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Battle for Azeroth Affliction Warlock Changes
来自 Anshlun
[Last Updated]:
2018/08/05
变更日志
补丁:8.0.1
目录
评分:
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In Battle for Azeroth, Affliction Warlocks have received many different changes, ranging from Talent changes to Gameplay and Rotational changes.
While there are many new abilities and spells, there are also returning ones, previously removed during pruning. On top of those spells, the legacy from Legion lives on with different
legendary effects and artifact traits
returning in BfA as talents, baked into the core spec, or are now
azerite traits
, the BfA version of artifact traits. Gameplay changes are also happening, as some abilities and spells that could be used together with others are now
added to the GCD
.
Some Legion systems got reworked, like Honor talents, now active while questing with
War Mode
turned on, which also grants bonuses, like 10% extra experience while leveling.
In this overview, we'll highlight all class abilities, as well as new, changed, or removed talents. Grey to green text indicate changes between
Legion
and the current version of
Battle for Azeroth
; more information can be found by going to the Changelog within the relevant spell page. Keep in mind that information is largely derived from the tooltips, so typographical errors may be intentional to match.
We reached out to the Lock One Stop Shop community to give their thoughts and opinions on the changes and current state of Affliction Warlock in the pre-patch, you can check the article here:
Community Opinion - State of Warlocks
.
Some notable overall changes:
Arcane Torrent and Every Man for Himself changed
.
Two of the strongest racial effects have received changes in BfA, with
奥术洪流
receiving a new effect and added to the GCD and
生存意志
having its cooldown increased.
The majority of class cooldowns have been added to the GCD
.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, until you can use your next ability.
Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state.
Battle for Azeroth has a huge stat and ilvl squish.
Battle for Azeroth implements the second stat squish for World of Warcraft, two expansions after the
Warlords of Draenor Squish
.
Unlike Warlords, Battle for Azeroth will also have an item level squish, changing the item level previously found on classic items as well.
See what changed in each specific build with our datamining blogs:
26970 Class Changes - July 2nd
26936 Class Changes - June 27th
26926 Class Changes - June 26th
26903 Class Changes - June 22nd
26871 Class Changes - June 19th
26812 Class Changes - June 12th
26788 Class Changes - June 9th
26734 Class Changes - May 31st
26707 Class Changes - May 24th
26624 Class Changes - May 15th
26567 Class Changes - May 8th
26522 Class Changes - April 30th
26476 Class Changes - Apr 20th
26433 Class Changes - Apr 13th
26367 Class Changes - Apr 3rd
26031 Class Changes - Mar 27th
26287 Class Changes - Mar 22nd
26231 Class Changes - Mar 14th
26175 Class Changes - Mar 6th
26131 Class Changes - Feb 27th
26095 Class Changes - Feb 22nd
26032 Class Changes - Feb 13th
26010 Class Changes - Feb 9th
25976 Class Changes - Feb 6th
25902 Class Changes - Jan 25th
Check out all Battle for Azeroth changes for every class and specialization!
All Class Changes
Death Knight Changes
Demon Hunter Changes
Druid Changes
Hunter Changes
Mage Changes
Monk Changes
Paladin Changes
Priest Changes
Rogue Changes
Shaman Changes
Warlock Changes
Warrior Changes
Playstyle Impact
While I'd like to put something philosophical about how the new expansion pre-patch leads to new playstyles, you're really not going to end up playing affliction any differently from how you did before. You're primarily a DoT focused class, and the one major difference is that you'll be filling with Shadow Bolts instead of Drain Soul unless you really like that spell and talent into it. Darkglare and Deathbolt are neat additions that you press every 3 minutes and 30 seconds respectively, but there are no major gameplay changes that come along with them - at least until we get access to the new Azerite traits.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, or 1s for energy users, until you can use your next ability. Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state. For Aff Locks the affected abilities by these changes are:
黑暗灵魂:哀难
1.5s GCD
Returning Artifact Traits and Legendary Effects
In Battle for Azeroth, many artifact traits and legendary effects from Legion are turned into talents and baseline abilities. It is known that we will lose our Artifacts
in a future event
. To add to that, we've also discovered that Legion legendaries
won't work past level 115
. To learn more, check out
our full article about returning effects in Battle for Azeroth
.
The effects from the legendary
永恒蔑视兜帽
likely inspired the new talent
死亡蔓延
.
