Summons get different stats and effects, for example the 'Kat the Cat' can recharge your MPs. And the Feling queen (lv 77) has a buff that increases offensive stats of fighters (critical rate + critical dmg or accuracy + p.atk). Don't ask me any more details about stats of summons 'cause summoners are the class i played the less in 13 years. We have one of, if not the largest DPS impacting bugs in the entire game right now. All Warlock pets currently have their energy regen scale twice off haste. Fixing this would require drastic buffs to each pet's damage to achieve the same DPS results as live. Warlock undoubtedly has some of the best cooldowns in the game.
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I have been thinking about playing a bard (lore) with a two level dip into warlock. The goal with taking levels in warlock is to get some decent ranged combat ability (Eldritch Blast cantrip with Agonizing Blast invocation, etc.) for a character who will otherwise stand back and look to throw out some buffs/debuffs and healing if necessary. Warlocks have both powerful damage spells (primarily dealing over time) and debuff spells that work well in conjunction with each other and with the abilities of their group mates. They have Curses for many occasions; in fact, they can easily be considered the best debuffers in the game. Lucius 2 free download mac.
Powerful binding abilitiesDestiny 2 returns with the trio of classes from the first installment: Titan, Warlock, and Hunter. In this article, we're going to go over the Hunter in-depth. Here's our definitive guide to the class, as well as some tips and suggestions.Warlocks made a return in Destiny 2, allowing players to control the battlefield using a number of powerful and unique abilities. You could consider Warlocks to be the mages of Destiny 2, while Titans and Hunters are tanks and rogues, respectively. They're also pinned as the support pillar of any fire strike team. Warlocks don't go running in to soak up damage, but instead, offer supportive firepower and team buffs.
Do Warlocks Get Dmg Buffs For Multi Cleave 3
Basic abilities
Rift types:
- Healing Rift: Conjure a well of Light that continually heals those inside it.
- Empowering Rift: Conjure a well of Light that increases weapon damage for those inside it.
Subclasses
In Destiny 2, three subclasses are available to the Warlock class — Dawnblade, Stormcaller, and Voidwalker. Each offers their own unique strengths and weaknesses, as well as abilities, both regular and super, exclusive to that subclass. On top of that, each subclass also has two available skill trees that further increase a number of playstyles you can adopt.
Dawnblade
Do Warlocks Get Dmg Buffs For Multi Cleave People
Have you ever desired to be transformed into burning flames with the ability to shoot sizzling hot blades from your weapon? If so, then the Dawnblade subclass is for you. This class of the Warlock allows you to get up close and personal to enemies and set them ablaze or keep one's distance and take full advantage of mid-flight fighting capabilities.
Super Ability:
- Daybreak: Weave Solar Light into blades and smite your foes from the skies.
Jump types:
- Strafe Glide: Jump while airborne to activate Glide and start an airborne drift with string directional control.
- Burst Glide: Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
- Balanced Glide: Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
Grenede abilities:
- Solar Grenade: A grenade that creates a flare of Solar Light that continuously damages enemies trapped inside.
- Firebolt Grenade: A grenade that unleashes bolts of Solar Light at nearby enemies.
- Fusion Grenade: An explosive grenade that deals bonus damage when it attaches to a target.
Attunement of Sky skill tree abilities:
- Heat Rises: Airborne kills recharge your Grenade and Melee energy. Casting Daybreak instantly refills all your ability energy.
- Winged Sun: Engage your enemies mid-flight. Fire weapons and throw grenades while gliding. Icarus Dash: Press 'B, B' while in midair to dodge.
- Swift Striker: Strike an enemy with this Melee Ability to burn your target and temporarily increase your movement and reload speed.
Attunement of Flame skill tree abilities:
- Igniting Touch: Strike an enemy with this melee ability to burn them and cause them to explode when killed.
- Phoenix Dive: Hold 'B' while in midair to quickly descend and restore your health. While Daybreak is active, Descend cause explosive damage. Everlasting Flame: Killing an enemy with Daybreak extends its duration.
- Fated for the Flame: Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
Voidwalker
This is the go-to subclass for Warlocks who are down for some solo action for an hour or two. Sporting healing abilities that drain the life from foes, it's a well-rounded skill tree that sacrifices some of the support aspects of this class for extra damage. And the Nova Bomb is amazing to unleash for massive splash damage.
Super Ability:
- Nova Bomb: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
Jump types:
- Strafe Glide: Jump while airborne to activate Glide and start an airborne drift with string directional control.
