here, since a point isn’t quite as fully committed as a 5 pointer.. Probably not a make-or-break for in WotLK, but better is better.
  • All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed.
    Thank you, so much. There have always been mods, , and to you manage the demon-training process. But the whole shebang has never been exactly pleasant. One of my favorite things about hitting 70 as my ‘lock was…not having to worry about this any longer. Now, I will know I don’t have to worry about from 70 until 80.

    And, really, this isn’t a huge deal. ’s not like having to hit up a Demon Master every level was some great setback to Warlocks. Annoying, sure. Frustrating to have to take the time out, maybe. This is a Nice-to-Have buff, I guess, though, and I won’t look a gift horse in the mouth.

  • Blood Pact now works raid-wide (not just in party).
    I wonder if this was backhanded love, or just part of the fact that everyone’s aura-like seem to be going raid-wide. Still, this is a good buff for Warlocks. also means that if you have more than one imp-toting lock in a raid, only one of you will have to have out a time.
  • Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point.
    Sure, nice. But ’s also one tier higher in the tree now. I guess that’s worth for a little extra spell hit. If you consider that to-hit rating is usually one of the “must have” to start the Big Boy Content, tucking a few extra points into a talent is pretty nice.
  • Curse of Recklessness will no longer prevent Fear effects, only prevent from fleeing (e.g. low ).
    You can now this on your kill-target, and still fear . Neat, but I’ not sure I was feeling the lack of that ability before now. I’ not sure I’ going to find myself willing to put Recklessness on a or I’ trying to kill, Fear or no Fear.
  • Pact: Tooltip updated to be more consistent with other similar effects.
    Tooltip ! HUGE buff! Okay, I keed. Still, I respect ’s attention to administrivia, as consistency can be important in getting new players into our beloved class.
  • Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat regeneration.
    Not … sure. I tend to run around with Fel Armor. Let’s talk about this a bit more a dot or two down.
  • Demon Skin, Demon Armor and Fel Armor are no longer effects and cannot be dispelled.
    Thank goodness. (Thank badness?) Being in a Battleground, where Hunters are as plentiful as candy on Halloween, I felt like I was rebuffing every time my GCD was available. In light of Arcane Shot’s ability to a buff off me without second thought, this is a welcome upgrade. (Though, I guess, ’s arguable if ’s one we should even need in the first place.)
  • Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%.
    Okay, so — the changes to Demon and Fel Armor are a little strange. I’ not quite sure what to make of — Fel Armor now increases spell damage based on your Spirit. Some of the reasoning for this change probably comes from the spellpower change.

    To sum up, you won’t have “healing” gear and “damage” gear for any longer. ’s all just spellpower now. Your spell type and will determine what kind of bonus, and how much bonus, you get. This means all casters are going to be using the same pieces of gear, basically.

    As a result, many are getting retooled to try and make use of this new dynamic. Since Warlocks will have Spirit on their gear, they need to get some benefit out of . The Fel Armor change makes that happen.

    However, ’s hard to put a lot of context on this change. We don’t know how much Spirit is going to be on this spellpower gear, so the jury has to wait before deciding whether the new Fel Armor is a buff or relative nerf.

  • Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
    Combining two into a single talent is generally good news. Can’t complain here. Definitely a buff.
  • Howl of Terror now costs 15% of base mana.
    I guess, considering how hated Fear spells are, I’ glad still exists. I dunno. ’s a mana-cost change. This could have hurt a lot more when Tap was getting nerfed, but nowadays. . .
  • Improved Curse of Weakness (Affliction) is now “Frailty” - Increases the amount of attack power reduced by your Curse of Weakness spell by /20%, and increases the amount of armor reduced by your Curse of Recklessness by /20%.
    Okay — ’s easy to miss the point of this change if you’re not familiar with Curse of Weakness. The armor reduction is totally a buff, and a new part of the effect. Additionally, when you consider the importance of armor in mitigating Rogues and Warriors in the , this seems to foretell a future of / and / twofers in a 3v3 team. A little more armor penetration makes pairing up with a physical damager pretty keen.

    The attack power reduction, however, is the same as always has been. You’re getting a new effect tacked onto the same old one. Buff!

  • Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier .
    Riiiiiiight. Are Enslave-worthy demons going to be more in Wrath of the Lich King? If not, was really necessary to move deeper in the tree? This is just a confusing change, but will probably make more sense in context as WotLK develops.
  • Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power.
    Again, can’t complain about compressing two into one. This change specifically consolidates the abilities of two pets (Succubus and Imp) into one talent.
  • Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from /8/12/16/20%.
    Nerf! Nerf! There’s no way to make light of a 5% in Shadow Bolt damage. Yeah, -haters will tell me this isn’t a make or break kind of change. And the reasonable chap in me is forced to agree. However, I don’t have to like !
  • Mana Feed: Tooltip updated to be more consistent with other similar effects.
    Consistency, again.
  • Master Demonologist – Felguard (Demonology) - Now increases all damage by 1//3//5%, and reduces all damage done to you by 1//3//5%.
  • Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1//3//5%, and critical hit chance with Fire spells by 1//3//5%.
  • Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1//3//5%, and critical hit chance with Shadow spells by 1//3//5%.
  • Master Demonologist (Demonology) - Most effects have been altered.
    In non-Warlocks are this, Master Demonologist is a mid-tree talent in the Demonology tree. The exact function of the talent depends on which pet you have out. That said, the changes to this talent obviously depend on which pet you have out the time:

    The Imp currently reduces your aggro; in WotLK, ’s going to buff Fire damage and crit chance.

