[Updated] Blood Pact: They're not pets, they're minions

The week has rolled around, the planets have aligned, and it's time again for Blood Pact! Here to keep you up to date with all the unspeakable horrors perpetrated by Warlocks. Presiding over this week's dark ritual is Nick Deathcaller -- I mean Whelan.
I've long been of the opinion that Warlock minions are far more similar to a Warrior's stances than they are to a Hunter's pets. Hunter pets are very much a separate entity from the hunter them self. They have their own talent trees, different abilities they can train, and regardless of spec can account for 25% or more of the Hunter's total DPS in any given encounter -- closer to 50% if the Hunter is speced beast mastery! Warlock minions, on the other hand, have no customisability whatsoever, save the various talents which can be used to improve them. Often times a minion is used for no other reason than for the buff it provides -- or in the case of affliction Warlocks -- as a mana battery for Dark Pact.
The recent exploits of the voidwalker have garnered him some attention as of late, but the day-to-day uses of this minion tend to be less glamorous. For Warlocks who haven't spent points improving him -- and most agree that it's generally a poor idea to do so -- the voidwalker is only useful now and again when attempting to solo an elite. For any content that is intended to be soloed, there are faster and more efficient methods; and most group content is beyond the voidwalker's ability to be be helpful in without, well, a group. I've actually had a great deal of time to compare the voidwalker to Hunter tanking pets, since my girlfriend plays one. Frequent changes have made this comparison rather variable, but what it boils down to is that the voidwalker has a great deal of damage mitigating ability compared to a hunter pet, but the Warlock's inability to Feign Death, and the somewhat high threat generation of Health Funnel makes it a very precarious balance to avoid pulling aggro off of the voidwalker even when Health Funnel is the only spell being cast.
I think Ghostcrawler summed up the succubus best when he mentioned that out of all the minions, she's doing the worst job of pulling her weight. Considering she can't weigh more than 90 pounds, this is a pretty serious issue. The main draw of the succubus is the crowd control she lends to the class. I remember dozens of times back in Shadow Labs when my Mage-less guild needed me to seduce one mob and Banish another in some of the more difficult pulls. Problem is, seduction is insanely difficult to wield effectively, and while three points in Improved Succubus can make it a little less unwieldy, most Warlocks avoid that otherwise useless talent altogether. Those three points are much better spent elsewhere, particularly considering how very infrequently Seduction is actually needed in a modern instance, and how very unreliable it is compared to other forms of crowd control. I sincerely hope that the talent will eventually be removed and, its affects integrated into the base skill -- much like what they're doing with Curse of Elements and Enslave Demon.
The felhunter is my minion of choice as an affliction Warlock, though that is a somewhat controversial choice. Many people prefer the imp as a dark pact battery, because it has faster mana regeneration, can Phase Shift, and Blood Pact allows for more life-tapping. And while these are all good reasons, I feel the benefits of using the felhunter as a mana battery outweigh them. The felhunter's mana pool regenerates slower, but it's also larger than the imp's, so you can Dark Pact several times before needing to wait, instead of just once or twice. As for phase shifting, I've used my fel puppy almost exclusively since level 75, and have yet to see him pull something I didn't want him to pull. And best of all, the buff he provides turns into 720 mana, 20 spell power, and 0.29% crit chance. Not a bad tradeoff for an HP buff that works out to about one-third of a life tap. I should add, however, that I don't feel Improved Felhunter is worth the two points. The improvements to Fel Intelligence are neglidgable, and the faster mana regeneration only works if the felhunter is attacking at melee range, which very quickly results in a dead minion on most bosses, even with the recent HP boost.
Even if they're not my favorite affliction minion anymore, imps still have an important role to play. With the numerous buffs available in talents and glyphs, and the passive bonuses to fire spells attainable through Master Demonologist, the imp is like a miniature Godzilla in destructive ability. And, with the ever growing population of Warlocks who are dividing their talent points almost evenly between demonology and destruction with the intent of maximizing their fire damage, we're sure to see plenty of them around. I've seen reports which show an imp's contribution as a whopping 20% of a Warlock's overall damage. And Blood Pact serves as a nice little bonus on the side that the whole raid can enjoy!
I'm not going to try and pretend I can speak about the felguard with any sort of real authority. The only time any one of my Warlocks has ever even had the ability to summon him was on the PTR for patch 2.3 when I speced demonology on a lark. Someday soon I really must spend the 100 gold to spec demo for a day, so I can get some real experience with this minion. All I can say with certainty for now is that a lot of people love them for leveling, a lot of people love them for PVP, and too many people bring them to raids, only to perform abysmally on the DPS meter.
