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Demonic Circle (!)Follow

#1 Feb 20 2009 at 11:38 AM Rating: Decent
Demonic Circle/Teleport is probably my new favourite spell. I had it a short time, and it has already saved my undead hide a lot.
My impression with it's current mechanics is that the spell is not finished. DC is very limited, even within its intended use. I have some suggestions that should make it better, allowing us to explore its use while not being over-powered.
Does anyone else raid often, and make use of Demonic Teleport? If so, are there any possible abuses that might arise out of my suggestions?

40 yards is not enough. I have to anticipate where I might need to teleport, so when in PVP, that is highly impractical. Do I just mark a new spot every 40 yards while I run to where I need to be, or am I just supposed to hang within that area until I need to refresh it?
My suggestion is to increase the range to 60-100 yards. If Blizzard has no plans to do that, then a glyph with some similar function would work for me. We all probably want unlimited range, however 100 yards seems to work within the current limitations of the spell, as I do not think Blizzard wants us to be too much like mages. A cool-down on Demonic Circle itself might even balance a larger range, so that we get more freedom without popping all over the map to avoid being killed.

A 6 minute buff is really strange. Why do I need to stand in the same small area for that long just to be able to teleport? The buff disappears when I die, yet the marked spot remains.
IF we are to continue with the short range, then the buff should last as long as I live. I do not see how there could be much abuse if the buff does not expire, with such a limited range already.
#2 Feb 20 2009 at 12:00 PM Rating: Decent
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40 yrds is enough, it's double that of any other classes 'blink/escape' spell already. it's a defensive spell primarily and it's incredibly powerful when defending anything in pvp or escaping in arena, both times you're unlikely to move from the 40 yrd range. i'll agree it's fairly underpowered when you're jumped in the world or running around a BG and no, you shouldn't constantly put up new circles.. just make sure it's the first thing you cast when you're jumped (though i'd love it if it had a 10-20yrd targetable range instead (and instant cast) that way it'd have more viability in world and offensive bg pvp)

in terms of a buff... i've always thought it should have a pet summoning speed increase, so making pets more useful in pvp and easier to get back out if lost in pve, but you don't want any larger a buff as then you restrict a warlocks movement to being stationary. Finally I think our pets should teleport with us too.. it'll make pet control easier and more tactical as well as meaning we loose our pets less due to them running to take stupid routes to us


Edited, Feb 20th 2009 3:01pm by Jenovaomega
#3 Feb 20 2009 at 1:10 PM Rating: Default
The thing with Blink, is that it can be done twice as much as ours, and it does not have to be planned as carefully to work well. Dont they also get to use it more often than 15 seconds, if they're Arcane? Our trade-off is that we can do it outside of our line of sight.

Pets not moving with us was something I also thought was strange. Dont have much a suggestion for that, because it's not really an issue yet. Raiding warlocks would probably want their minions to teleport with them, to avoid getting destroyed.
If my felguard could teleport with me, then that would make more chances to use Intercept.

I think they could replace Master Summoner with something to do with Demonic Circle/Teleport, since Fel Domination is pretty much better. Some kind of pet buff, like you said. I would prefer a larger range or to be able to teleport more often.
#4 Feb 20 2009 at 1:39 PM Rating: Decent
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2,754 posts
honestly the range is fine, and the fact that it works through walls gives a massive advantage over any other classes 'escape' spell. i'd be nice if the CD was able to be talented/glyphed down to 20-25 seconds though or glyph it to break stuns...
#5 Feb 22 2009 at 5:34 PM Rating: Decent
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Quote:
The thing with Blink, is that it can be done twice as much as ours, and it does not have to be planned as carefully to work well. Dont they also get to use it more often than 15 seconds, if they're Arcane? Our trade-off is that we can do it outside of our line of sight.



A. Blink is one of the most glitchy spells in the game. Half the time you don't move at all, and th other 49% of the time you are transported BACKWARDS (often INTO whatever you want to avoid).

B. Blink DOES need to be planned carefully. You need to make sure you are angled into empty space, or you will stop at a wall, and there cannot be ANY obstacles (including small stupid things like elevation changes or steps). Too bad a stick was in the way and now you're dead...

C. There is no way (that I know of) to reduce the CD.

D. You cannot really escape combat with this, just snares. It's other big PvP use is to get out of melee range. A Warlock, on the other hand, can get 40 feet away (or less, but out of the player's LoS).


The only REAL advantage Blink has is faster travel when you cannot mount or it is too short a distance to do so.
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#6 Feb 23 2009 at 11:20 AM Rating: Decent
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You cannot really escape combat with this, just snares. It's other big PvP use is to get out of melee range. A Warlock, on the other hand, can get 40 feet away (or less, but out of the player's LoS).

I have not been able to break from combat, and I dont think it would ever do that unless our minions teleport with us. Could it do that currently, if one does not have a minion?
We should also be able to disengage from being targeted, at least if we move out of their line of sight, similar to Feign Death.
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