Demonology Warlock Review - Battle for Azeroth Community Opinions
Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Demonology Warlock. See if this spec appeals to you in Battle for Azeroth!
We reached out to the Demonology Warlock community to give their thoughts and opinions on the changes and current state of the spec.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Demonology Warlock Guide
Lock One Stop Shop is the online community for warlocks.
This overview of Demonology is put together by our guidewriter
from Tarren Mill-EU who plays in <Security>, you can often find him exploring new ways to play Warlock and creating APLs for SimulationCraft to aid him in his quest.
This is a compilation of thoughts on Demonology in its current state and where we would like to see it go.
If you’d like to discuss Warlock in general more in depth please join the
or check out our
on August 4th @ 12PM CST / 6PM CDET where some of us will be discussing all things Warlock prior to BFA launching!
: Overall I think the Demonology rotation is engaging and fluid enough that many of the talents that try adding something make it feel sort of clunky and disruptive. In particular
and to an extent
. They do not really add to the rotation overall nor do they increase spec complexity; these talents in my book get a 0 out of 5.
: The feel of Demonology is much more in line with where I believe it should be and certainly a much better feeling than playing it in Legion. I do think there is something missing when you start adding in talents that just slide in as “just another cast” instead of it flipping the rotation on its head and forcing new gameplay. There is really only 1 talent that does this,
, and it only happens while the talent is active. Overall I think Demonology talents are in a pretty good spot but there is room for improvement; 3 out of 5.
We are generally limited in terms of mob tagging and instant casts as our only on demand cast we have that can be reliably used is a talent,
, and it takes away from more desired talents in that tier that could be used instead.
Looking more in detail about the talent rows in specific and what talents feel great and what talents feel not-so-great:
plays great as it adds many little things that you need to adjust your playstyle around and enables more interesting setups for
is also a very fun talent to have and play with but it has some scaling issues that make it fall to the wayside in basically all aspects. Would like to see this talent have a more defining role in some capacity since the general flow of talents in this row is: single target, ???, multi-target.
– This tier has some good options to keep gameplay active or simply increase output with little thought which plays nicely overall. From the Shadows is a nice “set it and forget it” talent that adds something basic to play around without having to deal with extra buttons to press. Soul Strike gives a main source of damage the ability to quickly change targets and provides the caster something instant to help with movement DPS.
is uninteresting and mostly comes into play with
due to it only costing 1 Soul Shard to summon.
– This tier is a bit more contentious as two of the three talents don’t contribute to a modified rotation and one of those two almost has negative synergy with the fluid gameplay.
creates a lot of unpredictability in the rotation because you cannot safely have a
without possibly overcapping on Soul Shards especially when
(Azerite Trait) is taken into account.
s is just there and has no interaction with gameplay. Since they changed
it is a much much much less appealing talent mostly due to the cooldown being 2 minutes now; this cooldown lines up with nothing at all and just feels bad to play with because of it. They could easily adjust for this by retuning the damage modifier on the talent and reducing the cooldown back to 1.5 minutes.
– There are some potentially interesting talents in this tier that do (or could) affect gameplay in interesting ways but there are some tweaks that could/should be made.
is just a bland talent, affects nothing for gameplay and is just kind of there.
, if tuned properly (25% increased damage for a full energy Imp is close to proper tuning, or at least it is much better than what it was at previously, 15%), has the potential to allow players to focus on “playing the best” which would reward them greatly for properly executing consuming the right number of Wild Imps at the right time while also having the same downside if you consume improperly.
is interesting but it affects the opener by making it much slower and clunkier, this could be changed by removing (or reducing) the cost of casting the spell to allow for faster ramp.
The Azerite traits available to Demonology are split between 3 good traits and 3 bad/boring traits:
: Adds a little bit of extra RNG to the rotation in a similar vein as
however the trait is much better as it dissuades the fear of overcapping Soul Shards.
: Gives Demonology a bit of a higher pace to the rotation by giving us a stack of
when our main cooldown expires and provides us the opportunity to play around this effect in AoE situations where you can get a massive stack of Wild Imps out ready to implode when
: While this is another AoE centric trait it does give us the ability to play around a buff and possibly modify the rotation in AoE depending on how big the Haste buff will be in the end.
: Introducing the Legion Fire Mage bracer effect to Demonology is really just not fun. Sitting there hardcasting a 4 second cast feels terrible for a fairly minimal gain.
: This trait promotes unoptimized play where you have a playstyle of not pooling procs for things like From the Shadows or
because the duration of the buff is so short.
: Provides a single target gain on an AoE enabled spell, very bland. They should make this trait AoE on all targets hit by
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