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Affliction Warlock Review - Battle for Azeroth Community Opinions
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2018/07/31 시간 00:41
에
Squishei
에 의해 작성됨
Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Affliction Warlock. See if this spec appeals to you in Battle for Azeroth!
We reached out to the Affliction Warlock community to give their thoughts and opinions on the changes and current state of the spec.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Affliction Warlock Guide
.
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
Monday
17:
Assassination
18:
Subtlety
19:
Outlaw
20:
Fury
/
Arms
21:
Ret
/
Windwalker
22:
Feral
/
Enhancement
23:
Havoc
24:
Survival
25:
Beast Mastery
/
Marksmanship
26:
Fire
/
Frost
27:
Arcane
28:
Boomkin
/
Elemental
29:
Demonology
30:
Destruction
/
Affliction
31:
Shadow
1:
Unholy
/
Frost
2:
Holy Paladin
3:
Disc
/
Holy
4:
Restoration Druid
5:
Restoration
/
Mistweaver
6:
Blood
7:
Brewmaster
8:
Guardian
/
Protection Warrior
9:
Vengeance
10:
Protection Paladin
Lock One Stop Shop is the online community for warlocks.
Website
:
https://lockonestopshop.com/
Discord
:
http://discord.gg/blackharvest
Twitter
:
https://twitter.com/lockonestopshop
Small shout out
: The Council of the Black Harvest discord, in conjunction with Lock One Stop Shop will be hosting our first ever podcast Saturday, August 4th, starting at Noon Central US, 6pm CDET.
www.twitch.tv/terrynfred
Terryn
: Frequenter writer for wowhead, and host of the new COTBH podcast. Theory crafter in the COTBH discord.
Gahddo
: Raider in HC - US Burning Legion, writer of the LOSS Affliction guide, and admin of CotBH discord.
Xyronic
: Affliction guide writer for wowhead, <Limit> raider, and general idiot.
Key Changes from Legion
Loss of artifact, means the removal of Reap, Wrath of Consumption, Fatal Echoes and Soul Flame, as well as all the general "Damage Amplifiers".
Moving our filler from a "Drain" ability to
어둠의 화살
. This not necessarily something that everyone will like, but its a flavor thing a lot of warlocks have called for, which is overall a good thing.
Loss of
영혼 흡수
baseline means the ability to shard snipe low health adds is now limited to talents only.
Addition of a baseline cool down:
암흑시선 소환
. When summoned he extends the duration of all dots by 8 seconds and deals bonus damage based on how many dots are out. The duration extending includes both
불안정한 고통
and the level 60 talents.
General baseline spec feel
Good Things:
The addition of
암흑시선 소환
gives affliction a really nice burst window for about 16-20 seconds. This is something that's been significantly lacking in all versions of the spec since MOP. It may be too strong, but we’re still not 100% on that.
The removal of
생명력 흡수
/
영혼 흡수
as our filler will make balancing raid mechanics much nicer in the long run. While it was fun being extraordinarily overpowered and being able to stand in things without the risk of dying, this is a much needed change for the greater balance of the game and the spec overall.
Contagion has been rolled into
불안정한 고통
for 10% damage increase, making it just generally nicer and freeing up more decisions.
어둠의 격노
added back to the spec, and it's a baseline ability. All stuns have been normalized so the 3 second
어둠의 격노
stun is still comparable to all other stuns in the game. The only thing that’s annoying is the cast time, but this is fine for now, but this is a thing that you can plan around.
Bad things:
None of our artifact traits made it to the baseline or talent system after the BFA changeover. There’s not much that can be done, but we were definitely one of the more impacted specs when it comes to the loss of the artifact going into BFA. The loss of Soul Flame specifically is definitely noticed in smaller HP packs, as well the loss of being able to transfer weaker adds into more raw boss damage with Wrath of Consumption and the Reap / Souls mechanic.
영혼 흡수
not being baseline is extremely noticeable in Mythic +, and will be touched on later.
영혼 갈취
is only 7.5% of your max health instead of the 13% that we have been used to with Legion. This is definitely noticeable with how squishy the spec is compared to legion.
Talents
Good
Tier 45 row offers some nice amplification of your toolkit depending on your needs now, since Demonskin doubles the effectiveness of
영혼 갈취
.
사악한 타락
is a great concept, solid utility and decent enough damage.
죄어오는 죽음
provides a solid option to speeding up the spec.
악마의 영혼: 불행
: A solid haste cooldown for us. The GCD change will make swapping to this from Soul Harvest feel a bit strange, but that is a global issue.
유령 출몰
: I was originally against this implementation, but it honestly feels great. Personally I do wish the old heal effect from TBC / WOTLK era was still incorporated, but we can’t have everything.
OK but needs a number tuning:
영혼 흡수
: I am here and there about whether or not DS should be baseline or not, because it would have a massive impact with talents like
죽음의 화살
, and we’re not sure if that's good or bad yet. However,
it is currently a 5% single target Loss from untalented as seen
here
. While this talent is primarily meant for adds, no talent should be a loss from not taking a talent, in any situation, period. It needs to be buffed to 18.75% spell damage per second (~94$% over the duration) to at least be a net 0 from
어둠의 화살
. From here it’s a matter of how many bonus shards per minute should put it above
죽음의 화살
, this number puts it at about 4 bonus shards from adds per minute to be equal.
