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  • 0. The Warlock's Guide to Raiding (Upd. 1/24/07)   08/24/2006 02:01:56 PM PDT
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The Warlock's Guide to Raiding

Because knowing is half the battle.

The purpose of this guide is to consolidate all the information up-and-coming warlocks will need to raid effectively. Beyond that, how aspects of the warlock class work with the math to back it up. We all strive to be better raiding warlocks, and through knowledge we can maximize our abilities to the fullest.

The guide is written in an FAQ format, where questions are answered with a simple, easy to read format with math formulas and links provided when relevant. I've also tried to avoid "wall of text" formatting, so if anyone has any suggestions on how I can improve readability, feel free to let me know.

Not everyone is a calculus major, so if you want to know the math and reasoning behind how warlocks work, this is the guide for you. My hope is that beginners and intermediate raiding warlocks will gain a lot of knowledge through this guide, while more advanced warlocks will contribute to it in some way.

All end percentages are rounded to the nearest whole number for simplicity's sake. In some cases, general statements are made without consideration of several outside factors and variables. Obviously ideal situations are rare, however the general statements work well enough for comparison purposes.

To link to this thread: http://forums.worldofwarcraft.com/thread.html?topicId=11381260


Credits
The info contained in this guide could not be compiled without the help of constructive posters who provide helpful information everyday to the warlock masses. There are less newbs in this crazy warlock world because of these guys. Thanks to: Abnot, Alumriel, Auphi, Cogswobble, Daemian, Hephaustus, Graguk, Hearteater, Melchior, Necromancer, Nuga, Ogdin, Pentjak, Psy, Ritorix, Strawberry, Suction, Thesin, Threnody, Vetinari, Mania (creator of TheoryCraft), Kenco (creator of KLHThreatMeter), wowwiki.com, and anyone I missed.


To Do List:
- n/a


What's New:
- Added Demonology raiding spec.
- Revised aggro section to reflect the new threat reducing talents Improved Drain Soul and Destructive Reach, and removed the paragraph concerning Paladin Blessing of Salvation vs Shaman Grace of Air totem since the classes are now available to both factions.




----------

Table of Contents

A. Talent Specs & Spells
* What is the best raiding talent spec for me?
* How does each key talent affect my DPS?
* How much does Improved Shadow Bolt improve warlock dps?
* How often does Nightfall proc?
* Does Shadow Embrace affect everyone or just the warlock who casted it?
* Is Cataclysm good for raiding?

B. Aggro/Threat Management
* How does threat work?
* Do crits generate more aggro per damage than a regular hit?
* Does Life Tap generate any threat?
* Do our "health/mana modifying" spells generate extra threat from healing?
* Which spells have a "cast threat" associated with them?
* How much aggro reduction can I get through talents and gear?

C. Debuffs & DoTs
* Is there a debuff prioritization?
* Do CoS and CoE benefit spells cast before them?
* Do DoTs benefit from Improved Shadow Bolt?
* Why and when should we use Curse of Recklessness?
* Curse of Weakness?
* Curse of Doom or Curse of Agony?
* If we have multiple warlocks in the raid, who should cast what?

D. Gear: +Damage, Hits, and Crits
* What is my DPS?
* Which stats should I go for when picking up gear?
* Should I go for 1h weapon + offhand, or a 2h staff?
* Are shard bags worth it?
* How does +damage gear work?
* What are crits and how do I calculate my crit rate?
* How much +hit do I need?
* What's better, +hit or +crit?
* So how exactly do hits, crits, and resists relate to each other?
* What enchants can I get for my gear?

E. Resists
* How do resists work?
* Are -resist items helpful in raids?
* Can resists go into the negatives using curses or -resist items?

F. Addons
* Which mods do I need for raiding?
* Where's Necrosis?

G. Non-DPS-Related Raiding Advice
* Create a guild warlock channel.
* Bring lots of shards.
* Be smart about soulstones.
* Be smart about healthstones.
* Be smart about banishes.

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[ Post edited by Shadowbolt ]

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  • 1. Re: The Warlock's Guide to Raiding   08/24/2006 02:02:27 PM PDT
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A. TALENT SPECS & SPELLS

To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901687&sid=1#1



  • What is the best raiding talent spec for me?

      To help you select the best raiding spec for your own situation, I will first explain the pros and cons of each raiding spec, and then help you decide which is best for you.


      • DS/SnF (0/21/40) - *Nuke Spec / Destruction*
        http://www.worldofwarcraft.com/info/classes/warlock/talents.html?0000000000000000000002050030023050100000000505000512200510531050

        Pros: High damage, very versatile, biggest numbers.

        Cons: No instant Corruption. No Improved Life Tap; mana inefficient. VERY dependant on you not being on imp duty. If your guild forces you to have an imp out, don't use this build.

        Gear: As much +damage/+shadow as possible. +crit and +hit are also important, as usual.

        Weapons of Choice: You can either go Immolate + Incinerate, or straight up Shadow Bolt spam. Shadow Bolt is higher damage because it receives a larger +damage bonus (86% compared to 71% for Incinerate), but Incinerate is about 20% more mana efficient which is important in this build due to the lack of Improved Life Tap.

        Summary: If nuking is your style, this build is for you. In fact, this build is a direct replacement for the 7/21/21+2 (DS/Ruin) warlocks of the pre-Burning Crusade era. DS/SnF draws its immense direct damage power from nuke-enhancing talents such as Shadow and Flame, Backlash, Emberstorm, Ruin, and Demonic Sacrifice (Succubus/Imp). One obvious drawback is that you cannot have a pet out - and in cases where it's necessary to be on imp duty for an encounter, you gimp your damage done by 15%. Two other big things you'll have to live without are instant Corruptions and Improved Life Tap, both staples of the original DS/Ruin build.

        With this build, your main tools are Incinerate (boosted by regular Immolates) and/or Shadow Bolt. Incinerate benefits 15% less from your +damage gear, but is 20% more mana efficient. A few of your talents are at odds with each other. For example, SB doesn't benefit from Emberstorm, and Incinerate doesn't benefit from Improved Shadow Bolt. Your best bet is to use your brain and use one or the other (or both) based on the situation at hand.

        You can also have Curse of Agony up at all times to enhance your dps, but chances are you'll be stuck on CoS/CoE/CoR duty since it's better raid dps for your affliction locks to have all of their DoTs up.

        This build is also one of the most versatile; you can sacrifice different pets depending on the situation. If you're going to be AOEing, sacrifice the imp for +15% fire damage. On long boss fights where your raid can't support your Life Taps, sacrifice a voidwalker for health regen.