    The Felguard currently damage and your spell resistance; in WotLK, will still buff damage by the same amount. However, instead of giving you spell resistance, the Felguard will give you an overall damage reduction.

    The Felhound is unchanged.

    The Succubus raw damage bonus will be halved in WotLK, but will now also grant you crit chance (similar to the Imp’s new function.)

    I think these changes are just different, and not really good or bad. (Well, the Imp change is good if you have no aggro trouble — and bad, if you do have aggro challenges.) But since Blood Pact now applies to the entire raid, ’s pretty reasonable to think the aggro change removes the last, gauranteed reason everyone would use the Imp in groups.

    Cumulatively, these changes allow a little more customization of playstyle across PvE Warlocks. I do expect that once we theorycraft the “best” pet for Demonology, we’ll all be back to some carbon copying.

  • New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time.
    Okay, this is cool. You use the talented skill to grant an Empowered effect to your demon. When your demon has , can do nifty . The succubus can vanish — removing all movement impairing effects and stuns, only to return 100% . The Voidwalker borrows a from PC tanks — temporarily its own damage and threat by 20%. Our Imps are a little more generic — 20% spell damage and crit chance for the duration. The Felguard Hulks out, and gains 20% haste, breaks all stuns and movement impairing effects, and becomes immune to them. The Felhound just resets all of his cooldowns, sighs a bit, and feels ignored. I don’t yet see the duration for the Empowered effect, but the talent’s cooldown is only 1 minute.
  • New Talent: Eradication (Affliction) - Your Corruption, Siphon and Curse of Agony ticks have a 5//15% chance to increase your spell haste by 20% for 8 . This effect has a second cooldown.
    This is going to be one of those technical skills that require a ’s player to be on the ball, pay attention, and be ready to take advantage of procs. For that reason, we’ll probably see a lot of people ignore Eradication, and a lot of other folks use to almost Overpowered proportions.
  • New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5//15% chance to increase the damage of your Fire spells by % for 6 .
    The first talent named after a raid! Another technical skill — sit up, pay attention, watch for the proc. You’ll also note the interplay here — ’s your Shadow spells buffing your Fire spells.
  • Pyroclasm (Destruction) - Now also includes Conflagrate.
    Cool, buff. Pretty straight forward, throws a little more toolbox into the Destruction kit.
  • Shadowfury (Destruction) - Can now be while moving. Stun duration increased to 3 seconds, up from .
    “Can now be while moving.” We’ve not covered yet, but Link’s effect has been significantly reduced. When Link is no longer part of the mandatory build, will Shadowfury provide additional in the and ? I don’t see becoming any a PvE tool, admittedly. But a stun available every 20 seconds. . . that doesn’t suck, guys.

    A well timed AE stun on a large group ( or 5v5, for example) can give you some extra time to spit out AE damage. This doesn’t read as the next I-WIN button . . but, as the WotLK toolbox develops, isn’t horrible. And again - you can while moving.

  • Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Link is now 15%, down from 20%.
    I admit — I’ an SL/SL faceroller. But I make up by 2v2ing with a , so get off my back. This change hurts me a little. 5% mitigation loss is hardly the end of the world, but when ’s coupled with the loss of bonus damage — I can feel that. However, the talent is now 3rd Tier, which means could simply be a stop on my way, before I go deeper in Destruction or Affliction to pick up Shadowfury or Haunt.
  • Siphon (Affliction): Now also increases the damage of your Drain .
    Woo! This is definitely a welcome buff. Don’t see the ? This now means that we’re able to do a little more damage while refilling our bag o’ souls. Now, the change isn’t going to throw us to the top of the damage meters…but ’s not really meant to. The improved Siphon may mean brief moments of the blue-line-o’-shards isn’t quite so painful.
  • Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1//3%, down from 1//3//5%.
    The patch note is weird. In today’s world, Suppression reduces your target’s chance to resist. In WotLK, instead increases your chance to hit. Additionally, Suppression will reduce the mana cost of your Affliction spells. Since these are patch over the Alpha build, not the live build, the language is a little more clear in that light.

    Between Suppression and Cataclysm packing bonuses to-hit, the path to /grouping may be a little easier for locks. ’ll certainly open up more gear choices for us, since we can lean our itemization toward raw damage.

  • Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5.
    Feh! Feh, I say! Two seconds, not the end of the world. But I do seem to be saying that a whole lot.

So, these are just the patch . ’s important to skim through these changes, since outlines a lot about where are coming and going. In Part of our WotLK Beta for Warlocks, we’ll start looking the actual talent trees and new spells in the new world.


Hungry for more Wrath of the Lich King Beta news? DeathknightWoW has a slew of articles for you now that the NDA has been lifted and the Beta opening up to the public. Keep the site for more class and insights to the changes.

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