I DIDN'T SAY THIS, SOME GUY ON THE WOW FORUMS DID
Q u o t e:
"Why am I, a warlock, better than a mage? It doesn't make sense to me. I didn't sign up to be the big nuker, I didn't sign up to be #1 DPS, I didn't sign up to be a PVP god, I signed up to be a raider with dps below others while offering viable utility. I will offer, from my point of view (Warlock in a high end raiding guild), what I honestly feel is wrong with the mage class.
1. Obviously: DPS.
I don't understand why I can outdps Mages. Let's see what I have. I have, as an affliction warlock, 5 DoT's that I can apply, and when I am done, I can starting casting shadowbolts. These Shadowbolts hit for just as much as a fireball if you're fire, or a frostbolt if you're frost. So, obviously, considering all a mage is doing is spamming these, I will do more DPS as my dot's are ticking for well over 1000 if all of them tick.
Oh and you can't forget our new AOE. Seed of corruption that with my +shadow damage explodes for 1700ish and can crit for over 3k.
What sense does this make. The mage is the glass cannon, the insane DPS that trades survivability for DPS. But wait, your DPS isn't as high as a warlocks, who's survivability is exponentially better than yours. Which takes us into our next topic.
2. Survivability.
First of all, at level 70, it is rare to find a mage with over 7,000 Hp. This is due to the absolutely horrid mage itemization which is consistently wasting points with spirit and other equally worthless stats. Stamina is important to every class. Compare this to warlocks, who get their +damage coupled with a load of stamina. You say "Alright, but you're a warlock, you're supposed to have high stamina, you always have.", Well, you're right. We always have. But only recently has there been such an extreme gap between the two classes as far as their total viability in raids, and in PVP.
Survivability skills, warlocks get: Deathcoil, AOE fear (instant, if you're afflic), fear (50% interruptions with our amazingly itemized pvp gear), and if you're so inclined to include it, a healthstone that, coupled with fel armor, can heal you for over 4k. Oh that reminds me, Fel armor, untalented 20% extra healing from everything, including potions, healthstones, heals, siphon life, drain life, the works.
What do mages get? They get a polymorph that instantly heals their target, frost nova that is (A) Dispellable, (B) Easily Breakable, (C) Vanishable, escape artistable, cloak of shadows, the works. Not to mention the plethora of trinkets that get you out of it. And to top it all off, it doesnt even last long even when it doesn't break. Oh, and they have blink. Blink puts some distance between you and your enemy, or closes it. Rogues? Deadly throw, sprint, run away and stealth again, plethora of counter moves. Warriors? Intercept, which I believe is on the exact same cooldown. Nifty, huh.
So effectively, warlocks are better in 1. DPS, 2. Survivability, and my next point. Utility.
So on top of all of this there's the neat things that each class can do to make themselves more important to a group, or even solo.
Warlocks:
Felhunter that can dispell and counterspell, Imp that talented gives almost 1000 HP to the party,
healthstones that talented heal for 2496 and crit for 4500, a soulstone that allows for a second life,
Curses that amplify the damage of others(and their own), a curse that increases casting time by 60%, a talent that reduces physical damage done (works on bosses) by 5%, a curse that reduces armor, a curse that reduces attack power, a succubus that can charm, a banish that works on demon's and elementals (oh so rare in outlands?), enslave demon to sometimes rip a mob out of a pull or even simplify a boss fight (maulgar anyone?), detect magic to see invis'd mages, and the incredibly useless underwater breathing. Oh, and of course, fear can be a utility spell as it's incredibly useful in many end game encounters (Magtheridon's). Oh, and the talents Nether protection (30% chance to become immune to fire when hit with fire, or likewise with shadow), and of course soul link. Eye of kilrogg is nifty for scouting.
Look at that list. That is one hell of a list. I'm probably forgetting some, too.
Mages:
Decurse. Arcane Intellect. Sheep humanoids. Make food and water. Frost nova for add control. Frost is sometimes decent for kiting. Spellsteal is good for some encounters+pvp. Invisibility. Uhhh.......
I'm really reaching here....ummm....slow fall? Detect magic I suppose....I don't play a mage, so I'm sure I'm forgetting some, but nothing big I'm sure.
Sustainability:
Warlocks:
Life tap talented with my shadow damage does 1500ish damage to me while restoring over 2k mana. I could life tap twice, 3 times and be up 50% of my mana pool, and be healed with a single HoT, a bandage, or a healthstone that I always have handy. I have never. EVER. popped a mana potion on a boss fight. I have Dark pact, which allows me to steal mana from my pet, which is always the imp who is phase shifted and cannot die, I might add. I have a paladin put blessing of wisdom on my pet which works to it's fullest, and since my imp never cast's he is always regenning at the wicked fast speeds that pet's always regen mana at. Life tapping is almost never used when you have this skill, you are completely and totally self sustainable while only slightly lowering your DPS for the global cooldown when you click the skill. There is no other cooldown, it's not a cast, it's not a channel, it's an instant mana battery that is always there. Always. I didn't drink, or eat, a single time leveling from 60-70, nor do I even now. life tap is quickly healed by siphon life, and a death coil heals for 1000+
Mages: Mana gems. The talent that gives you a percent of your mana back when you resist a spell. Potions. Evocation on an 8 minute timer. Who wins?
So, basically what's going on is that you have a class that is inferior to the other in every single conceivable way other than one. Burst DPS. I'll agree with that, but how much burst are you going to do in arena when you are stunlocked, hit insanely hard with your miniscule hp? Not much. Why? Because you'll be dead. Meanwhile I'll be taking the hits, hitting my instant AOE fear that will give my healers time to hit me, I'll deathcoil the melee off of me, hit the priest with a curse of tongues for insanely annoying cast times, all the while getting healed for 26% more than a mage ge'ts healed for, even though I have, generally speaking, 2-3k more HP than mages.
The problems with this are absolute mind boggling. How is this justifiable? And even with this, they are NERFING mages still? Hypothermia? What? If I was a mage, I'd reroll a warlock, but thankfully I don't, I just really, really feel like you are consistently, at least for a little while now, getting the short end of the stick. You have bad survivability, comparably subpar DPS, small amounts of utility, mediocre sustainability, and terrible itemization.
Sucks to be a mage, Blizzard, sucks to be a mage."
I DIDN'T SAY THIS, SOME GUY ON THE WOW FORUMS DID
and i agree with most of it too =P
Edited, May 2nd 2007 5:42pm by pooooooooooooop