普瑞达兹,萨瓦里克的杰作
effect became the new azerite trait
回声防护
.
Blizzard
Before going into some individual points of feedback, I wanted to state that there have been several version of Affliction over the years, and even in this thread people have different opinions on what version they like, and what parts they don't. In general, almost everything has pros and cons, and it's good to think and weigh those pros and cons when discussing which direction to take Affliction (or any spec) in the future.
暗影箭
/
吸取生命
vs.
吸取灵魂
This is one of the big debates about Affliction so far.
吸取灵魂
was removed and replaced by both
暗影箭
and
吸取生命
.
暗影箭
functions as the primary damage filler, while
吸取生命
serves as a high healing, but low damage channel.
吸取灵魂
was one of the strongest fillers in the game in Legion. With all the artifact passives and damage modifiers it gave along with stackable
痛苦无常
, it did an insane amount of damage and healing. It does not particularly come as a surprise to me that Blizzard wanted to tone down the strength of Affliction, but I will say this:
暗影箭
feels very empty. I liked having it in the past and I was sad to see it go when it did, but without having
夜幕
selected (I will discuss this more in the talents section) it is very uninspired and does not feel good when combined with having to stack
痛苦无常
, in my humble opinion.
I'm not sure there really has been that much discussion on how the rotation as a whole "feels". Mostly people have been complaining that they dislike
暗影箭
for a variety of reasons (though technically it doesn't really change much about the rotation), and discussing shard generation rates.
You've said that the Affliction rotation is "mechanically boring", but it's actually a step up from live (as
暗影箭
—like it or not—requires more interaction and timing than
吸取灵魂
), so I'm not sure I understand this complaint.
I don't mean to come across as snarky; just tossing in my own two cents' worth.
This has been one of the two biggest Affliction debates internally:
吸取灵魂
vs.
暗影箭
as the filler. For most of Legion development, I was in favor of
吸取灵魂
, and argued for it over
暗影箭
. I thought the thematics of draining on a DoT spec felt more appropriate than
暗影箭
, which is also already Demonology's filler. Over time, I enjoyed playing with
吸取灵魂
less. When all your DoTs are up, filling in with a 6-sec (reduced by Haste) channeled spell and potentially not pushing a button for 4-5 sec felt a little boring times. There isn't much tension or drama to filling with an instant-startup, channeled spell with really no cost to finishing early, and no real concept of having to cancel a cast before it goes off, because you had to move. It's easy, it's powerful, and it works. In fact, any channeled version of a cast-time spell is inherently stronger if it does the same DPS in a stationary situation, because the damage isn't completely backoaded at the time of cast complete.
That all said, I think it's clear that enough people enjoy
吸取灵魂
's feel, thematics, mechanics, or visuals that it was worth keeping around.
吸取灵魂
will return as a talent (in the currently empty lvl 90 slot), that replaces
暗影箭
as your filler. It will deal bonus damage against targets below 20% health and generates a
灵魂碎片
if the target dies while you're draining it. It didn't seem right to have all 3 of
暗影箭
,
吸取生命
, and
吸取灵魂
simultaneously, as
吸取灵魂
overlap with both of the other ones a bit, so that's one of the reasons why it replaces
暗影箭
.
I don't understand why we still have
痛苦无常
stacking as our primary
灵魂碎片
spender
This has been the second of the two biggest Affliction debates internally: How should Affliction interact with the
灵魂碎片
as a DPS resource mechanic (if at all), and how exactly should
痛苦无常
s be cast and work. I'll again say that we went into 8.0 development thinking we were going to go back to
痛苦无常
having no cooldown, but being Limit 1 per target (as essentially all other DoTs are), and
灵魂碎片
doing something entirely different from being a resource to spend
痛苦无常
/
腐蚀之种
with.
When we started to go down that road, we got some difficult to ignore feedback that
痛苦无常
being able to stack up multiple times on the same target was good uniqueness and flexibility, and that flexibility provided power in a way that was special to Affliction. For much of the spec's history, it wasn't good at burst damage or single-target damage, and being able to stack up to 5
痛苦无常
s on the same target was actually a decent way to fix that. You get more
灵魂碎片
with more targets through
痛楚
, but instead of covering all targets with a no-cooldown no-cost
痛苦无常
,
Additionally, with Unstable Affliction now having the
传染
effect baked in (You deal 10% increased damage to targets with
痛苦无常
), the natural and intended way to play is to maintain
痛苦无常
at 100% uptime on 1 target, but still giving you the flexibility of saving up multiple
灵魂碎片
and putting out some focused burst damage into a single target, which Affliction for a long time couldn't do as well.