      • UA/DR (43/0/18) - *DoT Spec / Affliction*
        http://www.worldofwarcraft.com/info/classes/warlock/talents.html?5502122012235105510010000000000000000000000505000510200000000000

        Pros: High damage, can have imp out, very mana efficient, awesome for multiple targets, will be helping out your raid with 5/5 Shadow Embrace.

        Cons: Can't think of any at the moment.

        Gear: As much +damage/+shadow as possible. +hit is important up to a certain point (check the Gear section for more info), but less so than other specs since you have 5/5 Suppression. +crit is even less important since DoTs cannot crit.

        Weapons of Choice: Corruption, Curse of Agony, Siphon Life, Unstable Affliction, Drain Life, and Shadow Bolt.

        Summary: For all of the warlocks out there, your time has come! Affliction is now a genuinely viable raid spec with some amazing damage over time power, especially since the debuff limit for mobs is 40 so you can rest assured your debuffs won't be wiped off by that hunter's stupid Serpent Sting. CoA, Corruption, Siphon Life, and UA are staples of this build, and with 12 total affliction "effects" on your target (from all warlocks in your raid), you can then proceed to drain life for 60% more effectiveness. Keep in mind that Shadow Embrace counts as an affliction effect. Therefore, if there's more than one affliction lock in your raid/guild, only one of you should spec 5/5 Shadow Embrace, and the others should put only 1 point into it and the 4 remaining points somewhere else.

        People have been debating about the dps viability of Drain Life with this build versus Shadow Bolt spamming after putting up the DoTs. It looks like SB is still the king, although Drain Life will definitely pack a punch. The nice thing about this build is that you still have Bane, so you won't feel gimped in the SB department. Also, I feel that it's necessary to note that UA does indeed contribute more to your dps than Ruin would, so you can rest easy knowing your 41st point was well spent.

        The biggest pro of this build is that you will have incredible mana regen capabilities with all of the leeching skills (Drain Life, Siphon Life) and Dark Pact. This build is the polar opposite of DS/SnF as far as mana efficiency goes.



      • DT/Ruin (0/40/21) - *Demonology*
        http://www.worldofwarcraft.com/info/classes/warlock/talents.html?0000000000000000000000350030133250100501350505000512200010000000





    continued below...
  • [ Post edited by Shadowbolt ]

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    • 2. Re: The Warlock's Guide to Raiding   08/24/2006 02:02:59 PM PDT
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    TALENT SPECS & SPELLS continued...



  • How does each key talent affect my DPS?


    • Bane +20%
      Bane reduces your Shadow Bolts from 3 seconds down to 2.5 seconds. This is a 20% increase in Shadow Bolt spam dps.

      Math
      In 15 seconds...
      With Bane: (15 / 2.5) = 6 Shadow Bolts
      Wout Bane: (15 / 3) = 5 Shadow Bolts
      6 / 5 = 120%

    • Demonic Sacrifice, Succubus +15%
      Increases your shadow damage by 15%, self explanatory. The greatest thing about Demonic Sacrifice is its versatility. In some prolonged fights where your raid may be strapped for healing, you can sacrifice a Voidwalker instead for the health regen. For AOE situations, you can sacrifice an imp for +15% fire damage. This especially shines on the dog packs in MC.

    • Shadow Mastery +10%
      Increases your shadow damage by 10%, self explanatory.

    • Ruin
      Ruin increases your dps by about half of your crit rate. So if your crit rate is 14%, your dps increase from Ruin is 7%.

      Math
      In 100 casts of 1 damage Shadow Bolts at a crit rate of 1%, your damage without Ruin will be 100 + 1(.5) = 100.5. With Ruin, your damage will be 100 + 1(1) = 101. 101 / 100.5 = .5% increase in dps. With enough +crit and +damage gear, Ruin can overtake Shadow Mastery in contribution to dps.

    • Improved Shadow Bolt ~10%
      This is much more difficult to calculate since it depends on your crit rate, how many warlocks you have in the raid, how many of those warlocks have this talent, and what each of their crit rates are. However, since all of the best raiding builds have Ruin in it, chances are most to all raiding warlocks will have this talent and with good gear, Improved Shadow Bolt should be up much of the time. Watch for it next time; with 3-5 warlocks in your raid, Shadow Vulnerability from this talent will be on the mob very often. Also, ISB increases all shadow DoTs as long as it is active. ISB also increases the value of each +1% crit you get from gear, which in turn makes it more valuable than +1% hit in many situations.

      See Question: "How much does Improved Shadow Bolt improve warlock dps?"

    • Improved Corruption
      Improved Corruption is as good as it looks on paper and moreso depending on the situation. Some people will tell you that the bonus you receive from this talent is only half a second (2 sec regular castime - 1.5 sec global cooldown = .5 sec). This is correct to a certain extent, except there are several factors they are not taking into consideration: you get a 2 second head start in ticks since Corruption begins the moment it is applied and every time it is reapplied; when there are multiple mobs present, the time saved from this talent adds up even more. You can also move while you're casting Corruption, which is its biggest benefit.

    • Improved Life Tap
      Life Tap is one of our best and most used spells. However, every second you spend Life Tapping cuts into your dps. At just two points, Improved Life Tap gives you 20% more mana, which will add to your dps.


  • How much does Improved Shadow Bolt improve warlock dps?

      With 5/5 Improved Shadow Bolt (hereby known as "ISB"), on a crit the target gets a debuff called Shadow Vulnerability which increases shadow damage taken by 20%. This lasts 12 seconds or 4 charges, whichever comes first. Some facts about Improved Shadow Bolt:

      • Hits which are resisted do not eat up a charge.
      • The debuff is occassionally resisted separate to the damage spell itself (ie, the Shadow Bolt will still hit, but the Shadow Vulnerability won't go up).
      • Crits will reset the counter to 4 charges.
      • Can be consumed by any Shadow Spell such as Shadowburn and Death Coil.
      • Since patch 1.11, DoTs no longer eat up the charges. However, DoTs still DO benefit from the +20% shadow damage as long as the effect is active.
      • ISB slightly increases the value of each +1% crit you get from gear.

      Math
      To calculate how often Shadow Vulnerability will be up on the target: SV = (1 - (1-c)^4) where c is your crit rate.

      Example: assuming raiding warlocks have the reasonable average crit rate of 15%, Shadow Vulnerability will be up (1 - (1-.15)^4) = 47.7% of the time.

      Math
      To calculate how much ISB increases warlock DPS (using the variable SV from above): SV * .20

      Example: Using the above example where SV is up 47.7% of the time, ISB increases your average Shadow Bolt damage by (.477 * .20) = 9.6%.

