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Old 10-14-2005, 11:21 PM
banheegg banheegg is offline
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Join Date: Oct 2005
Posts: 2
Healthstone:
What it tries to imitate: Conjure Mana Stone, various healing

spells, health potions.
Drawbacks: It costs more mana and heals for less health than any

"main" healing spell. It has a 3 minute cooldown, compared to

Conjure Mana Stone's 2 minute cooldown and a Healing Potion's 2

minute cooldown. In order to heal someone else, you have to prepare

and trade ahead of time.
Advantages: It can be shared, unlike a Mana Stone. The (mana

cost/health healed) ratio is better than the Mana Stone's (mana

cost/mana healed) ratio. Once it's created and traded, it can be

used instantly by the possessor and without screaming for a priest.
Conclusion: The three minute cooldown is pretty limiting. While it

has advantages over Mana Stones, its longer cooldown helps balance

it out. (As an aside, Mana Stones may be a bit underpowered.)

Healing spells have an advantage in every way except for the "be

prepared ahead of time" aspect. Why a Soul Shard? Are the other

limitations not severe enough?

Spellstone:
What it tries to imitate: Power Word Shield, status fixers.
Drawbacks: Removes beneficial buffs, only absorbs spell damage,

sizeable cooldown.
Advantages: A dispel and a shield combined in one, gives a small

advantage when trying to crit.
Conclusion: It must be equipped in the offhand, but there are much

better things to carry in your offhand than a 1% critical chance

increase. It dispels negative and positive buffs, making it rather

frustrating. It absorbs less spell damage than a Priest's Power

Word:Shield absorbs total damage, and Power Word:Shield has a much

shorter cooldown and no reagent. Since it absorbs your buffs, you're

left more defenseless against physical attacks. One would think the

cooldown is enough for a mediocre ability such as this.

Enslave Demon:
What it tries to imitate: Mind Control.
Drawbacks: Diminishing returns, reduces attack/cast speed by 30%,

can't be used on players, Demons aren't as prevalent as humanoids.
Advantages: Demons are powerful compared to many humanoids, lasts

longer than Mind Control.
Conclusion: Other than the fact that Demons can be more powerful

than some Humanoids, this spell is pretty terrible. Its random-break

nature makes the Soul Shard cost painful. If it didn't randomly

break and/or have diminishing returns, the Shard cost might be more

reasonable. Right now, it is not.

Shadowburn:
What it tries to imitate: Fire Blast, other instant nukes.
Drawbacks: Virtually every instant blast in the game is better in

some way, be it more power or added debuffs. Shadowburn requires a

talent investment.
Advantages: Warlocks don't have an instant blast spell, other than

Death Coil.
Conclusion: The shard cost should really be removed. The cooldown,

the weakness of the spell and the eleven-point talent investment

really eliminates the need for the shard cost.

Soul Fire:
What it tries to imitate: Any non-instant DD, especially aimed shot

or Pyroblast.
Drawbacks: It's the power of one and a half Shadow Bolts for the

price of one, with double the cast time of a Shadow Bolt, and a one

-minute cooldown.
Advantages: Pretty mana-efficient. And it doesn't require a talent

investment, unlike Aimed Shot or Pyroblast.
Conclusion: Aimed Shot has a significantly smaller cooldown.

Pyroblast requires a talent investment, but has no reagent, deals

more damage, and has the same cooldown. (That being said, Pyroblast

is almost certainly underpowered.) The one minute cooldown and the

enormous cast time seems to be enough of a drawback to make it also

require a soul shard.

Firestone:
What it tries to imitate: Various Shaman weapon enhancements, I

guess.
Drawbacks: There's a hell of a lot better things to put in your

offhand than something that increases your melee damage and gives

your fire spells a slight boost. It's very mediocre.
Advantages: Hard to say. At the highest level, you should almost

certainly have something better for the offhand than something that

gives you 21 extra fire damage and a melee bonus. And why are you

even fighting with a melee weapon?
Conclusion: Garbage. What's the real point of the spell, much less

the shard requirement?

Final Thoughts

Note that not a single Affliction spell requires a Soul Shard. This

reinforces the fact that we are supposed to excel at DoTs and

Debuffs.

Anyway, in the present form, I think the reagent for the Soulstone

is justified and the reagent for Demons and Ritual of Summoning is

somewhat justified. Every other spell that requires a soul shard has

plenty of limitations or weaknesses compared to corresponding spells

IN ADDITION TO the shard requirement.

If Soul Shards applied only to Soulstones and Demons, I'd be happy.

Furthermore, it'd make sense that you need to give an offering of a

soul in order to summon a demon, and it makes some sense that you

need to absorb someone's soul in order to store your own. Ritual of

Summoning should require either a shard or party members; the shard

doesn't make a whole lot of sense, although the party members

somewhat do.

Eliminating the Shard requirement for everything but those one to

three spells would make more sense, bring more balance to the

Warlock class, and eliminate a ton of whining.
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