Cataclysm: Stat and system changes for warlocks

With that in mind you will want to know what gear to aim for, what stats give the best for each talent build and who else is going to try to deny you the items you know to rightfully be yours -- "The name is in purple - everybody knows that means the warlock gets first choice!". Well, I'm certainly not about to tell you, I have no idea. Frankly Cataclysm is still too far off to know. That said, we are starting to get some real good clues, so we'd better start investigating.
So, what have we heard that we care about? There have been a lot of changes to the melee stuff but from what I can see we're still not going to be able to stack up on melee gear, fit it to a demon and get them to do all the work while we sit back and sip drinks with little umbrellas. So what are the changes we're interested in? Here's a breakdown from Adam's post yesterday:
- Stamina -- Non-plate wearers will have a lot more.
- Spirit -- Only found on healing gear.
- Intellect -- Grants spell power.
- Spell power -- Only on weapons, and just to make them clearly a caster item.
- Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
- Reforging -- You'll be able to reforge gear to customize your stats -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).
Spirit - The lock's love affair with spirit has been somewhat torrid and is already getting boring. Life Tap is about to spurn her with patch 3.3.3, in favor of a more fulfilling stat and we know that Fel Armor is only using her to get even with other classes. Spirit becoming a healer-only stat should have little direct impact on us.
That said though, it opens up the whole debate about regeneration. This is something we simply don't worry too much about. Other DPS casters look to get 20-25% of their mana returns (during a boss fight) from regeneration, whereas we get none. No change for us then but does this mean that other classes are going to be getting similar resource mechanics to locks? I certainly hope not. I'm not big on jealously guarding abilities, but when something as class-defining as the Life Tap mechanic gets shared, I think that's a step too far. No reason for that to happen though, more abilities like Master of Elements might be the way to go.
Intellect - Ok, well, this is the biggie. Again, with the way locks are able to make use of health (and therefore healers) to keep casting, despite hugely expensive spell costs, we haven't needed big mana pools and so never needed to get gear with intellect. Come Cata we're looking at having our bread-and-butter stat (spell power) sourced from INT. So we're going to end up with bigger mana pools as a direct result. Sure, more mana equals less tapping, equals more casting, equals more DPS. But this is the mage model and honestly, anything that makes me more like a mage is a bad thing. I'm not saying the dropping of spell power in favour of INT is all bad, I just have some concerns.
Spell Power - This being the tool to prevent fights over weapons seems odd, sure, if that dagger has Mp5 on it I'm not interested but healers use spell power too, so I don't see the distinction yet. When a healer is gearing for throughput, they'll be after the weapons we need but with no fear of DPS sniffing around their spirit laden goodies. Hit versus regeneration is still a better distinction between DPS and healers but hit is notoriously bad for weapons because of their high stat value.
Gem Color - Nothing too exciting here, moving a primary stat (something people want more than anything else) to blue is going to be a good thing for attaining socket bonuses, hit makes sense. I wonder if spell power will remain as a gem or will we be throwing out all those red gems for some yellow INT ones?
Reforging - I can't get excited about this, I'm sorry. Yes, it will mean that there is a bit more gear uncertainty and it will allow greater specialization of stats but stat-X is still going to be better than stat-Y and website-Z will tell you which item gets you the most of stat-X. I think it's an interesting system and can see it's benefits in leveling (where you grab what gear you can), but for end-game gearing I think it's just making a stat simplification process that bit more complicated again. The only result will be that some people won't know that this item is better than that one, it's not going to change the fact that one is better. Though this is just a grumpy old lock bemoaning new-fangled gear mechanics, nothing specific about locks here.
So that's the basics, there are a couple of other things to check out.
Again, I see this as a complicating element in a simplification process, not sure why it's there. That said, it could lead to some cool effects. Who knows what will be boosted for each lock tree, maybe more or bigger crits for destro, faster or more powerful DoTs for affliction, and demonology locks get to summon Kil'jaeden himself to make them a cup of tea. Whatever it is, it will have to be something that scales. If demo get tougher pets, then every boss mechanic that buffs players had better buff the pets as well or they're getting another bum deal.Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We'll talk more about specific Mastery benefits in the future.
This is interesting, the only one we look to 'cap' at the moment is hit but to need a higher cap for higher tier bosses is a big change. Often gearing for lower tiers requires hit gems and talents but these fall away as gear gets better. It seems this will continue to be a balancing act throughout the expansion.Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
A final note goes to existing gear. This may not be a big issue as, with luck, new gear will be gained pretty quickly. However, it may be that if you have good gear now (and with the emblem system, who doesn't?) then you'll keep a lot of it through the leveling process and into dungeons. Be careful that the items you have now don't become obvious healer items in the big change. Since you have no Mp5 stuff (I hope) you'll probably be ok, but that thing you have, with all that spirit... you never know!

