We are many; you are but one.
I’ve decided to say “fuck the alphabet” and make the first spec overview not Affliction, but Demonology! It’s the most changed, and therefore the most interesting. Let’s begin, kids.
(disclaimer: this is all information obtained from the beta, and is thus not set in stone. Things can and will change, and I will update this post as and when in order to reflect them)
- Demonic Fury is gone, replaced by Soul Shards, of which you can have a maximum of 5. Some abilities will generate shards, some will cost them.
- Spec focus is changed! No longer is it about becoming a demon, but about summoning them.
- Has probably the most unique artifact weapon: Skull of the Man’ari!
Unless it ends up changing in future, this is our artifact; a big ol’ demon skull! Currently it’s a main hand/off-hand weapon, with the skull floating around as the off-hand, and his spine being the main hand weapon, a dagger.
Here is the artifact talent screen, and it’s also shaped like a skull! Gonna have to make myself a skull-themed transmog set to go with this weapon, huh?
- Thal’kiel’s Consumption: Thal’kiel drains 10% of the life from your demon servants and unleashes a blast of Shadow damage at your current target equal to the life he stole. (2 sec cast, 45 sec cooldown)
- Stolen Power: When your Wild Imps cast Firebolt, you gain an application of Stolen Power. After you reach 100 applications, your next Shadowbolt deals 100% increased damage.
- Thal’kiel’s Discord: Shadowbolt/Demonbolt sometimes enrages Thal’kiel, causing him to teleport to an enemy and scream for (4*(100% of Spell Power)) Shadow damage to all nearby enemies over 6 sec, and fear lesser undead and demons.
- The Expendables: When your Wild Imps expire or die, your other demons are inspired and gain 1% additional damage, stacking up to 15 times.
One active ability and 3 passives, and I can’t wait to see Thal’kiel running around screaming at enemies, I gotta be honest.
- Breath of Thal’kiel: Increases Fire and Shadow damage dealt by 5%.
- Summoner’s Prowess: Increases the haste and health provided by Demonic Empowerment by 2%/4%/6%.
- Sharpened Dreadfangs: Increases the critical strike chance of Dreadstalkers by 5%/10%/15%.
- Imp-erator: Increases the critical strike chance of your imp’s Fel Firebolt by 35%.
- The Doom of Azeroth: Increases damage dealt by Doom by 10%/20%/30%
- Fel Skin: When your health drops below 35%, Soul Link increases to split 40% of all damage you take with your demon pet.
- Open Link: Increases healing done by Soul Link by 10%/20%/30%.
- Firm Resolve: Reduces the cooldown of Unending Resolve by 10/20/30 seconds.
- Maw of Shadows: Increases the critical strike chance of Shadow Bolt by 5%/10%/15%.
- Legionwrath: Increases damage dealth by Demonwrath by 10%/20%/30%.
- Infernal Furnace: Increases damage dealth by your Wild Imp’s Firebolt by 10%/20%/30%.
- Doom, Doubled: Doom has a chance to deal double damage.
- Dirty Hands: Increases damage dealt by Hand of Gul’dan by 5%/10%/15%.
- Thal’kiel’s Lingering Power: Thal’kiel succumbs to your will, further increasing your power. Increases all damage dealt by 0.5%. (20 ranks!)
All these are basic “do more damage” abilities, and are not as interesting as the major traits.
- Shadowy Inspiration: Demonic Empowerment also causes your next Shadow Bolt to be instant.
- Shadowflame: Lob a ball of Shadowflame at the target, dealing (100% of Spell Power) Shadowflame damage immediately, and another (140% of Spell Power) Shadowflame damage over 8 seconds, stacking up to 3 times. (2 charges, 14 second recharge)
- Demonic Calling: Shadow Bolt has a 20% chance to make your next Call Dreadstalkers cost no Soul Shards.
Shadowflame, being the instant cast spell Destro has always wanted and isn’t apparently getting, will probably be useful in fights with movement, whereas the other two may well be more useful when you can turret. Until numbers are more concrete though, we just don’t know!
- Impending Doom: Doom also summons 1 Wild Imp when it deals damage.
- Improved Dreadstalkers: Call Dreadstalkers now also summons 2 Wild Imps.
- Implosion: Demonic forces suck all your Wild Imps towards the target, and then cause them to violently explode, dealing (350% of Spell Power) Shadowflame damage to all enemies within 8 yards.
Lots of short-lived adds? Implosion. Impending Doom looks best when you have more than one target that lives a long time (council fights, for instance). Improved Dreadstalkers then may well be best for single target, and yes, the imps are riding the dogs. AWESOME.
- Demon Skin: Your Soul Leech absorption now passively recharges at a rate of 1% maximum health every 1 second, and may now absorb up to 20% of maximum health.
- Mortal Coil: Horrifies an enemy target into fleeing, incapacitating for 3 seconds and healing you for 11% of maximum health. (45 second cooldown)
- Shadowfury: Stuns all enemies within 8 yards for 3 seconds. (1.5 second cast, 30 second cooldown)
If the healing of Mortal Coil still only procs when it actually horrifies the target, it’ll be useless on bosses and therefore can be skipped. Might be useful for regular questing though. Demon Skin improves the (now baseline) Soul Leech, and makes it a passive constantly regenerating shield, instead of a temporary shield from damage dealt, and may well prove to be the default talent for this tier. Shadowfury controversially has a cast time now, and is not useful in fights with no adds, for obvious reasons.
- Hand of Doom: Hand of Gul’dan now applies Doom to all enemies it hits.
- Power Trip: Demonic Empowerment has a 50% chance to generate a Soul Shard when used in combat.
