by Anonymous on Thu Mar 20, 2008 7:19 pm
General gearing issues:
There are 4 main statistics for a warlock for dps:
Spell damage
Spell hit
Spell haste rating
Spell crit
Each of these has diminishing returns. As a result, there is no fixed tradeoff rate for one versus the other. Different specs will also focus on different stats.
Tools to determine tradeoffs for hit/crit/haste rating and spelldamage for your specific talent build and gear selection are linked below.
Spell hit is a special case, because it provides the most effective way to increase dps on bosses and is useless on everything else beyond 5%. The hit cap versus bosses is 16% (202 spell hit rating, unless you have a Draenei or a Totem of Wrath). Typically Warlocks will use two sets of gear, one for bosses and another for trash mobs or add fights.
Spell haste rating largely depends on the spells you use. Destruction warlocks will favor it most, affliction ones will like it the least.
Spell crit is only useful if you have ISB (which, however, all raiding warlocks should). Even then, the high amount of rating required for one crit % make it worth less than the other ratings.
This post describes well how tradeoffs work. That post is written with destruction warlocks in mind, but it is equally valid for Demonology and to a lesser extent affliction.
Rating vs ratio rates:
22.1 crit rating is 1% crit
15.77 haste rating is 1% extra casting speed.
12.6 hit rating is 1% hit
Haste rating and Heroism/Bloodlust do NOT decrease the global cooldown of 1.5s for warlocks. Because of this, the only warlock spell that benefits optimally from haste is Shadow Bolt. Here's the formula:
Shadow Bolt casting time = 2.5 / (1 + haste rating / 1577)
Assuming you 5 have talent points in Bane, which, again, every raiding warlock should have.
Base stats:
Stamina
Having enough Stamina will prevent you from dying to random aoe abilities. After a certain treshold it will hardly affect you at all. See above for effect on Demonologists.
Intellect
Intellect will increase your base mana, which isn't very important in pve. In addition, 82 int grants 1% spellcrit, so it roughly 1 int = 0.27 crit rating. (0.3 with kings).
Spirit
If you have a Priest with Improved Divine Spirit present, 10% of your Spirit goes to spell power. Therefore 1 Spirit = 0.1 spelldamage. (0.11 with kings)
Meta gem choices:
[Imbued Unstable Diamond] from the Bash'ir event. Requires 100 apexis crystals and surviving the Bash'ir onslaught.
[Mystical Skyfire Diamond]
[Swift Starfire Diamond], obtained from Spirit Shards.
[Bracing Earthstorm Diamond]
[Chaotic Skyfire Diamond]
Chaotic Skyfire Diamond makes crits do 209% damage of a normal hit. (150% x 3% = 154.5%, with Ruin the crit damage bonus is doubled, so 209%)
For Destruction and Demonology, [Chaotic Skyfire Diamond] will be the best choice, but for Affliction there are multiple choices.
Basic gem choices:
Most obvious are:
[Veiled Noble Topaz]
[Runed Living Ruby]
Alternatives are:
[Great Dawnstone] Used early on to reach the hit cap
[Glowing Nightseye] Used only to meet exceptional socket bonuses or Metagem requirements.
[Potent Noble Topaz] Used only to meet exceptional socket bonuses or Metagem requirements after reaching the hit cap.
These same cuts are available for the Black Temple and Mt. Hyjal epic gems.
Crafted Gear for starting warlocks
Regardless of spec, tailoring warlocks can get the Frozen Shadoweave Set, which remains useful even in BT.
[Frozen Shadoweave Boots]
[Frozen Shadoweave Shoulders]
[Frozen Shadoweave Robe]
For engineers, the epic crafted goggles are by far the best choice.
[Destruction Holo-gogs]
The Spellstrike set is also a good option.
[Spellstrike Hood]
[Spellstrike Pants]
Trinkets
SimulationCraft/Trinkets/Warlock - Shadowpriest.com Wiki has a very nice roundup of trinkets.
Notable trinkets:
[Darkmoon Card: Crusade] (Darkmoon card reward)
[Scryer's Bloodgem] (from vendor, requires scryer reputation)
[Icon of the Silver Crescent] (vendor, 41 Heroic Badges)
[Ashtongue Talisman of Shadows] (from vendor, requires exalted reputation with the Ashtongue Deathsworn in BT)
about the talisman:
The highly situational use of this trinket renders it useless to almost all warlocks, given its place in gear progression: Warlocks exalted with the Ashtongue typically already have very good trinkets. This is in stark contrast with most other rep based rewards (KZ and Hyjal rings) that usually are upgrades.
