Tag Archives: Spec

Legion: Affliction Overview

Suffer. Wither. Die.

Third and final spec overview! Told you I’d get around to it.

Usual disclaimer applies: This is all based on Alpha/Beta stuff, and naturally subject to change at a moment’s notice. If/when things change, I will update this post to reflect it!

General

  • Probably the most unchanged spec once again, if you’ve played Affliction in the past, you’ll know what to do here.
  • Has better AoE options than before!
  • YOU GET A SCYTHE
  • You still have Soul Shards, but now you have 5. You only start a fight with 1, however. Have fun with that.

Artifact

uthalesh

ULTHALESH, THE DEADWIND HARVESTER. Such a badass name. Such a badass scythe. Now you’ve become a reaper of souls!

Here’s the layout of your weapon’s traits:

ulthalest

As before, you start at the node with the solid gold frame and work your way around, picking the traits you want/need. Blizzard speculate it’ll take 1-3 months to fill it all out, rather than over the course of the entire expansion. Possible future patch upgrades then?

Start Point

  • Reap Soul: Deals x Shadow damage every 5 sec for 42 sec. Each time Reap Soul deals damage, it increases in damage frequency by 6.66%.

A new ability! It’s on a 45 second cooldown, and gives you a new DoT to manage/track. It ticks after 5 seconds, then each successive time ticks a little bit faster. I imagine the base damage will be relatively low (closer to Corruption than Agony or Unstable Affliction) due to the fact the speed of ticks ramps the hell up.

Nice touch with the 6.66% too. Well done.

Major Traits

From left to right, these are the three traits with the fancy draconic borders.

  • Soul Flame: When you kill a target, its soul bursts into flames, dealing Shadowflame damage to everything around it.
  • Wrath of Consumption: Killing an enemy causes your damage over time effects to deal x% more damage. This ability stacks up to 5 times.
  • Harvester of Souls: Your Drain spells have a chance to trigger on all targets afflicted by your Corruption for 3 sec.

So these traits seem to have multiple target fights in mind. Short-lived adds? Soul Flame comes in handy. Kill one, damage the rest. Wrath of Consumption helps too as when you kill something, your DoTs tick harder. Harvester of Souls potentially targets everything with Corruption on it, and yay it brings back the old Harvest Life effect! You’ll look like a fel maypole again.

Minor Traits

From left to right, these traits have no fancy border. Sob.

  • Shadowy Incantations: Increases your Shadow damage dealt by x%.
  • Hideous Corruption: Increases the damage of your Corruption by x%
  • Long Dark Night of the Soul: Increases the healing of your Drain spells by x%.
  • Compound Interest: Each Agony and Corruption you cast increases the damage of your next Unstable Affliction by 10%.
  • Sweet Souls: Your Healthstone fully heals you. Any party member using a Healthstone also heals you for the amount they were healed.
  • Perdition: Increases the critical damage of your Agony, Corruption, Drain, and Unstable Affliction by x%.
  • Inherently Unstable: Increases the critical strike chance of your Unstable Affliction by 0%.
  • Seeds of Doom: Increases the detonation damage of your Seed of Corruption by 0%.
  • Drained to a Husk: Increases the damage of your Drains by x%.
  • Fatal Echoes: When your Unstable Affliction expires, it has a 25% chance to reapply itself.
  • Inimitable Agony: Increases the damage of your Agony by x%.
  • Mere Flesh: Reduces damage you take by x%.

Mostly +damage% buffs to your regular abilities. Standout abilities here to me are Compound Interest, which buffs Unstable Affliction for each Agony and Corruption you cast, Sweet Souls, which makes Healthstones useful again, and Fatal Echoes, which can potentially save you Soul Shards over the course of a fight!

The weapon also has an equip effect:

ulthalesh2

So the more of those passive damage boost traits you have unlocked, the more that add killing benefits you over the course of a fight. From my understanding, the Tormented Souls that appear that you need to kill actually proc this 10% shadow damage/passive effect double boost too, so you don’t suffer on single target fights/fights with no adds to kill! Proper job.

Talents

As before your basic rotation is simplified, and you can leave it like that and pick passive talents, or make things more complex by adding active abilities. I would ASSUME that taking active abilities over passive ones would provide higher DPS over the course of a fight (more complexity = more reward, surely?) but this all remains to be seen of course.

flic1

Haunt is no longer a spell that buffs your DoTs, but a sledgehammer of a spell on a 15 second cooldown. Probably your add-killing spell, due to the fact it a) does a crapload of damage, and b) has the cooldown reset if the target it hits dies. Could also act as a cooldown-based filler. Have DoTs up, cast Haunt, then Drain Life until you need to refresh your DoTs/recause Haunt.