- Blink: Jump while airborne to teleport a short distance.
- Burst Glide: Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
Grenade abilities:
- Vortex Grenade: A grenade that creates a vortex which continually damages enemies trapped inside.
- Axion Bolt: A bolt of Void Light that forks into smaller bolts on impact that seek out enemies.
- Scatter Grenade: A grenade that splits into many submunitions and covers a large area with multiple explosions.
Attunement of Chaos skill tree abilities:
- Bloom: Void ability kills cause enemies to explode.
- Chaos Accelerant: Hold 'LB' draw power from your Super to overcharge your grenade, making it deadlier and more effective.
- Cataclysm: Nova Bomb travels slowly and seeks enemies. Detonations shatter into smaller seeker projectiles. Fire your weapon at the Nova Bomb to detonate it early.
- Entropic Pull: Strike an enemy with this Melee Ability to drain your enemy's life force and use it to recharge your grenade.
Attunement of Hunger skill tree abilities:
- Devour: Kill an enemy with this melee ability to fully regenerate your health. For a short time afterward, kills restore additional health.
- Feed The Void: Hold 'LB' to consume your grenade energy to regenerate your health. Grants the Devour effect.
- Insatiable: While the Devour effect is active, killing enemies extends its duration and recharges your grenade.
- Vortex: Nova Bomb creates a singularity which continually damages enemies trapped inside.
Stormcaller
When things go south, it's time to bring in a little electricity. The Stormcaller subclass for Warlocks allows one to float across the battlefield spewing lightning from their fingertips. As a supporting subclass, you'll also find your Rift ability regenerating faster while allies are nearby, should you lock in specific passive skills.
Super Ability:
- Stormtrance: While active, Stormtrance allows a Stormcaller to float across the battlefield, electrocuting and disintegrating foe after foe.
Jump types:
- Controlled Glide: Jump while airborne to activate Glide and start an airborne drift with string directional control.
- Burst Glide: Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
- Balanced Glide: Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
Grenade abilities:
- Arcbolt Grenade: chains bolts of lightning to nearby enemies.
- Pulse Grenade: periodically damages enemies inside its explosion radius.
- Storm Grenade: calls down a focused lightning storm.
Attunement of Ions skill tree abilities:
- Chain Lightning: Deliver an electrocuting Arc melee strike at extended range that chains from the struck target to another enemy nearby.
- Transcendence: When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health.
- Arc Web: Enemies Damaged by your grenades chain deadly lightning to nearby enemies.
- Ionic Blink: Press the Sprint button to teleport during Stormtrance.
Attunement of the Elements skill tree abilities:
- Gale Force: This electrocuting Melee Ability hits at extended range and recharges your Super, grenade, and melee energy.
- Landfall: On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
- Rising Storm: Your Rift charges faster when allies are near.
- Arc Soul: Your Rift now grants you or any ally who uses it an Arc Soul to aid you in battle.
Builds
To help guide you in picking a direction to go with when you're playing as a Warlock, we've come up with three types of builds (one for each subclass) to give you an example of how you can find success.
Dawnblade: Flaming Bullet
- Movement ability: Strafe Glide
- Grenade ability: Solar Grenade
- Rift ability: Healing Rift
- Skill path: Attunement of Sky
- Kinetic weapon: Scout Rifle
- Energy weapon: Hand Cannon
- Heavy weapon: Sniper Rifle
With the 'Flaming Bullet' build, and as a Dawnblade Warlock, you're going to need to be accurate with your shots to get the most out of this setup. With the Wings of Sacred Dawn, you'll be suspended in the air for a long time while aiming down a sight so make each shot count before hitting the ground (precision hits extend the duration further). With the Winged Sun passive, you'll want to do most of your shooting airborne, especially when melee mobs are coming for your face.
For when you land you'll be up close and personal, which is where Swift Strike comes into play. Smashing a mob will not only set it alight but also increase your movement and reload speed. It's always (quite literally) a blast and efficient use of skills when bashing something as you come in for a perfect landing. Lastly, when all fails or you're about to fall, activate Daybreak and you'll instantly replenish all abilities. Nice!
