Yet Another Warlock Nerf

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Patch 3.1 - Updated Soul Shard Changes

The recently announced changes concerning Soul Shards in the updated 3.1 patch notes read as follows:

Drain Soul: Each time Drain Soul deals damage to a target which can grant experience, it now has a chance to generate a Soul Shard.

Soul Shard: This item now has a maximum count of 32 in inventory.

Soul Shards are not a new problem. In fact, we’ve already written about them here and here. Ghostcrawler said on the forums that Blizzard has both short term and long term fixes in the pipeline, but because 3.1 is the biggest content patch ever, Blizzard’s limited resources inhibit the release of the proper change. Ghostcrawler did confirm that the changes which Blizzard has chosen to release in 3.1 make up the short-term fix. My argument is that the changes are a step backwards in an already messy situation. Lets start off by looking at the abilities that make warlocks attractive to raids (spells, not pet buffs):

  1. Healthstones/Soulwells
  2. Soulstones
  3. Summoning

They all require Soul Shards. Any good warlock knows that the above abilities are not nice, optional utility spells to keep at your leisure in the spellbook, they are must use abilities that help raids and groups of any size. Factor in a pet summon every wipe, a spellstone/firestone every hour, and a soulshatter every now and then and you can easily find yourself using 50-60 Soul Shards every raid. The artificial ceiling on a warlock’s efficiency is now a very real, and is now a very low one. Imposing a 32 Shard limit makes warlocks even less desirable to raid leaders because now we cannot provide the services our class is known for.

A mage might look at the patch notes and say “But look! There’s a change that lets Drain Soul create soul shards faster!” We warlocks know that Drain Soul is not a viable DPS spell, and that without Soul Shards no one would ever use Drain Soul purely for its damage. Thus, even though we will be able to gain shards every time Drain Soul does damage, we shouldn’t have to use a spell with no practical usages other than to create soul shards, which are necessary for all our practical raid abilities.

Solutions:

All is not lost. Hopefully Blizzard will realize that Soul Shards need to go the way of ammo, make them stack and implement a storage solution separate from our precious bags. Drain Soul, Drain Life, and Drain Mana need to be combined, giving the resultant spell actual usefulness. Blizzard’s thinking on this is: go out, get geared for Ulduar, raid Ulduar a bit, and then we’ll properly take care of your problem. I guess then the question becomes: are warlocks going to be able to take on Ulduar with 32 Soul Shards?

Final Thoughts:

This article looks at Soul Shards through a very real, gameplay oriented lens. However, does one target generating multiple Soul Shards even make sense in WoW lore?

The idea behind this fix seems to be that you can now get shards on the go inside raids and dungeons, leaving behind the idea of farming. However, Drain Soul doesn’t do enough DPS to make it worth using inside a dungeon.

Should Soul Shards, a PVE item, be so prominently featured in warlock PVP when Blizzard takes a look at PVP balancing for the post-3.1 world?

Soul Shards are one of the few areas in PVE where warlocks are still lacking. If Blizzard would act on this, implement the proper fix they’ve been talking about and also buff our survivability, warlocks would be quite balanced in PVE. What do you guys think?

Edit: The above is intended as an editorial; it is my opinion. If you disagree, back up your statement with facts. As mentioned in the comments below, I think the game is moving towards burst damage and quick boss fights, as indicated by everything we’ve seen so far in Wrath. This is kind of a seperate issue, but I guess I’m trying to say is that if people no longer spec affliction because demo/destro becomes the most viable raiding build again, and people stop going for talents like Soul Siphon and Imp. Drain Soul, then the benefits of Drain Soul might not be as apparent. That said, I think I’m going to start using Drain Soul more at 25%.


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Alghieri
This post was written by Alghieri, who contributed 3 posts on Yet Another Warlock Nerf.
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27 responses to “Patch 3.1 - Updated Soul Shard Changes”


  1. Longasc says:

    Sorry, you can all the time now spend some time to drain soul shards. You can easily get shards as long as the boss you wiped on stands. It is a very good solution, why do you need even more shards now that they are more dynamically and readily available???

