Wrath of the Lich King: Alpha leak compendium; title music suite, abilities, pictures

Label said:
Fuck it, after reading about all this Dark Knight stuff I am going to have to buy the expansion..

Good bye life as I get addicted to WoW once again :(
I gave up WoW 3 weeks ago for conan... now I wanna play it again. :(

Blizzard = God of Marketing.
 
Demon form and those giants look ****ing awesome. I'd buy it but I know I'll never get to the epic instances and probably will end up flying mountless, have 1 epic and be completely poor.
 
I fixed up the OP and put the abilities in the second post now. There's been a mix of updates since I originally put those in there, so there's some new information.

newbghu9.jpg


This is apparently a new battleground, from a mini-map rip. They had a snowy version of Arathi Basin in there too, which is such a simple thing but makes me really happy, personally. I love snow and I love Arathi Basin.
 
I like the design of that map, wonder what kind of game type it is?

I wanna see the new Rogue abilities damnit! Must be some good stuff if they didn't show it yet :lol
 
Demon form! So happy I have a 70 warlock waiting anxiously for that ability.

I'm really liking the art direction too. I've always been a fan of the snowy zones and those giants are the coolest things I've seen in a while. Nice job so far Blizz!
 
funkmastergeneral said:
This thread got me itching for some WoW so I resubscribed last night and it was kind of boring. I quit when the first expansion came out because I was an old hardcore raider, and finding out all my tier 3 gear was obsolete day 1 bugged the hell out of me. My warrior is up to level 65 but the game just isn't as much fun when I don't have my friends to play with, very lonely :(

It is extremely boring if you don't have anyone to play with for sure. I find other MMOs to not have as much of a problem in this regard, but for the most part the genre really needs to be played with at least one other person in order to fully enjoy how it's designed.
 
Alex said:
That's rather awesome. Especially the Stormwind port; wonder if they're adding full-on port functionality to both Orgrimmar and Stormwind in preparation for the 'campaign across the northern sea'. Snowy Arathi Basin... also makes me think that perhaps they have a 'a cold blizzard comes down Northrend' esque pre-expansion event, perhaps.
 
Content on the ultra limited F&F Alpha seems to be fizzling out a bit, hopefully Blizzard doesn't wait too long between updates!

I saw this in a screen and clipped it out, I thought it was interesting, the Death Knight resource bar:

v3kkxz.jpg


DK Starter gear:

http://img99.imageshack.us/img99/6507/wowscrnshot052208011503do8.jpg
http://img519.imageshack.us/img519/7571/fixed1id3.jpg
http://img519.imageshack.us/img519/2980/fixed2dj0.jpg
http://img371.imageshack.us/img371/9185/fixed3dz5.jpg
http://img55.imageshack.us/img55/7219/fixed6xl3.jpg
http://img338.imageshack.us/img338/2920/fixed5yq6.jpg
http://img99.imageshack.us/img99/639/fixed7er1.jpg
http://img247.imageshack.us/img247/2708/fixed9as6.jpg
http://img55.imageshack.us/img55/4258/fixed8jx3.jpg
http://img179.imageshack.us/img179/92/fixed10mo4.jpg
http://img179.imageshack.us/img179/2298/fixed11df1.jpg
http://img179.imageshack.us/img179/8054/fixed12kg8.jpg

Extremely early Tier 7 samples:

http://i25.tinypic.com/rm2w4n.jpg
http://i25.tinypic.com/2cmkrus.jpg
http://i32.tinypic.com/ve6gsg.jpg
http://i28.tinypic.com/28ltc44.jpg
http://i30.tinypic.com/wccrxw.jpg

NPC abilities

Spells related to the Dragon-encounter in the Nexus:

* Temporal Rift - Channels a temporal rift on an enemy target for $d. While trapped in the rift, all damage done to the target is increased by $s1%. In addition, for every 2000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
* Time Stop - Halts the passage of time, freezing all enemies within $r1 in place for $d. This attack applies 5 Shock Charges to each affected target
* Dream Funnel - Transfers 5% of the caster's max health to a friendly drake every second for $d as long as the caster channels.
* Touch the Nightmare - Consumes 50% of the caster's max health to inflict $s1 Nature damage to an enemy dragon and reduce the damage it deals by $s2% for $d.
* Leeching Poison - Poisons an enemy dragon, inflicting $s1 Nature damage every $t1 sec. for $d. Damage done by this poison heals the caster. Stacks up to 3 times.
* Evasive Maneuvers - Allows your drake to dodge all incoming attacks and spells. Requires Evasive Charges to use. Each attack or spell dodged while this ability is active burns one Evasive Charge.