      Since SV also passively improves DoT damage, your increase in DPS will be even greater than 9.6%. The lower your crit rate to begin with, the BIGGER the increase from crit will be due to Imp SB. Conversely, if you already have a high crit rate, you will see a lower increase in damage from crit due to ISB.

      Example: Going from 5%->6% crit gives you a 0.67% increase in damage from ISB. Going from 30%->31% crit gives you a 0.27% increase in damage from ISB.

      While the value does go down, more +crit is still worthwhile to get. The value goes down slowly, the fact that it goes down at all isn't a big deal. The real moral of the story is that +crit is slightly more valuable than most people believe.


  • How often does Nightfall proc?


      Nightfall looks like an awesome talent on paper but is actually not as useful as most people think. The bonus in dps you get from Nightfall is misleading. The global cooldown gives instant cast spells such as Nightfall Shadow Bolts an effective "casting time" of 1.5 seconds. Since regular Shadow Bolts take longer than 1.5 seconds to cast, they are not affected by the global cooldown. If you are Shadow Bolt spamming, you are effectively only cutting that cast by 1 second (2.5 - 1.5 = 1 sec).

      There are two formulas to calculate how often you can expect a Nightfall proc. 1-(1-p)^n is the reduced formula to find the probability of at least one event in n trials. The chance to get at least one Nightfall proc in one cast of Corruption is therefore:

      1 - [(1-.04)^6]
      1 - (.96^6)
      1 - .7828
      .2172 = 22%

      The expected number of Nightfall procs in one cast of Corruption is:

      6 * .04 = .24

      It's better not to consider Nightfall as any reliable part of your dps. Rather, it works perfectly in the context of the Affliction tree as a small bonus to your dps since you'll have Corruption up at all times and on multiple targets, and will often be draining life.


  • Does Shadow Embrace affect everyone or just the warlock who casted it?


      Shadow Embrace affects everyone. If you have 5/5 Shadow Embrace and use it on a target, it will deal 5% less damage to anyone it attacks including your tanks. Shadow Embrace does not stack, the higher ranked Shadow Embrace will overwrite any lesser ranked ones. Therefore, having multiple affliction locks with this talent is for the most part redundant. You can work this out with your fellow locks by assigning the most reliable lock in the raid to 5/5 Shadow Embrace, while the rest put only 1 point in Shadow Embrace (because it counts as an affliction effect for Soul Siphon) and the rest elsewhere.


  • Is Cataclysm good for raiding?


      Not really. Think about it this way: with 5 points Cataclysm, you are saving 5% mana on destruction spells. Your most used destruction spell, Shadow Bolt, costs 380 mana per cast. 5% of 380 mana is 19 mana (380 * .05 = 19), so you save only 19 mana every time you cast Shadow Bolt. Divide 380 mana by 19 and you get 20. This means that you need to cast 20 Shadow Bolts to have saved enough mana for just one extra Shadow Bolt. No thanks.
  • [ Post edited by Shadowbolt ]

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    • 3. Re: The Warlock's Guide to Raiding   08/24/2006 02:03:30 PM PDT
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    B. AGGRO/THREAT MANAGEMENT

    To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901693&sid=1#3



  • How does threat work?


      Aggro and threat explained in a nutshell:

      • "Aggro" is whoever the mob is attacking. "Threat" is a numerical value the mob assigns to each player it is threatened by. The mob keeps track of all players with threat on its threat list.
      • Nearly everything you do offensively or defensively generates threat. Generally, 1 point of damage = 1 threat. 1 point of healing = .5 threat. So if your Shadow Bolt hits for 1340, you now have increased your aggro on the mob's threat list by 1340.
      • To pull aggro, a player in melee range of the mob has to exceed 110% threat of the person currently tanking. A player outside of melee range (often casters such as warlocks) has to exceed 130% threat of the person currently tanking.
      • Your goal, during raids, is to do as much damage as you can to the mob without getting aggro - that is - passing the tank on the threat list by generating more than 30% threat than him, or you risk either dying or wiping the raid in position-sensitive encounters.
      • Certain spells have a special threat modifier, such as Searing Pain which deals 200% the amount of threat per damage (2 threat per 1 damage).
      • Aside from the 1 threat per damage DoTs cause, there is also an extra "cast threat" which is applied the moment you cast it, which is why you will often find a mob targetting you after laying on a dot before the tank obtains initial aggro. This number is pretty small though, so it's not a big deal. See a few questions down for approximate "cast threat" values for some spells.

      To get a more indepth read on threat, here are two excellent guides:
      - http://evilempireguild.org/guides/kenco2.php
      - http://www.wowwiki.com/Formulas:Aggro


  • Do crits generate more aggro per damage than a regular hit?


      No. Crits do not generate more threat just for being crits. Each point of damage is worth exactly the amount of aggro, crit or regular hit. However, by the definition of a crit, more damage is being done which in itself generates more threat than a hit of less damage, so that is why it might seem like you are drawing more aggro when you crit.


  • Does Life Tap generate any threat?


      No. Despite frequent anecdotes by warlocks who "could have sworn" they pulled aggro with Life Tap, the fact is that you can't. Although this fact is supported by many tests done by warlocks in the field, Blizzard QA Representative motive confirmed it in this post: http://forums.worldofwarcraft.com/thread.aspx?fn=wow-warlock&t=1193240&tmp=1#post1193240

      Q u o t e:
      [...] Id like to make one additional clarification to quell any arguments that are still raging: Life Tap does not generate threat.



  • Do our "health/mana modifying" spells generate extra threat from healing?


      Dark Pact - Yes (.5 threat per mana gained)
      Death Coil - No
      Demon Armor - No
      Drain Life - No
      Drain Mana - No
      Fel Stamina (from DS Voidwalker) - Yes (.5 threat per health gained)
      Fel Energy (from DS Fel Hunter) - Yes (.5 threat per mana gained)
      Health Funnel - No
      Life Tap - No
      Siphon Life - No


  • Which spells have a "cast threat" associated with them?


      Most of our non-damage debuff spells have extra threat upon cast. So, for example, if someone pulls a mob with an arrow and does 25 damage, if you cast CoS you'll pull aggro since CoS has a "cast threat" of more than 25 threat. Here's a list of spells and their cast threat:

      None: 0 threat upon cast
      Corruption
      Curse of Agony
      Unending Breath

      Low: around 75 threat upon cast
      Demon Armor
      Detect Invisibility
      Shadow Ward

      High: around 115 threat upon cast
      Curse of Doom
      Curse of the Elements
      Curse of Recklessness
      Curse of Shadow
      Curse of Tongues
      Curse of Weakness
      Siphon Life

      As you can see, none of our DoTs have an associated cast threat, except for Siphon Life. Also, it seems that the threat can change based on rank. For example, Siphon Life (Rank 1) has a "low" cast threat (around 60 as opposed to 115 for Rank 2). Thanks to Pentjak for his intial tests on this subject.


