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Showing posts with label Warlock Changes. Show all posts
Showing posts with label Warlock Changes. Show all posts

Wednesday, January 12, 2011

Patch 4.0.6: Initial Freak-Outs

I know the patch notes are still in preliminary status but that does not warrant that I can not freak out about what I am seeing!

So how are the beautiful Demonologists going to be slightly affected by this? My notes in italic.

Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.

-I don't use that. Dismissed.


Demon Armor and Fel Armor no longer cost mana and last until canceled.

-Cool so its like an aura, or presence, and I don't have to refresh it anymore. Cool.

Drain Mana has been removed from the game.

-WHY? I thought Warlocks were the "DRAIN THINGS" class of WoW, and it was pretty fun draining the mana of out of Paladins so they could do NOTHING!

Fear now has a PvP duration of 8 seconds.

-Ok cool.

Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health.

-What the fck? The whole reason I put up Fel Armor was because I KNEW I would regenerate small ticks of health at a guaranteed interval, this works in perfect harmony with Life-Tap and Hellfire. Hence our survivability! Why not 10% more HEALTH? Who cares about Mana?? Without our little passive heals we're just like every other class out there now? Gaah.
Seduction (Succubus) now has a PvP duration of 8 seconds.

-I don't give a shit, Fel Armor doesn't regenerate health?? Dismissed.
Talent Specializations

Demonology

Demonic Rebirth now highlights summoning spells when active.

-Ok thanks, that is useful, especially we need to be extra on guard cause our Fel Armor does not regenerate health anymore WTF??

Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.

-This should go under Destruction. Dismissed.

Felstorm (Felguard) damage has been reduced by 20%.

-Great, wait is this total damage or base damage? We totally did not see this coming! This is probably a nerf for PVP I just know it. Whatever just kill the demon before it attacks you! It will STILL hit for close to 9K so not too big a deal.
Immolation Aura damage has been reduced by roughly 30%.

-Great, now our passive AOE has been reduced, I guess once our mastery level goes high enough with T12s and all we won't notice the change? Grrr Fel Armor! Probably a PVP nerf? Yeah I think so.
Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.

-The only one useful change. As I am quite paranoid Hellfire will end up pulling stray mobs, oh wait what am I talking about this is probably a PVP nerf so the Warlock won't end up burning everyone DUH. Immolate lasting longer is a nice touch. But it would have to last 700 seconds longer to make up for Fel Armor, maybe. What's with the PVP nerfs just live with it I never minded that a rogue USED to kill me all the time. This was before my Felguard had Axe Toss and Felstorm. Still, it made things exciting and deadly.

Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.

-Instead of 1.5% it is now 2% bonus damage per mastery point right? That's nice, it should offset a bit of the Felstorm changes (all other demon attacks untouched).
In Conclusion, Fel Armor no longer regenerates health and increases our MANA by 10%. That is absolutely ridiculous. I hope there is some sort of compromise here, as one of the reasons I play my warlock was because I knew she could passively heal up to full while questing whereas all my other characters had to actively do so. Don't just think of end-game implications of changing Fel Armor, no wait, or is this a PVP change? Or...why is health regeneration being removed? I believe Fel Armor used to regenerate 5% health, and now it is sitting at 2%. Does this 2% give us an advantage in raids via survivability, in that we can take a chance to be 2% less competent because our health comes back automatically and magically? Not really.

Is it a PVP change? That warlocks are unkillable because their health keeps coming back and they are unkillable? No. I think our drain health is kinda lacklustre and now we can't even drain your mana.

Now that I think of it I do end almost every boss fight with full health, but that's because I know where to stand and run right? RIGHT??

So, are you sure? 10% more mana for Truny would mean her mana would go up from 77k to 85k? That's like TWO spells oh joy!

Think of the levelling experience without the passive heals, people from 1-early 85 are not going to be raiding/running heroics/partaking in epic drawn out PVP battles (Right?)! I stopped playing my hunter because he could not heal himself with an awesome green armor (Yeah I'm lazy)!

Ok I am done freaking out now. I am sure something good will come out of this, perhaps it is just to unite all Warlocks to make us cherish Fel Armor and not take its effects for granted anymore. Or, whatever, we'll see bahaha!

Truny the Freaking

Wednesday, October 13, 2010

Demonology Warlocks: Patch 4.0.1

Wow, so I come home and realize that the game had been downloading a FIVE gigabyte file! So they were for serious with all the changes!

What great fun is there for 4.0.1? What's new for us Demo Warlocks?