Writhe in Agony either doubles the damage per stack of Agony, or doubles the maximum stacks of Agony. I’m not 100% sure either way. The former would be slightly preferable, as it’d reach maximum damage output a bit quicker.

Drain Soul replaces Drain Life. It hits a LOT harder (600% of spell power vs the 150% of Drain Life (though it can increase to 300% for reasons you’ll see below)), and replenishes a shard if the target you’re draining dies during the channel. It appears to lose the “+50% damage for each of your DoT effects” bonus (hence why Drain Life can hit 300% of spell power), but it still hits twice as hard as that through base spell power regardless.

flic2

Contagion sounds simple. Adds a secondary effect to Unstable Affliction that increases all damage you deal to the target, including through Unstable Affliction itself I’d assume. Nice passive damage boost.

Absolute Corruption sounds AMAZING. By making it a one-time-cast ability, it makes you spend less time/global cooldowns refreshing DoTs, and considering Affliction has potentially 5 (Agony Corruption, Unstable Affliction, Reap Soul from the artifact, and Siphon Life from the talents below), it simplifies things a tad.

I still don’t like Mana Tap because, although the damage boost is nice, it can put you in danger. It would still make you Life Tap more, and that’s still potentially dangerous.

flic3

Soul Leech is something you take when you want to smooth out damage over the course of a fight a bit. General boss AoE pulses will probably eat it all up in one go, but you’ll generally take less damage than anyone else because of it. Always handy.

Mortal Coil, as I have said before, would probably only be useful if the heal works regardless of whether or not the target succumbs to the Horror.

Howl of Terror just screams “PVP TALENT” to me, which confuses me as there’s a separate PvP talent tier now. Unless adds or bosses (ha) are susceptible now? I doubt it.

flic4

Siphon Life gives you a new DoT to make a weakaura for, and thus adds complexity to the spec. We all like complexity, right? Remains to be seen how useful the heal will be, whether it’s a flat percentage based on your maximum health, or based on damage it deals, so much up in the air with this one.

Sow the Seeds makes Seed of Corruption less goddamn useless, making it consume 1 Soul Shard to apply to 5 enemies, provided they’re close together. Anything that makes that spell worth casting is a plus in my book.

Soul Harvest is something you can press when RNG hates you and Agony isn’t giving you shards.

destro5

Situational talents for situational uses. Need to move quickly out of voidzones that aren’t in predetermined locations? Burning Rush! Need to move from place to place in a predictable manner? Demonic Circle! (you can probably combine it with Demonic Gateway usage too, to easily move back and forth) Need to flatten out/negate large damage spikes? Dark Pact!

destro6

Supremacy and Service, in terms of a single-target fight, come down to personal preference (at least at this point in time, when there’s a LONG way before number tuning). Sacrifice is most likely most viable in an AoE fight, due to it hitting an 8 yard area.

That being said, I don’t like how it’s reworked in theory. In practice, it might be amazing, but I lament the loss of the passive heal and flat, non RNG-based damage boost.

Of note, the Grimoire of Supremacy demons we have now will be in the forms of glyphs to the Summon Whateverdemon abilities.

Huzzah!

flic7

Soul Effigy allows you to tailor a single target fight to your strengths, i.e. make it a multidot encounter! It will double the potential generation of Soul Shards (due to having two Agony spells running constantly), which is a nice bonus. The magnitude of damage transferral is unknown at this point, but it’s still good just for the Shard boost. Potentially drops in usefulness with 3+ permanent targets (e.g. various Council fights) as you’ll spend all your time just refreshing DoTs and doing bugger all else.

Phantom Singularity is an AoE that is centered on a target (unlike Rain of Fire, which you target yourself), that hits 8 times (for damage totalling 200% of spell power) and heals you for a nice wedge of that damage. I think the AoE applications of this ability are of more use than the heal, considering the only other AoE ability you get is Seed of Corruption.

Demonic Servitude is your passive option for the tier, and I’d imagine would be tuned SLIGHTLY lower than Soul Effigy for this reason. Still nice to have a Doomguard running around though!

Abilities

Here are your core abilities! They’re a skeleton, which you flesh out with talents and artifact traits.