Reader Comments (Page 2 of 3)
Smashbolt Mar 2nd 2010 1:35PM
I really really don't like it when people assume that anyone who plays differently than they do, like min/maxing and theorycrafting, doesn't have fun with the game. News flash: people who min/max do it because it's fun for THEM, or gives them access to what's fun for them.
From the min/max perspective, Reforging presents an interesting challenge and potentially a very tidy way to avoid over-capping stats. If you want to reforge your lock's +int/+haste gear into +str/+expertise because you think it'd be fun to be pretend to be a melee lock, and the game lets you, do it.
My only problem with reforging is that it opens up a new "who deserves it more" problem with gear. If a cloth healer piece drops and I know it'll be an upgrade for me if I reforge it, do I have the right to roll against my healer for it?
Dominic Hobbs Mar 2nd 2010 1:46PM
When you say that you will reforge an item towards stats that you find more fun will you not be minimising the stats that aren't fun, and maximising those that are? Will you not calculate these values (to some degree) beforehand? I would call this theorycrafting. The point I was trying to illustrate was that if your idea of fun is doing more damage, something most warlocks agree with, then there will be resources that will help you with making that decision. All the stats will boil down to a single figure (DPS) and one item will offer more to you than another.
n1nesp1ne Mar 3rd 2010 9:33AM
1. If you are going to justify the idea of man/maxing on the notion of it being fun for the people that do it, that's fine. I can't argue with that. However, it then makes no sense for the article to be *complaining* about how these things are going to be complicated. If you like min/maxing so much, you should embrace more complications for your play style.
2. This is exactly what I am talking about. You immediately go to "damage = fun". This is precisely the disconnect I am talking about. I can write big numbers in notepad, so I don't find it very exhilarating to make them in WoW unless it's part of doing something that's already fun in the first place, and sweating over a spreadsheet is NOT what most players consider fun. I think we pick the classes and specs we do because we enjoy that play style and there is no reason not to pick gear the same way.
WoW has changed, and for the better. You don't need to min/max to progress. Those days are gone. You can progress just by playing the game and having normal fun. If I think haste is more fun, I really don't care if crit will give me more damage, I'll still get haste. If I think crit is more fun, I'll do the opposite even if haste provides more damage. None of these new changes provide a problem for ANYONE who plays the game the way the VAST majority of players do. It's only a problem for that tiny handful that obsess over their spreadsheets. Most of us will look at the gear and reforge it according to what we want to see on our gear, not what a calculator told us, and then we will use that time we saved and go DO SOMETHING in the game.
Deathmap Mar 2nd 2010 11:58AM
I will probably get downvoted for this but I see little reason for these articles. We still know hardly anything about what real impact these stat changes will have, and saying things like "we better start investigating" seems rather silly because there is almost nothing to investigate.
There is no reason for people to change their current gearing strategy, nor should anyone begin stockpiling INT gems in anticipation. The expansion zones will be available for questing to people who are level 78, as they have always done, so having the spellpower gems in your gear instead of INT is hardly going to have a drastic affect on your ability to quest. People might be wondering though, "Hey, people were clearing Naxx while still in their T6, should shouldn't I be worried about optimizing my T10 for entry level Cata content?" I say "no." From the sound of it, people will not be doing heroics or entry level raids in their T10 due to the way hit capping is going to scale.
Also, you kind of wrote off reforging. This is one of the most interesting and probably one of the most important changes due to crafting professions such as Tailoring becoming even more desirable and issues of people competing for gear because "I can reforge to make it better." Simply saying "we'll just worry about letting Elitist Jerks/MMO Champion tell us what's best" kind of invalidates your whole article by basically taking one of the biggest issues people will have questions with and handing it to another website to answer.
Sorry if this sounds like I'm attacking you, but really this article takes a whole lot of time to say very little given that we are still lacking lots of information and the application of the information that we do have.
Dominic Hobbs Mar 2nd 2010 1:37PM
The argument you put forward is valid but could also be applied to posting patch notes as soon as they are available, or offering analysis and opinion on them. Sure, it's not in the game yet and there's no need to go shopping based on this info. However, this is new information about a game we all play and have an interest in.
In your own comment you are extending the conversation by offering your opinion and even raising issues around reforging - that alone goes towards validating the post. I said I was less than enthused about reforging from a warlock PoV as that is what the article was intended to be about, I didn't have anything specific about warlocks to say on the matter. I did want to highlight that the concerns of tomorrow will be much the same as the concerns of today and that the methods of resolving them will be much the same - irrespective of what resources you use to solve them.
Kevin S. Mar 2nd 2010 11:57AM
I was going to make an apologetic yet mean-spirited reply, but I think you summed it up much better.
I mean, c'mon guys, it's not that hard to realize that stat changes probably effect you, and what a lack of mp5 means for your class.
Ishammel Mar 2nd 2010 12:01PM
Wow, I think Mr Hobbs got up on the wrong side of the bed this morning! Grumpy post is grumpy!!
