Most races received changes to their racial bonuses going into Warlords. Why? Well, a lot of the bonuses used to increase Hit, and that stat vanishes into the ether, so they needed changing. Others proved to be rather overpowered over the course of Mists, and thus got toned down. I’ll be looking at the bonuses from a Warlock perspective, so no Draenei, Pandaren, Night Elf or Tauren racials. Maybe one day though!
I did a post a while back on this subject, but that was a LONG time ago, and things are a bit more finalized now. I’m also only going to look at the racials that affect you in combat, so profession boosts are not featured. Let’s start with…
- Arcane Torrent: Silence all enemies within 8 yards for 2 seconds and restores 3% of your mana, 15 energy/rage/focus, 1 Holy Power, 1 Chi, or 20 runic power. (2 min cooldown)
- Arcane Acuity: Increases critical strike chance by 1%. (passive)
- Arcane Resistance: Reduces Arcane damage taken by 1%. (passive)
Arcane Torrent is nice if you’re struggling for mana. Could be useful for the two Life Tapping specs, Demonology and Affliction. Useless for Destruction, due to the increased mana regen inherent to the spec. 3% isn’t a LOT, but it’s better than nothing. An extra silence/interrupt is always useful too.
Arcane Acuity is nice for Destruction. That boost to critical chance translates as a direct boost to Chaos Bolt damage, seeing as that spell always critically strikes. For those who don’t know, the damage of Chaos Bolt is increased by critical strike chance. Useful for generating embers too, critical strikes grant double the embers after all!
Arcane Resistance is… situational. Great if circumstances allow you to make use of it, but don’t expect to see massive drops in damage taken.
- Frost Resistance: Reduces Frost damage taken by 1%. (passive)
- Might of the Mountain: Critical strike bonus damage and healing increased by 2%. (passive)
- Stoneform: Removes all poison, curse, disease, magic, and bleed effects and reduces all physical damage taken by 10% for 8 seconds. (2 min cooldown)
The updated Stoneform now removes magic and curse effects, but only reduces physical damage, not magical. Still, it’s a very impressive defensive cooldown for those “oh crap” moments, or when you really need to get rid of a harmful debuff or 5.
Might of the Mountain is a completely new racial, and 2% bonus critical damage could be very useful for Destruction, seeing as Chaos Bolt ALWAYS hits critically. Your most powerful spell becoming even more powerful? How can one resist?
Frost Resistance is situational, of course. If an enemy uses Frost abilities, wonderful! If not, it’s not a massive loss.
- Shadow Resistance: Reduces Shadow damage taken by 1%. (passive)
- Touch of the Grave: Your attacks and damaging spells have a chance to drain the target, dealing 1932 to 2244 Shadow damage and healing you for the same amount. (passive)
- Will of the Forsaken: Removes any Charm, Fear and Sleep effect. This effect shares a 30 sec cooldown with other similar effects. (3 min cooldown)
Touch of the Grave is interesting. 2k damage/healing may not seem much in the grand scheme of things, but it takes a class that has really good damage/self-healing, and gives it MORE if you make a forsaken warlock.
The cooldown of Will of the Forsaken was increased from 2 to 3 minutes. That’s more a PvP thing anyway. If that’s your cup of tea then OUTRAGE I suppose. Still doesn’t trigger a 2 minute cooldown on your PVP trinket though, just the stated 30 second one.
Added bonus for you zombie peoples. You get passive underwater breathing (like you had Unending Breath cast on you), rather than a bonus to your Breath bar. I guess you can’t drown something that’s already dead.
- Arcane Resistance: Reduces Arcane damage taken by 1%. (passive)
- Escape Artist: Escape the effects of any immobilization or movement speed reduction effect. (1 min cooldown)
- Expansive Mind: Maximum [mana/energy/rage/runic power] increased by 5%. (passive)
- Nimble Fingers: Haste increased by 1%. (passive)
A little bit more mana to burn. That doesn’t really have much of an impact on you, especially as abilities tend to cost a percentage of your mana bar.
A haste boost may be good for the Affliction warlocks that gobble up haste like I gobble up cheap supermarket yule log. Cast faster! DoTs DoTter! Or something.