  • Agony is one of your three main DoTs, and functions much as it does now. Each time it deals damage, it adds a stack. The more stacks, the more damage it does, and refreshing the DoT maintains the stack level. It also has a chance to regenerate a Soul Shard each time it deals damage (the old Nightfall passive that used to affect Corruption), and this is NOT capped at “your most recent Agony application” anymore.
  • Corruption is same old same old, with less Nightfall.
  • Unstable Affliction is your sole Shard spender (unless you take the Haunt and/or Sow the Seeds talents), and deals a LOT of damage over 8 seconds. If a target dies when this DoT is running, the cost is refunded, and if it’s dispelled, the dispeller takes a heavy hit of damage and is silenced. Nice!
  • Drain Life is your new filler! It’s a channeled spell over 6 seconds, and each tick deals Shadow damage and restores 3% health. The damage it does depends on how many of your baseline DoTs you have on the target; each one confers a 50% damage boost.
  • Seed of Corruption functions mostly the same as now. Plants an evil seed in a target that explodes after 18 seconds, or when they take a certain amount of damage, or when they’re hit with another seeded target’s explosion. The talent Sow the Seeds makes this spell put seeds in 4 extra nearby targets, meaning easy explosions! The explosions deal a lot of damage to enemies near them, and applies Corruption to everyone hit.
  • Life Tap eats 10% of your health and restores 30% of your mana. Nom.
  • Mastery: Potent Afflictions increases the damage of Corruption, Agony and Unstable Affliction by a flat percentage based on your Mastery stat. Simple damage boost.

Glyphs

They still haven’t been dug out (or even implemented?) yet. The tweet I put in the Grimoire of Whatever talent section is the only glyph info we have so far.

(#WoW #Warlock #Legion)

Legion: Destruction Overview

EMBRACE CHAOS!

The second spec overview of three, Destruction doesn’t see too many drastic changes thankfully. If you played it in Warlords or Mists, you’ll know what you’re doing in Legion.

Mostly.

General

  • Burning Embers are replaced with Soul Shards, of which you can have a maximum of 5. Soul Shards mainly fuel your usage of Chaos Bolt. You start a fight with 1 shard, and need to build them up, much like Burning Embers.
  • Mainly unchanged, thanks to some changes to Havoc it looks to be amazing at 2 target cleave fights, and with the right talent setup, looks to excel at AoE too. You can’t do both at the same time though. It’s either brilliant cleave or brilliant AoE.
  • Single target looks to be the same as now; competitive.
  • New Mastery is a bit random. By design!

Artifact

scepter of saggy

The Scepter of Sargeras! Supposedly the weapon that destroyed the real Draenor, when Nerzhul opened a shitload of portals. If Demonology has the most unique artifact, Destruction has hands-down the plain best-looking one!

saggystick

Here’s your “talent tree” for the weapon. You start at a fixed point (the node with the solid gold circle), and work your way around. The traits with fancy borders are major traits, the rest minor.

Start Point

  • Dimensional Rift: Rips a hole in time and space, opening a portal that damages your target. (3 charges, 1.5 second cast, 45 second recharge)

There are 3 potential portals this ability can open, each with an equal chance of appearing, and each benefitting from your Crit rating. Chaos Tear fires a single Chaos Bolt at your opponent. Similar to your Chaos Bolt, it will always crit. Its damage scales with your critical strike chance, as yours does, but NOT from your Mastery or Chaos Bolt-modifying artifact traits.

The second portal is the Chaos Portal. This casts the spell Chaos Barrage, throwing out a projectile every 0.25 seconds for 5.5 seconds, totalling 22 bolts! Its cast rate will increase with haste, as will the next portal, Shadow Tear. This third portal will fire Shadow Bolts every 2 seconds for 14 seconds, for a total of 7 projectiles.

Major Traits

From left to right!

  • Dimension Ripper: Incinerate has a 6% chance to grant a charge of Dimensional Rift.
  • Conflagration of Chaos: Conflagrate has a chance to guarantee your next Conflagrate critically strikes, and to increase its damage by your critical strike chance.
  • Lord of Flames: Once every 10 minutes, Rain of Fire summons 6 Infernals to serve you for 8 seconds.

So more uses of your artifact ability? Excellent! A chance to turn Conflagrate into a mini Chaos Bolt? Awesome! Raining Infernals from the skies! AMAZING.

Once every 10 minutes? Ehhh.

Minor Traits

From left to right again!