Note: Agony's Soul Shard generation rate has been increased by 15% in a single-target situation compared to Legion (not sure this has been mentioned anywhere), and that the spec is intended to be able to maintain
痛苦无常
in a single-target situation with 100% uptime.
The Drain Soul mechanic which incorporated self healing into base rotation really needed to go.
We agree here – this is pretty important to point out.
吸取灵魂
is coming back as a talent without any healing component whatsoever. One of the big reasons Affliction self-healing got so out of hand in Legion, as I'm sure many have noticed, is that it replaced
吸取生命
as the spec's self-healing button. However, Drain Life is allowed to have its strong healing because it's a damage loss to use it over your filler – you're actively giving up damage to get slightly overpowered healing, which was okay.
吸取灵魂
being your only filler and also healing for
吸取生命
amounts or more, was too much and became a problem. In 8.0, you can talent into
吸取灵魂
and have both it and
吸取生命
, but only
吸取生命
will heal.
牺牲魔典
and
诱惑
combination is still putting us in a 30 sec channeling window in which we are doing absolutely zero dps, and we can't do anything or even move, or else the CC breaks. I don't see any situation where this can even be remotely useful.
This is fair. We'll look at changing
恶魔掌控
: Succubus to be
鞭打
(snare) instead. You, the
术士
with
牺牲魔典
:
魅魔
channeling a long CC doesn't make that much sense. We wanted to make all Grim Sac spells the same as your
恶魔掌控
spell, but this one seems like it should be changed.
Doomguard and Infernal - Gone. Seriously, damage cooldowns, give us something baseline.
We agree - sorry it took this long. I feel bad because Affliction was worked on early in 8.0 development and brought about 2/3 of the way to complete (based on our 8.0 plans), then left in that incomplete state for a while, which both didn't look great and probably terrified a lot of players because they thought the spec would ship in that state. Maybe a lesson in messaging, scheduling, or communication here.
Anyways, Summon Darkglare will be the spec's new baseline ultimate:
3 min cooldown, costs 1
灵魂碎片
Summons a
黑眼
from the Twisting Nether that extends the duration of your damage over time effects on all enemies by 8 sec. The Darkglare will serve you for 20 sec, blasting its target for Shadow damage, increased by 10% for every damage over time effect you have active on any target.
黑眼
felt more appropriate as a different and better ultimate summon for Affliction, providing a unique DoT-extension mechanic for the spec, compared to an alternative like Infernal for Destruction, which feels more fitting as a fiery burning ultimate for that spec.
Having to cast several
痛苦无常
s feels like a waste of time when we have to start refreshing shortly after and throw in
暗影箭
between all of that. Multi-dotting doesn't feel terrible on beta because it obviously has rewarding damage, but single target feels weak and overly tedious.
I don't know what else to say about it. It felt okay in Legion because it was highly rewarding to stack
痛苦无常
. Perhaps Azerite Armor will make it feel better but right now it feels like garbage.
We haven't been focusing too much on damage tuning, especially tuning of spell vs. other spells on the same spec, since that usually comes later, after design changes have been more solidified. However, looking at our data,
痛苦无常
damage seems to have fallen off a bit on single-target, so I've given it a 25% bump up. In general, we don't want to be spending too much time tuning things like this (unless something is way out of band) while it's still early enough to be making design changes/improvements, but this is still great feedback to receive.
They clearly had
死亡之箭
working with
痛苦无常
stacks in mind, but... I want
痛楚
fresh at full stacks, I want Corruption fresh, I want
生命虹吸
fresh, I want several
痛苦无常
s up, but no matter what I'm just not satisfied when I fire off that
死亡之箭
because it feels like there is too much to manage.
I'm sure when it's time to theorycraft we will know exactly the best setup for a Deathbolt to get the most efficiency and damage, but it might still not be a fun rotation.