Infernals are actually quite a bit more useful these days than they were in days of yor. With their massive amount of HP, quick summon time, and high damage output, I've occasionally used them to tank the last few seconds of a boss fight after the tank was slain. Even if the tank doesn't die, the infernal's massive DPS can be handy for affliction or destruction Warlocks looking to eek out some extra damage in the last seconds of an intense boss fight.
In light of the improvements made to the infernal, I took my doomguard out for a spin, and ended up with a somewhat conflicted view. Once I had one enslaved, the doomguard was absolutely unstoppable. I was literally sending him at groups of three or four of level 78 mobs and watching him solo them with ease in under thirty seconds. As a tanking or soloing minion he would be unmatched...if he would just stop turning all that unstoppable power against me. Even with Curse of Elements on him, to make him weaker against my Enslave Demon spell, I had a pretty rough time keeping him under control for more than a minute. Hopefully the upcoming changes to Enslave Demon will deal with that problem. Unfortunately, even if the doomguard is transformed into the model of minionly servitude, the rather arduous methods required to summon one mean that he won't see much action outside of soloing. Update: As numerous comenters have pointed out, I made an error in saying that the doomguard is difficult to maintain control of. I was using Curse of Doom to summon this minion, and having a great deal of difficulty holding onto it after enslaving it. I didn't think to experiment using Ritual of Doom (which I have since taken the time to do,) which provides all that doomguard bad-assery, with none of the pesky 'turning on its poor clothie master and eating him' issues. Of course, the summon still has a very limited duration, but the doomguard can be dismissed without setting it free on a group of unsuspecting party members. Now the only remaining issue is convincing four other people to help you summon the thing!
Warlock minions are a great class feature, and knowing how and when to use each minion is an important skill for any soul-draining Warlock. That said, I'd really like to see some improvements on this front in the near future, and thankfully Blizzard seems to agree. The improvements to their health were a good start, but there's still a long way to go for some of the less useful minions -- particularly the voidwalker, succubus, and doomguard. Giving the felhound more survivability would also go a long way towards making Improved Felhunter worth taking.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 4)
Quartza Mar 2nd 2009 4:09PM
I'm a hybrid demon/destro, and it's the shizz. Imps ftw, Felguard ftl.
13k incinerates? Um, yea, count me in...Top of dps charts? Check. Poeple saying, "What the hell...? Did that lock just crush the DK and Pally dps? Hmm. Lemme go roll a lock real quick..."
Lock 4 Life, blood!
W3RD
vzah Mar 2nd 2009 5:13PM
I looked you up in armory and have considered a spec like yours... I'm affliction now and while the comparably geared demo/destro locks in my guild put out good dps, almost every boss fight I am waaaaay ahead on DPS. I lose on trash 9/10 (/yawn), but looking at overall damage done after a night and I'm usually #1 or #2 out of 25, and often times a million or 2 total damage higher than the demo/destro locks. Do you play with any comparably geared and skilled affliction locks?
max_bmw Mar 2nd 2009 5:35PM
Once again another article with inaccurate/outdated information and recommendations for bad play by warlocks. I will touch on the two most glaring.
First, dark pact is abysmal for regaining mana. It takes 2-3 dark pacts to return the same amount of mana as one life tap unspeced. An argument can be made for its utility in soloing if you are in a bad situation and can't sacrifice the hp, but even then, most locks I know don't waste the talent point.
Second, using the ritual to summon the doomgaurd brings him out enslaved for a full fifteen minutes. He no longer kills a group member when summoned (though he will do some damage) and simply desummons at the end of the fifteen minutes. he provides very high dps and some very much needed utility in a raid setting. All of the affliction lock putting out 7k+ dps on patch do it with a doomgaurd. His aoe stun and rain of fire are very welcome on Gluth's zombie chow.
Please, go read the elitist jerks forums right now. They have done all the math on how to rock your lock to its fullest. some people may chose not to heed their advice, but there is no excuse for ignorance.
Stone_Rhino Mar 2nd 2009 6:46PM
"First, dark pact is abysmal for regaining mana. It takes 2-3 dark pacts to return the same amount of mana as one life tap unspeced."
So you only like innacurate info when it supports your own arguments? Dark pact returns around 3k mana raid buffed, not quite as good as the 4k from life tap, but still nice.
DP can be incredibly useful, especially in fights like saph or sarth (especially with 3 drakes), where there is a lot of AOE damage.
The way I see it, the talent is only 1 point. What else were you gonna spend it on? Improved fear, CoEX? For 1 point it may be situational, but if it saves you from dying a few times, I figure its worth it.
max_bmw Mar 2nd 2009 8:47PM
""First, dark pact is abysmal for regaining mana. It takes 2-3 dark pacts to return the same amount of mana as one life tap unspeced."
