Affliction's Toolkit - Room for Malefic Grasp as DoT applicator?

This topic is not an argument about the successes and failures of MG/MR. Thank you for reading or skipping to the TLDR.

Casual Aff player since 2007 and first time posting. Anyways, my idea on a napkin for Aff is about enhancing theme, adding utility, and increasing (spare me) enjoyment. The dream is enough buzz, discussion and iteration passes over into 11.0 alpha/beta for consideration…or not and I just keep dreaming.

(All numbers just placeholders)
The idea - Malefic Grasp becomes a talent option focused on the beginning of combat and target switching. It is a 2 second channel that does moderate damage on it’s own, while over time applying Corruption, then Agony, then Siphon Life, and finally Unstable Affliction, sequentially (0.5 second interval). Talents will modify this behavior. I considered Evoker empower spell mechanics for DoT application but think a channel is more appropriate. Currently, I see it costing 1 soul shard and a 6 second cooldown (untuned).

Thematically, it has a strong hook. The spell visual pairs well with Drain Soul. Malefic Grasp’s spell visual channels from the warlock to the target, ensaring them with afflictions. Contrarily, Drain Soul’s spell visual draws energy from the target to the warlock, inflicting greater torment upon their already afflicted target.

In utility, i think it has merit. First and foremost, it puts up your core DoTs faster than applying each alone while doing moderate up-front damage (Drain Soul would do superior damage). This is good for target swapping or could be used as an opener to circumvent the typical sluggish single target ramp. Compared with Soulburn: Soulwap of the past, I think this is a more balanced approach.

Placed into the talent tree, this would be a fun addition to Affliction’s gameplay. Engaging a new target provides a gameplay choice. Spend a shard for a better opener or save a shard and go the traditional route. I envision many talent options to customize this Malefic Grasp to the way you may want to play, such as the kinds of afflictions it would apply. Some untuned ideas are:

• Malefic Grasp now applies full stacks of Shadow Embrace after Unstable Affliction at the end of the channel, but total channel time increased by 0.5 seconds (2.5 total).
• Malefic Grasp no longer applies Unstable Affliction but will hit 2 additional nearby targets as well.
• Malefic Grasp can be cast while moving but receives a 12 second cooldown.
• Malefic Grasp smartly applies a utility curse and deals 100% more damage to targets above 80% health remaining.

In summary, if you made it here, this Malefic Grasp aims to add new, thematic gameplay options to Afflictions opener in different situations, while doubling as a quality of life improvement in target swapping.

TLDR:
(All numbers just placeholders)
The idea - Malefic Grasp becomes a talent option focused on the beginning of combat and target switching. It is a 2 second channel that does moderate damage on it’s own, while over time applying Corruption, then Agony, then Siphon Life, and finally Unstable Affliction, sequentially (0.5 second interval). Talents will modify this behavior. I considered Evoker empower spell mechanics for DoT application but think a channel is more appropriate. Currently, I see it costing 1 soul shard and a 6 second cooldown (untuned).

1 Like

I do like this new idea and think it could have merit, though I would actually still prefer it, myself, to just enhance your DoTs already on the target.

Maybe a talent where if you have Agony and/or Corruption up on the target and cast MG into it it actually spreads Agony+Corruption to all targets within 10 yards.

I also still wish for it to buff your DoTs already on the target to make them either tick faster or tick harder or even both.

Nonetheless I did enjoy reading this. Thank you for that, I hadn’t considered making it do anything else before.

The issue here is that if MG were implemented it just hurts the class overall. People are already complaining about bloat. This adds yet another button with no real value or gain.

It brings more bad then good, isn’t really needed, and adds to more bloat that’s already complained about.

MG also really isn’t viable in todays game.

He isn’t wrong, the only thing I could see MG being is of the older version where it basically just makes Drain Soul have the effect.