  • Chaotic Instability: Increases the critical strike damage of Chaos Bolt by 5%/10%/15%
  • Fire and the Flames: Reduces cast time of Incinerate by 5%/6%/10%.
  • Planeswalker: Transporting through your Demonic Gateway heals you for 50% of your maximum health.
  • Soulsnatcher: Chaos Bolt has a 5%/10%/15% chance to refund 1 Soul Shard.
  • Demonic Durability: Reduces cooldown of Unending Resolve by 30 seconds.
  • Master of Disaster: Increases damage dealt by Incinerate by 5%/10%/15%.
  • Devourer of Life: Drain Life has a 15%/30%/45% chance to increase its damage and healing by 15%/30%/45% for 15 seconds.
  • Fire From the Sky: Increases damage dealt by Rain of Fire by 5%/10%/15%.
  • Flames of the Pit: Increases Fire damage you deal by 4%.
  • Residual Flames: Increases damage dealt by Immolate by 10%/20%/30%.
  • Impish Incineration: Increases damage dealt by your Imp’s Firebolt by 15%. (Grimoire of Supremacy: Increases damage dealt by your Doomguard’s Doom Bolt by 18%) (Grimoire of Sacrifice: Increases damage by 3%)
  • Eternal Struggle: After casting Life Tap, you take 10%/20%/30% less damage for 6 seconds.
  • Burning Hunger: Increases the critical strike chance of Immolate by 10%/20%/30%.

 

Mostly we’re seeing passive increases to your rotational abilities. Impish Incineration changes what it does based on which Grimoire talent you choose, which is nice. Eternal Struggle seems to turn Life Tap into potentially a risky damage reduction cooldown? High risk, high reward, we all love that.

Talents

Talent choices in Legion seem to be more meaningful this time around, most of them having some sort of impact upon your rotation. Your basic rotation itself is simplified, and you add complexity through your talent choices!

destrotalents

Row 1

  • Backdraft: Casting Conflagrate reduces the cast time of Incinerate and Chaos Bolt by 30% for 5 seconds.
  • Roaring Blaze: Conflagrate increases your remaining Immolate damage on the target by 50% until Immolate expires or is refreshed.
  • Shadowburn: Blasts a target for (340% of Spell Power) damage. Generates 2 Soul Shards if the target dies within 5 seconds. (1 Soul Shard cost)

Destro gets the instant cast spell it’s always wanted but could never have! Costs a shard though. Shadowburn is now usable at any health level, not just in execute range, but it’s still best to kill off a target with it for the shard regeneration. The Backdraft effect is now a talent, but doesn’t operate on a charge system, it just makes your filler and nuke both cast faster for a flat 5 seconds. Roaring Blaze, if you take it, will make you want to bank a charge of Conflagrate for whenever you need to cast Immolate on a target, and I’d assume is best used on a single target fight, otherwise you won’t have enough charges to go around!

Row 2

  • Reverse Entropy: Reduces the cast time of Chaos Bolt and Rain of Fire by 0.5 seconds and they restore 35% of your maximum mana.
  • Fire and Brimstone: Incinerate now hits all enemies near your target.
  • Mana Tap: Consumes 40% of your current mana to increase your damage by 10% for 20 seconds.

Fire and Brimstone also receives the “changed and shunted to a talent” treatment, now it makes Incinerate always AoE. Great for fights when you need that sort of thing, which if this expansion is anything to go by, will be every fight.

Faster Chaos Bolts and less need to cast Life Tap? Reverse Entropy looks to be a powerful choice! Mana Tap does almost the opposite; it’ll cause you to cast Life Tap MORE often, but you get a nice 10% damage buff to compensate. Probably best not to take this on fights where you’re expected to take a lot of damage, or on healer-intensive fights, as the less you’re Life Tapping lost mana, the more they can focus on everyone else.

Row 3

  • Demon Skin: Your Soul Leech absorption now passively recharges at a rate of 1% of 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, especially if the absorb reduces Life Tap damage. Shadowfury controversially has a cast time now, and is not useful in fights with no adds, for obvious reasons.

Row 4

  • Eradication: Chaos Bolt increases the damage you deal to the target by 12% for 6 seconds.
  • Cataclysm: Conjures a cataclysm at the target location, dealing (700% of Spell Power) Shadowflame damage to all enemies within 8 yards and afflicting them with Immolate.
  • Soul Harvest: Immediately generate 5 Soul Shards. (2 second cast, 2 minute cooldown)

Cataclysm hits like a TRUCK. Almost twice the Spell Power modifier of Chaos Bolt! Great for fights where AoE/cleave is needed, as you can do a serious chunk of damage with this. Eradication best saved for fights where you’re focusing on one target, so you can take full advantage of the 6 seconds of extra damage. Soul Harvest seems pretty underwhelming compared to these two, though if you have cause to spam as many Chaos Bolts as you possibly can (Feast of Souls phase on Gorefiend, perhaps?), then this may see some use. Even better if you take Shadowburn in tandem with Soul Harvest, you can throw out a serious number of high-damaging spells consecutively, though whether you end up doing more damage with this than with Chaos Bolt depends on whether you get lucky with your critical hits.

