We’re at two weeks left of PTR before 11.1 launches. Three if you count the first week of the patch before Season 2 starts as testing too. It looks unlikely Affliction will see any design changes. But hey, there will always be 11.1.5, or 11.2, or Midnight (please). I’ve really enjoyed this PTR cycle reading everyone’s contributions and suggestions for Affliction’s design. Who knew so many Aff Locks were still kicking. Hint hint Blizzard.
So hopefully before go-live for 11.1 we see a percent-based aura tuning sweep at the very least. But if there is still time for any select-spell-tuning, please Blizzard…
Buff Affliction’s Cooldowns!
Specifically I’m talking the damage of Haunt, Vile Taint, Phantom Singularity, Soul Rot, and Summon Darkglare/Malevolent Visionary. Haunt is included as it is a Spell with a cooldown and it deals damage. I’m not going to include Oblivion in this list because I believe while it still costs Soul Shards, and it’s damage-increase-per-DoT is capped, it will continue to not be worth the two Malefic Raptures it could be. So it needs too much of a rework to be considered ‘tuning’.
Currently a random unbuffed percentage breakdown of my damage looks to be:
AoE 5-target dummies (1 min 16 sec):
- Haunt (5 casts) dealt 0.9%
- Vile Taint (3 casts) dealt 3.3%
- Soul Rot (2 casts) dealt 5.3%
- Summon Darkglare (1 cast) dealt 1.3%
- Malevolent Visionary (1 cast) dealt 1.5%
Single-Target dummy (1 min 22 sec):
- Haunt (5 casts) dealt 4.4%
- Phantom Singularity (2 casts) dealt 1.7%
- Soul Rot (2 casts) dealt 4.8%
- Summon Darkglare (1 cast) dealt 2.9%
- Malevolent Visionary (1 cast) 0.6%
The suggestions (in order on each Spell from ‘easiest fix’ to ‘design-change’):
Haunt:
- Increase the damage dealt.
- Have the improved Haunt Talent make it instant cast.
- Remove it as a standalone Spell and instead have the Talent tie the 10% increased damage effect into Unstable Affliction.
- Have Haunt apply X seconds of Unstable Affliction/Agony/Both. Maybe just enough to get them out instantly but still have to hard-cast if needed.
Vile Taint:
- Increase the damage dealt.
- Uncap the number of Vile Taint/Agony DoTs it applies. Of course, this will slightly increase the damage of Rapture over 8 targets due to the increased number of DoTs. But honestly, it’s hugely annoying when pulling more than 8 mobs having Agony apply on a non-elite which will die in 2 seconds instead of the big bad scary full-health elite mob.
- Cooldown reduction to support Agony spread and overall damage dealt by Vile Taint itself.
- Remove it as a standalone Spell and instead have the Talent tie the effect to Seed of Corruption and give Seed a cooldown. Would give us a reason to keep casting Seed in a fight, and you could create another talent to make Seed do more damage/other interactions.
Phantom Singularity:
- Increase the damage dealt. Preferably a huge increase. It is so incredibly low and only taken for the infirmity bonus.
- Have the DoT spread to a different target if the host dies while affected. Or have the Phantom Singularity attach to the player and drain everything around it. Sure you lose Rapture DoT on the Single Target, but a damage-boost can more than compensate for this.
Soul Rot:
- Uncap the number of secondary targets affected. Cap the Dark Harvest talent of course.
- Increase the Damage Dealt, to the primary target and secondary targets.
- Have the primary target take increased damage up to a certain amount per missing secondary target.
Summon Darkglare/Malevolent Visionary
- Increase damage dealt by both Talents.
- Reduce the cooldown of Darkglare to 1 minute (this will help with the Season 2 11.1 ‘Jackpot’ Tier Set Bonus as well.