Northrend compiled from Mini-maps, for the hell of it!:

NorthrendTerrainSmall.jpg
 
Where's Icecrown Glacier? Is that the darkish blue square patch in the centre of the lime green in the middle of the map?

[edit]Looks like it. I guess that the large blue lake-looking thing is the actual glacier, and then at the top you either enter a raid instance or some kind of tunnel to get to the throne of the Lich King, which is in the blob in the middle.
 
proposition said:
Where's Icecrown Glacier? Is that the darkish blue square patch in the centre of the lime green in the middle of the map?

[edit]Looks like it. I guess that the large blue lake-looking thing is the actual glacier, and then at the top you either enter a raid instance or some kind of tunnel to get to the Throne of the Lich King, which is in the blob in the middle.

Looks like it, here's the larger specific from the site:

icegrownglacierat3.jpg
 
Thanks! :D

I really love the music too. I might actually have to buy this and get back into WoW for a while (to see this new content). I really really enjoy Blizzard's take on snowy, mountainous landscapes. They rocked Mount Arreat in D2: Lord of Destruction too.
 
rhfb said:
All the mage info out so far is really disappointing.
I think Blizzard sees the Mage class as fundamentally 'working as intended' and just wants to tweak it rather than give it a major overhaul. As a mage player I agree this is frustrating, but I'm hard pressed to say that the mage class has ever completely and totally sucked in the same way that some other classes (warrior and warlock post-launch) have in the game's history.

For me the biggest problem is that until you get to level 60+, you're basically casting the same two or three offensive damage spells over and over and over and over again. Spam fireball or frostbolt depending on your spec, throw in the odd fireblast, and other skills as and when you need them.

At least, that's how it goes for killing most mobs.
 
Mages are getting an overhaul to be on top for AOE damage.

That map is accurate for the alpha version. The green area is called Storm Peaks and I'm pretty sure the map is just unfinished (although the zone itself is kind of greenish, Felwood-ish).

Icecrown is the U-shaped dark area. The area to the east, midsection, is Zul'Drak, the ruined troll civilization.
 
The OP had a mention of Mind Rot as one of the new priest abilities initially, but now I don't see it. Was it found to be false?
 
Changes to existing spells & talents.

General:

* Intellect, Spirit and Stamina buff scrolls now provide buffs equal to their equally levelled class spells.
* Many existing mob abilities now have more descriptive tooltips when linked.

Druid

* Entangling Roots can now be used indoors as well.
* Base damage of Maul, Rake and Ravage has been increased.
* Demoralizing Roar now removes more attack power than before.
* Soothe Animal is now instant cast.
* Tiger's Fury no longer costs energy, but now has a 30 second cooldown.
* Hurricane cooldown has been removed.
* Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead.
* Ferocious Bite's damage for extra energy now scales with attack power.
* Nature's Grasp can now be used indoors as well.
* Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to it's old effect.
* Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to it's old effect.
* Omen of Clarity is now a passive effect instead of a self-cast buff.
* Feral Charge is now available in Cat Form as well.
* Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
* Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
* Subtlety has been reduced to a three point talent, now reducing threat and reducing the chance your spells will be dispelled by 10/20/30%
* Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to it's old effect.
* Improved Faerie Fire works for spells too now.
* Survival of the Fittest's effect has been doubled.
* Tree of Life can cast the new Flourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your spirit for 8 seconds.
* Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability.

Hunter

* Scare Beast's tooltip now shows the correct cast time.
* Damage caused by the pet ability Bite has been reduced, it's Focus cost has been reduced as well, and it's cooldown has been removed.
* Screech renamed Demoralizing Screech.
* Furious Howl's buff range increased to 20 yards.
* Shell Shield no longer reduces your turtle's attack speed.
* Steady Shot's bonus damage slightly reduced. Scaling unchanged.