Well for one, the talent trees have been super dumbed down. We only have 31 talent points to spend! (5 after the expansion!)

But so far, things are looking good!

New Spells/Rotation/Cool Things
Hand of Gul'dan
This was the meteor that I was so excited about, however for now it only does shadow crash looking damage, and leaves a shadow aura for mobs to stand in, which increases our pets critical chance. I thought it was a fire meteor that did shadow damage not a shadow meteor? Oh well! Through the talent tree this spell refreshes our Immolate and I found it hard to get used to casting this extra weird spell and always missing the refresh. It hits hard, up to 22k!This spell is now our single strongest stand alone nuke on a 12 second cooldown. This is of course not true if you were in Decimation mode, spamming Soul Fires.


This spell gets top priority in our list of nukes. I will think of the list as I keep going.


Bane of Doom

Bane of Doom still lasts for one minute, but does a fairly hard hitting tick every 15 seconds. From what I see the tick does about 10-12k damage, and crits for well over 20k! Through our Demonology talent tree, every tick has an increased chance to summon a "Guardian", or was it "increase the damage done by the guardian"? I don't know I don't really read the text.
So far I have seen Ebon Imps spawn and they seem to last for 15 seconds, that is until the next tick of damage of the Bane.
This is nice, an extra 15 second pet, and now Bane has a higher chance of doing damage, rather than expiring before one minute has past!
Hellfire
Yes, talented, we can use this while we WALK! So make sure you are the very bestest friends with the healer! Try to find the most creative places to use this!
Soul Burn/Soul Harvest/Soul Shards
Instant Soulfires. The end. Soul Burn has a 45 second cooldown.
Soul Harvest: EWW, this is the same animation as Evocation, I am sure mages are crying all over as are Warlocks who first tried this spell out and saw EWW EVOCATION. Right, functionality, uhhh this spell regenerates our shards and heals us. Whatever.
Soul Shards: I finally have a free bag! Now to fill it up with random random crap!
Impending Doom
I save the best for last!
THIS is the talent that increases the chance Ebon Imps spawn out of your Bane of Dooms. Remember, Demonologists are the masters of summoning Ebon Imps out of Banes and we all know that!
The great part of this talent is that Shadow Bolt, Hand of Guldan, and Incinerate all have a 15% chance of reducing the cooldown on: METAMORPHOSIS!
Yes, rather than having a static 2.something minutes (talented) cooldown on Metamorphosis, after pew pewing for a while you will see that your Demon Form has refreshed and ready for use!
I actually didn't notice yesterday when I did a test run on one dungeon. The timing of when Meta is up was pretty ingrained into my Warlocky Patterns but after the first boss fight I looked down to see Metamorphosis was ready again...I thought to myself "wait didn't I just use it in battle? Or did I forget? No way!"
Try it out on a target dummy, turn into a demon then go through your attacks and you'll see the cooldown decrease!
Ok Now What
So with all the new changes we would assume our priority rotation is as follows:
Curse of Elements>Bane of Doom>Immolate>Corruption>Hand of Gul'Dan>Shadowbolt until Hand of Gul'dan's cooldown is up, and wait for Molten Core procs. Prioritize Hand of Gul'dan (damn this spell is too long to type I quit) and cast it everytime it is ready even if you have to stand around for 0.5 seconds waiting for it else you have to recast Immolate anyways!
Hey Look a Video
Yes, as it says I was testing all this new crap out and I thought it was PRETTY AWESOME that we can have multiple pets up, even though it is short lived.
Here Blagroon the Felguard is joined by an Ebon Imp, the new Doomguard (insta cast, lasts for over a minute talented and ten minute cooldown), and a Nibelun Angel of Smiting Goodness! Roooar need more minions!!


Goodbye

I don't know why my text WON'T CHANGE styles this blogger crap sucks!

Wednesday, April 7, 2010

Truny the Warlock on the Cataclysm Warlock Class Preview

Very interesting stuff going on in the upcoming expansion, my extensive comments will be in purple.


New Fun Spells


Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that's good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.


First of all, this spell better look wicked cool, and not just a green plain fireball! You've gone this far to making it green, make it worth casting!


In terms of DPS for us Demonologists, I see this spell being on a 12 second cooldown, this would be a nice way to deal damage AND refresh Immolate without wasting the cast time of Immolate and its insignificant direct damage.


Dark Intent (level 83): Increases the target's chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.