- Soul Harvest: Immediately generate 5 Soul Shards. (2 second cast, 2 minute cooldown)
Hand of Doom will be good for those add-heavy fights, though if that Doom doesn’t get a chance to tick? May therefore be useful for council fights… unless the bosses aren’t stacked. Maybe just stick with Power Trip? Soul Harvest seems underwhelming, really.
- Demonic Circle: Summons a Demonic Circle for 6 minutes, allowing you to cast it again to teleport to its location and remove all movement slowing effects. Limit 1. (0.5 second cast)
- Burning Rush: Increases your movement speed by 50%, but also damages you for 4% of your maximum health every 1 second. Movement-impairing effects may not reduce you below 100% of normal movement speed. Lasts until cancelled.
- Dark Pact: Sacrifices 20% of your demon’s current health to shield you for 400% of the sacrificed health for 20 seconds. If you have no demon, your health is sacrificed instead. Usable while suffering from control-impairing effects. (1 minute cooldown)
Need massive damage reduction to survive a particular fight mechanic? Need speed boosts? Need to move to a particular, predictable spot every so often? This tier has it all!
But you can only choose one.
- Grimoire of Supremacy: You are able to maintain control over even greater demons indefintely, allowing you to summon a Doomguard or Infernal as a permanent pet.
- Grimoire of Service: Summons a second demon to fight for you for 25 seconds and deals 100% increased damage. The demon will immediately use one of its special abilities when summoned (Imp cleanses 1 harmful Magic effect from you, Voidwalker taunts. Succubus seduces, Felhunter interrupts, Felguard stuns). (2 minute cooldown)
- Grimoire of Synergy: Damage done by you or your demon has a 100% chance to grant the other one 30% increased damage for 30 seconds. (approx 2 procs per minute)
Demonic Servitude is now Grimoire of Supremacy, but FRET NOT, the current Grimoire of Supremacy demon models are still available to you via glyphs. Again, not much can be said at the moment until numbers are tuned properly, but I’d wager Supremacy will be good if you need to move a lot, as the Doomguard does NOT need to move, and deals rather heavy damage.
- Summon Darkglare: Summons a Darkglare for 12 seconds that launches Eye Lasers at all targets afflicted by your Doom. (1 Soul Shard, 24 second cooldown)
- Demonbolt: Draws energy from your demons and launches a ball of demonic energy at the target, dealing (80% of Spell Power) Chaos damage. Damage increased 20% for each demon you have active. (2 second cast time, generates 1 Soul Shard)
- Soul Conduit: Every Soul Shard you spend has a 20% chance to be refunded.
A Darkglare? What the frig is that?!
OH MY GOD AWESOME. Anyway, Summon Darkglare will be VERY nice when you can inflict lots of targets with Doom, which the above talent Hand of Doom can help nicely with. Otherwise, Demonbolt looks to be best in single target, and the more demons you can spit out, the more damage it does!
Here’s the basic rotational abilities for our shiny new Demonology spec. Remember that you use the above talents to add in complexity, either through modifying the existing abilities, or adding new ones!
- Doom is your DoT, and you want to maintain as high an uptime as possible on it. Doom’s duration is 20 seconds, and it deals a large hit of damage (600% of SP!) ONCE, at the end of its duration. I’m not fully sure of what it does if you cast it a second time before this expires, whether it resets this timer or just applies a second Doom on the target, with a maximum of two of these applications.
- Hand of Gul’dan no longer applies a DoT, nor does it have charges or a cooldown. It costs up to 4 of your Soul Shards to cast, deals damage to a target and anything 8 yards around it, and summons a number imps based on how many shards you spent to cast it. 4 shards? 4 imps.
- Shadow Bolt is your filler, and generates a Soul Shard on hit.
- Call Dreadstalkers costs 2 Soul Shards, and summons 2 Dreadstalkers, which attack your foes. They last 12 seconds, and the ability has a 15 second cooldown.
- Demonic Empowerment strengthens all of your currently active demons, granting 50% increased health and haste, and boosting their damage based on your Mastery, thanks to Mastery: Master Demonologist. This effect lasts 12 seconds.
- Demonwrath is your baseline AoE ability. It requires you to channel for 3 seconds, and deals damage every 1 second if an enemy is within 10 yards of any of your demons. The more demons you have? The fewer safe areas! I assume, based on the wording of the tooltip, that it only deals damage to an enemy once per tick (i.e. if an enemy is near 3 demons, it doesn’t take 3 lots of damage per tick, but just the 1). Each time it deals damage, you have a 15% chance of generating a Soul Shard, and you can move around while casting it.
- Summon Felguard is pretty self-explanatory. It summons a Felguard, the Demonology-specific demon. He has an axe, and likes to hit enemies with it.
- Soul Link is not a talent any more, but a Demonology-specific baseline ability! 20% of all damage you take is split with your demon, and you both get healed for 3% of damage you deal. So, as it works on live then.
Glyphs are working differently in Legion. Major glyphs are apparently gone, and now you apply the glyph directly to the spell, meaning you can have one per (eligible) ability, I guess?
- Glyph of Crimson Banish: Your Banish spell is now red.
- Glyph of Soulwell: Your Soulwell glows with an eerie light.
- Glyph of the Abyssal: Transforms your Infernal into an Abyssal.
- Glyph of the Demon Eye: Transforms your eye of Kilrogg into a demonic floating eye.
- Glyph of the Fel Imp: Transforms your Imp into a Flame Imp.
- Glyph of the Inquisitor’s Eye: Transforms your Eye of Kilrogg into an Inquisitor’s Eye.
- Glyph of the Observer: Transforms your Felhunter into an Observer.
- Glyph of the Shivarra: Transforms your Succubus into a Shivarra.
- Glyph of the Terrorguard: Transforms your Doomguard into a Terrorguard.
- Glyph of the Voidlord: Transforms your Voidwalker into a Voidlord.