Mage

* Invisibility's fade time changed to four seconds from five seconds
* Polymorph now has a percentage of base mana cost instead of fixed cost.
* Slow Fall now has a percentage of base mana cost instead of fixed cost.
* All Teleport: <destination> and Portal: <destination> spells now have a percentage of base mana cost instead of fixed cost.
* Mana Gem spells are now simply called "Conjure Mana Gem (Rank #)".
* Arcane Focus now only gives 1% Arcane spell hit chance per point, but will now reduce mana cost of Arcane spell by 1% per point as well.
* Magic Attunement now increases your Arcane spells ranges by 3/6 yards, in addition to it's old effect.
* Prismatic Cloak now reduces the fade time on your Invisibility spell by 1/2 seconds in addition to it's old effect.

Paladin

* Cooldown on Turn Undead and Turn Evil removed.

Priest

* Mind Soothe now only has one rank and works on targets of all levels.
* Mind Soothe now has a percentage of base mana cost instead of fixed cost.
* Mind Control now only has one rank and works on targets of all levels.
* Mind Control now has a percentage of base mana cost instead of fixed cost.
* Mind Vision now has a percentage of base mana cost instead of fixed cost.
* Psychic Scream now has a percentage of base mana cost instead of fixed cost.
* Shackle Undead now has a percentage of base mana cost instead of fixed cost.
* Holy Fire now deals more of it's damage on the initial cast, but it's damage over time duration and damage have been reduced. It should still result in a net increase in damage dealt.
* Lightwell cast time reduced to 0.5 seconds.
* Lightwell cooldown reduced to 5 minutes.
* Power Infusion cooldown reduced to 2 minutes.
* The amount of charges on Lightwell has been increased to 10.
* Inspiration can now proc from the Penance spell, in addition to all the old spells that could proc Inspiration.
* Searing Light now also increases the damage of Holy Nova and Penance.
* Shadow Resilience now reduces physical damage taken instead of it's old effect.
* Shadow Focus reduced to give 1% Shadow spell hit per point, but will now additionally reduce Shadow spell costs by 2% per point. Talent now has 3 points total to spend on it, down from 5.
* Spirit Tap now gives a 33/66/100% chance to proc, total talent points that can be put into the talent reduced to 3.
* Improved Spirit Tap added, this new talent gives your Mind Blast and Shadow Word: Death spells a 50/100% chance to give 50% extra spirit and 25% mana regeneration while casting for 8 seconds.
* Improved Shadow Word: Pain now increases the damage dealt by 5/10% instead of it's old effect.
* Mind Flay's range has been increased to 30 yards.
* Shadow Form now reduces threat generated by 30% in additional to it's old effects.
* Mental Strength now increases your Intellect by 3/6/9/12/15% instead if it's old effect.
* Pain Suppresion cooldown increased to 3 minutes.
* Focused Mind now also affects Mind Sear.
* Shadow Power's extra crit chance reduced to 2/4/6/8/10%, but Shadow Power now increases the critical damage bonus of the affected spells by 10/20/30/40/50%.
* Circle of Healing now has a 8 second cooldown.
* Enlightenment now increases spell damage and healing by 1/2/3/4/5% in addition to it's old effects.
* Vampiric Touch now gives mana to your party members for 2% of your shadow damage dealt, down from 5%.

Rogue

* The stun from Mace Specialization now has a 6 second cooldown.

Warlock

* Demon Skin/Armor now increase healing on the Warlock by 20% instead of giving health regeneration.
* Demon Armor no longer increases Shadow Resistance.
* Fel Armor now allows 30% of your mana regeneration to continue while casting, but no longer increasing the effects of healing you receive.
* Howl of Terror now has a percentage of base mana cost instead of fixed cost.
* Cataclysm now increases the chance to hit of your destruction spells by 1/2/3/4/5%.
* Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
* Soul Siphon now affects Drain Soul as well.
* Pyroclasm now also works with Conflagrate.
* Aftermath now has two ranks, giving a 5/10% chance to daze.
* Improved Fire Bolt and Improved Lash of Pain have been combined into the new talent Demonic Power. This talent takes the place of Improved Fire Bolt.
* Fel Intellect and Fel Stamina have been combined into the new talent Fel Vitality. This talent takes the place of Fel Intellect.
* Improved Curse of Weakness, Dark Pact and Mana Feed have had their tooltips clarified.
* Improved Succubus now reduces the chance your Succubus will have her Seduction spell interrupted by 25/50/75%, but will no longer increase the effects of Soothing Kiss and Lash of Pain.
* Soul Link now only shares 15% of the damage taken, and no longer increased damage dealt by the demon or it's master. Soul Link moved to tier 3 of the Demonology tree.
* Master Demonologist: Imps now provide 1/2/3/4/5% fire damage and fire crit, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi now provide 1/2/3/4/5% shadow damage and shadow crit, Felhunter now provides 0.2 resistance per level and rank, Felguards will now provide 1/2/3/4/5% extra damage and damage reduction.
* Unstable Affliction's Silence effect reduced to 3 second duration.
* Shadowfury's Stun effect now lasts 3 seconds.