  • How much aggro reduction can I get through talents and gear?


      At this time, there are five ways for a warlock to reduce or eliminate aggro:

      • Talents: Master Demonologist (20%), Improved Drain Soul (5/10% Affliction), Destructive Reach (5/10% Destruction)
      • Class Set: 8/8 Nemesis (20%)
      • Other Classes' Abilities: Blessing of Salvation (30%, Paladin blessing) OR Tranquil Air Totem (20%, Shaman totem)
      • Enchants: Subtlety cloak enchant (2%)
      • Gear: Fetish of the Sand Reaver trinket (70% for 20 sec., 3 min cooldown); Grace of Earth trinket (-650 threat to enemies within 30 yards, 5 min. cooldown)

      Aggro reduction is mutiplicative and not additive so the way to calculate how much threat reduction you have is to take your threat percentages and multiply them together.

      Math
      For example, with 8/8 Nemesis and Master Demonologist your threat would be .8 * .8 = .64 or 64% of what it would normally be. This is a 36% reduction in threat. With Blessing of Salvation on top of that, your threat would be .8 * .8 * .7 = .45 or 45%. Note, before Patch 1.11.2, some threat reduction items were additive. A few items were fixed and we believe they are all multiplicative now.
  • [ Post edited by Shadowbolt ]

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    • 4. Re: The Warlock's Guide to Raiding   08/24/2006 02:04:01 PM PDT
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    C. DEBUFFS & DOTS

    To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901709&sid=1#4



  • Is there a debuff prioritization?


      Mobs currently are balanced with a 16 debuff limit, meaning any more than 16 and some will get pushed off as new ones are introduced. There has been a debuff prioritization system in place since Patch 1.10 where certain debuffs are "protected" and kept from being pushed off by lesser debuffs and dots. The protected debuffs include CoS, CoE, CoR, Sunder, Hunter's Mark, etc.

      DoTs are NOT protected. Your Corruptions, CoA, and CoD are all susceptible to being pushed off. Certain AOE spells such as Hellfire and Rain of Fire count for an invisible debuff slot, although it doesn't show up under the mob's portrait. The mage spell Arcane Missiles is another spell that does this, which is why you might notice your Corruptions disappearing on Vael after only a few ticks.

      NOTE: It has been confirmed that the debuff limit will be raised from 16 to 40 in the expansion.


  • Do CoS and CoE benefit spells cast before them?


      No for direct damage spells. Curse of Shadow and Curse of the Elements will only benefit Shadow Bolts cast after it is applied. Thus, it is wiser to put up a curse first and then cast damage spells.

      However, DoT ticks DO benefit from curses applied after the DoT itself. So if you put up CoS as a Corruption is ticking down, all ticks from that point forward will benefit from the curse.


  • Do DoTs benefit from Improved Shadow Bolt?


      Yes. DoTs no longer consume charges of Shadow Vulnerability post-Patch 1.11, but they still do benefit from it, ticking for +20% shadow damage when Shadow Vulnerability is up. This is important: since Improved Shadow Bolt procs very regularly, your DoTs will be ticking for 20% more much of the time. The more warlocks in your raid that have ISB, the better.


  • Why and when should we use Curse of Recklessness?


      Curse of Recklessness, used in the right situations, will add more raid dps than CoS and CoE combined. By reducing the mob's armor (while increasing it's attack power and damage by a neglible amount), the main tank does more damage, and with Defiance can keep hate on himself longer. This results in a 3% increase in raid dps across the board, and an additional 11% increase in physical damage from all rogues, warriors, and hunters in the raid. These numbers are not entirely accurate and may vary for different mobs and bosses, but for our purposes they are fine. Source: http://www.saichotictech.net/Others/Warlock/Recklessness.html

      The general rule of when you should use CoR is any mob/boss that doesn't have a hard hitting instant attack (such as Broodlord's Mortal Strike or Razuvious' Unbalancing Strike) or Enrage/Frenzy. This is because attack power is multiplied in some special way for boss mobs that we don't know. Mobs you should NOT use it on include Broodlord Lashlayer, any of the drakes, the last 20% of Chrommagus, Sartura, Instructor Razuvious, etc. You should, on the other hand, use CoR on any dps fights such as Vaelastrasz.


  • Curse of Weakness?


      Curse of Weakness sucks and should not be used under almost any circumstance. It reduces the damage done by a mob by a flat 31 damage and is calculated last. For boss mobs, 900 - 31 = 869 damage does not justify this curse on him. CoW is really good in one situation though, and that's hunter pets in PvP. For some math: http://www.saichotictech.net/Others/Warlock/Weakness.html


  • If we have multiple warlocks in the raid, who should cast what?

      If you have multiple warlocks, the ones who cause the most threat should generally be put on CoS/CoE/CoR duty rather than using CoA. Similarly it isn't a bad idea to only have low threat warlocks using Corruption, since if you've got a lot of Warlocks they won't all be able to DOT due to the 16 debuff limit. Of course, if the fight isn't threat sensitive, then the opposite is true. Also, if you have SM/Ruin warlocks, have them Corruption in place of other specs, since they at least can benefit from Nightfall.
  • [ Post edited by Shadowbolt ]

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    • 5. Re: The Warlock's Guide to Raiding   08/24/2006 02:04:31 PM PDT
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    D. GEAR: +DAMAGE, HITS, and CRITS

    To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901720&sid=1#5



  • What is my DPS?

      To figure out your dps, you first need to calculate a few things, which includes adding up your +dmg, +crit, and +hit from gear. I recommend using http://www.ctprofiles.net to make this step easier (it adds up your stats for you), or you can do it manually with a calculator. Then, plug in this info into Nuga's Warlock DPS calculator at http://www.maxdps.com/warlock/dps.php. This is an insanely useful tool that tells you what your dps is as well as how much each item can potentially add to your dps.


  • Which stats should I go for when picking up gear?


      Generally speaking, you should be going for the following stats (in order of priority): +damage, +crit/hit, stamina, -resist, intellect.

      If you are going for any end game gear in general, you will get all of those stats anyway, so worrying about which stats to go for isn't necessary. Note that it is better to have a good balance of +damage/crit/hit instead of too much of any one of those stats. If you're simply looking for a well organized list of what gear you should go for, check out Nuga's DPS calculator at http://www.maxdps.com/warlock/dps.php which lists all the warlock-friendly items in order of highest dps contribution.