The idea with
死亡之箭
is that you could have your usual DoTs rolling/at high duration on the target, load up on a few
痛苦无常
s, then payoff with a high amount of burst damage with
死亡之箭
. We realize in practice this doesn't work as well with targets that don't live a long time. The more concerning feedback is that
死亡之箭
isn't satisfying because it doesn't feel like you fully maximized it, because by nature of having to refresh one DoT, you're letting another DoT tick down its duration – unsure if this is psychology players will overcome or not. Another concern is that you don't know how much damage
死亡之箭
will do because its tooltip doesn't tell you. The thinking there was – after casting it a few times, you'd get a feel for its damage potential.
We're going to try
死亡之箭
being Instant Cast with less % damage (as its damage was accounting for its 2-sec cast time), and keep an eye on this talent moving forward.
I wanted to point out that
死亡之箭
calculates its damage at time of cast, not time of its missile landing. This was to be nice to the player and not penalize for travel times of its missile equating to damage lost from DoTs ticking down, and necessitating standing at point blank range. Thinking about that more, we can probably make its damage calculate at time of missile cast and at time of missile land, and take the greater of the two, so if you go to refresh a DoT after casting
死亡之箭
, you don't miss out either way. Also, Deathbolt synergizes with the new
召唤黑眼
baseline ultimate quite a bit.
Some additional things to come along with some mentioned above:
黑暗灵魂:哀难
is coming back as a talent (similar to Destruction's Dark Soul talent), granting 30% haste for 20 sec n a 2 min cooldown
New 15-sec cooldown
灵魂碎片
spender AOE damage talent that also snares, replacing
灵魂收割
Overall, thanks for all the feedback.
Blizzard
We're going to swap
鬼影缠身
(was lvl 15, now lvl 90) with
死亡之箭
(was lvl 90, now lvl 15) in the talent tree in the next build. This fulfills a desire (mentioned several times here) to be able to play a
夜幕
+
鬼影缠身
or
吸取灵魂
+
鬼影缠身
build, which a lot of players think is fun (and is fair feedback).
The reason we made the last round of talent swaps, which saw
夜幕
and
吸取灵魂
move to level 15, and
暗影之拥
and
鬼影缠身
move to level 90, was to satisfy a different desire (as players mentioned even in this thread) to allow
吸取灵魂
and
牺牲魔典
to be taken together, as both are identity, feel, and greatly gameplay changing. That also seemed reasonable.
Separately, that also had the benefit of allowing
夜幕
and Drain Soul to be acquirable earlier at lvl 15, since they are both great leveling talents and good to have early.
To make room for
夜幕
and Drain Soul on the lvl 15 row, we chose to move
暗影之拥
and
死亡之箭
together (as opposed to
暗影之拥
and
鬼影缠身
) because
暗影之拥
and
鬼影缠身
are pretty similar - they both provide a damage taken debuff with or near 100% uptime. That's still true, but it seems better overall to live with that, look for opportunities to improve/replace
暗影之拥
in the future, and support a
夜幕
+
鬼影缠身
build.
So the new layout looks like:
Row 15:
夜幕
,
吸取灵魂
,
死亡之箭
Row 90:
暗影之拥
,
鬼影缠身
,
牺牲魔典
On the topic of talent tree layouts in general for all specs - it's always a list of competing, sometimes contradictory desires, all of which are valid to some varying degrees:
"All talents on a row should be equal"
"Some talents should better in some situations"
"Talents on the same row shouldn't clearly be better in single target or AOE vs other talents on the same row"
"Difficult to use talents should be a little more rewarding than easy to use talents"
"Talents shouldn't be too similar to each other"
"Players should be allowed to pick whatever talent they find the most fun"
"The strongest talent should probably be the most fun one"
And so on. It's often not possible to satisfy all requirements, so it becomes sort of finding the best configuration that satisfies as many desires as possible, and iterating on improvements for the future.
As usual, we're always open to feedback.
General Warlock Changes
Spells
REMOVED
Summon Doomguard
Summons a Doomguard for 25 sec to assault the target with its Doom Bolts.
REMOVED
无尽呼吸
Allows an ally to breathe underwater and increases swim speed by 20% for 10 min.
放逐术
Banishes an enemy Demon, Aberration, or Elemental, preventing any action for 30 sec. Limit 1. Casting Banish again on the target will cancel the effect.
Cost changed from 2.5% of base mana to 1.5% of base mana
恶魔掌控
Commands your demon to perform its most powerful ability. This spell will transform based on your active pet.