Escape Artist will have its uses in PvE I suppose. Something slowing you down? Not any more! The reduced cooldown (from 2 mins to 1 min) will definitely be a bonus for you tricky little gnomes.
- Time is Money: Cash in on a 1% increase to Haste. (passive)
- Rocket Barrage: Launches your belt rockets at an enemy, dealing (1 + Level * 2) fire damage. (2 min cooldown)
- Rocket Jump: Activates your rocket belt to jump forward. Other effects which slow the rate of falling cannot be used within 10 sec after using this ability. (2 min cooldown)
Like gnomes, goblins get a passive bonus to Haste. Like all these passive bonuses, they’re pretty insignificant. Affliction will be happy I guess.
Rocket Barrage. Rocket Jump. They share a cooldown, so you need to make a decision about which to use. Go for a bit of bonus damage, or an emergency escape? Frankly Rocket Barrage is useless. It’s ON the global cooldown, which means unless you want a (not) hefty 201 damage attack, I’d stick to your Shadow Bolts, Incinerates, and Drain Souls.
Rocket Jump is more of a small hop, but can prove situationally useful, provided you don’t hop off a cliff or a boss platform.
- Every Man for Himself: Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects. (2 min cooldown)
- The Human Spirit: Versatility increased by 100 (scales with level). (passive)
1% Versatility. This means 1% damage DEALT increase, 1% damage TAKEN decrease. That’s pretty sweet.
Every Man for Himself is gloriously unchanged, much to the chagrin of literally every non-human.
- Blood Fury: Increases melee and ranged attack power for 15 seconds. (2 min cooldown) (increased by 345 AP/SP)
- Hardiness: Duration of Stun effects reduced by an additional 10%. (passive)
- Command: Damage dealt by pets increased by 1%. (passive)
Blood Fury is not on the global cooldown. Macro its usage into that of Dark Soul, seeing as they both share a cooldown time. Job done. Small DPS boost, nothing that shatters the game into pieces.
Command is a nice happy bonus for those of you who don’t use Grimoire of Sacrifice. Down from 2%.
Hardiness is probably more a PvP thing. Was 15% duration reduction.
- Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. (passive)
- Berserking: Increases your haste by 15% for 10 sec. (3 minute cooldown)
- Da Voodoo Shuffle: Reduces the duration of all movement impairing effects by 15%. Trolls be flippin’ out mon!
Regeneration makes your healers happy. Then you Life Tap and they panic.
Berserking is probably why everyone race changed to trolls. Well, that and their increased damage dealt to beasts. Berserking would be very tasty for Affliction, especially when coupled with Dark Soul. +45% haste, yummy.
Da Voodoo Shuffle sounds to me to be a PvP thing again.
- Aberration: Reduces Shadow and Nature damage taken by 1%. (passive)
- Darkflight: Activates your true form, increasing current movement speed by an additional 40% for 10 sec. (2 min cooldown)
- Viciousness: Increases critical strike chance by 1%. (passive)
Yay situational passive damage reduction boosts. Unlike every other race, worgen get TWO of them. Druids, priests and warlocks probably hate you.
Darkflight is useful for when you want to move somewhere quickly. Fire under your feet? Garalon bearing down on you and the pheromones? Ta’yak doing that annoying tornado part? Darkflight, and get the hell outta Dodge.
Crit is always nice for a Desruction warlock.
The important thing to remember is that these passive offensive stat boosts correspond to VERY little difference between each race. We’re talking a <1% DPS difference between the “best race” and the “worst race”. What you want to be looking at, then, is the defensive options, unless you’re a troll or orc.
Alliance-wise, dwarves and humans are in a pretty good place. Every Man for Himself is always going to be one of the better racial abilities, and in Stoneform, dwarves have a really solid defensive cooldown to add to a warlock’s already powerful repertoire.
Orcs and trolls have those nice on-use offensive abilities though. Trolls and Affliction should get along really well, and any spec can benefit from more spell power.
Goblins may be my favourite Horde race, but frankly their racials are pretty duff. This makes me sad.
To be honest though, unless you’re an absolute bleeding-edge raider, this will all mean very little to you, and you should probably go with the race that looks prettiest.
Except we can’t be pandaren warlocks yet.
#warlords #wow #beta