  • Should I go for 1h weapon + offhand, or a 2h staff?


      Both are nearly equally effective with one option being better than the other at any given patch only due to itemization.


  • Are shard bags worth it?


      Yes. As a raider you will find it necessary to bring lots of shards, and I mean 40+ in some situations. Even the blue Felcloth Bag helps immensely.


  • How does +damage gear work?


      The formula to calculate the +damage coefficient (what percent of the full damage bonus you get for each spell) is (cast time / 3.5).


      • Direct damage spells - Shadow Bolt takes 3 seconds to cast (without talents), so it receives (3 / 3.5) = 86% of the damage bonus. If you had +100 damage gear, your Shadow Bolt (Rank 10) would hit for an average of 510 + 86 = 596 damage. Talents, buffs, and debuffs do not affect how the damage bonus is calculated, so Bane does not affect Shadow Bolt's damage bonus. As of patch 2.0.1, there is no longer a cap of 3.5 seconds max to determine how much bonus spells get. Soul Fire, for example, receives 6 sec / 3.5 = 1.71 = 171% of the damage bonus.

      • Instant cast spells, such as Shadowburn are considered to have a minimum of 1.5 sec casting time. Example: Shadowburn would be (1.5 / 3.5) = 43% damage bonus.

      • DoTs receive (duration / 15) of the damage bonus, spread over each of its ticks. Example: "DoT X" lasts for 18 seconds, so it receives 18 / 15 = 1.2 = 120% of the damage bonus. Since DoT X is spread over six ticks, each tick receives 120% / 6 = 20% of the damage bonus. (Note: Corruption, Curse of Agony, and Curse of Doom were nerfed in patch 2.0.3 (1/9/07) with hardcoded coefficients, so that they no longer observe the above rule for DoTs)

      • Hybrid spells that both deal damage and heal the caster only receive 50% of what they "should". This is because although you are damaging for 50% more, you are also healing for 50% more. The health spread between you and your opponent therefore increases by 100% of the damage bonus. Drain Life and Siphon Life are both DoTs that are affected this way. Death Coil, on the other hand, is not a DoT but an instant cast spell, so it receives 43% (as an instant cast spell) divided by 2 = 21%.

      • AoE spells are calculated like direct damage spells, except they only receive 1/3 or 33% of what they "should", spread over each tick. Rain of Fire, for, example is 8 sec / 3.5 = 2.29; 2.29 * 1/3 = 76%.

      • Life Tap - Life Tap receives 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect (38% and 68% respectively). Life Tap benefits from +damage/+shadow gear and buffs that increase your shadow damage by a fixed amount (ie ToEP, shadow power potions, flask of supreme power, etc.). It does not benefit from percent-based buffs and talents such as DS, SM, and Power Infusion. Improved Life Tap is calculated after +damage gear. To calculate your Life Taps, use the following math:

        Without Improved Life Tap: x = [420 + (+dmg * .8)]
        With Improved Life Tap: (x * 1.20) mana for x health

      The damage bonus received by each warlock spell is as follows:

      • Affliction
        Corruption - 93%
        Curse of Agony - 120%
        Curse of Doom - 200%
        Dark Pact - 96%
        Death Coil - 21%
        Drain Life - 71.5%
        Drain Soul - 215%
        Life Tap - 80%
        Siphon Life - 100%
        Unstable Affliction - 120%

      • Destruction
        Conflagrate - 43%
        Hellfire - 141%
        Immolate* - 20% direct damage, 65% spread over the DoT
        Rain of Fire - 76%
        Searing Pain - 43%
        Shadow Bolt - 86%
        Shadowburn - 43%
        Shadowfury - 14%
        Soul Fire - 171%

      *Immolate is calculated this way:

      Math
      Immolate (Rank 7) - Burns the enemy for 279 damage and additional 510 damage over 15 seconds. 2 sec cast.

      • Direct damage component:
        (2 / 3.5) = 57.14%
        [279 / (279 + 510)] = 35% of Immolate's total damage dealt
        .57 * .35 = 20% total damage bonus

      • DoT component:
        100% - 35% = 65% of Immolate's total damage dealt, and since DoTs get 100% of the damage bonus, the DoT part of Immolate gets the full 65%.



  • What are crits and how do I calculate my crit rate?


      Critical spells deal 150% normal damage. With Ruin, crits deal 200% damage. Only your Destruction spells can crit. DoTs, which are Affliction, cannot crit. Warlock AOE spells, though part of the Destruction tree, are considered damage over time and cannot crit. The direct damage portion of Immolate can crit.

      The base chance for warlocks to crit is 1.7%. After that, the chance to crit is based on your intellect divided by 60.6 and is completely linear at all levels as you gear up. To calculate your crit rate, use the following formula:

      1.7 + (intellect / 60.6) + gear + talents

      Math
      Example: If your intellect was 239, you had +8% to crit on your gear, and had 5 points in the Devastation talent, your crit would be approximately:

      1.7 + (239/60.6) + 8 + 5 = 18.64%


  • How much +hit do I need?


      +16% hit max for PvE, +3% hit max for PvP.

      Q u o t e:

      PvP Resistance:
      Vs. +0 level player (same level): 4%
      Vs. +1 level player: 5%
      Vs. +2 level player: 6%
      Vs. +3 level player: 13%
      And so on (+7% for each additional level)

      PVE Resistance:
      Vs. +0 level mob (same level): 4%
      Vs. +1 level mob: 5%
      Vs. +2 level mob: 6%
      Vs. +3 level mob: 17%
      And so on (+11% for each additional level)


      Chance to hit is capped at 99%.

      PvP: At level 60, your base chance to hit vs other level 60 players is 96%. Since hit% is capped at 99%, you only need +3% hit for maximum PvP effectiveness.

      PvE: The highest raid mobs in the game are level 63, which is 3 levels above the maximum player level. Thus, a level 60 player versus a level 63 mob would need +16% hit for maximum PvE effectiveness (again, this is because hit is capped at 99%). Any more than +16% hit is wasted and would be better served with +crit gear.


  • What's better, +hit or +crit?


      +crit is better than +hit, but only slightly. Both are important. +crit has the slight edge due to ISB.

      Generally, with Ruin both stats give you the same 1% increase in dps. Without Ruin, +hit is better since crit would then only add .5% to your dps. There are two things to keep in mind. First, +crit only benefits Destruction spells, since DoTs cannot crit. Second, Improved Shadow Bolt procs off of crits. ISB increases the damage of the next four Shadow Bolts on that target by 20%, as well as all DoT ticks by 20% during that time. This makes the +crit stat slightly more valuable than +hit.