Voidcaller: Exiled Tank
- Movement ability: Blink
- Grenade ability: Vortex Grenade
- Rift ability: Empowering Rift
- Skill path: Attunement of Hunger
- Kinetic weapon: Scout Rifle/Hand Cannon
- Energy weapon: Submachine Gun
- Heavy weapon: Sword
The 'Exiled Tank' takes the Warlock class and turns it into a living (and breathing) tank that can soak up some serious damage. This is arguably one of the strongest builds in Destiny 2. Within the Voidcaller subclass is the Attunement of Hunger. This is what you'll be relying on. Taking Blink as your movement ability, you're able to quickly relocated into a group of mobs, which is where the fun begins. Before running in, however, you'll want to consume your grenade to grant the devour buff.
With this buff active, all kills made before the effect wears off restore health. But that's not all, with the insatiable passive running alongside devour all kills now also extends the duration of the buff and even recharges your grenade. The submachine gun is ideal for hitting numerous mobs in closer quarters, while a scout rifle will lend a hand for any stragglers at a distance, or for when you mess up and lose the devour buff.
It's best to save your melee ability for when you are in a tight spot and need to have to devour activated again, which allows you to store two means of activating the effect in combat: grenade and melee. There's also no point taking the healing rift since we'll handle our own regeneration, but you could do so to lay the rift down for teammates before leaping into a mob. Unfortunately, this build relies on there being more than one enemy every nine seconds (before the effect wears off) and for bosses, you may find it a little tough to get cocky.
![Do Warlocks Get Dmg Buffs For Multicleave Do Warlocks Get Dmg Buffs For Multicleave](/uploads/1/3/3/9/133915973/769191908.png)
Stormcaller: Thor's Cousin
- Movement ability: Balanced Glide
- Grenade ability: Arcbolt Grenade
- Rift ability: Healing Rift
- Skill path: Attunement of Elements
- Kinetic weapon: Scout Rifle/Hand Cannon
- Energy weapon: Hand Cannon
- Heavy weapon: Rocket Launcher
'Thor's Cousin' is a stunning PvE (Player vs. Environment) build that relies on one's relation to the hammer wielder himself. For this build, it's highly recommended you acquire the Crown of Tempests exotic helmet, which significantly increases ability cooldowns with ability kills. The aim of the game is to have your super ability running for as long as possible. And who doesn't want to channel lightning from their fingertips for extended periods of time?
https://rialamen.hatenablog.com/entry/2020/11/23/044014. The passives offered by Attuning to the Elements allow for the use of both grenade and melee (as well as the healing rift if you desire) to enter into Stormtrance and have all three abilities recharged from kills while in super form. As an added bonus, should you be tackling hordes of trash mobs, your friendly Arc Soul will also proc (activate) Crown Tempests' passive to recharge your abilities.
The result is an incredibly powerful build that allows for some serious damage to be applied. I personally enjoy gliding around with a dual hand cannon loadout and a rocket launcher for the big mobs.
Tips and tricks
We're going to round this guide out with four tips and tricks that will help every Hunter find success.
- Don't forget to heal or buff. Warlocks are a support-like class and have an amazing Rift ability. Just remember to use it in the heat of battle as that extra few hit points or points of damage can really make a difference.
- You can fly. Kind of. As well as being able to double-jump, Warlocks can also glide and sometimes even pick up passive abilities that allow them to more efficiently deal damage while airborne.
- Use cover on cooldown. As you wait for abilities to recharge (or for mobs to poke around the corner for a solid melee blast) take full advantage of available cover offered by the terrain.
- Keep on movin'. There's literally no reason to stand still in Destiny 2, regardless of which class you play, but as a Warlock you'll want to pay extra care with positioning as it can be real easy to be overwhelmed.
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Comments
Do Warlocks Get Dmg Buffs For Multi Cleave House
Do you think the June 6th update about Creeping Death will be helpful for Hellbringer?Mac pro 2009 to 2010 firmware tool download. TC same as RI drop-off got fixed at least, so there are small steps forward.
Not sure how other classes would perform, having constant CA. NPNM actually is the one and only reason why warlock can hold against other dps imo. If CA is applied constantly for all classes, warlock would simply be one of the worst dps at current state.
'Hellbringer
Creeping Death now properly affects all enemies damaged by the Warlock, rather than just one per cast.'
Clarification: I know any fix is good, of course, but will this actually add up to something impactful? Mind you I've been traveling for work since May 21st, and won't be on again until the 17th of June at which time I can check things out. So curious about yours, and others, opinion!0- edited June 9Actual lomm shard. Creeping Death is still bugged and does an awefull ammount of damage in the long run.
it get´s deleted most of the time and there are pretty few occasions wher eit ticks down 5 times over 5 sec, like this one , my biggest impact witht that feat. The ammount of damage is correct.but it procs only occasional.
if you look up for the proc over time it looks like this. It does not stack and is actually a wasted feat.