Warrior

* Shield bash now deals damage equal to 20% of Attack Power
* Thunder Clap's damage increases as you get more Attack Power.
* Rend's Scaling with weapon damage has been improved.
* Sunder Armor's threat now scales with attack power.
* Rend has had it's duration reduced. Total damage dealt is unchanged.
* Challenging Shout cooldown reduced to 3 minutes.
* Revenge's tooltip has been clarified.
* The bonus damage dealt by Cleave and Heroic Strike has been increased.
* There is now only one rank of the Overpower ability. Bonus damage removed.
* Spell Reflection now costs 15 rage
* The stun from Mace Specialization now has a 6 second cooldown.
* Improved Rend's name changed to Bloodletting, it now also affects the Bloodbath skill.
* Death Wish no longer grants fear immunity.
* Anticipation now increases your chance to dodge by 1% per point, instead of increasing your defense skill.
* Iron Will now reduces the duration of Stun and Charm effects on you by 10/20/30% instead of giving you a chance to resist these effects.
* Improved Bloodrage now increases rage generated by 25/50%.
* Improved Shield Bash now also increases your Shield Slam damage by 5/10%.
* Improved Disarm now reduces the cooldown on your Disarm and Shield Break abilities by 5/10/15 seconds, and additionally will cause any targets you've disarmed to take 5/10/15% extra damage.
* The amount of charges on Sweeping Strikes has been reduced to 3.
* Poleaxe Specialization now also increases the damage your critical strikes with Polearms and Axes do by 1% per point in addition to it's old effect.
* Improved Revenge now increases the damage dealt by your Revenge ability by 8/16/25% in addition to it's old effect.
* Concussion Blow now causes damage equal to 25% of your attack power and has had it's cooldown reduced to 30 seconds. In addition the damage caused by Concusion Blow generates high threat.
* Last Stand's cooldown reduced to 2 minutes.
* Blood Craze now regenerates 2/4/6% of your health after being the victim of a critical strike.
* Bloodthirst now recoverd 1.5% of your max health per hit. Bloodthirst now has only one rank.
* Improved Disciplines (Rank 1) now reduces your cooldowns on Retaliation, Reckless and Shield by 5 minutes and increases their duration by 3 seconds.

Unknown

* The mob ability Shadow Cleave now lists "Requires Demon Form".
 
Alex said:
Changes to existing spells & talents.

Druid

* Entangling Roots can now be used indoors as well.
* Nature's Grasp can now be used indoors as well.
* Feral Charge is now available in Cat Form as well.

These changes just scream "FAKE" to me. Feral Charge in cat form doesn't even make sense.
 
Wow, once again great designs from Blizzard. They never disappoint! I really like the Clockwork gnomes, but they all look great to be honest.
 
Amankhan said:
These changes just scream "FAKE" to me. Feral Charge in cat form doesn't even make sense.

Feral Druids in cat form have a lot of problems hitting moving targets since their hit box is located at the center of their body and not at the claws as it appears on screen. Hence, a snaring ability and a charge ability in cat form would help them out immensly.
 
Saberwolves and Wendigos would make awesome Hunter pets. Dammit, I havent even gotten my first alt (Mage) to 70 and now I already want a 70 Hunter, Warlock, and Druid before WotLK hits.
 