  • So how exactly do hits, crits, and resists relate to each other?


      The current understanding is that the three outcomes are entirely separate. In this context, by "resist" we actually mean "miss", or the opposite of "hit". The chance to hit or miss is the first roll of all spells (read "How do resists work?" for more info on the subject of resists). There are three outcomes for your damage spells: you either hit, crit, or are resisted. Items affect this relationship in the following way:

      • Every additional +crit you get from gear decreases the hit rate. So you are now critting for 1% where you would have been hitting for normal damage before.
      • Every additional +hit you get from gear decreases the resist rate. So you are now hitting for 1% where you would have been resisted completely before.

      So you see, +crit affects hit but has no affect on resistances, while +hit affects resistances but has no affect on crits. The following diagram (not a mathematical formula) may make this relationship easier to understand:

      [hit% + (crit%)] + resist% = 100%

      Example:
      1. Currently: 75% hit, 15% crit, 10% resist.
      2. I got a piece of gear with +1% crit, my new status is: 74% hit, 16% crit, 10% resist.
      3. I got a piece of gear with +1% hit, my new status is: 75% hit, 16% crit, 9% resist.

      As crit gets bigger, hit gets smaller. As hit gets bigger, resist gets smaller in order for it to equal 100%. For more reading on this subject, go here: http://www.wowwiki.com/Formulas:Critical_hit_chance


    continued below...
  • [ Post edited by Shadowbolt ]

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    • 6. Re: The Warlock's Guide to Raiding   08/24/2006 02:05:02 PM PDT
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    GEAR: +DAMAGE, HITS, and CRITS continued...



  • What enchants can I get for my gear?

      Head/Legs
      Arcanum of Focus (+8 dmg) - Dire Maul Quest
      Hoodoo Hex (+10 sta, +18 dmg) - Zul'Gurub Quest

      Shoulder
      Zandalar Signet of Mojo (+18 dmg) - Zul'Gurub Quest
      Power of the Scourge (+15 dmg, +1% crit) - Sapphiron, Naxxramas

      Back
      Subtlety (-2% threat) - 4x Nexus Crystal, 6x Large Brilliant Shard, 2x Black Diamond
      Greater Resistance (+5 to all resistances) - 2x Lesser Eternal Essence, 1x Heart of Fire, 1x Core of Earth, 1x Globe of Water, 1x Breath of Wind, 1x Ichor of Undeath

      Chest
      Major Health (+100 health) - 6x Illusion Dust, 1x Small Brilliant Shard

      Wrist
      Superior Stamina (+9 sta) - 15x Illusion Dust

      Hands
      Shadow Power (+20 shadow dmg) - 3x Nexus Crystal, 10x Large Brilliant Shard, 6x Essence of Undeath
      Fire Power (+20 fire dmg) - 2x Nexus Crystal, 10x Large Brilliant Shard, 4x Essence of Fir

      Feet
      Greater Stamina (+7 sta) - 10x Dream Dust

      Weapon
      Spell Power (+30 dmg) - 4x Large Brilliant Shard, 12x Greater Eternal Essence, 4x Essence of Fire, 4x Essence of Water, 4x Essence of Air, 2x Golden Pearl

      To look up a quested enchant, simply do a search for the enchant's name at http://wow.allakhazam.com or http://www.thottbot.com/ . There are also miscellaneous resist enchants for several slots, which I didn't include. For a full list of all the enchants in the game, go to http://www.wowwiki.com/Enchanting_by_Item .




    ----------





    E. RESISTS

    To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901720&sid=1#6


  • How do resists work?


      The resist. It is one of the most confusing mechanics of the game, especially for those who are deathly afraid of math. Here I will try and explain the concept of resists as simple as possible. Read this and you will be an instant expert on the subject of resists.

      First we separate all spells into two categories: binary and non-binary. Resists work differently for each so it is important to know which method applies to each spell.

      • Binary spells are spells that have two outcomes (which is where the name comes from): they either hit for full effect or miss completely. The binary spells in WoW are those that have a non-damaging component to it, such as Frostbolt (snare effect) and Death Coil (leech effect). These spells cannot be partially resisted, they either hit for 100% of their damage or they miss. All of our Affliction spells are binary on application.

      • Non-binary spells are spells that only have a damaging component. Shadow Bolt is a non-binary spell since it only does damage. Immolate is a non-binary spell since both the direct damage and DoT portions only do damage. Non-binary spells can be partially resisted.

      Now that we know the definition of binary and non-binary spells, let's examine how resists are calculated for each category. When you cast a spell, the game does one or more checks (rolls) based on several factors to see whether or not your spell hits or misses, and if it hits...for how much. Here is a table of resistances. Bear with me, I know it looks confusing but I will attempt to explain everything afterwards:

      Q u o t e:

      PvP Resistance:
      vs +0 level player (same level): 4%
      vs +1 level player: 5%
      vs +2 level player: 6%
      vs +3 level player: 13%
      And so on (+7% for each additional level)

      PVE Resistance:
      vs +0 level mob (same level): 4%
      vs +1 level mob: 5%
      vs +2 level mob: 6%
      vs +3 level mob: 17%
      And so on (+11% for each additional level)


      The highest level for players in the game is currently 60. The highest level for mobs in the game is currently 63. Chance to hit is capped at 99%. For the following examples, we will assume you are a level 60 player fighting a level 63 mob.

      Non-Binary Spells:

      • First Roll: The first roll is based on the level difference between you and your target (aka your "chance to hit"). Since the mob is three levels higher than you, you will hit 83% of the time and miss 17% of the time (see the PvE table above). You can increase your chance to hit for this check through +hit gear. Let's say you equip +6% hit from gear. You will now hit for 83 + 6 = 89% of the time and miss 11% of the time. Note that if you miss during this roll, it will say "RESIST" even though your spell wasn't technically resisted.

        Because of the 99% hit chance cap, for PvE you would need +16% hit from gear for maximum effectiveness. Any more than that and the extra +hit is wasted. For PvP, at level 60 you would only need +3% hit gear to maximize your hit chance.

      • Second Roll: The second roll is based on your level and the resistance rating of your target. The "resistance rating" is how much Shadow Resistance he has, for example. During the second roll, non-binary spells can be resisted for 0% (full damage taken), 25%, 50%, 75%, or 100% (full damage resisted) of their regular damage. Here is a formula to calculate "average resistance" (how much damage you or your target will resist, over time).