Compared to my other builds , all running Parting Blasphemy (FB/KF+HG+CB/HFR), there is no big difference between PB adn WC. More like equal, maybe even better damageoutput using Warlocks Curse feat and running HFR+HG+FB/KF most of the time, hard to tell. I doubt that Warlocks Curse is not working actually , it did work on preview all time, actually I did not check it tbh. So I gonna respect this build into Warlocks Curse + Executioners Gift next time.
PS: from my impression Warlocks Curse is not too bad, skipping Cursed Bites for HFR and running HG+HFR, FB at trash and KF at bosses, I feel like having better results. But it´s only my actual impression, not having dealt in between with any good performing CW/TR/Hunter on that build.0
You're probably right. The major caveat is that the boss has to hold still for long periods of time, or HFR is wasted. Many bosses ARE mostly stationary, but in LOMM only the Boreworm holds its position. Arcturia's too mobile, and Trobriand can go either way.PS: from my impression Warlocks Curse is not too bad, skipping Cursed Bites for HFR and running HG+HFR, FB at trash and KF at bosses, I feel like having better results. But it´s only my actual impression, not having dealt in between with any good performing CW/TR/Hunter on that build.Sacrilege - Warlock
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NIGHTSWATCH
The Forgotten Company Alliance- edited June 10It´s not only about pure damage but also about functionality imo.
HFR reload sparks pretty good, the more mobs the better.
Hadar grasp= zero spark gain on crit
Killing Flame= 1 spark gain on crit
Lesser Curse=zero spark, can´t crit
Puppet= zero spark, no matter waht happens
Parting Blasphemy= zero sparks on crit
All encounter that do Curse consume actually suck in terms of sparkgain.0
I mean, if these guys don't see the problem with this image i don't know what to think. Doohickey is our 2nd most powerful source of damage and it's not even ours.Actual lomm shard. Creeping Death is still bugged and does an awefull ammount of damage in the long run.
Warlock curse indeed Works when i tried it, didn't try it with curse consume Powers tho. Maybe with those the curse consuming procs before the damage and leaves those Powers without the 10%. Honestly i'm running short of respec tokens and won't waste anymore to try that. My warlock hits as it is, not the best but gets the job done. Yes I depend on doohickey and envenomed journal but well, the devs are showing no interest on making the warlock work from day one of preview.
I also eliminated the healer loadout and made one loadout for aoe and one for single target, with the aoe one having the perma puppet because there is no consistent power apart from hardar grasp to stack investiture.
Soul scorch seems like a nerf every time i press tab, would be good if with tab we could summon a puppet (with a decent cooldown and spark consume)- edited June 10
If tab would spawn a puppet it would help a lot. I also run aoe and focus setup (RI).
I mean, if these guys don't see the problem with this image i don't know what to think. Doohickey is our 2nd most powerful source of damage and it's not even ours.Actual lomm shard. Creeping Death is still bugged and does an awefull ammount of damage in the long run.
Warlock curse indeed Works when i tried it, didn't try it with curse consume Powers tho. Maybe with those the curse consuming procs before the damage and leaves those Powers without the 10%. Honestly i'm running short of respec tokens and won't waste anymore to try that. My warlock hits as it is, not the best but gets the job done. Yes I depend on doohickey and envenomed journal but well, the devs are showing no interest on making the warlock work from day one of preview.
I also eliminated the healer loadout and made one loadout for aoe and one for single target, with the aoe one having the perma puppet because there is no consistent power apart from hardar grasp to stack investiture.
Soul scorch seems like a nerf every time i press tab, would be good if with tab we could summon a puppet (with a decent cooldown and spark consume)
The most embarassing tbh is the Soulweaver path. The ammount of incoming damage and the lack of any other healing spells than Shatter Spark are hard to understand. I was nearly paingiver due to selfinflicted damage (50%) and most encounter and power dealt more damage to me than healing the teammember (SoulPact-bugged same as Warlocks Bargain). Soulpact was doing 4 ticks epr seconds leeching 80% of maxHP (unmitigateable) and Warlocks Bargain healed for 15% in relation to the damage it dealt towards me.
I was on top of the tank in the end concerning taken damage. same as death.
