The point of this thread is purely and solely to speak to the issues that are unique to Warlocks, while also hitting on some areas that overlap to all mages. If you've got some snide personal attacks against me, send them to me as a private message. I don't want this thread derailed. If you've got some snide personal attacks against the devs/other players, keep them to yourself. They're not useful. First: When I say Warlocks have problems, I'm speaking to the ceiling for the class. That means "when all conditions are ideal, when gear is at or near the max, here are our issues". Chances are, if you think Warlocks are OP, you're not looking at ceiling-level-warlocks. That is because, in many senses, Warlocks are in a very good place when compared to their peers when you're talking about casually geared players with casual gear stat ranges, with no ethereals, no myth hammers, etc. My solution here is to attempt to find a fix that doesn't make the casual range of Warlocks better, but fixes the ceiling of Warlocks. I was the first person to speak to these ceiling issues, as soon as the patch notes came out that suggested that the new CB cap would be 3000, along with the reworking of Focused Casting. My predictions were largely correct. Of course, many people took my predictions to imply that Warlocks would be immediately bad. However, I was speaking from the long-view, and many knowledgeable people from other classes (including Daray) agreed that Warlocks would be in significant trouble long-term. Other players in high-end guilds have agreed with this, and at this point, a few of us (Faceroller/Yards is another) have already hit this ceiling. Let me start by explaining the problem(s), before offering my solution. The issues that plague Warlocks are numerous. Here is my current list. 1) Warlock Issue: With much of the content being limited in target counts (or having the encounter be AOE immune) Warlocks have few fights that are designed in a way that is friendly to how we play the game. I'm not looking to fix this. This is part of the ebb and flow of encounter design. I think as a whole, there isn't much we can do, as I'm not a fan of lobbying for content that is specifically designed to make one class look good. In addition, future expansions might completely reverse this trend. 2) Mage Issue: Ethereal effects favor T1 Scouts. Each archetype gets 3 "ethereal effects" Currently, Mages and Scouts share one "worthless" Ethereal Effect (The One Above/Fonrain), and one "great" ethereal effect (Essence of Duality/Phelony). However, the effect that the classes don't share is the one that is problematic. When comparing Fai Thass, The Ravager to Downfall, the Trembler, we can see that scouts get a well-scaling buff that is extremely powerful, while mages get a nearly worthless effect. This is possibly the single biggest issue with scaling issues regarding Mages vs Scouts. This really needs to be address, regardless of the issues that plague Warlocks. 3) Mage Issue: Utility mechanics along with Utility revamps have largely left mages to the wayside. From the improvements to Battle Cry to the lack of solid Troub utility improvements to the fact that Time Warp is nearly worthless now, to the fact that Combat Mastery is still awesome, mages have seen utility buffs greatly improve the "others". Time Warp is probably the largest area that needs a fix, in this area. 4) Warlock Issue: The Warlock-specific prestige cloak is awful. Sadly, we haven't seen any changes to this. I've proposed multiple fair changes. Still hoping we'll see something, as this item is intended to be cool. We're not the only cloak that needs to be fixed, but the lag caused by our cloak actually causes it to severely hurt the raid. 5) Warlock Issue: Focused Casting: Focused Casting has gone back and forth being between being worthless and incredibly powerful for a long time. It's a frustrating situation for players on both sides of the equation. If you're a Warlock at the top of your game, Focused Casting can either help you shine, or if it is weak, it can cause you to wonder "what could be". Currently, Focused Casting works fine for casual-geared Warlocks. However, it really really struggles for high-end-geaered Warlocks. Pre-nerf/mechanics changes Focused Casting used to effectively be a 75% increase in damage. This was incredibly powerful. However, when you look at relative gain for stats for an end-game-geared Warlock, Focused Casting has become roughly a 7-12% increase in damage. Because end-game-geared Warlocks are capping their Crit Bonus BEFORE Focused Casting even gets clicked, making the buff simply 750 potency. Focused Casting essentially becomes a WEAKER temp than Spellbind. This is problematic for several reasons. A) Focused Casting doesn't reset from the Myth Hammer. Not only does it lose value, but we get a double-whammy from this. B) Fiery Blast is superior to FC (at the end game) AND has a shorter recast. AND resets from the Myth Hammer. This is a pretty serious issue, and a big reason as to why end-game-geared Wizards have a massively higher ceiling than Warlocks. C) Other T1 temps scale much better, as well. Fatal Follow-Up, Double Up, Undead Horde, etc all scale much better, and many/most of them reset from the Myth Hammer as well. Proposed Solution: We need Focused Casting to function better, but also not cause balance issues at the lower tiers. There seems to be two specific ways this can happen. 1) Allow the hammer to reset Focused Casting again. 2) Allow Focused Casting to grant the Warlock a temporary Crit Bonus Cap of 4000 instead of 3000. What will this do? This will turn Focused Casting into roughly a 33-42% damage boost at the high levels, while relatively remaining unchanged at the lower levels, due to the cap not coming into play. In addition, since the overall power of Focused Casting will be similar to that of other RESETTABLE temps, it deserves to be able to be reset by the Myth Hammer, again. In addition, this coding SHOULD prevent the ability from needing FURTHER balance passes in the future, which is a huge part of my goal as well. I want a change that the Devs can implement that should help put this ability back on the map, while also preventing it from being so strong it causes endless complaints. FYI - at the end game, changing your CB from 3k to 4k is a 33% increase to your CB. Add in the marginal potency gain, and thats where I get my 33-42% increase in damage. As gear progresses (but the cap remains) this increase will slowly move closer to 33%, but I'm okay with that.