    The only area where shards can still be a problem could be pvp if you use shadow burn on CD.

  2. Cythrawl says:

    Making Drain Life, Mana and Soul all one spell would be completely overpowered. Drain Soul is amazing dps once it hits its execute status, and it can’t be dispelled.

  3. Rockeroad says:

    I would have to disagree with you. Drain soul is very effective when the target is below 25%. As of now in a 25 man my drain soul ticks for well over 11k. And in 10 man for 8-9k. That means in taht 25% i will be getting all the shards i need.

  4. Alghieri says:

    To an extent, you have a point. To the T3 geared, raid buffed player, Drain Soul does some ok DPS. However, all players should be giving 100% effort inside instances. The fact that you can’t redot a mob or dot up a new add means that you are not able to perform at 100% effort. In essence, the spell is stopping you from doing the best you possibly can, and is thus not a good solution for DPS.

    Just wanted to clarify the way I thought of it.

  5. Lutz says:

    At least for affliction locks Rockeroad is 100% right. Below 25% mobhealth DS should replace SB as a filler spell anyway for optimum DPS.

  6. Aluraud says:

    T3? We aren’t in TBC anymore.

    And even in instances, using Drain Soul on only bosses will still net you plenty of shards.

    You can use it on trash, since it isn’t like you’ll be doing any damage on it anyways.

    This is a good short term fix. Shards are not nearly the problem you make them out to be. They are an annoyance, nothing more. This makes them less annoying to get, but doesn’t fix some other annoying problems.

  7. Aluraud says:

    Here’s the math (stolen from EJ). Drain Soul is excellent damage when the mob is below 25% life:

    “Drain Soul
    absolute coefficients:
    +0.15 (Shadow Mastery)
    +0.60 (Soul Siphon)
    1.13 (CoE/Earth&Moon/Ebon Plague)
    1.1 (Shadow Embrace)
    1.03 (Malediction)
    1.03 (Sanctified Retribution)
    4.00 (Target below 25%)
    (1+0.12) (Death’s Embrace) (additive to Target below 25%-effect)

    Note: The +60% are depending on the raid setup, you need at least 2 more warlocks with at least one of them affliction (and knowing what he does). Drain Soul is still worth it if you are the only warlock, but I’m calculating with an optimal raid situation.

    Spell power coefficients:
    2.14 base coefficient

    Hit chance:
    0.83 base
    +0.13 / +0.155 (equip+raid)
    +0.03 / +0.01 (Suppression)

    Crit Chance:
    Drain Soul can’t crit.

    Haste:
    +4.21% / +3.44% (Eradication)
    +1.83% (Spellstone)

    Damage done:
    (1+0.15(Shadow Mastery)+0.60(Soul Siphon))*1.13(CoE)*(1.1)(Shadow Embrace)*1.03(Malediction)*1.03(Sanctified Retribution)*(4(Target below 25%+0.12)(Death’s Embrace))*( 710(base) + (2.14*spell power)) * hit chance =
    (1+0.15+0.60)*1.13)*1.1*1.03*1.03*(4+0.12)*( 710 + (2.14*2000))*0.99 = 50025.95
    (1+0.15+0.60)*1.13)*1.1*1.03*1.03*(4+0.12)*( 710 + (2.14*3004))*0.995 = 69087.96
    cast time: 15s*(1/(1+Haste)) = 15*(1/(1+0.15+0.0421+0.0183)) = 12.39s
    cast time: 15s*(1/(1+Haste)) = 15*(1/(1+0.227+0.0344+0.0183)) = 11.65s
    damage / cast time = 4036.76 DPCT
    damage / cast time = 5887.11 DPCT
    damage / tick = 10005.19
    damage / tick = 13718.59

    Note that this is based on 15 affliction debuffs on the target (meaning there are at least two other affliction warlocks), a target below 25% and the fact that the factor 4 is really a total damage factor.”

  8. Cythrawl says:

    My only issue is if I end up speccing destruction, it’ll be a pain, still. Make shadowburn generate 2 shards, or something. Or add another spell which, if it kills, generates a shard and doesn’t cost one? Anything!

