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>>>5 Little Things<<<Follow

#1 Jun 08 2008 at 12:50 PM Rating: Sub-Default
This is a list of 5 things that warlock should have had somewhere between patch 2.2 and now, but will never see because WoTLK is coming out and they've got "better" plans. IMO the tides are rising, all boats are now higher, but will anything change with the disparity between warlock and our anti-class? -No.

1. Incinerate: Should burn the hell out of anyone in it's path while traveling to it's target. It creeps across the ground, going through people while I'm farming mid-field of WSG like a jerk off, but only burning the one target. boring.

2. Hellfire/Rain O'Fire: Should after casting have a 5-7 second AoE burn enemy targets for 100-200 dmg a tic. Would be great against rogues.
Spot a rogue headed towards you, pop a hellfire, light the ground on fire (freeing you from the channel to be readier), rogues can't as easily stunlock you start to finish.

3. Conflagulate should burst that Immo and hit people standing next to them for a small AoE dmg burst.

4. Soul Fire should return a shard if it kills the fool.

5. All fire spells should be GREEN

Every warlock should agree on at least 1 of these "Little Things" (definitely the GREEN fire!) if you don't then you're not a true warlock (whatever that means) and you should delete your toons, account, credit cards, and possibly yourself.




Edited, Jun 8th 2008 4:54pm by PVPdaily
#2 Jun 08 2008 at 1:03 PM Rating: Default
lol these are only desto. spells accept hellfire which i never use
#3 Jun 08 2008 at 1:09 PM Rating: Default
i would disagree they're "only destro" spells since Conflagulate was the only spell that requires talents in that tree. I use Hell Fire/Rain 'O Fire in BGs constantly to spot stealthers and AoE the **** out of waves of alliance running up in AV and I'm not specc'd for destruction.

If you're full affliction, or full demo, or SL/SL one could still benefit greatly from an adjustment like this.
#4 Jun 08 2008 at 1:44 PM Rating: Default
i am sl/sl in AV i just SoC big alliance mobs. tell you truth, i dont see how you can make warlocks any better without just slapping a God title on us, because we are pretty much at our limit, i almost never die 1vs1 and i survive ganks, only thing is that rogues and hunters get me, not even alliance locks get me(idk why)
#5 Jun 08 2008 at 5:56 PM Rating: Default
You sound leet. o.O!
#6 Jun 08 2008 at 7:13 PM Rating: Default
lol sad part is that i am not, imagine a lock that is..
i love seeing locks that are full S3, and they have 2 sets of lock dots on them and their bar barely goes down..
makes me dream
#7 Jun 08 2008 at 7:17 PM Rating: Default
16 posts
Resillience is the warlock killer. PvP gear in general really. DoTs tick for less, and healers aren't really gimped, so they're pretty damn easy to ignore. And there's almost no burst possibility unless you're really lucky.
#8 Jun 09 2008 at 5:53 AM Rating: Decent
Quote:
Resillience is the warlock killer. PvP gear in general really. DoTs tick for less, and healers aren't really gimped, so they're pretty damn easy to ignore. And there's almost no burst possibility unless you're really lucky.


Which becomes somewhat of the point. In low-end PVP, SL/SL excells at both survivability and damage, but the higher one gets the less and less threatening it is damage wise. Fact is, though, that SL + Fel Armor is still bringing in good HP and since few people spec Penetration, your Resistances from the Puppy hold up nicely.

While Resilience makes you, in damage terms, somewhat of a lesser target (Since killing you takes more effort and you push out less damage than, say, a Warrior or a Huntard). While this seems like a bad thing, it leaves the SL/SL Lock open for his true high-end goals. In a 3v3 or 5v5 CoEx is integral for seperating healers and DPS, a well placed IHoT with coordination can spell certain death for an opposing Warrior/Rogue or Healer, a Felpup plus a Mana Drain can trash an otherwise unbeatable Paladin and force an Innervate from a Druid that wouldn't want to blow it yet. Busting a DPriest's Fear Ward and immediately following it up with another fear often leaves them out of options, and even if they Trinket you can just fear again.

An open Warlock on the field is a very dangerous thing, even when you look at poor damage output (such as SL/SL.) If left alone, a Warlock can find some pretty nasty things to do -- and that's not even including just a SBolt Spam or FDom and whipping out a Succubus.

***************
@ Original Post

1. Yes

2. No, would be OP and potentially bad for CC options/Agro

3. No, we already have a Targeted AE and it's the strongest of it's kind in the game

4. Yes, a lot of things should have the ability to return a shard, but when you get down to it farming a few Shards isn't that big of a deal

5. Maybe through some Destruction or Demonology talent this could be an option - if it was Green all the time it would lose it's cool factor


My own list of things?

1. Warlock Epic Flyer - duh - oh and ya it'd have to be a pain in the *** to get, but that'd just make it cooler.

2. Stronger pet graphics - either have a talent or level bracket system in which new pet graphics take over... having the same Imp from 3 to 70 makes no sense, espeically since there are multiple tBC graphics of Imps that are much cooler - same goes for Voidwalker, Succubus, and Felguard -- the Puppy I'm not so sure about but just adding some armor would make him look cool. This should be the same for Hunters IMHO as well: some sort of armored pet option in the high-end game that adds a stronger look to the pets.