On single targets the Icon is better, even for Warlocks that have Instant Corruption. It can outdo the Icon on multiple targets, the theoretical threshold is around 20 Corruption tics per minute, provided you have Corruption talented.
Warlock sets
Tier 4
[Voidheart Crown] - Prince Malchazaar
[Voidheart Mantle] - High King Maulgar
[Voidheart Robe] - Magtheridon
[Voidheart Leggings] - Gruul the Dragonkiller
[Voidheart Gloves] - Curator
2p set bonus reported to have a 10% proc rate and does proc off dots (confirmation needed).
4p set bonus grants both Corruption and Immolate an extra tic, increasing total damage per cast of Corruption by 16% and Immolate by roughly 12%.
Tier 5
[Leggings of the Corruptor] - Fathom-Lord Karathress
[Hood of the Corruptor] - Lady Vashj
[Gloves of the Corruptor] - Leotheras the Blind
[Mantle of the Corruptor] - Void Reaver
[Robe of the Corruptor] - Kael'thas Sunstrider
2p set bonus is incredibly good for demonologists, and useless to everyone else.
4p set bonus is worded strangely, it only applies to the base damage of the spell. The exact mechanics are unknown but it can be approximated as follows: for Corruption this resulsts in roughly 15 extra damage per remaining tic, before multipliers like CoS/Misery/ISB. This results in roughly 45-50 extra damage per shadowbolt before multipliers.
T6
[Leggings of the Malefic] - Illidari Council
[Hood of the Malefic] - Archimonde
[Gloves of the Malefic] - Azgalor
[Mantle of the Malefic] - Mother Shahraz
[Robe of the Malefic] - Illidan
2p set bonus is nearly useless in raids.
4p set bonus grants 6% to the total damage of Shadowbolt. It is the equivalent of roughly 120-140 spellpower towards shadow bolt at that stage, depending on spec and gear.
End game loot choices
There is no definitive lists, it all depends on what gear you already have. Hit rating provides most bang for your buck until it is capped. Everything else is spec dependant.
For a rough list, you can punch in these numbers in lootzor.com - World of Warcraft search and rate items - profile your wow character :
spell damage = 1, shadow damage = 1, hit = 1
and depending on spec:
Affliction: crit = 0.5
Demonology: crit = 1, sta = 0.1, int = 0.1
Destruction: crit = 1.
Note that Destruction warlocks will want 4p T6 over any other available gear choice, as 6% bonus to shadow bolts worth more than 100 spell power. Demonologists will want 2p T5 over anything else.
Lootzor currently doesn't do haste rating, but haste would be around 0.5 / 0.8 / 1 for Affliction / Demonology / Destruction.
Area of effect spells
Seed of Corruption provides the highest dps for any spec and any gear quality, by a large margin. This is of course assuming you're not getting interrupted and hitting more than one target.
Hellfire is a bit lower dps, but a lot more mana efficient (although not health efficient, you will require more healing than with SoC + lifetap). Despite the lower damage throughput it still has its uses, especially for destruction warlocks that benefit from the threat reduction on it. It can also be used to instantly blow up Seed of Corruption.
Rain of Fire has received a boost, and is a low risk, mana efficient, ranged aoe spell now. Unfortunately its damage is nowhere near competitive with either Hellfire or SoC.
Aoe cap: if your seed of corruption detonates for more than 13580 on all targets combined, it will do less damage. When this happens, the detonation damage will be scaled down so that the total is 13580. For example, if you hit 10 targets with it, you will hit each for 1358. This reduction is done after calculating +damage gear, talents and buffs so it is the same for every gear and spec. The exceptions are crits and damage debuffs (like CoS), those will allow you to hit individual targets for more.
Curse selection
Curse of Shadow - Scales nicely with increasing number of Shadow Priests, Arcane Mages, and Warlocks (and hunters, to a lesser extent). Usually the default curse to put on an enemy. If you use the level 60 version it will not get knocked off by hitting the debuff cap.
Curse of the Elements - Boosts fire/frost mages, Warlock fire spells. An obvious choice if you have several of these present. As with CoS, if you use the level 60 version it will not get knocked off by hitting the debuff cap.
Curse of Doom - Very high Damage-Per-Casting-Time. Does not get a bonus from Shadow Mastery, for reasons unknown. Demonic Sacrifice with a Succubus will boost the damage by 15%, and ISB will boost it by 20%. Amplify Curse will only boost the base damage of 4200, so it's 2100 extra base damage.