Ok what? This sounds like a two-in-one thing. What do they mean by the Target's Chance? Ok so it sounds like our very own Focus Magic which we can cast on our allies, and each time they get a crit, our damage goes up, nice! We finally have something to give back to the mages instead of Unending Breath HAHA! I like the idea of this spell "here have some free crit, while it actually increases MY damage too!". Or just give it to a healer if you're nto buddies with the mage.


Demon Soul (level 85): Fuses the warlock's soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.


Hey didn't I kind of Ridiculously Demand this last time? Though mine actually involved physical fusing with the demon. I am so sure there will be new talents inside the Demonology tree to make this more sexy than the two other trees I mean com'on...Demon. Soul. I bet, if we used this along with Metamorphosis it'd be super sexy. Ok. Done.



Soul Shard Overhaul



This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.


Summon Demon + Soul Burn = summon the demon instantly.
Drain Life + Soul Burn = Reduces cast speed by 60%.
Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
Soul Fire + Soul Burn = Instant cast.
Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.



Finally, the annoying aspects of having to fill up our bags with Shards is GONE! They are now a new battle mechanic, aka mini cooldowns which we can use in each individual battle which adds a whole new layer of things when popping cooldowns. So many upcoming cooldowns no? The only thing I see cool here is Burning 3x Soul Burns at the very end of a Boss' life to make the best use of Decimation for three insta-Soul Fires!


But..bag space yay!


Spell and Talent Changes

All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.


Good good and good! Having a faster DoT was nice, but ADDING more ticks to it is even better, less reapplications! Not having DoTs clip is also very nice..just a timing and awareness issue but now it's safe to reapply early.

Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.

Aww we LOSE two Curses, do we get two new curses to work with since I can only see Curse of Elements as the ONLY useful Curse. Maybe a new Curse of the Devil which increases...oh nevermind I'll do that in my Fourth Edition of Ridiculous Demands.


In short: We get to apply MORE debuffs WOOT!

Hellfire will no longer deal damage to the warlock.


NOO!! How do I suicide when fail-group has failed?? NOOOOO!! Wait will it get buffed so it'll be stronger than Rain of Fire?? Who knows! But NOO NO MORE SUICIDE!!! QQQQQQ

Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.


Yay more DoTs!! But it was fun randomly spamming Fire Shield on people "clang clang clang clang"....

The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.


I don't really use her anymore but...ok....

Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat.


ORALLY. Good for levelling?


Suffering will become a single-target taunt.


Oh. What was it before?

Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.


Oh! I've played Affliction for 10 minutes before and when a mob/boss is at low health you want to switch to Soul Drain since it does massive five digit crits and will keep your Corruption refreshed but you tend to let the other dots fall off, or refresh them between ticks but now it will keep TWO DoTs constantly in play which means MORE DAMAGE! (Right right?)

The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).

Yes it does.

Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.

Yay class specific abilities! I think it will be like a shadowbolt with a nice swirl of red flame or blue nether. How much damage does it increase? Will Blagroon the Felguard finally see some nice 4k crits? How much damage does the bolt itself do, where do I place it on my spell priority list? GAH SO MUCH UNKOWN!

We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.

Wow nice! Is it going to be high up or in the middle or near the end of the...Demonology Tree? Though I have a feeling this isn't going to happen but being able to randomly cast Metamorphosis more is godly! Though doesn't Bane of Doom, the old Curse of Doom NEED 60 seconds to take effect, so if you reduce its cooldown, it would still be ON the enemy so it wouldn't matter....until it falls off....after 60 seconds..UNLESS Bane also counts as a "damage over time" even though its "one piece of damage at the end of some time", then maybe.....more Bane of Dooms hmm....

Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock's own spells.

PVP, we can not be banished or turned undead? Will there be some QQ coming up on this?

What "more emphasis on the Warlock's own spells", means that we will probably receive a lot more cooldown based abilities while in Demon-Mode such as "increase damage", "increase spell haste", "activate for insta-attack". Right right?

Shadowburn will now do additional damage to targets below 25% health.


Good for the Destruction tree when an enemy is close to impending death and Conflag is on cooldown, and an immolate/chaos bolt would not land due to its cast time.

In conclusion, SO many new cooldowns and abilities to juggle and maintain = fun fun!

Truny the Warlock


Tuesday, March 23, 2010

Patch 3.3.3 for Warlocks. Easy Peasy.

Phew, compared to the last patch which included the Decimation changes, this one's brainless and painless!

Immolate: The damage-over-time component of this spell can now produce critical strikes.

You see, with our Molten Core talents, our Immolates are nine seconds longer than normal, giving us more ticks and now more chances of crits with ticks. If Ruin applies to these crits, then Immolate ticks can hit well over 3,500. Juicy sprucy.