Wraith Shadow is the crown of uselessness since it is WAI. A DOT/HOT ticking for 12 seconds, healing for 40 mag aoe every 2-3 seconds >>>40 mag<<< unbelievable, this is NWO reality.
Soul Defiler, an ability that heals for 1% (if feated, lol), transfering 1% of dealt damage as heal towards teammember?
In the end it did 1% overall healing even though running dps encounter for a significant period, lol.
Do devs think we can tinker a DPS-Healing-spec out of this to do it like we did for the last 12 mods?
-> 'Full-dps-Soulweaver' topping the party 24/7 with healing tics arround 14 to 40 (average 17 !)
If I would be responsible for all this, I would feel ashame and beg for forgiveness.
Soulweaver in FBI, watch this:
outgoing damage
overall healing, from wich Borrowed time and Oppressors Reprevieve are only selfheal same as Health regen, Healingpotion, Campfire and revive etc., Soul Investiture and Regeneration are puppet health spawns.
If you sum it up, soulweaver does 76% of healing with Shatter Spark, an underperforming spell compared to other healer ingame.
I am tempted to run a lomm with this setup and post my overall death in the forum, if I find any healthy player that dare to team up with me.
incoming damage, it´s only toothless FBI (.except bugged Hypothermia)0 - In the end, the more mods this game steps forward, the less interest or engagement devs show esp. for this class. Maybe due to the fact that noone really can handle it, being one of a long list of devs left alone with a huge bunch of bugs, hidden behind a wall of mysterious spaghetti-code.
- Well..
At least schietindebux has saved me the trouble of trying to make soulweaver work for me. Thx.
Now we just need to get one of the Devs to actually play a warlock at a high level of proficiency, cause if there is such a unicorn, they are certainly not showing it - I saw a dev comment that the warlock in their internal testing seemed to be doing quite well so I asked for the powers/feats gear that they were running because I didn't believe it. No response to that of course.
But as a note, one of our alliance warlocks does quite well but he stacked CA to cap and focused less on power. CA with NPNM provides a higher DPS return than stacking power directly without the CA. Our encounters don't have the magnitude to make use of the higher power when compared to other classes, wizards for example.
My own experience - with correct feats and rotation except for NPNM - was miserable. Offense stats at cap, decent mount powers and companion powers, nearly 150k power and my DPS output was less than the Ranger, Wizard and the Paladin. AND THE PALADIN. Ridiculous.
No trap choices was supposed to be one of the goals of this mod. For the warlock that is a total fail.
I haven't bothered investing into CA, unfortunately my choice was all power and for the warlock that doesn't work.
But good luck and good gaming to the rest of you still playing.0
damn i titaly forgott about this, it really took effort to miss their goal by that much i guess.
No trap choices was supposed to be one of the goals of this mod. For the warlock that is a total fail.- edited June 22Actually I run CA capped and power at 156k and all % gear (Demon lord set).
I run Warlocks Curse and stick with KF+HFR(FB at 1. boss)+FB (trash)/HG (bosses)
Not using Curse consume except HG at bosses, NPNM+ DtD active all time.
Doing so I can hold against some of those Hunter, CW, TR etc., the average player I´d say at similar stats, and damage is ok not over the top by sure.
A good performinng '220k power CW' capped at CA with % gear and new artifacts same as current set is 90 mio, I am about 66 mio thatlike in lomm.
I have to agree with @lordtweety#3604 if you stuff your paladin adaequat and maybe use a reflect boon on top of tenebrous a Paladin can deal a lot of dps. Not that my tank can, but i met one or two.. but I had to tank Trobriand for 60% of that fight somehow on my 250k HP warlock, since Paladin was more interested in dps than actually tanking, ugly deal.0 - edited July 15Warlock dps is seriously flawed with ri stacks dropping off constantly on console. My wizard can sustain self damage buffs and get more damage output on dummies and in lomm with 30k less power. Both have the same gear, artifacts, etc but wizard has lower power companions, runestones and enchants. If ri stacks were sustainable if would be better damage output but max hit on killing flames without artifact activation is low. 290k on crit hits with no ri stack, most crit hits average around 320k to 560k and one up to 680k then ri loss.
Really need to fix ri stacks to stop dropping off on follow up stack or adjust magnitudes upwards to compensate. There arent any build diversity options since feats are pretty much self defeating. Seriously, last time I tested creeping death dealt 9k damage ticks after a 320k killing flames was the beat I ever saw..in rotations creeping death drops and gets stuck at 104 damage ticks for ages so it doesnt give 10% or stack properly. It's almost like it procs a low non crit initial hit from hfr and gets stuck.
