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Author Topic: The Beginnings of Warlocks (Raiding Basics)  (Read 37207 times)
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« on: September 08, 2016, 04:23:27 pm »

This is a compilation [jumble) of old guides and good-to-know for (mostly) raiding as a warlock that I have lying around. Since there are not many guides on these forums that cover the basics I thought I could post this. Some things might be abit outdated. Feel free to point such things out and I can edit it. This compilation is aimed towards players beginning to raid as a warlock. Hopefully some parts will be useful for someone. Some things are missing: BiS-raiding gear, resistance gear and macros and addons.

WARLOCK THREAD
EDITION II, MMXV

INTRODUCTION
GEAR & STATS
TALENTS & ABILITIES
AoE & FIRE ABILITIES
BUFFS & CONS
RESISTANCE GEAR

Introduction
in November 2015 the Live Update was launched. With it came the new debuff limit system that greatly affects warlocks. A partial revamp has to be made to the standard gear, talent and spell rotation setups.
Thus, I bring to you the Warlock Thread II!

Gear & Stats
There are currently three main stats for warlocks; Hit, Crit and Spell Power.

Hit (Chance to hit with spells)
A level 60 warlock will have a 17% chance to miss their spell against a level 63 mob (boss level). The warlock can reduce the chance to miss to a minimum of 1% chance to miss. The last percent is unavoidable, setting the maximum potential Hit percentage from gear to 16%. Additional Hit beyond 16% is useless.
A decent amount of Hit is vital to any caster. Warlocks should aim to reach 16% Hit or thereabouts. But trading Hit for other stats will be necessary aswell.
Hit is arguably the most important stat to focus on because it affects all the other stats; Crit and Spell Power is useless if the target is resisting your spells.

Crit (Chance to get a critical strike with spells)
Crit is gained from Intellect (~60 Int = 1 Crit) and direct Crit from gear and buffs. Crit doubles the damage of your spells and triggers the Improved Shadow Bolt talent. Therefore one warlock's Crit benefits all other warlocks plus the shadowpriest through the increased shadow damage.

Spell Power (Damage done by magical spells and effects, Spell Damage, SP)
Spell Power is the reliable base of the damage-increasing stats. It is simply increasing the damage of spells. However, spells only recieve a percentage of the total Spell Power to balance it out. Some examples of Spell Power Coefficients:

Shadow Bolt: 85,7%
Corruption: 93,6%
Shadowburn: 42,9%
Calculation: Spell Damage*Coefficient+Base Damage

Other Stats
There are a few other stats that affect a warlock, namely Intellect and Stamina. Intellect is directly affecting your dps, however slightly, and is generally just a bonus attribute when chosing between the three primary stats. Stamina is only affecting survivability.
Spirit and mana regeneration (Mana per 5 sec.) are not considered useful at all. All mana regeneration is done by Life Tap.

Talents & Abilities
The current base spells for a warlock is Curses, Shadow Bolt, Shadowburn, Corruption and AoE and fire abilities.

Curses
Only one curse per warlock can be active at one target. Curse of Shadows (CoS) and Curse of Elements (CoE) are the only currently viable curses. They do not stack so only two warlocks per raid are assigned on these curses. Special cases will call for Curse of Weakness and Curse of Tongues. Curse of Recklessness is a rather special curse with some limited use. It's core functionality is to decrease the armor of targets (buff melee DPS). Other beneficial uses can be to buff other players (during Mind Control).
The curses are highly prioritized since they increase all damage done to the target.

Shadow Bolt
Shadow Bolt is the core ability of a warlock. This is the majority of the damage output. Shadow Bolt crits benefits all players with shadow damage spells thanks to the Improved Shadow Bolt talent.

Shadowburn
The implementation of Shadowburn is twofold. It is an effective execute-like-ability for small creeps and dying mobs. It can also be incorporated into the spell-rotation. Whatever the case is it is a useful ability to have.

Corruption
Corruption is no longer part of the primary spell-rotation for bosses due to the debuff limit. It is still useful during trash, adds, and any situations where there are targets with less than 16 debuffs.

Area of Effect & Fire Abilities
Rain of Fire deals rougly half of the dps that Hellfire does. Hellfire is naturally preferred whenever the circumstances allow it. A general rule of AoE-abilities are to make sure that mobs are tanked before engaging, or death will be swift.
Searing Pain and Immolate are only viable on targets with shadow immunities/reflections or when the circumstances prevents the use of Shadowbolt.

Best-In-Slot Gear Guide
The following items are gathered from other peoples lists, the database, and my personal experience.
When several items are listed in the same equipment slot the first item is generally the better alternative.
I have not included items that are similar or (more or less) equal to already mentioned items.
Some items that appear in the first two lists are also present in the Best-In-Slot list. Because they are very good.
Some items that are found in dungeons and 20-man raids are just marginally worse than the BiS items. Cloak of Consumption/Cloak of the Devoured and Scepter of Interminable Focus/Royal Scepter of Vek'lor for example.
Items such as those are very efficient are definitely worth the time to get.