Imp: Singe Magic
Voidwalker: Suffering
Succubus: Seduction
Felhunter: Spell Lock
Felguard: Felstorm
Doomguard: Shadow Lock
Infernal: Meteor StrikeFelguard: Axe Toss
Felhunter: Spell Lock
Voidwalker: Shadow Bulwark
Succubus: Seduction
Imp: Singe Magic
制造治疗石
Creates a Healthstone that can be consumed to restore 25%25% health.
Cost changed from 5.0% of base mana to 2.0% of base mana
制造灵魂之井
Creates a Soulwell for 2 min. Party and raid members can use the Soulwell to acquire a Healthstone.
Cost changed from 10.0% of base mana to 5.0% of base mana
恶魔传送门
Creates a demonic gateway between two locations. Activating the gateway transports the user to the other gateway. Each player can use a Demonic Gateway only once per 1.50 min.
Cost changed from 10.0% of base mana to 20.0% of base mana, Cast Time changed from 3 sec cast to 2 sec cast
征服恶魔
Enslaves the target demon up to level 57, forcing it to do your bidding for 5 min.
Cost changed from 5.0% of base mana to 2.0% of base mana
基尔罗格之眼
Summons an Eye of Kilrogg and binds your vision to it. The eye is stealthed and moves quickly but is very fragile.
Cost changed from 4.0% of base mana to 3.0% of base mana
恐惧
Strikes fear in the enemy, disorienting for 20 sec. Damage may cancel the effect. Limit 1.
Cost changed from 10.0% of base mana to 15.0% of base mana
召唤仪式
Begins a ritual to create a summoning portal, requiring the caster and 2 allies to complete. This portal can be used to summon party and raid members.
Cost changed from 4.0% of base mana to 5.0% of base mana
灵魂碎片
Soul ShardsFragments are generated by somemany of your spells and consumed to cast your most powerful spells and summon demons to serve you.
Soul Shards are consumed to cast your most powerful spells and summon demons to serve you.
While out of combat you regenerate up to 3 Soul Shards.
灵魂石
Stores the soul of the target party or raid member, allowing resurrection upon death.
Affliction and Demonology and Destruction (Level 70)
Also castable to resurrect a dead target
Targets resurrect with 100%60% health and 20% mana.
召唤地狱火
Summons an Infernal from the Twisting Nether, impacting for (100% of Spell power) Fire damage and stunning all enemy targetsenemies in the area for 2 sec. Thesec.
The Infernal will serve you for 25 sec, dealing strong area-of-effect damage.30 sec, dealing (50% of Spell power) damage to all nearby enemies every 2 sec and generating 1 Soul Shard Fragment every 0.5 sec.
No longer Affliction/Demonology
NEW
暗影之怒
Stuns all enemies within 8 yds for 43 sec.
Now baseline
Range changed from 30 yd range to 35 yd range
Cooldown changed from 30 sec cooldown to 1 min cooldown
不灭决心
Hardens your skin, reducing all damage you take by 40% and granting immunity to interrupt and silence effects for 8 sec.
Cost changed from 10.0% of base mana to 2.0% of base mana
Talents
Removed
REMOVED
恶魔法阵
Summons a Demonic Circle for 15 min. allowing you to cast it againCast Demonic Circle: Teleport to teleport to its location and remove all movement slowing effects.Limit 1.
Changed spell ID
REMOVED
侍从魔典
Summons a second demon which fights for you for 25 sec and deals 100% increased damage. 1.5 min cooldown. The demon will immediately use one of its special abilities when summoned.
New
NEW
黑暗之怒
Reduces the cooldown of Shadowfury by 15 sec.
Tier 5 Talent
NEW
Summons a Demonic Circle for 15 min. Cast Demonic Circle: Teleport to teleport to its location and remove all movement slowing effects.
You also learn: Demonic Circle - Teleport
Teleports you to your Demonic Circle and removes all movement slowing effects.
New version
Swapped Positions
爆燃冲刺
Increases your movement speed by 50%, but also damages you for 4% of your maximum health every 1 sec. Movement impairing effects may not reduce you below 100% of normal movement speed. Lasts until cancelled.
Tier 3 Talent
黑暗契约
Sacrifices 20% of your current health to shield you for 400%250% of the sacrificed health for 20 sec. Usable while suffering from control impairing effects.
Tier 3 Talent
恶魔皮肤
Your Soul Leech absorption now passively recharges at a rate of 1%0.5% of maximum health every 1 sec, and may now absorb up to 20%15% of maximum health.