Life Tap: This spell no longer scales with spirit, and instead scales with spell power.

This is the first step of removing Spirit. Before they change the Glyph, they change the spell. I wonder how much of Spell Power though? At this rate it is probably 105% times spellpower, since that would equal to roughly what I tap for. Whatever, no dps increase = whatever.

Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.

What's Dark Pact? Isn't it that weird mana-thing affliction locks talk about? Whatever.

Demonic Pact: This effect now has a 45-second duration, up from 12 seconds, and a 20-second internal cooldown.

GOOD. Everyone gets 10% of your spellpower as a bonus boost for a 375% increase in duration (duh)!

So, Immolate can crit. Yay. Longer spellpower buffs, yay.

Culling of Stratholme

Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.

I thought this was important because FINALLY WE DO NOT HAVE TO SIT AROUND FOR TWENTY FRICKEN MINUTES LISTENING TO ARTHAS WHINE AND BITCH AND TALK AND TALK AND TALK AND TALK BECAUSE IN THAT TIME WE COULD HAVE FINISHED THE GAME ITSELF AND HE'LL STILL BE TALKING NOW WE CAN JUST GO GO GO! *Ahem*

Frozo the Renowned

I am going to buy the Frosty Carpet recipe. Just wanted to put that in.

I THINK THATS ABOUT IT KTHXBAI

Wednesday, December 9, 2009

Patch 3.3 ME LIKE

I tried out some of the new content yesterday and: COOL!

No longer do my DPS toons have to sit around as idle swords hoping, just hoping someone would choose us amongst the many, but all we have to do now is click, check, GO and BAM a group is formed at random.

I do believe that people with similar gear levels are matched together so no longer do we have to "carry" fresh 80s through dungeons. They can do it themselves.

Come to think of it my Poor DK is a fresh 80 and...I do not think I will play him for a while just at the thought of the people running around at his gear range /shudder.

The new Frozen Halls Heroics were ...kinda fun!

Forge of Souls: Lots of annoying mobs. They will spell reflect, cast random curses, cast random AoE damage and Turny being the AOE damage King handled them quite well as no one died. The two bosses were quite interesting, the first one will heal himself after channeling one's soul so it is best for whoever go be channeled to RUN AS FAR AWAY as possible so the soul that would soon heal him won't heal him as quick because: Once his HP is at a certain level he switches phases. The second boss is just knowing WHEN TO STOP DPS and to move around avoiding all sorts of nasty things. Fun times.

Pit of Saron aka PoS aka Piece of Sh*t. Funny. This instance is shorter than the first but has an extra boss. The first boss has an AOE frost aura which can be avoided, and boulders which can be avoided and used to wipe out the stacking aura (which went up to 21 stacks ticking for 3200 at times). The second boss is ....avoid avoid avoid, avoid puddles, avoid the boss when it chases you and avoid bombs. Fun times. Third boss is cake walk, just lure him over the frost patches when he's enraged and try your best not to be hit by ice.

Halls of Reflection: At all times your tank should have aggro on EVERYTHING in this instance. The first two bosses are located in the same room and are triggered every 5 waves in a 10 wave trash-kill-athon. Kill the Priests first. The annoying thing about the adds before Farwyn and Marwyn (or whatever they are called) is that they attack on all sides and since I sometimes have residual hots on people I tend to draw aggro real quick, or if the tank misses a caster enemy. However being the king of AOE we downed the two for the last "boss", which is Arthas.

Essentially after downing Arwyn and Marlyn we see our faction lady, Sylvanis soloing the Lich King, evidently taking out 7M of his HP while only losing 5M of hers (err...we are needed again why?) and then he...dun dun dun GIVES CHASE AMG RUN!

This was quite hectic, even though the Lich King walks very slowly you still get this feeling of impending doom while he summons lots and lots of minions for the party to kill, and once again the tank should aggro EVERYTHING. While you are killing the waves of adds ice walls are blocking your progress and Sylvanis will shoot them down for you, conveniently the walls fall when the adds are dead. Three such walls exist, each with more mobs than before. This fight wasn't that tough and I don't think it should warrant loot but...whatever...the loot was on our faction airship all along. High DPS is imperative here *cough*.

There ended Turny's adventure as I logged into my Warlock to do some reverse-reverse-pew-pew!