죽음의 화살
: It’s an excellent idea, but it is currently way overtuned compared to
일몰
, let alone
영혼 흡수
. Unfortunately this is due to the fact that
일몰
scales off of neither Haste or Mastery, and
영혼 흡수
is dealing less damage than
어둠의 화살
as stated above.
씨앗 뿌리기
: This currently flat out doubles the damage of
부패의 씨앗
, which is an absurd power spike.
부패의 씨앗
probably needs to deal more damage baseline and ideally have seed embed seeds with current damage, and then this ups the damage to a third seed.
죄어오는 죽음
: Currently reduces your shard generation rate by 15% to compensate for the 15% faster tick rate of
고통
. It’s something that should be noted to avoid confusion:
죄어오는 죽음
does not actually increase your shard generation. This is a very important thing to leave off of the tooltip and will be incredibly misleading to newer players if it is intended.
The actually bad things:
어둠의 선물
: There are two issues with it right now. Firstly, the duration on all previous versions of this spell, from wow version 1.0 through its removal in MOP had a duration of 12 seconds. There is a very important reason for this, and the current 10 second duration means you’re literally forced to cast it every 5 GCDs or it falls off. Those extra 2 seconds really mean a lot for a dot class, especially in multi dot situations. Secondly, this is a second “Maintenance Debuff” placed in this row, and a much weaker one at that. This talent should really just be made baseline and with a 12 second duration. This both helps tune the affliction single target better to keep this spell in mind, removes this scenario of 2 “Maintenance Debuff” spells on the same row.
완전한 부패
: Say hello to the balancing nightmare of this spec. Currently, it’s always better than
고통의 몸부림
because of the GCDs you save not refreshing
부패
. It caused issues for all of Legion, and it will continue to until it's removed and replaced.
흑마법서: 희생
: While it’s super nice that we can actually use
악마 조종
again, the talent itself is just weak, especially when compared to
유령 출몰
.
일몰
: Numerically bad, and highly unimpactful gameplay. The current talent does not scale off of haste, which causes the scaling problems we are seeing with prepatch, and these will resurface by the end of the first tier of raiding. If it were to be switch to hasted RPPM, and buffed to 4 rppm with 100% increased damage, it should sit within 2-3% behind
죽음의 화살
, and gives better mobility than either option.
We have a lot of ideas for things to replace
어둠의 선물
going baseline. These are all ideas that are relatively fleshed out (outside of numbers) that would provide solid single target improvement to the spec, as well as change the gameplay up.
Soul Rip:
Drains the target, causing x% of all dot damage to be replicated on this target 20 second cd.
2 casts. First cast inhales all dots around you (but not removing), the second cast is a channel that replicates all dots on the target while you are channeling for full damage.
These are two separate implementations of the idea. This would just be a channeled havoc, that when active, will replicate all dot damage (not dot effects / procs like shards) onto the target you are channeling on. This number would have to be tuned down a lot, but lets you bring some extra focus damage to an encounter where you have a lot of multidotting going on. This also allows the affliction warlock to have some semblance of add burst through a talent.
Soul Sap
:
Your
어둠의 화살
progresses the duration of your
부패
by 4 seconds (
영혼 흡수
: 2 seconds).
부패
has a higher DPET than
어둠의 화살
so spending more time using
부패
is a good thing.
Grimoire of Supremacy:
While
암흑시선 소환
is active, your
어둠의 화살
increases the duration of all dots by 1 second. Half duration for
영혼 흡수
.
While your
암흑시선 소환
is active, your
어둠의 화살
s cause the
암흑시선 소환
to amplify the damage of all dots on its target by 5% per
어둠의 화살
cast, lasting for 10 seconds.
Numbers for these ideas can be tuned to make sure things aren't overturned, but its the effects that we are after, the concepts are based on Destruction’s Grimoire of Supremacy.
Final thoughts and other Issues:
Pet Survivability: Tank pets (including Demo's Felguard) are insanely squishy right now, mostly now due to
영혼 갈취
's reduced effectiveness. A possible fix is to have
영혼 갈취
double in effectiveness on pets to allow it to not die whenever more than 1 mob is pulled at later levels.
The
고통
shard formula has changed from Legion and we would love for any devs reading this to please share how it has changed.
There is one other issue that's been brought up in a few discussions that needs to be touched on and that's our PVP utility spells. Between
공포
and Drain a warlock can very rapidly OOM themselves in a situation literally 0 caster is in. 15% mana for
공포
vs 4% mana for a mage to sheep is pretty ridiculous when the base mana regen is the same for the two classes. It may be almost necessary that manatap at least come back as a pvp talent to allow the warlock to maintain CC and
생명력 흡수
, but a smarter maneuver is to reduce the outlandish cost on these CC spells.
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