  9. Horns says:

    I wouldn’t call this a step backwards: it’s the first change in years and even though it’s far from perfect, it’s certainly better than nothing (summoning change was pathetic at best). I already mentioned a few ideas I had and I still think making Soul Shard unique and non-consumed would be quite possibly the easiest and best solution.

    The cap is there for a reason, we’d have far too many shards without it. Perhaps we’ll have to give 95% effort and spend a few seconds draining souls — most of us can probably live with it.

    And I have to agree with Cythrawl: combining drains into one spell would be either overpowered if it’s not significantly nerfed, or it would be next to useless if (when) it is nerfed. Perhaps adding Drain Soul effect to the other two drain might work, but combining Drain Mana & Life … no way.

    Anyway, welcome! ;p

  10. Ralimenua says:

    When was the last time you actually raided with a ‘lock? You’re doing it wrong if you’re not using Drain Soul below 25%. I’m nowhere near 4-peice T7.5 and I’m averaging 10k a tick on Drain Soul on boss fights. That’s mad DPS for a quarter of the fight. On trash-filled runs, I never run out of shards.

    The change to have DS generate shards on channel is a plus for progression wiping on bosses with no trash. Net win.

    Combining drains would be insanely OP.

  11. Alghieri says:

    I’m sorry, I made a grave error in my comment above. I confused plagueheart rainment(t3 original wow gear) with heroes plagueheart rainment, which drops in vault of archavon and is t7.5 gear. Sorry for that.

    I don’t think affliction will turn out to be the premier raiding spec for wrath. The entire game is moving towards burst damage, and it is my opinion that it is only a matter of time before warlocks are required to spec demo/destro again. Thats why I maintain these opinions, even though I am congnizant of alurauds and everyone elses’ comments.

  12. Saerith says:

    Dont wanna sound like bad person, but srsly: This post - Fail!

    I go with approx 40-45 Shards every raid, and nearly dont have chance to spend them all. Even on progress 4hrs Whipefest raids (+ Trash respawn ftw!). And with DS new effect, You must really try to go out of shards.

  13. Syrana says:

    Definitely Drain Soul is decent for damage below 25%. It’s nice to see they are trying to do something about the soul shard issue. Making it easy to attain them will be helpful to replace them. I’m not really sure about the capped total, but I don’t think many raiding warlocks should have too much of an issue with running out.

    And yes, you still would need to use a shard to resummon a pet after a wipe, but you no longer need a shard every hour for spellstone/firestone. They changed those so you get 5 (or is it 4..) charges from 1 shard. Plus, it doesn’t disappear upon logout.

  14. Longasc says:

    What totally puzzles me is that people are so afraid of their DPS.

    What is more important to you?

    Getting some important shards for the raid or topping the DPS meter?

    I know Soul Shards are still far from perfect, but it is the first notable change in years, and it is definitely a step forward.

    WoW raid content is no longer as HARD. Your raid will not wipe every time you suck shards for some 9 seconds.

  15. Cythrawl says:

    It’s all well and good that it’s your opinion, but even if this ‘multidrain’ was implemented, it wouldn’t fix the problems warlocks currently have and it would just create another imbalance. Warlocks are fine [even overpowered] when left untargeted; it’s when we can’t cast that we tend to suck.

  16. JL says:

    I have never had a problem with soul shards,
    I never use drain soul for more than 1-2 sec.
    I do it just before before mob dies. I get two things right off, I get 1 to 2 shards (I have a glyph that lets me
    sometimes get 2 shards) and I get a boost in manna
    15% I belive. Heck, I have had to throw shards away to make more room in my bags. If I had a silver for every shard I had to throw away, I could buy my epic mount.
    If I had a wish , I would wish that blizzard would take the soulbound off of shards so I could give them away (or sell them) since I hate to wast them……..

