Tag Archives: Mists of Pandria

Out of the Mists: Reclaiming Warlocks in Pandaria

This is the seventh, and final, post in the Decline and Fall of Warlocks in Cataclysm.

The first few weeks of the beta release of Mists of Pandaria was filled with all sorts of amazing news about changes to Warlocks. Every class received some changes, but it really seemed like Warlocks were getting a complete overhaul. Demo and Destro got new resource systems, Affliction’s Soul Shards were revamped. New demon models were added alongside the old stalwarts. Spells were simplified or redesigned, cruft was removed. Many spells were limited to specific specs.

Then came unexpected news: Demonology as a tanking tree. Green fire through a quest. Massive changes to the class were coming. The Cataclysm Warlock was going away, and in its place was going to be a something … very different. Even as things changed and the dual bombshells of Demon Form Tanking and Green Fire were retracted, the reports from the beta showed a class getting completely gutted and rebuilt.

The changes are pretty staggering.

I remember starting this series right around the time the beta came out and feeling a huge sense of urgency to get it done. I needed to get my findings online so people could see the reason for the attention. It’s not that Warlocks can’t DPS or PvP, it’s that the class is shedding players. It’s not that other classes don’t need help too, it’s that Warlocks were vanishing. More than a quarter of them quit. The trends were all going in the wrong direction.

But I also remember glancing at the changes and wondering: will these changes really fix the problems which caused the decline of the Warlock population, or are they just bandaids? New demon forms can get people excited, but if the demons weren’t the original problem then it’s wasted effort. Cosmetic changes can help sell a spec and class, but they can’t solve underlying mechanical issues. Cosmetic changes aren’t bad, at all! But there need to be major mechanical changes, too, or players won’t stick with the class.

I’m done with Cataclysm. Let’s move on to Mists.


Holy shit. Warlocks are going to be so much fun in the next expansion.

I can’t bring myself to level my baby Forsaken Warlock on the live servers anymore. Why? Because the leveling process is so much better on beta. If you are wondering if you should level a Warlock now or in Mists, wait for Mists. Gone are the awkward talents and abilities; in their place are simple, logical spells which fit the theme of the spec. Leveling Destro, for instance, I no longer shoot Shadow Bolts and dot on the run. Instead, I:

  1. Set people on fire.
  2. Explode people and stun them.
  3. Throw fire at people.
  4. Drop fire on groups of people.

And that’s pretty much it. It’s wonderful.

Simple for leveling? Yes, and that’s great for new players and new Warlocks alike. Affliction DoTs. Demo gets demon form early and gets to use it often. Destro slings fire at everything. By the mid-40s all the new resource systems are in place and you’re starting to learn the basics of how things work at endgame.

The class is very different at endgame. If you are going from 85 to 90, mentally start preparing to learn a new class. Affliction still feels familiar, but the changes have made it faster, more frantic at times. Demonology and Destruction are completely different; not only do they have new resource systems, they have jettisoned much of the shared Warlock abilities used in Cataclysm and are focused on the fantasy of the spec again.

The biggest problem, I think, will be the transition for current endgame Warlock players. I went in not knowing any of the new systems or having read any guides and was overwhelmed by how different things were. I had to start over from scratch to get used to the new way of doing things, nuking both my UI/keybinds and my preconceived notions of how the specs should work. The transition from Wrath to Cata was easier because it was just more stuff on top of stuff I already knew; Cata to Mists is new stuff. Jettisoning old concepts is hard but vital to the changeover.

I can already see that the developers recognize this is a problem by the appearance of clear, concise in-game directions on the Core Abilities tab. It’s relatively easy to put together a clear out-of-game guide, but a bit harder to teach people in-game. The Core Abilities tab wasn’t there when I started but it’s a really useful guide. The What Has Changed tab is another recent addition which I think will be helpful in-game advice for returning Warlocks.


