Hello warlock community and hopefully some class developer readers,
I’d like to address a few issues with the design of affliction warlock at this point in The War Within. I think that the rework of affliction has been a pretty good success. The class is easier to play with plenty of room for optimization. We’ve maintained our dot based spec identity as well as our strong funnel profile, all of which I enjoy. Still, there are always ways to improve!
This post is going to focus on two of the affliction cooldowns that pose problems for gameplay in a PvE setting: vile taint and phantom singularity. In addition, I will discuss a notable ramification of the removal of Sow the Seeds from the affliction spec tree. I will discuss each ability in turn.
Vile Taint: Vile taint is the go to choice for mythic plus content. The ability to spread agony to up to 8 mobs is strong and it provides an intermediate cooldown to our stronger 1min profile with soul rot. In certain situations, the application of curse of exhaustion by vile taint is also useful. However, vile taint has significant design flaws.
- Because Vile taint is target capped to 8, large pulls or enemies that produce large amounts of add spawns often results in the ability missing the primary target. As a 30s CD, there is no way to apply the vile taint dot individually to the primary target and considering malefic rapture scales based on dot number, this results in a large reduction in priority target damage. In addition, vile taint PREFERS targets without agony. This exacerbates the issue because your prio target, which will already have agony, will NEVER get vile taint if there are 8 or more additional mobs without agony that are in the area of effect of vile taint. Examples in the recent past of this behavior: brackenhide hollow Oak mobs would spawn lashers in large amounts and vile taint wouldn’t hit the oaks, Tindral sageswift roots were grouped on top of the boss for efficient cleave meaning it would be effectively impossible to hit the boss with vile taint and also hit the roots, the roots on Queen Ansurek pose the same issue as Tindral.
- While the application of curse of exhaustion can be useful in certain scenarios, it is more commonly a hindrance to gameplay. Curse of tongues, particularly when using amplify curse, is a strong utility ability for warlocks. Typically, in an m+ environment, a tank will pull multiple mobs and gather them for effective cleave. This provides a good opportunity to apply curses to dangerous mobs with strong physical attacks (weakness) or kickable casts (tongues). However, when playing Vile Taint, these are wasted casts. If these mobs are slowable, which the vast majority in dungeon content are, then casting vile taint when the pack is gathered will replace ALL of the curses with exhaustion, even curses that were applied using amplify curse. Instead, this pushes application of the curses to AFTER vile taint application. Again, considering our spender as malefic rapture scales off of dot damage, every gcd we are spending after vile taint on curse application is a significant DPS loss during our cooldown window.
Both of the above issues have been present since the start of dragonflight when agony was added to vile taint and the slow from vile taint was converted to curse of exhaustion. I’d implore any developers to reconsider this design for vile taint because of how it negatively impacts affliction priority damage profile in large pull scenarios as well as curse utility in 5 man settings.
Phantom Singularity: Phantom singularity is the de facto single target choice for affliction since the addition of the Infirmity talent. This ability combined with infirmity provides a 10% damage increase for a 16s duration on a 45s cooldown. In addition, the dot does decent ST damage, does uncapped aoe damage and applies infirmity to surrounding enemies. It also has a healing component. All of these aspects of phantom singularity on the surface seems like good things. However, there are also issues.
- The duration of phantom singularity continues to be reduced by haste. By and large, with the exception of a small number of damage amp encounters, this design is anti-synergistic with the affliction warlock toolkit. Infirmity duration is shorter, the time during which more dots are on the target is reduced meaning that malefic rapture damage is reduced.
- In most settings, the 45s cooldown of phantom singularity is functionally a 60s cooldown because of soul rot and how malefic rapture works. Dot/debuff overlap provides more damage benefit than the potential for additional phantom singularity casts over the course of a fight.
Again, I implore developers to reconsider the design of Phantom Singularity to address these issues.
With regard to Sow the Seeds, I am personally a huge fan of the current rapture based design for ST and aoe. I advocated for this in a previous forum post as well as have talked about it frequently on the warlock discord. However, I believe there is one major growing pain to the removal of sow the seeds - the application radius of corruption from a single seed of corruption is too small. This is very noticeable in m+ scenarios as well as when there are enemies with particularly large hit boxes. Specifically, a single seed of corruption, even when cast on mobs that appear fairly close to one another, will not apply to all of the enemies. And on enemies with very large hit boxes, it appears that the blast radius for seed of corruption application of corruption is from the center of the hit box. So any enemies that are still within cleave range for any other ability but are positioned far enough away from the center of the larger mobs hit box will not have corruption applied to them because the hit box is bigger than the seed of corruption blast radius. This provides significant frustration considering rapture requires mobs to have dots on them for effectiveness and seed is meant to provide a convenient way to apply corruption. This is even more noticeable playing hellcaller with wither application. Considering affliction is already a ramp class, having to spend several GCDs applying corruption because seed didn’t apply to everything is frustrating to say the least.
To reiterate, I like the design of this version of malefic rapture based affliction. I think that the developing team did a good job in the rework of the spec. However, the issues I have mentioned above deserve a second look and some adjustments.
Thanks for your time,
your friendly affliction one trick