Curse of Agony - Ideal for spamming on tanked trash, regardless of spec. Can also be used as an alternative to Curse of Doom, if that one is not an option. CoA is advisable on bosses that reset aggro (unless you can time CoD well), or on anything that will live 24 seconds but not 60. It can outdamage Curse of Doom on a strict dps basis, but you'll need to refresh it more often, resulting in a lower Damage Per Casting Time.
At around 1250 spellpower, affliction warlocks with imp CoA, and Shadow Mastery will obtain around equal dps with CoA over unamped CoD. More spellpower will favor CoA.
Curse of Recklessness - Stacks with every other armor reducing debuff, and will typically increase melee and hunter damage by around 6% if FF and 5xSunder Armor are present, according to [RAID] Boss armor values. You typically want as many armor reducing debuffs on a boss as possible, since each one adds more (Increasing Returns, as opposed to Diminishing). It will make the enemy hit slightly harder, though. To be avoided when the boss has an ability that is based on his melee attack power, such as Mortal Strike or Cleave. Useful on enemies that don't hit hard enough for a tank to keep aggro, it will help with their threat generation on those by a small amount.
CoD vs CoR: Which one is more profitable depends on the raid setup. More physical dps means CoR becomes better, obviously. Physical Raid Dps needs to exceed (CoD damage / 3.6) for CoR to be the better choice. (CoD dps = CoD damage/60, and CoR dps = Physical dps *0.06). Note however that you need to refresh CoD twice as often.
Curse of Exhaustion - Very limited use. Typical use is for Striders during the Vashj fight, and on Mount Hyjal trash.
Curse of Weakness - Reduces attack power, but it doesn't stack with the other ap reducing abilities (Demoralizing Shout/Roar). It will get overwritten by a talented Warrior Demo Shout, which any raid community should have. The only possible use for it is if you are raiding without a Warrior and have a Paladin tanking.
Immolate vs Shadow Bolt
Immolate has a much higher base damage then Shadow Bolt, and both have around the same spellpower coefficient (85%). For this reason, at low amounts of spellpower, keeping Immolate up is clearly a better choice. Some well geared warlocks drop this spell in favor of Shadow Bolt due to any combination of these factors:
- Higher hit/crit/haste rating benefits Shadowbolt.
- ISB debuff
- Most debuffs tend to favor SB instead (absence of CoE, Imp Scorch, CoS, ISB)
- More talents into SB (Shadow Mastery, Demonic Sacrifice, Shadow And Flame)
- More items that benefit SB ([Ritssyn's Lost Pendant], [Orb of the Soul-Eater], [Nethervoid Cloak], [Boots of the Shifting Nightmare], FSW and Soulfrost)
- Debuff slot shortage
- Higher mana cost per point of damage, so more life tap down time
Whether it's worth it for you should be checked with the appropriate tools: ShadowSeer, Leulier's sheet, DrDamage (all linked below). Even a lower damage-per-casting-time, it is worth it occasionally if you don't think you'll have the time to get a SB off or can't risk threat bursts.
Resistances and Spell Penetration
The difference between level 60 and level 70 version of CoE/CoS: level 60 CoS has lower reduction (75 vs 88 ) but the same damage modifier. The level 60 version has higher priority, meaning it will not be pushed off by other debuffs. This is a relic from times before 40 debuff slots, and that the higher rank has lower priority is considered a bug. If you are having issues with debuffs being lost, use the lower rank.
With a few notable exceptions (Felhunters in Hyjal, Supremus vs Fire, and Illidari Council) enemies have no resistances above 75. Therefore spell penetration is considered useless in PVE in the majority of fights.
All mobs higher level than you an innate resistance, resulting in partial resists that can not be mitigated. Partial resists seem to happen around 15% of the time, resulting in roughly 3% damage mitigation.
Warlock tanking
For Leotheras tanking, there are a few good posts here.
Additional tips and tricks
- Obviously, bring a healthy amount of shards to raids. This is especially important for demo/destro, since they often summon demons that require Soul Shards.
- There is little reason to use anything but Rank 1 of Drain Soul.
- Soulwells are very useful, and it might be convenient to have all three variants in a raid community. Healthstones of different qualities (0/2, 1/2 and 2/2 improved) count as different items, meaning everyone can carry up to 3 healthstones this way. They still share the same cooldown of two minutes, though. Healthstones can crit (based on user spell crit chance) and will heal for 150% in that case.