Rogosh said:
Feral Druids in cat form have a lot of problems hitting moving targets since their hit box is located at the center of their body and not at the claws as it appears on screen. Hence, a snaring ability and a charge ability in cat form would help them out immensly.

I play a 70 Feral druid in a SSC/TK guild. I don't agree that a charge would fix our hit box problems.
 
Props to Blizz on those models and art for WotLK. They've been known to re-use assets a little too willingly in the past, but I see a lot of cool brand new models and improvements on some older ones.

Seems they are really going out of their way to make a quality expac, moreso than they did for BC. Those Ice Giants are amazing.
 
The demonology tree is completely insane now, I love it.

Soul Link at 10 points in! A vanish for Succubus, Last Stand for VW, AP/PI for IMP, Prep for Felhunter.. not to mention Demon Form. Seems like the pets and the lock will both be substantially harder to kill
 
radicalbunny said:
Props to Blizz on those models and art for WotLK. They've been known to re-use assets a little too willingly in the past, but I see a lot of cool brand new models and improvements on some older ones.

Seems they are really going out of their way to make a quality expac, moreso than they did for BC. Those Ice Giants are amazing.

They were very rushed with BC. They aren't so much with WOLK. BC happened during the massive defection to NCSoft/Red5/etc in addition to the drama with China over the Pandas. WOLK doesn't have those problems.
 
Alex said:
Warlock

* Demon Skin/Armor now increase healing on the Warlock by 20% instead of giving health regeneration.
* Demon Armor no longer increases Shadow Resistance.
* Fel Armor now allows 30% of your mana regeneration to continue while casting, but no longer increasing the effects of healing you receive.
* Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
* Soul Siphon now affects Drain Soul as well.
* Soul Link now only shares 15% of the damage taken, and no longer increased damage dealt by the demon or it's master. Soul Link moved to tier 3 of the Demonology tree.
* Unstable Affliction's Silence effect reduced to 3 second duration.
* Shadowfury's Stun effect now lasts 3 seconds.


Damn, warlocks of all specs are eating a mega-nerf. Good luck to Blizzard trying to keep this information off their forums and out of the public eye. It's one thing to keep new buffs and abilities under wraps, but the entire class will likely be seething about this from now until the time WotLK comes out.
 
My only big worry about DK's is starting at lvl 55. It will take me a short time to get to 58 and then I go to Outland and replace everything I have. Could they just not have started a new DK at 60 instead? What is the point of giving us gear, only to replace it shortly afterwards.

The gear form those pics looks ok-ish for that level. Maybe they should have upped the gear a bit more to make it last longer than a few levels as a DK.
 
Moving the healing bonus to demon skin to make it PvP armor was a really good decision, IMO. Makes it a lot more fair in comparison to Mage armors.
 
death knight starter armor still looks better than most tier sets released in BC

its almost a naxx quality set, looks wise imo
 
Raide said:
My only big worry about DK's is starting at lvl 55. It will take me a short time to get to 58 and then I go to Outland and replace everything I have. Could they just not have started a new DK at 60 instead? What is the point of giving us gear, only to replace it shortly afterwards.

The gear form those pics looks ok-ish for that level. Maybe they should have upped the gear a bit more to make it last longer than a few levels as a DK.

A DK starts at 55 and in their own zone, just like BE's and Dranei in BC.

The idea is probably to get you to 70 in the DK starter zones so you don't have to redo Outland. Of course this is all speculation on my part and the DK starter zone might only get you to 60 forcing you to redo all Outland stuff, who knows? I hope it's the former and not the latter.
 
radicalbunny said:
A DK starts at 55 and in their own zone, just like BE's and Dranei in BC.

The idea is probably to get you to 70 in the DK starter zones so you don't have to redo Outland. Of course this is all speculation on my part and the DK starter zone might only get you to 60 forcing you to redo all Outland stuff, who knows? I hope it's the former and not the latter.

I highly doubt that'll be the case. The idea of a starter zone that gets you from 55 to 70 seems completely unfeasible, unless the zone was Outland-sized (and that's not going to happen).
 
dave is ok said:
The demonology tree is completely insane now, I love it.

