A new beta build went out while I was sleeping, and it contains a few changes for us! Shall we have a look?
- Demonology 2pc: Hand of Gul’dan now has 1 additional maximum charge, and Corruption has a 10% chance to generate 1 charge of Hand of Gul’dan when dealing damage.
- Destruction 2pc: When Immolate deals damage it has a 15% chance to generate a full Burning Ember.
- Destruction 4pc: When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reduces the cast time of Chaos Bolt by 50% and causes Chaos Bolt to consume no Burning Embers when cast.
Well, look at that. With the Charred Remains talent and the 2/4pc set bonuses, you’re gonna be seeing a LOT of Chaos Bolts. Like, a huge amount. I’m all for Chaos Bolt, but would that run the risk of making casting it TOO frequent? I’m not suggesting that this will turn us into the Arcane Mages of Cata, but we’d be somewhat close.
The addition of an extra charge to Hand of Gul’dan is a nice change, and will hopefully ensure that procs of the HoG charge don’t go to waste.
Soul Swap now costs a soul shard to use, meaning Soulburn: Soul Swap will cost TWO shards. General consensus seems to be that as we’ll spend a lot more time manually refreshing DoTs rather than spreading them around easily with Soul Swap, we should get a damage buff on the DoTs to compensate. This, combined with the Soulburn: Haunt talent, means you’ll be out of shards in 5 seconds if you’re not careful. Personally, I think this can be seen as a limit on Affliction’s multidotting. Just look at some of the DPS logs for Affliction on Fallen Protectors, and tell me that was intended.
To reduce the risk of wasting a valuable shard, however, I feel that the 3 seconds you hold the DoT for should be lengthened slightly. Not necessarily to the 30 seconds of old, but maybe to 6? Even 10?
Now, instead of lasting 15 seconds, it lasts 8 seconds, but the cooldown has been halved too, to 1 minute.
Honestly, I’d still prefer Fel Flame. Sure, this iteration of KJC is slightly better, but it still isn’t “on-demand” movement DPS. You hit the ability, move for 8 seconds, and hope that there’s both no more movement than that, and that you don’t have to move a second time until the spell’s back off cooldown. With Fel Flame, we can throw that out as we move, then settle back into our rotation (which looks to be Chaos Bolt Chaos Bolt Chaos Bolt) rather easily. Sure, being able to do our rotation on the move is nice, but what happens when it’s on cooldown, and we need to move again? Nothing.
Well, that’s the news I guess. A small amount of changes that have big repercussions on how we play. I wouldn’t have it any other way.
Let’s hope the new patch notes fall in our lap soon. That’d be nice. Until then, have a paladin and a panda.
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