Ethan Mar 2nd 2010 12:26PM
He's supposed to be. Have you ever met a cheerful warlock? I sure don't want to.
Al in SoCal Mar 2nd 2010 12:03PM
Question: Should I start replacing gear w/ spirit on it now? Will the spirit-laden gear turn into healing gear in Cat??
Talothan Mar 2nd 2010 12:05PM
We don't know yet.
Dominic Hobbs Mar 2nd 2010 1:49PM
I would not start replacing any of your gear based on the information we have to date. There are likely to be many changes between now and release as well as plenty of opportunity to make any changes you think will be necessary.
wdsrmail Mar 2nd 2010 12:30PM
With regard to making weapon choices based on having spellpower or mp5 etc, maybe they will have enough of the unique stat to make them actually a bad choice. Considering at the moment all weapons look very similar but are they the mp5, or hit, or spirit, or crit, or haste version. 621 spellpower is good for everybody. But what if taking the spellpower weapon meant passing up on another weapon with fantastic mana regen? I'm figuring this is how they'll keep the fights to a minimum. Similar to, but more pronounced, than the difference between strength and agility based items for plate/other melee dps.
Smoken Mar 2nd 2010 12:26PM
You all forgot the all-time favorite request from locks!
WTB Fel Fire plz!!!!
Paploo Mar 2nd 2010 12:28PM
The mention of having bigger mana pools is quite possibly misleading. Scaling will likely apply differently for each class, so whereas warlocks will likely have an increased mana pool due to obtaining better gear, I am expectant that it will maintain current ratios with other classes. Warlocks are likely to get a lesser increase in max mana from INT than other mana using classes, due to the mechanics of the class.
As for Mastery, I suspect it will not be as intricate as you may imagine it to be. I believe they have stated that it *should* allow Blizzard to remove many of the boring percent-damage-increasing talents and replace them with more fun and varied ones. Instead, the damage increase will come automatically from this Mastery system. So, while it will prompt a major re-analysis of the talents in each tree, this was going to happen anyway with the additional 5 talent points that will be available, and any other changes that would be occurring in the trees. So, instead of asking "what does X talent do for me?", it would be "what does X talent do for me, including that Y% damage increase". That seems only slightly more complicated.
I do agree that it does give a slightly new dimension to min/maxing, but I am unconvinced that it will complicate things any more than they already are.
Paploo Mar 2nd 2010 12:32PM
Apparent self contradiction is fun... let me try that again... Complication in concept(paragraph 2) vs calculation. (Paragraph 3)
bzzben Mar 2nd 2010 3:29PM
I think some of you are making this too hard. The whole spirit debate is getting a little crazy already and you are missing the easiest way around the problem.
Spirit (as we know it) will become int, haste, or crit. All of which are desirable to any caster (healer or not)
Mp5 will be translated into spirit, that way it only affects healers, or caster dps who ended up with mp5 gear.
Also, look for Int to become a red gem, and all your SP gems becoming int gems.
Squishy Mar 2nd 2010 12:29PM
I too don't understand all these threads on gearing up for Cataclysm. Hello, it's not out yet. It's not in beta yet. It's all just smoke and mirrors based on blue posts which can and will change between now and release.
Short answer - your T9/T10 sets will be good starting gear for Cataclysm. Quest drops will replace 'em. (Gee, where did we see this before?) Guaranteed. Come on. If your class-specific T9/T10 is good for your class NOW, Blizz ain't gunna suddenly change them to be better for a class that can't wear 'em.
The only thing to be concerned about is current gems and enchants. If spell power is going away to be replaced by a talent that converts int to sp, I'd guess our gems and enchants will become int. It's going to make JC and ENCHANTING boring (yet much easier) professions.
Dominic Hobbs Mar 2nd 2010 1:54PM
I'm sorry you mistook this as a "thread on gearing up for Cataclysm", the intent was to discuss the new information we have recently received about the stats in the upcoming expansion. This does have relevance to what gear we will be going for when the game comes out but at the moment the new information is news.
I'm also interested in how the changes will impact enchanting and jewelcrafting, but not as a warlock.
:o)
Sorcefire Mar 2nd 2010 3:26PM
Have there been any posts from Blizz about just how bad the gear reset will be in Cata? I'm sure that a metric ton of us are going to be rolling level 1's just to try out the new race/class combinations and zones, but those who are picking up at 80 towards 85...what happens there?
BC introduced a near complete gear reset, especially those of us not in our T2 or T3 at the time. Wrath was an even worse reset for those same people. With all the free badges being thrown out like beads at Marti Gras, I'm just concerned that people will be dumping T10 for quest greens only to grind up T11 in 5 levels.
I'd also like to know if we have any idea if they hired real artists for the new gear for quests, instances, and tier level. I'm sorry, but the gear dumped in Wrath is all so boring and bland. I miss the days where epic armor looked epic.
nic4rest23 Mar 5th 2010 11:59PM
make demon form permanent