I think the Core Abilities tab is a great addition to not only the Warlock class, but to every class in the game. Each spec gets a tab in the spell book summarizing their key abilities for use so that players understand the intended way to play, like this:

I love this tab. It provides a good overview of the endgame rotation of a spec. It lets you drag the abilities down to your action bars and go, okay, I’m playing Demo, here’s what I’m supposed to do: keep Corruption and HoG on the target, cast Soul Fire when MC procs, turn into a Demon when my Demonic Fury bar is full, otherwise cast Shadow Bolt. Got it.

It seems so logical in retrospect, but if there is a way a spec is supposed to be played, it makes sense that the game should teach it. This allows new and old players alike to pick up a class and get the basics quickly, while still allowing a lot of room for player growth. Mastery of the nuances of a class won’t be taught through the Core Abilities tab, that’s not what it’s there for. You won’t see things like “time your DoT refreshes with trinket procs with Demon Soul for max damage” or “use Fel Fire while moving” in these tabs, and that’s okay.

Core Abilities are the basics. Great addition. Love it.


You’ll notice that the number of spells on the Core Abilities tab is pretty low – the page supports six, which is a good number to try to get your head around when learning any spec.

One of the things I like best about the changes to Warlock in Mists is how the Core Abilities are not just the suggested abilities for the spec, they’re usually the only abilities. Competing abilities are just not available. Looking at Demo above, you might ask what happened to Immolate? It’s not available anymore to Demo! You can’t cast it, don’t even try!

This focus is created either by only granting abilities to certain specs, or transforming basic spells when the spec is chosen. Corruption turns into Immolate for Destro, so now there’s not a choice between the two, or a possibility that Corruption will enter the rotation. It can’t.

Locking many abilities to individual specs not only reduces player confusion, it eliminates the possibility of unintended crossover and the complexity that goes with it. The number of shared Core Abilities between specs is very low – Corruption is the only one, and it’s only shared between Affliction and Demonology. Everything else is different.

While this means we will likely see the three Warlock specs drift further apart in Mists, I think this is a very good thing for the flavor of each class and reducing overall class complexity.

The Destro Core Abilities (above) are a good illustration of how much more focused each class is on a few central, thematic abilities in Mists, and not presented with the dozens of choices you have in Cataclysm. I’m reminded of Bruce Lee’s quote on expertise:

I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times.

This was drilled into me when I was learning martial arts: most black belts only really use 5-10 moves, but they know how to use them in dozens of configurations and combinations, and adapt them to any situation or environment. I feel like that’s what we’re seeing here. The cruft is being cleared away, leaving us players to focus on using those abilities we have.


Spells which weren’t useful in Cataclysm have either been jettisoned or made useful in Mists.

Searing Pain is gone. This was mostly a PvP spell, but Fel Flame can replace it nicely.

Shadowflame is gone. I love this spell, but it was both awkward to use and very, very mage-like. It’s been rolled into Hand of Gul’dan now.

Fel Flame generates Burning Embers and Demonic Fury now, making it an easy choice for whenever a Warlock moves. You move, you cast Fel Flame for damage or Life Tap for mana, period.

Curse of Enfeeblement takes the place of Curse of Tongues and Curse of Weakness and is actually attractive now, especially while leveling!

Demon Soul now has spec-specific iterations, decoupling it from the deployed demon and eliminating Demon Twisting.

Demons appear (and this is, of course, subject to change) to be chosen based on utility, not on spec association or DPS. Any given spec doesn’t have a specific demon that benefits it through talents or abilities, which I think is a great change.

Spells transform into new versions when Warlocks do things. Demon Form doesn’t give you new abilities, it changes the ones you have into new, related abilities. Curses become Auras. That’s clever. If you use Burning Embers to do AoE, your spells change to reflect that.

All of these things are pretty damn cool.


That said, there’s a set of other abilities that are shared across Warlock specs that are also needed – things like Life Tap, Demon Soul, Guardian Demons – that still need to be cast. There are also talents which are independent of spec.

The division of abilities into Core/Non-Core is great for playing multiple Warlock specs because it allows players another way to chunk up their abilities. I can look at my UI and go, Core (DPS) abilities go in one place, baseline Warlock abilities (defensive, movement, utility) go in another, and maintain a great deal of consistency in layout between specs.