Tier 3 Talent
恶魔法阵
Summons a Demonic Circle for 15 min, allowing you to cast it again to teleport to its location and remove all movement slowing effects. Limit 1.
Tier 5 Talent
Cost changed from 5.0% of base mana to 2.0% of base mana
死亡缠绕
Horrifies an enemy target into fleeing, incapacitating for 3 sec and healing you for 20% of maximum health.
Tier 5 Talent
Cost changed from 6.0% of base mana to 2.0% of base mana
Changed
灵魂导管
Every Soul Shard you spend has a 20%15% chance to be refunded.
Azerite General
NEW
While below 50% health, your Drain Life heals for an additional 77 health each 1 sec.
NEW
When you use a Healthstone, gain 88 Leech for 20 sec
Affliction Warlock Changes
Specialization
痛苦术士
Apply Aura: Modifies Damage/Healing Done by 14% 32%.
REMOVED
Shadow Bite
Your Felhunter's Shadow Bite deals 50% increased damage for each of your Affliction damage over time effects on the target.
NEW
召唤黑眼
Summons a Darkglarefrom the Twisting Nether that extends the duration of your damage over time effects on all enemies by 8 sec.
The Darkglare will serve you for 20 sec, blasting its target for (40% of Spell power) Shadow damage, increased by 10% for every damage over time effect you have active on any target.
痛楚
Inflicts increasing agony on the target, causing up to 31.86%7.2% of Spell power) * 6] Shadow damage over 18 sec. Damage starts low and increases over the duration. Refreshing Agony maintains its current damage level.
Agony damage sometimes generates 1 Soul Shard.
Cost changed from 3.0% of base mana to 1.0% of base mana
腐蚀术
Corrupts the target, causing (226.8%63% of Spell power) Shadow damage over 14 sec.
Cost changed from 3.0% of base mana to 1.0% of base mana
生命分流
Restores 30% of your maximum manaGrants 1 Soul Shard at the cost of 10%15% of your maximum health.
Now available to all specs
Now requires Level 20, up from 8
Cooldown changed from None to 30 sec recharge
Charges changed from None to 3 Charges
精通:剧痛
Increases damage done by Agony, Corruption, Siphon Life, Phantom Singularity, Vile Taint, and Unstable Affliction by 25%)20.0%.
腐蚀之种
Embeds a demon seed in the enemy target that will explode after 18 sec, dealing (172%12 sec, dealing (20% of Spell power) Shadow damage to all enemies within 10 yards and applying Corruption to them.
The seed will detonate early if the target is hit by other detonations, or takes (Spell power * 30050 / 100) damage from your spells.
暗影箭
Sends a shadowy bolt at the enemy, causing (160%30% of Spell power) Shadow damage.
Cost changed from 6.0% of base mana to 2.0% of base mana
痛苦无常
Afflicts the target with (370.8%64% of Spell power) Shadow damage over 8 sec. You may afflict a target with up to 5 Unstable Afflictions at once.
If dispelled, deals You deal 10% increased damage to targets affected by your Unstable Affliction.
If dispelled, deals of Spell power) * 400 / 100] damage to the dispeller and silences them for 4 sec.
Affliction (Level 26)
Refunds 1 Soul Shard if the target dies while afflicted.
Talents
Live
BFA
Removed
REMOVED
传染
You deal 15%10% increased damage to targets affected by your Unstable Affliction.
REMOVED
Agony, Corruption, Unstable Affliction, Seed of Corruption, and Shadow Bolt deal up to 50%40% increased damage on targets below 35% health. Damage increase is higher against lower health targets.
REMOVED
强化生命分流
Life Tap increases your damage dealt by 10% for 20 sec.
REMOVED
侍从魔典
Summons a second demon which fights for you for 25 sec and deals 100% increased damage. 1.5 min cooldown. The demon will immediately use one of its special abilities when summoned:
REMOVED
恐惧嚎叫
Let loose a terrifying howl, causing 5 enemies within 10 yds to flee in fear, disorienting them for 20 sec. Damage may cancel the effect.
REMOVED
灾难之握
While channeling Drain Soul, your damage over time effects deal 25%20% increased damage to the target.
REMOVED
灵魂收割
Increases your damage and your pets' damage by 20%. Lasts 12 sec, increased by 4 sec for each target afflicted by your Agony up to a maximum of 36 sec.