3. Extended duration Enslave Demon - As of now Enslave is either a very short duration and dangerous CC option or a Toy. Some form of enslave which expires as the Warlock's command would allow for much more utility and more options for Warlocks. Obviously this enslave would have limitations, and would 'auto-correct' the demon's stats to be balanced, but would give new graphical options as well as abilities which could add a new level of fun and utility to the whole Demon aspect of Warlocks.

4. Curse of Weakness having a marginal melee "Slow" aka "Increased Time between Melee Attacks" that replaces the currently useless Curse. I understand that this is an old spell and game mechanics have changed a lot since it was useful, but the fact is that this spell is all but a wasted space in my Spellbook and as it is a primary "melee debuff" spell I think it should be given some use again.


Obviously none of this stuff is gonna happen because I posted this here, but just some ideas I had of my own.

#9 Jun 09 2008 at 6:35 AM Rating: Decent
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1,729 posts
They are all Destro Spells though. Granted, one comes from Destro talent, the rest are not Destro Talents, but where are they located in your Spell Book? Under Destruction....therefore, they are all Destro Spells.

Honestly, I don't PvP anymore, but when I did, I never used these Spells, mostly because I was Affliction Spec, and I just hid in the back of a group with the Healers and DoTed everything in sight, HoT if someone came for the Healer/s.

1. Incinerate has too long of a cast time for PvP, Searing Pain is better.

2. AoE in PvP?!?!?! Hellfire should hurts you, PvP is about taking less damage, wtf?

3. Conflag may be useful then, but alot of times, I don't use Immo in PvP because of the cast time.

4. Soul Fire, too long of a cast time to be useful in PvP.

5. Now that would be cool.
#10 Jun 09 2008 at 7:50 AM Rating: Decent
Eh, I disagree pretty strongly about the incinerate and conflagration opinions.

Immolate is a powerful spell and worth the cast time in most situations for a Fire Destro lock in PVP (a rare but volatile thing.) Once a target is Immolated, Incinerate becomes a much more viable option than SBolt or Searing Pain. To pull off any sort of Destro lock in high end PVP you're going to have to settle for taking casting times. If you want instant damage you're going to have to try a Mage.

While speccing for Searing Pain Crit works well (any Fire Lock should have this Talent) the results yield much much lower numbers than Incinerating a Immolated Target. Conflag is an amazing finisher for burst when the target is low => SBurn DCoil Conflag will produce burst damage even a Warrior/Druid will feel. Obviously blowing Conflag before Immolation has run it's coarse is only worthwhile if the target will die from the blast. Searing pain is better at putting pressure on people to blow CDs or for finishing off low-HP targets, especially when assisting other classes. In reality, doing 700-1400 damage isn't that useful. IMHO Searing Pain's best attribute is simply that it has relatively no graphic.

Not many people spec Fire Destruction for PVP, but you can do it as an option for a PVP/PVE option that has some specific purposes and special uses. Using a 21/40 Build is as frail as a Holy Priest without heals, but gives a meaning to the phrase "Glass Cannon." You do NOT want to leave one of these 'bored' on the field of battle. There's no survivability at all to speak of, however you will beat a Mage in focusfire DPS, which is something to speak for.


#11 Jun 09 2008 at 12:34 PM Rating: Decent
How about giving the infernal some spells? >.<
#13 Jun 12 2008 at 4:39 PM Rating: Decent
1. Maybe. It may cause some problems in non-pvp play (pulling mobs, breaking CC, etc), but I guess you could adapt around it. It does make sense though.

2. I think Rain of Fire is nice enough. What I would like to see is something that would make Hellfire useful. Maybe something like a physical push-back (ie it moves an targets it hits directly away from you). Classify it as a movement impairing effect so they can trinket out, and I think it would be actually useful. I originally thought of this for soloing to get a few mobs off you so you could run, but I am not sure how well that would work out to be honest.

3. People complain enough about SoC being OP enough as it is. We don't need another one.

4. Probably, but a full bag of shards is not hard to get.

5. I do think the fire should be a different color, but not green. Most flame is red with yellow accents (and the gradients forming oranges), I would like to see Warlock flame be red with black accents (with gradients of dark red). I think it fits in more with the whole shadowy being that hates life persona.
#14 Jun 12 2008 at 6:27 PM Rating: Decent
Quote:

2. I think Rain of Fire is nice enough. What I would like to see is something that would make Hellfire useful. Maybe something like a physical push-back (ie it moves an targets it hits directly away from you). Classify it as a movement impairing effect so they can trinket out, and I think it would be actually useful. I originally thought of this for soloing to get a few mobs off you so you could run, but I am not sure how well that would work out to be honest.


What is rain of fire good for? The rare shadow resistant pack of mobs that have an aura making Hellfire inviable? The only time I use RoF is when I want to mark out a distance. "40 yards? Oh, yeah. That's just on the far side of the fire and brimstone."
#15 Jun 12 2008 at 10:50 PM Rating: Default
Try it in BGs, or specifically in AV when alliance hit certain choke points.
#16 Jun 12 2008 at 10:51 PM Rating: Default
Quote:
I do think the fire should be a different color, but not green. Most flame is red with yellow accents (and the gradients forming oranges), I would like to see Warlock flame be red with black accents (with gradients of dark red). I think it fits in more with the whole shadowy being that hates life persona.
but all demonic fire in the game is already green. /shrug
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