        Formula
        Target's Average Resistance = [Target's Resistance Rating / (Caster's Level * 5)] * 0.75

        Average resistance means the amount of damage resisted by the target over time. The higher your average fire resistance, the more often you will resist fire spells for high percentages such as 50%, 75%, or 100%. If you have low average resistance, you will resist most often for 0% or 25%, but you will still have a small chance of resisting for 50%, 75%, and 100%. Average resistance may be no higher than 75%. This is why versus level 63 mobs in resistance intensive fights like Ragnaros or Huhuran, you can max out your average resistance by getting 315 of the respective resistance type (fire resistance, nature resistance, etc). Plugging in 75% = [x / (63 * 5)] * .75, you get x = 315. Any more than 315 and the extra resistance gear is wasted.

        The Target's Resistance can be negated through -resist gear and curses such as CoS and CoE. By using -resist gear you can decrease the amount of damage resisted by your target. Using Ogdin's resistance analysis mod GLOCK (http://www.curse-gaming.com/en/wow/addons-4169-1-glock-mob-magical-defense-analysis.html), you can figure out how much each boss or mob's resistance rating is and, using the formula above, figure out how much -resist gear you should use on specific encounters.

      • Note: It has been tested that mobs will gain an additional 8 spell resistances for each level above you (so +24 resistance rating for level 63 mobs). These level based resistances cannot be negated by any means, resulting in about a 5.5% reduction in overall dps over a fight. It has not been confirmed whether this is a bug or working as intended feature, but it apparently was introduced in patch 1.09 when negative resistances were removed. These additional resistances factor into the formula for the Second Roll. For more reading on this somewhat controversial subject, read:


      Binary Spells:

      • One Roll: There is only one roll for binary spells since it either hits for full effect or misses completely. There are no partial resists involved so it's somewhat less complicated to calculate compared to non-binary spells. This roll is based on your the level difference between you and your target (aka your "chance to hit") and the resistance rating of your target. Chance to hit and resistance rating were both previously explained in the Non-Binary Spells section above.

        Formula
        Chance to land your binary spell = (Chance to hit) * [100 - (Target's Resistance * .25)]

        For example, if your target mob is level 63 and you have +6% hit from gear, your chance to hit would be 89%. Let's say his shadow resistance rating is 75. The chance for your Death Coil to land would be .89 * [100 - (75 * .25)] = 72%.

        You can reduce the chance of your target to resist your binary spells through +hit gear and -resist gear. Since most of our binary spells are also Affliction spells, you can also put points into the Suppression talent to reduce chance of resists.

        It seems that Suppression is able to transcend the 99% hit cap (although this may have changed in a recent patch). In PvP, you have a 96% chance to hit your same level opponent. If you have no +hit gear, but have five points in Suppression, your chance to hit increases to 106%. If your target has less than 22 resistance rating, you will land 1.06 * [100 - (22 * .25)] = 100% of your Affliction spells on him.


      DoTs:

        DoTs are binary spells whose ticks can be partially resisted. This is contrary to the popular misconception that DoTs always hit for 100% damage. They are binary in that the initial cast of the spell either hits the target or it is resisted, and this is calculated as a binary spell. After the DoT lands, each tick is subject to the non-binary "Second Roll" - that is, the tick can be resisted for 0%, 25%, 50%, 75%, or 100% damage. Since the target would require a pretty good amount of shadow resistance for this to happen, these partial resistances don't occur frequently.

        This effect specifically applies to Corruption, Curse of Agony, and I assume Curse of Doom. The ticks of Siphon Life are binary (they have a non-damaging component: leech), so Siphon Life ticks cannot be partially resisted.



    continued below...
  • [ Post edited by Shadowbolt ]

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    • 7. Re: The Warlock's Guide to Raiding   08/24/2006 02:05:33 PM PDT
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    RESISTS continued...



  • Are -resist items helpful in raids?


      -resist items are not really as helpful as it would initally seem. -resist items directly reduce the chance for your targets to partially resist non-binary spells and miss binary spells, by basically subtracting their resistance rating. However, warlocks already have built in debuff spells that lower the target's resistances by 75 (CoS and CoE), which is more than the resistance level of most raid mobs in the game.

      The game also addes 8 resistance rating points for each level the mob is higher than you, up to 24 for level 63 mobs. These level based resistances cannot be negated by any means, including -resist items. Read "How do resists work?" above for more information on this subject.

      So why are they in the game, you may ask. Well, obviously there are raid mobs with resistances higher than 75. In those cases -resist items would be effective. Secondly, people speculate that -resist items were meant more as a PvP stat. This would explain why nearly all of the -resist items are obtained either as battleground rewards (Rune of Perfect, Don Rodrigo's Band), or part of the AQ40 set pieces. Also, not all classes have an innate resistance debuff spell like Warlocks, so these items may be more suited for other classes such as mages, priests, and shamans.

      In summary, -resist items are useful in reducing your chance to miss and be resisted, just not as much as you probably think it is.


  • Can resists go into the negatives using curses or -resist items?


      No. However, you will encounter certain mobs that have innate vulnerabilities.






    ----------





    F. ADDONS & MISC

    To link to this post: http://forums.worldofwarcraft.com/thread.html?topicId=11381260&postId=113901727&sid=1#7



  • Which mods do I need for raiding?

    • General Raid Assist Mod: CT_RaidAssist
      Most guilds require this. Trivializes many encounters by telling you exactly what to do and when.
      http://www.ctmod.net/

    • Damage Meters: SW Stats
      In a raid, you want to push yourself to do as much damage as possible. In order to do that, it's useful to know where you stand among raid members to gauge performance. SW Stats is a nice mod that autosyncs and ranks your raid members based on damage done, healing done, curing done, and a ton of other criteria. Requires several people in the raid to have this to work.
      http://www.curse-gaming.com/en/wow/addons-2909-sw-stats.html

    • Threat Management: KLHThreatMeter
      If everyone in your raid has this, it's a great indicator of aggro across the board. You can see when you should stop dpsing. It's pretty accurate, but only works if your tanks have it. With it you have a general idea of when to slow down or even stop your dps. This allows you to more or less go all out until you're in danger of getting aggro.
      http://www.curse-gaming.com/en/wow/addons-3488-1-klhthreatmeter.html

    • Enemy Casting Bar: Natur EnemyCastBar
      This mod shows the enemy's casting time and cooldowns in the form of a visual bar. So you can see exactly when Firemaw starts casting his Shadow Flame or how long until Chrommagus' next breath or Razuvious' next Disrupting Shout. Very, very useful.
      http://www.curse-gaming.com/en/wow/addons-3828-1-natur-enemycastbar.html