Soul Link at 10 points in! A vanish for Succubus, Last Stand for VW, AP/PI for IMP, Prep for Felhunter.. not to mention Demon Form. Seems like the pets and the lock will both be substantially harder to kill

With some of these changes letting certain demon pets get improved through talents, I think it would be cool if Blizzard let demonology locks get "evolved" pet models. So if you specced that new "Love Struck" talent, your succubus would look different than a normal warlock's succubus. Kind of minor, but I think it would do a lot for demonology warlocks to have 'cooler' looking pets than their affliction and destruction counterparts. (I don't even play a lock :lol )
 
radicalbunny said:
A DK starts at 55 and in their own zone, just like BE's and Dranei in BC.

The idea is probably to get you to 70 in the DK starter zones so you don't have to redo Outland. Of course this is all speculation on my part and the DK starter zone might only get you to 60 forcing you to redo all Outland stuff, who knows? I hope it's the former and not the latter.

That would make sense to do that but I am unsure Blizzard has really bothered to make an exclusive zone for DKs to levels, as well as everything Northrend has in it. Hopefully they drop the xp requirements for levelling, like they did recently for old world stuff.
 
Armor in WoW is so hit and miss in visuals, that it's hard for me to even list a tier I universally liked better than another for all classes. Well, excelt for Sunwell's variant, I think that's all just universally ugly. Same with AQ40's, except perhaps the Doomcaller's on a female Human Warlock looked good and HILARIOUS on the male races, it being pink and all.

Probably T2 and T4 for me, T4 was especially nice for some classes. I think Mage T4 is my favorite set in the game, it's just a nice subdued look. Doesn't look like Super Hero armor., I was never a fan of Naxx's T3. Especially as I was maining a a Paladin at the time, oh god. Captain America.
 
Wow, a lot of unhappy casters if all that goes through.

Warlocks dead completely? More Soul Link nerfs.

Also, regarding Death Knights..

If you have a level 55+ character on an account, you can go and create a Death Knight on any server and any faction you wish?
 
Considering the other changes, and the fact that Warlock is by a good stretch top of the tournament realm ratings atm, I think they'll be fine.

I'm happy Shadow Priest is making a psychotic come back though, based on those changes.

I don't expect it all to go through, but that is fixing every single problem then putting perfume and glitter on it for the hell of it.
 
Raide said:
That would make sense to do that but I am unsure Blizzard has really bothered to make an exclusive zone for DKs to levels, as well as everything Northrend has in it. Hopefully they drop the xp requirements for levelling, like they did recently for old world stuff.

I think they stated already that Outland will go through the same XP changes that Azeroth did once the expansion hits or shortly thereafter.
 
that would be a ton of work that only a single class could actually see. the death knight starter zone will probably have a few quests just to get you familiar with their abilities and will, at most get you to 58 so you can go directly to the outlands.
 
Alex said:
Considering the other changes, and the fact that Warlock is by a good stretch top of the tournament realm ratings atm, I think they'll be fine.
Yes please -- more nerfs for the sake of Arena balance, hooray!
 
Hero said:
If you have a level 55+ character on an account, you can go and create a Death Knight on any server and any faction you wish?
Yep.

And wow.. such leakage. I wonder who the hell does it? "friends and family."

I will probably create a Human female DK on release. Not touching my 70.
Will be tough going through outland again though :/ hell
 
well, changes to soul link and putting +healing on demon armor instead of fel armor aren't really going to effect anything but pvp, especially not with the other buffs they've gotten.

I think theyre doing a good job thus far, big fixes to stuff like Feral Druid and Shadow Priest, and good tweaks to the rest. I'm pretty pleased.

Really really curious to see the booster shot Paladin gets, considering they're on the bottom of about everything at the moment, and the best spell they got in BC was Crusader Aura. :lol
 
Alex said:
well, changes to soul link and putting +healing on demon armor instead of fel armor aren't really going to effect anything but pvp, especially not with the other buffs they've gotten.
Except that now everybody in PVE has to choose between a damage buff and a healing buff, when previously they could have both with Fel Armor. Warlocks never really have mana problems, so the mana regen crap is a pretty poor substitute for the healing bonus.
 
Wow, in a day's time I went from excited to disappointed regarding all the Warlock changes. I'm really hoping this is just some crazy testing their doing and not many of those nerfs make it to the actual game. There's going to be a lot of pissed of Warlocks if some of that stuff comes to pass.
 
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