The Demonology Changes are NICE! On normal trash mobs, everything feels the same when Decimate procs BUT on bosses: You can chain cast Soul Fire (while making sure corruption and Immolate don't fall off of course, as that is rule #1 of DPS which is to keep your DoTs on at all times), and my seeing 16k chain crits was quite satisfying WHILE your Felguard is chop chopping away. This was all out of Metamorphosis so I anticipate upwards 20K crits however my talents still need tweaking but was too excited to do so yesterday and will perhaps refine the talent tree tonight and...

KBAI

Wednesday, December 2, 2009

Patch 3.3 Warlock Changes

And here we go!

Create Soulstone: The cooldown on this spell and duration of its buff have been lowered from 30 minutes down to 15 minutes. Cannot be used in Arenas.

Nothing major here, but having a Soulstone available in half the time originally can't be argued with.

Talents

Affliction (I don't play Affliction but will comment anyways!)

Improved Drain Soul: This talent now reduces threat by 10%/20%, up from 5%/10%.

I guess any reduced threat is good, that is if you guys use this spell a lot??

Improved Felhunter: This talent now also reduces the cooldown on the felhunter's Shadow Bite ability by 2/4 seconds.

Felpuppy bites moar = good??

Shadow Mastery: This talent now also increases the damage done by the felhunter's Shadow Bite ability by 3/6/9/12/15%.

Felpuppy bites moar and harder = good?? Is it to force you to use it more? Is it because it was said the Felpuppy had been weak? I dunno....ok skip this!

Demonology

Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 20/40% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.


The major difference here is that Soul Fire itself can proc Decimation, which means that we no longer need to weave Shadowbolts and have to worry about standing at a particular distance. All we need to pay attention to is to have our first Shadow Bolt or Incinerate hit the target at 35% or below and spam Soul Fire until it is dead, very nice. Should be a nice increase in DPS for Demonologists.

Demonic Pact: This talent now also increases the warlock's spell damage by 1/2/3/4/5%.

5% extra spell damage does not mean 5% extra spellpower. In this case it would be 1.05 times whatever the spellpower co-efficient for each spell is. Though 5% spell damage is still a juicy deal since we lose nothing here. Definitey a buff to Demonologists, if my Soul Fires crit for 14k, they now do 14,700!

Molten Core: Redesigned. This talent now increases the duration of Immolate by 3/6/9 seconds and provides a 4/8/12% chance to gain the Molten Core effect when Corruption deals damage. The Molten Core effect empowers the next 3 Incinerate or Soul Fire spells cast within 15 seconds (Incinerate: increases damage done by 6/12/18% and reduces cast time by 10/20/30%; Soul Fire: increases damage done by 6/12/18% and increases critical strike chance by 5/10/15%). Molten Core now has a new spell effect.

The old Molten Core ability had our shadow spells giving us a 15% chance to increase our fire damage by 10% for 12 seconds at max level. Now that it also gives us a buff to Immolate I have a feeling we will be playing this class much like a destruction warlock, by using Incinerate as our major spam. I can see it now, Corruption, spam Shadowbolt until you see Molten Core, THEN spam Incinerate as essentially now it would have the "backdraft" effect in the Destruction tree, and when Soul Fire can be Decimate-executed, then spam Soul Fire. Very interesting! And remember, you are doing all this with your Felguard out! Wow yay buff to my favourite spec!

Destruction

Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame. In addition, the periodic damage of Conflagrate is capable of critically striking the afflicted target.

Another interesting change. Essentially Conflagrate will be doing a bit less up front critting since we tend to Conflagrate our Immolates and this was based on 12 seconds now reduced to 9 seconds. However, the lost three seconds is made up for after the Conflagrate effect as a short three second dot (probably feels like a hunter's Explosive Shot) that can Crit so technically this is a dps increase! NICE! DOT>CONFLAG>*Pain*>Leave a Crittable Dot> Nerf Warlocks.

Though I think change should have been: Conflagrate damage has been increased by 500%. Done. Easy.

Destructive Reach: This talent now reduces threat by 10%/20%, up from 5%/10%.

GOOD!

Ruin: This talent now also increases the critical strike damage bonus of the imp's Firebolt spell by 100%.


KTHX!

Pets
Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Right...

Doomguard/Infernal: These pets now innately have Avoidance like all other warlock pets.

Alright then...

Inferno: The cooldown on this summoning spell has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.

Yay we don't care!


Shadow Bite: This pet ability now does 15% increased damage for each of the warlock's damage-over-time effects on the target.

Ok we get it: Affliction locks, use your goddamn Felpuppy!

Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.

Good I can level EVEN faster right from the ground up!

So Overall: Very nice!

Truny the Warlock