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by Aleph, Level 16
Last updated at July 31, 2007, 12:13 am


After 40 games of 2v2 last week above 2k rating on Bloodlust battlegroup, my
partner and I had faced 36 Warlock teams. I just wrote this off as a fluke, but
the next day we played more and encountered a similar number of Warlock
teams.  Even as a Warlock myself, this was ridiculously annoying.  I
want variety.  I want to develop some new strategies versus other comps besides
Warlock/Healer.  It is simply too difficult for many skilled players of other
classes to rank above these comps.  Changes are coming, my fellow
Warlocks, make my words.  This blog is to outline the three changes that I
feel are necessary to bring Warlocks back down to equal footing with the other
classes.



 



1: Resilience affected by DoT damage.



This is already happening, whether you like it or not. DoT's are extremely
overpowered in their current state because top geared teams have wasted
Resilience stats on their gear versus DoT classes. Other DPS classes are severely
damaged by Resil, but Warlocks have felt no pain from this yet. It is
absolutely a necessary change.  Warlocks shouldn't fret too much about
this anyway because along with 2.2 nerf comes the buff of no gear swapping
inside the Arena.  If you Warlocks haven't faced the new PvE shadow resist
gear yet, you have no idea how annoying it can be.  A Paladin (Renew
<Insomnia>!) resisted 80% of my spells in an arena, and we lost
miserably.



 



2. Drain Life/Siphon Life affected by Mortal Strike/Wounding
Poison.



Anymore, as 24/37, I can beat many lower geared players with 100% hp
remaining. Drains are too powerful with the gross amount of +spell damage that
most top level Warlocks have now. Drain Life can also be difficult to interrupt
with FelCon talent and Siphon Life can't be interrupted, so it is difficult for
any class to counter them. I feel that these two abilities are overpowered in
their current form, but Drain Life is an essential part of Warlock play style
not just for the healing, but also the damage. So I feel the best fix is to
make MS/Wounding affect the healing received by the Warlock, but not the damage
inflicted. This will give comps including Rogues and Warriors more of an
advantage over Warlocks, and at least allow a few more classes to push their
way into the top ranks.





3. LOS check on Drain abilities.



Many 2v2 fights turn into endurance battles, and Warlocks are kings of
endurance with Life Tap, Soul Link, and a Healer. Warlock/Healer teams can
outlast almost every other comp out there. Part of the reason they are so
strong is that channeled abilities can drain mana/life out of LOS. With an LOS
check before every tick of drain, a healer could have much better survivability
and mana efficiency. I once had a fight where my teammate's (Priest), at 100%
life 60% mana, was defeated by a Warlock at 20% life 10% mana. The Warlock
would simply DoT and Drain, and the Priest could not use LOS to effectively
kite the Warlock.



 



Let's face it Warlocks, we are imbalanced in small scale PvP.  I feel
that these three changes would still allow Warlocks to be very powerful and
useful, but not as "God-mode" as they currently are.  I really
do want to play against some other class comps in arena!  If you feel differently or have other ideas,
toss ‘em out in the comments, and we’ll talk it out.  Thanks for taking the time to read!



 



Aleph



<T A O>



Tichondrius



 

     
24 comments
Kevzz
Kevzz Jul 31, 2007 at 12:21 am
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wow warlocks are fine, stop crying.
shindofivezorz
shindofivezorz Jul 31, 2007 at 12:21 am
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these are all good.  xcept I came up w/ the MS/wound idea on drains first.
Aleph
Aleph Jul 31, 2007 at 12:30 am
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Haha actually Warlocks have been discussing this for a while.  About every person I talked to in-game for the last month has mentioned this needs to be changed.
J Benji
J Benji Jul 31, 2007 at 12:22 am
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Good post.
 Personally i feel reducing FelCon to 50% and lowering the coeff from spell dmg a little would balance it right out, as well as the LOS change.
Aleph
Aleph Jul 31, 2007 at 12:31 am
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I agree with this possible solution, too. This is also probably a little easier to implement, so I could see this going Live.

Good thought, thanks for contributing~
Hexd
Hexd Jul 31, 2007 at 12:25 am
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Mathia
Mathia Jul 31, 2007 at 12:25 am
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I'm pretty sure all of those changes would get rid of the "ezmode"ness of the 27/34 spec.
Kevzz
Kevzz Jul 31, 2007 at 12:33 am
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oh btw i was just being sarcastic.  warlocks need to stop having infinite mana sometime in the near future or this game is just going to get worse and worse.
Aleph
Aleph Jul 31, 2007 at 12:41 am
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The Warlock class is designed around stacking Stamina and not needing Intellect.  A change to Life Tap could greatly affect Warlocks.  I'd rather see these changes go Live first, and see how things work out.  If more is still needed, I could see lowering the spell dmg coeff a bit.  SL Warlocks just have a LOT of spell dmg anymore.  You can see the effects in Life Tap and Drain Life.
Aleph
Aleph Jul 31, 2007 at 12:59 am
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My friend and guildmate, Idejder, suggested this.  I'm not a fan because drains are very unreliable on when they break.  It can be very frustrating if you don't get a tick, and then couldn't cast them again for 5-10 seconds.  Anything beyond a 3 second cooldown, I feel could severely damage the class.
Spoh
Spoh Jul 31, 2007 at 2:01 am
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You're crazy. MANA DRAIN = BALANCED.
Thrict
Thrict Jul 31, 2007 at 2:32 am
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I agree that these changes would help balance warlocks without making them too weak.
KONI
KONI Jul 31, 2007 at 2:37 am
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I recently started playing battlegrounds with a leftover lvl 70 warlock someone didn't need anymore and he has exceptionally bad gear, mostly greens and some blues, He's sitting at around 6.5k Health, 0 resilience and 600 spell damage. I have a lot of experience with other characters in battlegrounds and it's amazing how easy I can destroy most classes, even if they have arena gear. If I'm getting the jump on a warrior, with Amplified CoA, siphon life and corrpution, most of the time it's enough to just stand there and chain drain life.

I'm planing on hitting the arenas as soon as I have all the battleground items around there and I'm hoping that the competition gets a little tougher, at the moment it's a joke really. When I'm engaging a full arena gear mage that doesn't have cold snap ready, it's a 90% win for me and most of the time I end the fight with full health left.
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