Compare my Affliction and Demo setups in Beta:

This is Affliction, arguably the spec with the most buttons right now. You can see that most of the Core Abilities are grouped in the lower bars and the primary 1-10 keys, while utility spells are on keys around the QWES keys, like ADFGT.

This is Demo. The utility keys are almost identical between specs, withthe only variation being different talents or glyphs I’m testing out. The Core Ability section is different, but not overwhelmingly so – there’s still a relatively uniform layout there.

I’m amazed at how much space I have with my keybindings, to be honest. I know some people have been able to play Warlocks in Cataclysm without using all their keybinds, but I have had fully loaded binds from the start. I’m a bit in shock that I won’t need 60 binds and can use WASD without feeling like I’m sacrificing valuable keybinds space to do it!

The Talent system revamp is excellent. Instead of trying to shape your character by taking certain necessary abilities, you’re choosing utility and options instead of possibly making mistakes which affect your core abilities. What I like best about the Warlock talents is that you can often tailor the complexity of the spec based on your choices – often you are selecting between another button to push, replacing an existing button, or adding a passive ability to a button. This allows Warlock players to take 3 or 4 different damage absorption CDs if they like, or just have two.

I saw this with the Glyphs, as well. The Glyph of Demon Soul is fantastic, because it gives a passive bonus when DS is not on CD, effectively allowing players who don’t want to have a burst CD to ignore it – yet still get some benefit from it. The Glyph of Wild Imps is working like this too, only in reverse! It takes a passive and adds a button with CD, which is awesome!

The abilities are simpler, but I wouldn’t call them simple. Not by a longshot. The interactions with each new resource spec are still up in the air, but there is still a lot of mental juggling going on. Affliction feels much faster now with changes to Malefic Grasp and Haunt. Destro feels very rhythmic, where you build up to this absolutely massive discharge of damage (oh god, 6 Chaos Bolts on 2 targets with Havoc and Demon Soul, be still my beating heart) and then start over again. Demonology is in the strangest place right now, with a hybrid melee-caster rotation that’s unlike anything Warlocks have seen before. Meta form is no longer just a CD you use to increase your damage, instead it’s an entirely different way of playing.


Near the beginning of the beta there was a report that Warlocks would get a quest which would allow them to change the color of their fire to green.

There are times that I feel like I’m in the minority because I don’t really care one way or another about green fire for Warlocks. I mean, would it be cool? Sure? But I’d rather see mechanics fixed than spell graphics updated?

Well, that’s really a crumudgeon’s attitude, and it took me playing in the Mists Beta to realize it.

I chose the screenshots above deliberately because they show off some of the very cool new spell effects that are available for Warlocks. Chaos Bolt is now a HUGE green energy dragon with a swarm of smaller dragons launched at the target. Shadow Bolt can be made to swarm in a pack of three instead of a bolt, and it’s AWESOME. Soul Fire is huge, like, HUGE. Harvest Life is wild when you can get 3-6 targets in range. These spells are great.

I was leveling my baby Warlock when I realized how much happier I was that she was slinging sheets of fire instead of shadow bolts at her targets. This is how Destro is SUPPOSED to feel! I yelled more than once at the screen.

And that’s really what the new graphics are all about; fulfilling the fantasy of a spec. The abilities have to do it, the mechanics have to do it, but the graphics have to do it, too. And the new graphics are delivering on that fantasy. They are making each spec different from each other – you will not have to wonder for long what kind of Warlock you are facing. They’re also making the class visually distinct from other classes very early on – you won’t wonder if you’ve got a Fire Mage or a Destro Lock in your group anymore. You’ll know.

I know Blizzard came out and said that green fire wasn’t happening, but given the scope of graphical changes I’ve seen in the Beta – I wouldn’t rule it out just yet.


I have not seen a class community polarize faster than Warlocks did over the discovery of the Glyph of Demon Hunting, which allowed for Demon Form to work… well, to work like a tank. A real tank, not an off tank. Huge amounts of armor. Taunts. Melee attacks. Defensive cooldowns. All the basic abilities were there, they just had to be fleshed out.