New
NEW
死亡蔓延
Your Agony, Corruption, Siphon Life, and Unstable Affliction deal their full damage 15% faster.
Tier 7 Talent
Inspired by the legendary
永恒蔑视兜帽
NEW
黑暗灵魂:哀难
Infuses your soul with the misery of fallen foes, increasing haste by 30% for 20 sec.
Tier 7 Talent
NEW
死亡之箭
Launches a bolt of death at the target, dealing 40% of the total remaining damage of your damage over time effects on the target.
Tier 1 Talent
NEW
暗影之拥
Drain Soul, Shadow Bolt applies Shadow Embrace, increasing your damage dealt to the target by 3% for 10 sec. Stacks up to 3 times.
Tier 6 Talent
NEW
邪恶污染
Unleashes a vile explosion at the target location, dealing (75% of Spell power) Shadow damage over 10 sec to all enemies within 10 yds and reducing their movement speed by 30%.
Tier 4 Talent
Changed
绝对腐蚀
Corruption is now permanent and deals 25% increased damage. Duration15% increased damage.
Duration reduced to 24 sec against players.
吸取灵魂
Drains the target's soul, causing (90%75% of Spell power) Shadow damage over 5 sec.
Damage is increased by 100% against enemies below 20% health.
Generates 1 Soul Shard if the target dies during this effect.
Tier 1 Talent
牺牲魔典
SacrificeSacrifices your demon pet for power, gaining its command demon ability, and 15% increased damage done.
Lasts 1 hour or until you summon a demon pet.causing your spells to sometimes also deal (35% of Spell power) additional Shadow damage.
Lasts 1 hour or until you summon a demon pet.
鬼影缠身
A ghostly soul haunts the target, dealing (500%55% of Spell power) Shadow damage and increasing your damage dealt to the target by 15% for 10 sec. If10% for 15 sec.
If the target dies, Haunt's cooldown is reset.
Tier 6 Talent, cost changed from 5.0% of base mana to 2.0% of base mana, cooldown changed from 25 sec to 15 sec cooldown
夜幕
Corruption damage has a chance to cause your next Shadow Bolt to be instant and deal 25% increased damage.
Tier 1 Talent
诡异魅影
Places a phantom singularity above the target, which consumes the life of all enemies within 15 yards, dealing 180%18% of Spell power)] damage over 16 sec, healing you for 20%25% of the damage done.
Cooldown changed from 40 sec to 45 sec
生命虹吸
Siphons the target's life essence, dealing 25 Shadow damage over 15 sec and healing you for 60%30% of the damage done.
Tier 2 Talent
腐蚀播种
Seed of Corruption will now embednow embeds a demon seed in 2 additional nearby enemies.into 1 additional nearby enemy.
翻腾痛楚
Agony's damage may now ramp up to 15 stacks.
Tier 2 Talent
Honor Talents
脆弱灾祸
Reduces the target's maximum health by 20%up to 15% for 10 sec.
精华汲取
Whenever you heal yourself with Drain Soul/DrainDrain Life, the enemy target deals 5% reduced damage to you for 6 sec. Stacks up to 5 times.
虚空守卫
Surrounds the caster with a shield that lasts 53 sec, reflecting all harmful spells cast on you.
腐化枯萎
Each time your Drain SoulLife deals damage, it increases the duration of your Unstable Affliction, Corruption and Agony on the target by 1 sec.
Consumes all of your damage over time effects on the 5 nearest enemies within 40 yards, dealing up to 10% of their totalmaximum health in Shadow damage.
For each enemy hit by Soulshatter, you gain 1 Soul Shard and 10% Haste for 8 sec.
Azerite Traits
NEW
灾难瀑流
Casting Unstable Affliction on a target affected by your Unstable Affliction increases your Haste by 5 for 15 sec
NEW
恐惧召唤
Unstable Affliction deals 68 additional damage, and casting Unstable Affliction reduce the cooldown of Summon Darkglare by 1 sec.
NEW
大难临头
Damaging an enemy with Corruption increases the damage of your next Drain Life by 4. This effect stacks up to 100 times.
NEW
钻心剧痛
Agony deals up to an additional 54 damage and starts with 4 stacks.
NEW
毁灭之智
Every other Soul Shard your Agony generates also increases your Intellect by 50 for 6 sec.
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