    • Damage/Healing Taken and Given: Scrolling Combat Text & Scrolling Combat Text Damage
      SCT basically makes a bunch of numbers pop up over your character as certain events happen, such as damage to you, health gained from Demonic Sacrifice, gaining buffs/debuffs and wearing off, etc. One thing I find useful is that it tells you who healed you, so if you receive several heals from the same healer, be sure to thank him/her since you'll be relying on them to recharge your Life Taps. SCTD is useful in putting all your damage hits in one place on your screen. This is useful since boss mobs are really big (Onyxia for example) and it's impossible for you to look above its head to see what damage you're dealing at all times.
      http://www.curse-gaming.com/en/wow/addons-222-1-scrollingcombattext.html
      http://www.curse-gaming.com/en/wow/addons-3956-1-sct-damage.html

    • DoT Timer: DoTimer
      DoT timers are crucial in your ability to dps as a warlock. Without it you wouldn't know exactly when to reapply a DoT or debuff which. These mods show you if your DoT was resisted and counts down the duration of your debuffs so that you can maximize your dps.
      http://www.curse-gaming.com/en/wow/addons-4304-1-dotimer.html

    • Pet Management: Servitude Resurrection
      This is a pet management mod that alerts you on screen and vocally whenever a party member has a debuff that needs to be Devoured by the felhunter or when a tank requires Fire Shield. You bind two keys that do everything from sacrificing Voidwalkers to reSeducing.
      http://www.curse-gaming.com/en/wow/addons-1218-1-servitude-resurrection.html

    • Shard/Stone/Demon Summon Management: Shard Tracker Resurrection
      Has a shard counter. Makes soulshard management easier with one button. Makes summoning pets easier by combining several buttons into one. Makes healthstone creation easier as well, and the healthstone button increases in size as your health goes down.
      http://www.curse-gaming.com/en/wow/addons-2495-1-shard-tracker-resurrection.html






    ----------





    G. NON-DPS-RELATED RAIDING ADVICE



  • Create a guild warlock channel.

      A warlock channel could be one of the greatest assets you have during a raid to make things simpler and make things run smoother. It's a good place where you can get with your fellow guildie warlocks and talk about warlock related topics and bond. You guys are going to be spending a lot of time coordinating for your raids in that channel. Here are some ways that a guild warlock channel helps:

      • Assign curses. Decide who puts up CoS, CoE, CoR, and dots for the current raid. This way you can all get used to putting up the same debuff instead of spending ten minutes every raid picking and choosing.
      • Call out summons, soulstones, and healthstones. For example, when someone in raid chat requests a summon, you can simply say "I got it" in the warlock channel and no double summons will ensue.

      I recommend all warlocks get Shardtracker, which I recommended above in the Addons section, since it has a built in simple macro that tells everyone who you soulstoned and who you are summoning. Makes things much easier and less confusing. You know how when someone asks for a summon, and two warlocks immediately start opening up a summon, then cancel since they saw each other, and spend 20 seconds staring at each other to see who would go again? Our rule is, whoever's macro goes up first finishes the summon.


  • Bring lots of shards.


      Come to raids with a comfortable amount of shards. Keep in mind: because of summons you will often lose a few shards before the raid even starts; there are parts in certain instances where you won't be able to get shards from; less Drain Soul during the raid means more time to dps. Recommended shard farming areas: Horde at the ruined naga city at the center of Azshara, and Alliance at Raven Hill in Duskwood (use Detect Invisiblity to see some high level ghosts you can kill).


  • Be smart about soulstones.


      The person you should soulstone isn't always a healer. Use your brain and soulstone raid members most vital to the encounter at hand.


  • Be smart about healthstones.


      You are really only obligated to provide your tanks with a healthstone. I find that most people aren't used to having a healthstone and so they won't actually use it even if you give them one. If you have a ton of soul shards, however, and someone asks for one, don't be stingy...raiding is a team effort.


  • Be smart about banishes.


      For the MC lava packs, assign one warlock to always get the front rock elemental, and another to always get the rear elemental. Have a timer mod so you know exactly when to rebanish. On fights such as Garr when you're on banish duty, be sure to have your voidwalker out to protect you while you focus on other things. Banished targets have a chance to break early so be sure to keep your eye on the target as well as your debuff timers. CoS is helpful in keeping your banish on the target as long as possible, as it lowers its shadow resistance and thus the chance to break early.
  • [ Post edited by Shadowbolt ]

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    • 8. Re: The Warlock's Guide to Raiding   08/24/2006 02:07:11 PM PDT
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    <Reserved Trolling Space>

    I will not go bcak to fix my spelling.

    Best build evah!!! Imp Spellstone FTW, lawl!!
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    • 9. Re: The Warlock's Guide to Raiding   08/24/2006 02:12:10 PM PDT
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    Sticky this bad boy!
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    • Smolderthorn
    • 10. Re: The Warlock's Guide to Raiding   08/24/2006 02:17:40 PM PDT
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    Bump for a sticky!

    http://ctprofiles.net/292693
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    • Skullcrusher
    • 11. Re: The Warlock's Guide to Raiding   08/24/2006 02:43:10 PM PDT
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    bump
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    • 12. Re: The Warlock's Guide to Raiding   08/24/2006 02:43:10 PM PDT
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    Q u o t e:
    @ Be smart about banishes.

    For the MC lava packs, assign one warlock to always get the front rock elemental, and another to always get the rear elemental. Have a timer mod such as CountDoom (recommended above in the Addons section) so you know exactly when to rebanish. If a tank or the whole raid is on your banished elemental, try not to banish it again. It's funny the first few times but you'll start making enemies if you do it too often.


    I would also add that you assess the current situation, and use a 20 second banish instead of the 30, if it looks like you will have a tank on your mob soon. It may seem like it's only 10 seconds, but that's 10 seconds your raid is standing around doing nothing.
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    • 13. Re: The Warlock's Guide to Raiding   08/24/2006 02:45:22 PM PDT
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    Sticky?
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    • 14. Re: The Warlock's Guide to Raiding   08/24/2006 02:56:39 PM PDT
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    THANKYOU!
    This is EXACTLY the post I have been looking for!

    STICKY THIS!
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    • Aman'Thul
    • 17. Re: The Warlock's Guide to Raiding   08/24/2006 03:49:51 PM PDT
    limit-reached limit-reached
    Here I was expecting a smart ass post saying wand wand wand wand
    60
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    • 19. Re: The Warlock's Guide to Raiding   08/24/2006 06:08:53 PM PDT
    limit-reached limit-reached
    bump
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