So you only like innacurate info when it supports your own arguments? Dark pact returns around 3k mana raid buffed, not quite as good as the 4k from life tap, but still nice."
So in your experience it takes two dark pacts (that means the waste of a gcd) to get to the amount of mana your life tap returns, way to point out innacuracies.
Almost anything is a better use of that 1 point than dark pact: imp. life tap, pandemic, isb, molten core just to name a few.
If you are deep enough in the tree for dark pact, then between fel armor, siphon life and haunt returns, not even your healers should notice when you life tap, that is assuming you have a clue how to play an aff lock.
If you actually have gotten to sarth3d and are still taking dark pact, I feel sorry for your guild.
Viper007Bond Mar 3rd 2009 3:23AM
2/13/56 baby all the way (until 3.1 at least)! My Imp does 10-15% of my DPS and I love him for it.
-Bubbajohn on Gnomer
little_warlock Mar 3rd 2009 4:22AM
Great we have a new warlock writer.
Except that he has no clue how bad Dark Pact is compared to Life Tap. (I don't care what anyone says 3k instead of 4k is still horrible, not mentioning that raid buffed Life tap can do upwards of 5k, especially with 4pT7)
He also seems utterly clueless about Felguard/Emberstorm, one of the best performing demo/destro hybrid builds.
Other than that, the doomguard section shows clearly that it's a warlock writer with no interest how warlocks are doing in raids.
Well... nice a casual column about warlocks, but I sure hope there will also be a writer for somewhat more hardcore warlocks.
epic Mar 3rd 2009 11:12AM
i still don't get the imp for most non ranged fights(of which there are few) dps... not great, survivability... poor, hp buff ...overwritten by warrior..unless its maly P2 or another ranged boss i can't seem to think of the imp fails for 0/41/30
Viper007Bond Mar 6th 2009 7:14PM
Unless you're Affliction or spec'ed into Felguard, the Imp does the most DPS (around 300-500 DPS for me as deep Destro).
Thallium Mar 2nd 2009 4:09PM
When's the last time you pulled your doomguard out? He now comes pre-enslaved for 15 minutes then disappears when he's done. Last night in Naxx-25, my doomguard pulled 989 dps all by himself. Plus, Cripple is awesome.
R055 Mar 2nd 2009 4:18PM
Seriously.
Please at least read the patch notes for classes you write advice columns on.
They also changed how Infernals work around the same time, in case you missed that as well.
Yeng Mar 2nd 2009 4:21PM
Exactly. I use Doomguard on many of the straight dps fights like Patchwerk.
Kurotowa Mar 2nd 2009 4:21PM
I believe the Doomguard created by Curse of Doom is still uncontrolled at first. Which is why I honestly have never used it. For a real test you need to pop Ritual of Doom in an instance or raid, for a full 15 minutes of boss-smashing goodness.
R055 Mar 2nd 2009 4:25PM
ok, I couldn't find it in any patch notes, but i found this instead:
http://www.wowinsider.com/2008/11/04/warlock-changes-in-patch-3-0-3/
Zach Mar 2nd 2009 7:07PM
@Kurotawa - The Doomguard comes out enslaved automatically. Should always be used on Patchwerk.
garinow Mar 2nd 2009 4:10PM
It's worth checking out Curse of Doom, the doomguard procured in this manner is automatically enslaved and despawns after 15 minutes. It won't break enslavement and go on a rampage against you or your party.
Nick W. Mar 2nd 2009 4:18PM
Either that is incorrect, or I'm experiencing some sort of glitch, because I did that very thing not 10 minutes before I started writing this article.
Perhaps it is Ritual of Doom which produces these effects?
garinow Mar 2nd 2009 4:20PM
Yeah, sorry, I meant Ritual of Doom, not Curse of Doom, which admittedly has a less useful effect.
Yeng Mar 2nd 2009 4:22PM
Yes, Ritual of Doom will give you a Doomguard for 15 mins, pre-enslaved, disappears when he's done, and doesn't sacrifice someone that helps summon him (just does a bit of damage).
emberdione Mar 2nd 2009 4:26PM
The Ritual of Doom, not the random Curse of Doom side effect, is the only way to accurately and properly summon a Doomguard. The quests takes about an hour with travel at 80 to do. There is no reason a Warlock shouldn't have this spell and have the Infernal spell.
I am working with my guild to get it added to the list of required "things" for a warlock. The Doomguard does over 1k DPS all on his own (and has 47k health buffed) and just gets better when everyone buffs him. Also he can take over for tank in a pinch.