Then there was lore that appeared, later – about how the Demonologists on the Council of Six Daggers went to the Demon Hunters of Outland to learn their secrets.  The reason for the name of the glyph became clear, at least.

But, after all that excitement, it was not to be.

Greg Street wrote:

Just to make our intent clear, the Glyph of Demon Hunting isn’t intended to turn Demonology warlocks into a tanking spec. You won’t be able to queue as a tank for Dungeon Finder for instance and won’t have the survivability or tools of say a Protection paladin.

Thus the dream of Warlock tanks ended.

If there was anything that indicated to me that Warlocks were really in trouble in Cataclysm, and that no idea was too wild to save them in Mists, it was this one. Tanking Warlocks represented the most outrageous thinking I’d seen yet on the class. Oh, sure, bloggers had talked about it before, but nothing had ever come out of Blizzard indicating it was a possibility. Taking a pure DPS spec and turning them into a hybrid? This is madness!

No, this is amazing.

Let’s assume for a moment that the intent really was to make Demo a tanking spec. Humor me.

Let’s consider the benefits:

  • Turns the class into a hybrid, resolving issues with the Simplicity Tax and Bring the Player, Not the Class model. This also invites players to try Warlocks who might otherwise be hesitant to roll a pure DPS character due to the needs of their raid composition.
  • Increases the number of potential tanks in the game. This both helps the general tank shortage, as well as offset the main quality of life disadvantage of a pure DPS – queue times for PvE dungeons and raids – by letting them jump in as a tank.
  • It is new and unusual, which can be quite a draw for players looking for something different. It also gives long-term Warlock players an opportunity to experience a different role in the game without rerolling.
  • Sets up the possibility of a fourth spec for other classes. Demo tanks would be an experiment in making one spec fill multiple roles (DPS/Tanking), much like Feral Druids did. If both roles are successful, spinning off a separate 4th spec becomes a logical extension of the tanking experiment, which opens up possibilities for other classes extending their specs.
  • Fits the theme and fantasy of the spec. Instead of transforming into a demon to make your spells hit harder, you turn into one to rip and tear into your enemies, using demonic magic to augment your physical prowess to be the equivalent of a giant dire bear or warrior in armor.

There are some challenges to overcome with this idea, though.

  • Automatic role determination by spec. Splitting apart Feral into two specs allows Blizzard to code LFD/LFR to only allow characters who have learned a tanking spec to queue as a tank. If this restriction comes to pass, Demo either needs to become a full-time tank spec or have the tank spec be split off from the DPS spec entirely.
  • Automatic quest reward determination by spec. If quest rewards are going to be chosen by your current spec, should Demo get DPS or tanking gear?
  • Attachment of Demo DPS players to their spec. Given the massive changes made to Demo in Mists, it doesn’t really resemble the Demo DPS spec we’ve enjoyed since Wrath, but current Demo players may not want to give up their DPS play style of choice. There is a related argument that Warlock players don’t want to be a hybrid and be pressured into tanking.
  • Balance with other classes. Demo tanks brings the number of tank classes up to 6, which can be a challenge for balancing under the Bring the Player model. There are also PvP concerns to consider, though to be frank those concerns exist with the glyphed version anyways.
  • Tank Cloth itemization. Honestly, I think this is the biggest obstacle for Warlock tanks. How will they gear for avoidance? A conversion of Intellect, Haste, Crit, Mastery into Dodge, Parry, or Expertise might be possible, but how will that work? New gear would be an easier answer, but adding in an entire new class of Tanking Cloth gear is a monumental undertaking, and fraught with the same perils as Intellect Plate.

The problem of making a cloth-wearing tank viable is an interesting one. Do you follow a Bear/Guardian model and convert Intellect into Dodge? Well, that probably needs to be coded, and only for Warlock tanks (since Agility gives Dodge already as a default).

What about health pools, do you make it so their damaging attacks suck life out of the bosses and give them a large effective health pool (but then how do they survive the big hits?) What about Parry, Expertise, melee Hit – how do you make it work, exactly, when there’s no available gear with tanking stats?