  17. Zak (80 human warlock- trollbane-ruin- pvp) says:

    OK heres an idea. like other channeled spells give our drains a chance 2 crit. and specifically w/ drain soul, make the rate at which it does dmg faster more lk drain life and ofcource reduce the dmg to balance it. makes the shard collecting a lot easier andgvs more time 2 throw actual dps spells in.

    that is a small fix. a better fix was thought up in a previous article that said the item shud b reusable n not consumed wen used. gv it a CD on say per type of spell (shadowburn/soulfire)/soulshatter/ pet summons/ conjure(soulwell/summon/healthstones/firespell stones)/soulstone etc. it still limits its use but the space and farming issue is fixed.

  18. Longasc says:

    BTW, I do not like the “chance” factor to generate a soul shard.

    “Each time Drain Soul deals damage to a target which can grant experience, it now has a CHANCE to generate a Soul Shard”

    How much %?

    10% - every 3 seconds… horrible.
    20%? 30%?

    Why not 100%, all the time.

  19. unpoloart says:

    I think the limit of Soulshards is lame, why should it be a limit? is every warlock problem how many shards you take (of course minimum of 32).

    Affliction IS a Raid viable spec, but not for trash, if people is checking you with trash DPS, then they are wrong. I was doing 25man Naxx and on trash i got 10o. or 12o. place, but on Patch i was #3; i have not the best available gear, but hell, i am dps like crazy.

    Soulshards need a problem fix, maybe, but it’s not gamebreaking, You need only 1 or maybe 2 (if you pvp) gear sets, so why are you crying for more bag spacE?

  20. Baltic says:

    Guys,

    Can anyone clarify something for me. Does the chance on damage mean that you could actually produce 3-4 shards per drain soul? If so it looks to me like this will be far more useful than as it stands and make farming before raids super easy and topping up during raids just a given.

    Thanks

    Baltic

  21. Aluraud says:

    Yes, every damage tick there is a chance to get a shard. This is also the reason why they put a limit in. The way the spell currently works your bags would be overflowing with shards very quickly without the limit.

  22. Just change the name to NERFED says:

    The shard cap is a bad idea, especially for those that spec into Shadowburn, and those playing any type of PVP. I do both raiding (25man) and PVP. I spec into haunt, meta, chaos bolt, you name it.

    Depending on my arena comp or if I run BGs, I routinely start the day with about 50-54 shards. During just one Warsong match, I could easily eat 10-14 shards…consuming a HS at every CD to stay a float a bit longer in this bursty DPS WotLK…resummon a pet…not to mention SB everytime it is up on CD…

    As for raiding, I hate the thoughts of being capped at 32 shards when doing progressive raiding and you’ve cleared all the trash and are stuck on figuring that last boss out…

    It’s time for the overhaul blizz has been promising and stop with the gimped approaches already.

  23. Aurdon says:

    I don’t play a lock very much but I’ll always be ready to sign on to “soul shards need a revamp” discussions. I see no reason that they should take up bag space. As soon as hunters lose the need for ammo pouches post 3.1, Soul Shards should start stacking and you should be able to equip them in an ammo slot.

  24. Natarumah says:

    On a completely unrelated note:

    *max count 32
    *Shards can only be gained through using Drain Soul on targets that grant XP or honor

    Doesn’t this mean that farming low-level instances will be that much harder? I am not exactly sure how many shards you burn through on a Scholo/Strat run, or a level 61-70 instance, when you solo it.

    If this number lies in the 10-15 range, it means a lot more time between runs. Also, more time required to farm the Baron mount.

  25. Bartimaus says:

    Tbh, while raiding Naxx 25 I’ve been the only lock and have taken enough to fill my Ebon Shadowbag (28 Slots) and we’ve have a full raid complete. Just drain the trash when you get the chance and I rarely have an issue. But hey, thats me. However the idea of having a little extra bag space is very attractive.

  26. Raventouched says:

    I think it’s clear that limiting the number of shards is getting mixed reviews. I think an easy solution would be to turn drain soul into a DOT that had the chance to produce a shard. This would only marginally eat into a DPS rotation while still providing a fix for farming shards. It would mean that they were harder to farm on trash (just like this change), but it would also mean that you would impact rotation much less.

  27. Moggis Grim batol says:

    Im using soulfire for 2 of 3 backdraft procs and this is a big problem cuz i can only use them till im out of shards :(