Row 5

  • 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.

Row 6

  • 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). (2 minute cooldown)
  • Grimoire of Sacrifice: Sacrifice your demon to gain Demonic Power, causing your spells to sometimes also deal (100% of Spell Power) Shadow damage to the target and other enemies within 8 yards. Lasts 1 hour or until you summon a demon. (30 second cooldown)

Grimoire of Sacrifice goes from a “definite flat damage increase” talent to a “sometimes AoE damage” talent, though an artifact trait will ALSO flatly increase all your damage by 3% if you take this. Will apparently proc around 20 times per minute, increasing with Haste.

This tier comes down to “do you want big demons, normal demons, or no demons?” Supremacy will be good if you need to move a lot, as the Doomguard will do a respectable portion of your damage while you reposition. Similarly with Service, when you need to move, spit out your extra pet. On Patchwerk fights, or fights with a lot of AoE, you might wanna take Sacrifice.

Row 7

  • Wreak Havoc: Havoc now lasts 20 seconds, and has no cooldown.
  • Channel Demonfire: Launches 15 bolts of felfire over 3 seconds at random targets afflictied by your Immolate within 40 yards. Each bolt deals (50% of Spell Power) Fire damage. (3 second channel, 15 second cooldown)
  • Soul Conduit: Every Soul Shard you spend has a 20% chance to be refunded.

Wreak Havoc sounds AMAZING for permacleave fights (think Twin Ogron, or Hellfire High Council) , as it makes Havoc essentially last forever, almost doubling damage output! Channel Demonfire will be great on AoE fights, especially if you take Cataclysm as well. Cataclysm mass-inflicts Immolate, Channel Demonfire then has a chance to hit ALL the enemies! Soul Conduit will therefore be the single target talent of choice, as the other two talents won’t really have much (if any) benefit.

 

Abilities

Your core spec abilities are a skeleton, to which you can take talents to flesh out. Here’s Destruction’s baseline abilities!

  • Immolate is your DoT, and you want maximum uptime on it. Each tick has a 15% chance to regenerate a Soul Shard, 30% on crits..
  • Conflagrate has 2 charges on a 12 second cooldown, is instant cast, and generates 1 Soul Shard when used.
  • Incinerate is your main filler, and there’s nothing particularly of note to say about it.
  • Chaos Bolt costs 2 Soul Shards, and is your primary nuke spell. It always critically strikes, and your Critical Strike rating increases the damage it deals. If your Crit rating is 25%, then Chaos Bolt will deal 1.25x its normal damage.
  • Life Tap makes a return for Destruction! Restores a flat 30% of your mana, at a cost of 10% of your health.
  • Havoc, as mentioned above, works slightly differently in Legion, in that it debuffs an enemy for 8 seconds, and copies all spells cast on another target to it for the entire duration of the buff, as opposed to working on a charge-based system. You can only have 1 Havoc spell active at a time.
  • Rain of Fire makes a comeback, though it never really went away, just… went useless for a while. Not instant anymore, it now has a 2 second cast time, and hits an 8 yard radius of your choosing with fiery rain for 8 seconds at a cost of 3 Soul Shards! Deals VERY respectable damage now, and obviously rains Infernals down with the appropriate artifact ability, so seems worth the cost in an AoE-fest.
  • Mastery: Chaotic Energies is a strange one. It increases the damage your spells do by x% (where x is your mastery rating) RANDOMLY. If your Mastery is 50%, then your spells can hit 50% harder, but they’re just as likely to hit 1% harder, or 25% harder, or 15.34% harder. It apparently smooths out over the course of a fight, but I kinda dislike that I can perform flawlessly on a fight, but RNG dictates that my damage is rubbish anyway. It also reduces damage you take by a random amount, up to x%.

Glyphs

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.

Legion: Demonology Overview

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)

General

  • 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!

Artifact

manari

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.

manari2

skull.png

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?

Major Traits

  • 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.

Minor Traits

  • 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.

Talents

talents

Row 1

  • 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!

Row 2

  • 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.

Row 3

  • 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.

Row 4

  • 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.

Row 5

  • 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.

Row 6

  • 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.

Row 7

  • 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?!

BeholderWarlock

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!

 

Abilities

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

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.