I cant believe how much wizard outperform encounters dailys and atwills on warlocks all in all. Our brood and tc hits pathetic, less damage than killing flames, less than half what iceknife hits on an underpowered wizard.
Cc from cw and actual dodge means way less deaths and damage avoidance, whereas the sw gets stuck on attack and glides right back into hits he should have been free of and no DMG mitigation from shadowslip.
I ran with a another wizard I know who also has 190k power and his damage was about 30% higher across multiple runs.0 - I think the new mod sucks. Before I had an item level roughly 14.3k and could do leveling and intermediate queues with little to no problem. Now I can't even do an intermediate without croaking at least 5 times and some I can't even finish. What's even more messed up is my item level went UP 3000 points. This new mod is a load of horseshit and cryptic needs fix it. At the least, I (and everyone else for that matter) should get all our money back that we have poured into this game. Probly a good $400 for me but you can't screw up a game and then expect everyone to just take it. Cryptic can stick this new mod straight up there <font color='orange'>HAMSTER</font> and super glue their <font color='orange'>HAMSTER</font> cheeks shut!
- Furthermore, the damage on at will powers is pitiful and laughable now. No point is using them really but I also get tired of smiting every enemy to death. It's like a broken record and doesn't take long to get redundant and BORING! Almost to the point I might play something else for a few months or just never play again.
- edited July 5If you use r1 for cooldown reduction, you can use encounters, dsa, r1 with as few as 2 to 3 at wills in rotation. Keep in mind you will be sacrificing 4.5%dmg buff from spark stacking for cooldown reduction, depending on dsa generation, amount of cursed adds. But, single target is more atwill centered.
- edited July 17Well, something changed after last night patch to dps spec. Slightly better results in testing, slightly better dps in lomm with same test group. Max killing flames now at 820k and averaging closer to 380 first stack, then 500-600k average. Slightly higher but nothing documented on changes to dps spec that would account for it. I still have a problem with ri stacks dropping off faster than expected, it's feels like it drops to 1 instead of completely dropping off. Before, when I last tested I would see flat crits with kf at 260k, same as no stack, following a hg consume.
Also, tested creeping death. Same bad results this time it's getting stuck at around 164 dmg per tick after killing flames, atwills, etc. Stayed at 164 for multiple rotations in logs and doesnt appear to change or stack though frequently it quits procing for a rotation or longer after a vorpal damage proc in log.
Attempted healer soulweaver in lomm again. First boss no problem, but heal magnitude still mediocre during charges with spark managment near impossible second and final boss. My paladin and cleric breeze though healing while warlock is a struggle at best in comparrison.
Still not sure where the warlock is supposed to sit in groups. Not tanky and unable to dodge properly (get stuck in attack animations so no damage reductions either), small magnitudes for dps and heals, doesnt play well with other warlocks due to cross curse consumption which can make it loose up to 35% damage. While classes like the wizard share chill stacks, roe, other buffs etc.
So absolutely no ones posting asking for a soulweaver lomm healer, let alone dps.
You can build a wizard, throw on %DMG gear, get to 160k power with all black ice, no ca cap any random augment at epic, any random weapon enchant and do 1m dmg daily. The encounter cooldown and ap gain is much better and can do dailys twice as often hitting 3x harder, 20 second encounters reduced to 13 seconds with 2x magnitudes.
The wizards at will does either 500-280 magnitude per second. Sadly ray of frost outperforms all warlocks daily, encounters and atwills alone.
With 2 wizard runs they can buff each other by 22% aand share chill stacks so max stacks instantly. My 160k power wizard can do 20% more damage than my maxed warlock. The second wizard at 190k does 40% more damage than than maxed warlock with 206kbase power 216k with sorbet, stat caps, 117 crit sev, vorpal, all %dmg gear,all leg comps, etc. Same holds true running with hr at same stats with dmg disparity. Cleric and barbi are at the same damage threshold while able to tank and heal or buff some on top.
Warlock class is poorly implemented, feats counter productive, broken, low magnitudes, mediocre dot and hot compared to other classes, subpar heal mechanics, buffs, class synergy, etc. Just lackluster in every aspect of the class whether dps or healer.
Might as well reskin the class holding a pact knife by the pointy end and animate it stabbing itself to visually match the class mechanics.1