There’s also a question of theme. Demonology, as it stands today in Cataclysm, provides both the conjuror and  metamorph archetypes in one package. In some ways those concepts are at odds with each other – a conjuror summons other beings to do their dirty work for them, while a metamorph transforms to do the job themselves. Tanking stresses the latter philosophy, of internalizing the demons and becoming them, more than the former, which is more of a ranged DPS idea. Spinning off the transformation of Demonology into a separate tanking tree would allow both themes to flourish, but if only one can be chosen – I’d rather have some flexibility in my theme.

The Glyph of Demon Hunting is an interesting experiment. Because it’s a Glyph you can’t enable it in the middle of a fight, but perhaps it could be changed into an ability which allows Demo to activate tank mode for 5 minutes? That at least makes it an attractive option for tank death or tank swap fights. As it stands now, the best use will be for soloing or – as gear gets better – tanking 5-mans with a friendly guild group who likes pushing the limits.

That’s pretty cool, but I know that if there was more time in the development cycle this could be even cooler.

I would not count Warlock tanks out of the picture just yet. If not now, look for them in the expansion after Mists.


I find it ironic that I named this series after Gibbon’s masterpiece, The History of the Decline and Fall of the Roman EmpireGibbon assembled a wealth of material around the collapse of Roman governance in Western Europe in the third through sixth centuries, but he used it to formulate a monocausal theory – that the Roman Empire’s fall was inevitable because of the influence of Christianity. This theory overlooks much in pursuit of forwarding an Enlightenment viewpoint of the Medieval period and Christianity as bad, and the Greco-Roman classical tradition as good.

As a historian, I have always preferred the works of J. B. Bury, who did not dispute the evidence Gibbon presented, but rather interpreted them differently. Bury posits that Rome’s fall was not inevitable, but rather the result of a series of incidents which lead to a catastrophe. Internal political pressures, external migratory pressures on the Germanic tribes, inflation, increased taxes to deal with the Sassanid Empire’s threat, a series of terrible decisions by Imperial and Provincial leaders alike – all these contributed to the calamity of the fourth and fifth centuries. I recommend reading Gibbon so you’ve read him, but I recommend Bury if you want to see the vast scope of problems in Late Antiquity, and how monocausal theories need to take them all into account.

To quote Bury:

The gradual collapse of the Roman power … was the consequence of a series of contingent events. No general causes can be assigned that made it inevitable.

It’s my hope that this series has been more like Bury than Gibbon. While there has been a central theme to this work –  inelegant complexity without reward led to the decline of Warlock populations in Cataclysm – it is my firm belief that it was a series of design decisions and balance changes during the expansion which contributed to the decline of this class. Attributing it to any one specific change misses the big picture. Our personal reasons and agendas need to take a back seat to the data.

The Warlock class declined in Cataclysm. Based on what I’ve seen so far in the Mists of Pandaria Beta, it is too early to write its epitaph, but its recovery is by no means a certain thing. It is transforming into something very different what came before, and it is my sincere hope that it flourishes and thrives in its new incarnation.

Let’s see what the future holds for this great class.


I honestly thought this would be a two-post series at the beginning. More than thirty thousand words later, I realize that I had a lot more to say about Warlocks than I thought I did, so, first and foremost, thanks to the hundreds of people who commented and shared your thoughts and opinions in comments, forums and emails, for promoting this work in the Warlock community. Thank you.

I’d like to thank Xelnath for his for his insights and convincing me to give the Mists beta a try. It’s been a delight discussing this work with you, and I can’t wait to see what you have up your sleeve next.

I have to also give many thanks to my undercover editors, Catulla and Narci of Flavor Text, for their unflagging support in the face of a mountain of text regarding a class they didn’t play. Narci deserves special mention as the one who convinced me this needed to be a series, and then stayed with the idea by reviewing every single draft, even the ones I threw away. Thank you both for your ocular fortitude.

Finally, thank you for reading. This has been a long journey, and I’m humbled and thankful that you chose to go on it with me. Thanks!


Filed under Cynwise's Warcraft Manual, Warlockery