Pre-Raid Gear

Head
Shoulders
Chest
Wrists
Hands
Waist
Legs
Feet
Neck
Fingers
Trinkets
Main Hand
Off-Hand
Ranged
Back
20-Man Raid Gear
There is some incredible loot to be found within ZG and AQ20. Also, ZG is essential in getting your head-, shoulders- and legs-enchants.

Wrists
Hands
Fingers
Main Hand
Off-Hand
Ranged
Back
Very niche items
There are some items that are useful only in special situations.

Talents
The current standard talent specialization is Demonology/Destruction (DS/Ruin, 7/21/23)
The abbreviation stands for Demonic Sacrifice/Ruin, which are the important talents in the end of their respective trees.
The core talents are briefly described below.

Affliction
Supression: Spend as many points in this to reach hit-cap with curses. (if you have 12% hit from gear: spend 2 points in this for 4% extra hit.)
Improved Corruption: Makes Corruption useable.
Improved Life Tap: Warlocks spend alot of time with Life Tap. Decrease that time with this talent.

Demonology
Improved Healthstone: Useful.
Demonic Embrace: Useful.
Master Summoner: Useful.
Demonic Sacrifice: This is the core talent of this spec. It boosts either your fire or shadow damage. It is not compatible with active demons.

Destruction
Improved Shadow Bolt: Very big DPS-boost in raids. Affects all shadow damage.
Bane: Decreases the time to cast Shadow Bolt.
Devastation: Very important.
Shadowburn: Useful.
Destructive Reach: Useful.
Ruin: Huge DPS-boost.

The secondary spec is Affliction/Destruction (SM/Ruin, 30/0/21)
The core talents are briefly described below.

Affliction
Supression: Spend as many points in this to reach hit-cap with curses. (if you have 12% hit from gear: spend 2 points in this for 4% extra hit.)
Improved Corruption: Makes Corruption useable.
Improved Life Tap: Warlocks spend alot of time with Life Tap. Decrease that time with this talent.
Grim Reach: Useful.
Nightfall: Potentially very rewarding DPS-wise. It is pretty unreliable on bosses though.
Shadow Mastery: The core of this spec.

Demonology

Destruction
Improved Shadow Bolt: Very big DPS-boost in raids. Affects all shadow damage.
Bane: Decreases the time to cast Shadow Bolt.
Devastation: Very important.
Shadowburn: Useful.
Destructive Reach: Useful.
Ruin: Huge DPS-boost.


Buffs & Consumables
The following consumables are very important for warlocks and a sufficient amount should always be available during raids.

Damage Cons
Basic damage-increasing cons. Should always be available.
Survivability Cons
For special encounters, like C'thun and Anub'Rekhan.
Special Cons
For extra demanding encounters like Patchwerk.
Optional Cons
Continues below
« Last Edit: October 31, 2016, 02:01:33 pm by Poodlesnack » Logged
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« Reply #1 on: September 08, 2016, 04:50:05 pm »

Can add Curse of Recklessness under the curses section, it's very useful
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« Reply #2 on: September 08, 2016, 05:08:46 pm »

Should I move this to Guides or is this guide part of a discussion?
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« Reply #3 on: September 08, 2016, 05:40:09 pm »

Continuation
Warlocks play a part in tanking the Twin Emperors in AQ40. Atleast two warlocks are needed for this encounter. The warlocks will need to be capped at 315 Shadow Resistance to survive the fight. Below is a list of useful items that will help you reach the resistance cap. The exact setup depends on how much gear is available to you so therefore I'm not going into that here. However - a good start is to get the tailor crafted set Runed Stygian.

Resistance Gear

Shadow Resistance Gear

Head
Neck
Shoulders
Back
Chest
Wrists
Hands
Waist
Legs
Feet
Fingers
Trinkets
Ranged
Enchants
Head
Shoulders
Back
Legs
Consumables and buffs
Stamina cons
Summary
The resistance cap is 315. That is what you need be be at when Emperor Vek'lor is spamming shadowbolts at you.
The total amount of buffs and cons give you 162* SR (Shadow Resistance).
* Since Paladin Auras and Priest Shadow Protection no longer stacks, you will only get 102 SR from buffs. This can be countered by using Magic Resistance Potion for 50 SR until you have found good enough gear.
That means you need atleast 213 SR from equipment and enchantments.

Concerning Amulet of Shadow Shielding
This is a fairly easy-to-get piece, considering it is best in slot. Below is a quick guide on how to get it.

The only effort-consuming parts in this quest chain is killing Silithid and doing BWL. The Reputation for Brood of Nozdormu should come automatically after enough AQ40 runs.
« Last Edit: September 09, 2016, 02:45:19 pm by Poodlesnack » Logged
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« Reply #4 on: September 08, 2016, 06:45:23 pm »

Lips as optional cons lol. One correction tho, runes don't share pot cd.
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« Reply #5 on: September 08, 2016, 07:38:56 pm »

Runes share CD with Healthstones, right? Is that called secondary potion cooldown or something?
This is old and aims at introducing people to warlocking. LIPs arent the first thing you need when starting out.
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« Reply #6 on: September 08, 2016, 08:02:23 pm »

Ye runes share cd with healthstones, tubbers and night dragon breaths. No idea what the cd is called tho.
« Last Edit: September 09, 2016, 10:48:35 am by Homura » Logged
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