Hey there guys a few asked me to make a post about what I think of the warlock changes and I think I have write it for the community.

First of all lets take a look at the changes:

  • The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket Silence.
  • Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to Fear the attacker. When cast, the ability has 1 Charge, costs 20% health to activate, and has a 30 second cooldown.
  • Soul Leech now provides an absorption shield instead of healing.
  • Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
  • Kil'jaeden's Cunning is now a passive talent, and its activated ability has been removed.
  • The passive damage from Archimonde's Vengeance no longer has a visual effect.
  • Grimoire of Sacrifice now increases the damage of abilities by 20% (was 25%) for Destruction, and 45% (was 50%) for Affliction.
  • Grimoire of Sacrifice now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
  • Glyph of Burning Embers has been removed, and its effects are now baseline for Destruction Warlocks.
  • Glyph of Soul Shards has been removed, and its effects are now baseline for Affliction Warlocks.
  • New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 50%.
  • New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.

Now I will be the first to say good riddance on blood fear. If you followed me on youtube I made a V Log about blood fear saying how skilless the talent is and easy it was to control the healer with instant 30 yard range fears. My suggestion to blood fear was to reduce casting time of the regular fear by 0.3 to 0.5 seconds which I think is warranted and would create a better window for us to CC yet it is still completely stoppable.

Now before you raise your hands that start shouting about representation of the locks this season compared to cataclysm which believe me is roughly 8x less let me just say a few things. First of all class might not be overpowered in arenas (yes demo had its days with LOL chaos waves and as I said previously good riddance!). I do not think overall class is overpowered - affliction is the squishest of all lock specs and usually gets tunneled down to the ground by any melee / ranged or melee cleaves, destruction while it is tanky has a major problem of getting LOL Bolts off against any good knowledgle team, and as far as demo goes, even though it has lots of instant cast damage they oppose a biggest threat in meta state and if the team saves silences, stuns for when demo pops demon soul then it is usually harmless. Also both demo and destro are missing key feature to be viable - Fear protection from dispell.

This is where Blood fear falls short. It is an amazing CC on a healer as offensive pressure but it is absolutely garbage for peels as dispell is 8 seconds cooldown and any good healer who saves a dispell will keep their team offensive. I will propose a few blood fear changes myself.

The problem arises from the following - removal of demon armor (+30% healing increase) and soul link. Last season affliction locks were trained but the reason why they were more tanky than my DK is because of undispellable earth shield on +30% increased healing lock with 20% damage redirection to the pet. Blood fear was created with the new talent system introduction to help keep the melee off the locks for a decent amount of time to let them get a few of their casts off. Even though dark geren, health stone buff and even sacrificial pact are nice toys they siimply fall short due to the loss of 20% damage mitigation and 20% increased healing intake and blood fear too care of us being consistently trained by any melee.

Let's also not forget siphon life 2% heal that can get up to 2.6% heal with demon armor up 50% of the time corruption ticks. I think it averaged at 1.3% heal per corruption.

Locks also had more control in Cata through having howl and death coil baseline, and it was a really good balance in terms of CCs for all 3 specs - affliction instant howl of terror of 32 sec cd, demo pet stun, and destro shadow fury. Now locks have to lose 1 of their core CCs howl or coil.

We also lost shadow flame which was baseline and was amazing peel as it was AOE 70% snare infront of the lock.

In terms of getting melee off locks - blood fear is an absolutely atrocity, not only melee can offensively pop their AMS, Zerger rage, Cloak of Shadows to keep them from getting feared even for 1 second, it also costs WOOPING 20% HP. I do not think that with current hp levels 82k hp is a warranted cost for a fear.

Here are a few problems I am facing with T4 (60 lvl talents). First of all they cost HP. With blood fear change what we have is mediocre choices on high cost talent tier that is also all over the place. The very first thing I would like to say here is that putting CC on a tree filled with mix and mash talents is usually a really bad idea. It can be either too weak (asphyxiate example) or too strong (shock wave example). And it is really hard to find a happy medium between different utility and CC.

