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Posts with tag imp

New Warlock glyphs found in Wrath Beta build 8820

Man, still no stealth warlock abilities. As Inscription is slowly built into a viable trade skill, Blizzard sneaks more and more glyph data onto the Beta server, even if none of it is directly available thus far. This build, MMO Champion discovered a nice selection of Warlock glyphs, and I have to say that most of them look pretty sweet. Of course, it's hard to say for sure on how good some of them are until we know for sure if PvE damage rotations besides Shadow Bolt spam will be viable in Wrath's endgame, but I'll assume they will be, for the most part.

Let's check them out after the break.

Continue reading New Warlock glyphs found in Wrath Beta build 8820

Wrath Beta patch notes: Warlock part I

So, the world (and WoW Insider) is alive with the sound of the Wrath of the Lich King beta, and it's high time that we take a look at our favorite commander of evil... the Warlock. We'll want to be sure we understand what's coming for us, so as not to let anyone think those other evil guys are horning in on our territory. And, yeah, there's definitely some things changing.

A lot of the changes are a little hard to noggin out -- are they meant to be buffs? Nerfs? Inexplicably different, but not really better or worse? Demonology is certainly getting a thorough shuffle, but it's hard to say whether it's good or bad. We'll chat more about it after the cut. Let's start with what the first beta patch notes obviously say, and consider what each item means. Then, in Part II, we'll start looking at each tree individually, with each of its new spells.

Continue reading Wrath Beta patch notes: Warlock part I

Need a cure for the Karazhan blues? Try 10 Paladins


Don't get me wrong here, Karazhan's generally a pretty fun dungeon, aside from the odd incredibly annoying trash mob, but when you've run it time and time again, it's always nice to find a twist or a new way of doing stuff to spice things up again. The Senatus Redux guild of the Kul Tiras EU run have done just that, clearing most of Karazhan with a group 10 paladins, most of them in no better than T4 gear or lower, on a run done on March 1st. They managed to get down all the bosses but Prince Malchezaar and Nightbane - and they have pretty good reason to believe that they could have had the Prince, having him to 15% on their last attempt of the night.

Continue reading Need a cure for the Karazhan blues? Try 10 Paladins

Warlocks and demons: The next ten levels


It never really gets old speculating about what Blizzard has hidden away for the future, whether it be for the Sunwell Plateau, Wrath of the Lich King or something else entirely. The topic of Warlock pets comes up every now and then on the Wrath forums and while I don't play a Warlock, its an intriguing topic. Warlocks currently have six baseline demons, two of which have a slightly different summoning process. They can get another through being specced deep Demonology. If you count the Felguard as their level 70 addition in the Burning Crusade, they get one roughly every ten levels, so its safe to assume they have something coming in Wrath.

First thing to consider is what role the pet would play. Everything but healer has been done already, and I don't want to even think about a Warlock with a pet healer. The Felguard is essentially a direct upgrade to the Voidwalker, so something like that is more likely. Personally, I think a Shivarra would fit the next demon well, and act as a direct upgrade to the Succubus.

Second thing to consider is whether it would make sense from a lore point of view. As fun as it would be to summon a pet Pit Lord whenever you want, that seems unlikely. Same with the Nathrezim or the Eredar. Shivan or something we haven't seen yet seems the most likely choice.

Continue reading Warlocks and demons: The next ten levels

Of warlocks and their fiery little friends...

ImpBack at the beginning of February, Blizzard removed the spell damage coefficient from the warlock's imp pet's damage abilities, causing, obviously, a decrease in its damage. Why'd they do it? Because their calculations were bugged, resulting in the imp gaining too much damage. The solution to remove all damage bonuses seemed like something of an overkill, but today they've come back and fixed it to their satisfaction, re-implementing spell damage coefficients, though at a lower level than before.

In addition to this, Tseric has reports back on the long bugged talent Improved Firebolt, which reduced the casting time of the imp's firebolt ability by a half second per point. But due to the fact that the game isn't capable of understanding casting times lower than 1.5 seconds (Tseric is not specific, but I assume this is a pet-based limitation, since player spells do not have this problem), the second point of the talent (which would reduce cast time to a single second) wasn't granting the full benefit. I am having some difficulty typing this with a straight face, but in order to fix this, they have changed the talent from reducing cast time by .5 seconds per point to reducing cast time by .25 seconds per point.

Forget Warlocks, nerf Imps

Apparently, Warlocks' littlest demon friends have been performing far better than expected. This would be due to receiving way too much of Warlocks' +damage bonus. To remedy the situation, a hotfix has been instated that removes Imps' spell damage coefficient entirely. Drysc:
  • We will be implementing a hotfix this evening that temporarily removes the Warlock Imp's spell damage coefficient as it was performing far in excess of our intention. This will remove any spell damage bonuses from improving the Imp's attacks. We are currently on schedule to be implementing the correct values with the next patch. While we are able to effectively block the spell damage bonus with a hotfix it will require a client side patch to input the intended spell damage bonus the Imp is receiving.
Overkill? Certainly. But if they couldn't hotfix it to the right value, I suppose underpowered is better than imba. Thoughts?

[Thanks, Tim]


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