Problems with Unbound Will (1 min trinket) is that it costs HP which makes it useless choice to trinket out of stuns or any CC when lock is being trained as you basically give the enemy team a free execute, it is also too gimmicky as it becomes useless vs dispell protection classes like shadow priests and UA locks because once u use the talent you will get silenced or horrified (i died on my lock first time in season when I unbound will and found out it procs UA, I got hit for 80k UA crit and lost around 75k hp too, in addition was silence to pop my major defensives or port).

Burning rush is also a huge let down because it adds damage to the cleave that is on the lock and because it does not lets us escape from snares we basically still waddle at 75% speed with 2 melee that can charge, grip, shadow step, leap back to us.

**Here are my proposed changes for the LvL 60 Teir 4 talents:


Blood Fear Spot:**
Remove blood fear and give us some sort of the root or give us old shadow flame 70% snare back and put it into this tier where I think it would be a worthy contender of unbound will and could be used to keep melee of our backs and unbound could be used vs spell cleaves that are trying to set up a kill on one of your partners.

OR

Make blood fear cost 10% of your hp become a passive talent and fear the healer when he dispells fear off his teammates for 75% of the fear's duration. So 8 seconds down to 6 on a healer 4 to 1, and 2 to 0.5. This will help both demo and destro to peel for their teammates.

OR

Keep the current changed blood fear
* Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to Fear the attacker. When cast, the ability has 1 Charge, costs 20% health to activate, and has a 30 second cooldown.
But remove HP cost from it.

Burning Rush:
Remove HP cost from the tier and make burning rush a 15 seconds cooldown that also gives a 3 seconds freedom. This will help us greatly vs melee cleaves and let us catch a few spare seconds to get a few casts off and help our healer to catch up on healing.
**
Unbound Will:**
Remove the HP cost increase cooldown to 1.5 minutes.

I am thinking of posting what I wrote so far on WoW forums, but lets keep this on for the blog and lets go into analyzing the changes.

  • Soul Leech now provides an absorption shield instead of healing. - Garbage was, garbage is. For affliction getting haunts off is a huge opportunity between instant sould burn soul swap dot application. Meliphic grasp hits for 3000-5000 damage and 1k a second shield is down right laughable.
    Soul Leech needs to effect all damage off the lock for it to be an effective talent and it might actually make soul link not that useless as it will double dip the shields. For those who think its OP think about it this way it can get up to maximum temp 2nd wind if lock has spread damage on all 3 targets.

  • The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket Silence.
    Good change. Finally blizzard read posts that both the community and I made about removing blanket silences.

  • Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
    Very interesting change. I think we might see locks that run with grim of sac with this talent. For those who do not know you can still use sac pact with no pet up and it will sac your own hp for the shield. So at 400k hp we can sac 100k for 400k bubble for 20 seconds. Effect lowers the more we are getting trained.

  • Kil'jaeden's Cunning is now a passive talent, and its activated ability has been removed.
    Nobody used active ability so it won't affect us anyhow.

  • The passive damage from Archimonde's Vengeance no longer has a visual effect.
    About time. Was kinda tiring seeing death grips everywhere.

  • Grimoire of Sacrifice now increases the damage of abilities by 20% (was 25%) for Destruction, and 45% (was 50%) for Affliction.
    Mostly PvE nerf and I think it hit a good spot with out nerfing major PvP damage for Affliction Warlocks, and for destro / demo it is a minor nerf.

  • Grimoire of Sacrifice now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
    We all asked for it for a while. Seduction was just a very silly choice granted we had a spammable fear. Only time it was usefull is when you blood fear one target and use seduction to CC 2nd target during blood fear CD.

  • Glyph of Burning Embers has been removed, and its effects are now baseline for Destruction Warlocks.

  • Glyph of Soul Shards has been removed, and its effects are now baseline for Affliction Warlocks.
    Minor buff opens up a Glyph Slot

  • New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 50%.
    Destro becomes even more tanky... Actually way more tanky with this change. not sure if it was needed.

  • New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.
    Interesting choice. I tested drain life on live servers and it averaged anywhere from 55-65k healing. I think its a decent change when it comes to clutch survivability, and it also synergizes well with Kiljaedan's Cunning since you can use drain life and LOS behind the pillar and still channel for its full duration.

Overall changes for locks. Good riddance of blood fear and spell lock silence, but we need to get something way less cheese and decent for us to use in return. I do not believe those are all changes and I am looking forward on seeing 5.2 changes towards warlocks