Blood Pact: Affliction 101, Page 2

Talent overview
Affliction talents:
- Improved Curse of Agony - Staple spell, more damage, more agony, lovely.
- Suppression - 3% hit from talents means 79 hit rating points you don't have to find on gear.
- Improved Corruption - Again, corruption is a staple spell so more damage to it is great.
Improved Curse of Weakness- This can be handy at times but it's not going to increase your DPS and the same effect can be provided by other classes.Improved Drain Soul- This can be very nice for leveling where you do the killing. For raid bosses though it's no good. The threat reduction should not be needed, have a word with your tank if you feel the urge to put points here.- Improved Life Tap - Better Life Tap means less Life Tap = more time for hurting stuff.
- Soul Siphon - This is a significant boost to your DPS in the execution phase (under 25% health on target).
Improved Fear- No damage gain here and almost no utility.Fel Concentration- There are times when it seems this would be great but not enough to make the talent a must have.- Amplify Curse - Eking out more efficiency from Curse of Agony
Grim Reach- It's nice to be able to cast from further away but as we use both affliction and destruction spells we would need to also have Destructive reach to make this work.- Nightfall - Nothing makes an affliction lock glee more than chain-gunning a couple Shadow Bolts.
- Empowered Corruption - This is so nice. Omnomnom Corruption power.
- Shadow Embrace - Another ability that simply raises damage of other spells. Gotta love that.
- Siphon Life - While the health return is really nice (especially when out on your own) it's that damage increase we want here.
Curse of Exhaustion- I used this once on the Moroes fight. True story.- Improved Felhunter - Now that the puppy is our best friend again it's good to buff the good goggie.
- Shadow Mastery - Pure bonus damage. Awesomesauce.
- Eradication - Not bonus damage but bonus haste... which means we can do more damage.
- Contagion - Again, more damage to our core spells so grab it all.
Dark Pact- Life Tap is still better for damage throughput and the health loss is negligible in a raid, all makes this talent kinda weak.Improved Howl of Terror- Can be very handy to have an instant AoE fear when out on your own but no good for raiding.- Malediction - This used to be all about utility (increasing everyone's damage) but now the power is all for us.
- Death's Embrace - This is the first step of the execution phase, starting at 35%.
Unstable Affliction - very efficient spell that will make up a large amout of your damage done.- Pandemic - Big crits -oooh yeah!
- Everlasting Affliction - A damage bonus and not having to cast corruption again. How could you say no?
- Haunt - It does damage, it refreshes corruption, it buffs DoTs and it heals you. What's not to like?
- Improved Shadow Bolt - Shadow Bolt is your filler spell so it's good to buff it. Others might provide the debuff as well but with you about they don't have to.
- Bane - Faster Shadow Bolts is very nice.
- Cataclysm - A decent filler point here, but not essential, all it does is remove the need for a Life tap or two, handy but you might want something else more.
- Ruin - Again, good to buff that filer spell.
Gems
Since spell power and haste are your key stats (after hit cap) with crit and spirit following up not far behind, you have a broad selection of gem colors to chose from. This means you can pretty much match any socket color if the bonus is worth it. If the bonus stat is not one of these four then gem for spell power, if it is and you want to gain the bonus then match as follows:
- Blue - Spell power and spirit
- Red - Pure spell power
- Yellow - Spell power and haste
Glyphs
A lot of warlock glyph information can be found in a previous Blood Pact: Warlock glyphs to use, ignore or to dream for. Typical setup for endgame affliction would be:
Enchants for the endgame
- Head - Arcanum of Burning Mysteries
- Shoulders - Greater Inscription of the Storm (or Master's Inscription of the Storm for scribes)
- Back - Greater Speed (or Lightweave Embroidery for tailors)
- Chest - Powerful Stats
- Wrist - Superior Spellpower (or Fur Lining - Spell Power for leatherworkers)
- Hands - Exceptional Spellpower (or Precision if under hit cap, or Hyperspeed Accelerators for engineers)
- Legs - Brilliant Spellthread
- Feet - Icewalker
- Rings - Greater Spellpower
- Weapon - Mighty Spellpower or Greater Spellpower for a staff
Don't forget to add extra gem sockets where you can (waist for all, wrist and hands for blacksmiths).
Blood Pact is a weekly column detailing DoTs, demons, and all the dastardly deeds done by Warlocks. If you're curious about what's new with Locks since the last patch, check out WoW.com's guide to patch 3.3 or find out what's upcoming in Cataclysm from the BlizzCon 2009: Class Discussion Panel.





Reader Comments (Page 1 of 5)
Kurotowa Feb 8th 2010 3:12PM
A good introductory piece, but there are two points I would argue with.
First is Icewalker as the boot enchant. It's the best pure stat one, but I'd offer that the run speed from Tuskarr's Vitality is more useful overall. Never underestimate the use of run speed, from raiders hustling to Not Stand In The Fire to everyday running from the AH to the mailbox.
Second, Dark Pact has come up in the world a lot. It scales with Spellpower, so once you're hitting higher levels of gear it gives significantly more mana per cast than Life Tap does. And since you're already getting Imp Felhunter now you won't be short of mana to drain off.
Rocky Feb 8th 2010 3:18PM
I think the logic is you're going to be Life Tapping for the glyph anyway so you might as well get your mana from that. That, and Life Tap scales does scale with spirit, so it's not like you're stuck with a base mana rate regardless of gear.
morehat Feb 8th 2010 3:24PM
Dark Pact trigger the Life Tap glyph.
Azizrael Feb 8th 2010 3:28PM
I'm not specced for Dark Pact atm but I know the two locks in Paragon's 25 man team both have it, so I guess it's useful for progression content where the health hit from Life Tap is too risky.
Also, Improved Drain Soul shouldn't be needed for raiding but if you're mostly running the daily heroic it's absolutely worth moving two points over to increase your chances of survival when you vastly outgear the tank.
Clockw0rk Feb 8th 2010 4:49PM
Life Tap is fine when you're doing heroics with a competent healer; but if you're questing/farming and rapidly going from mob to mob, I feel that Dark Pact is much better.
I was in a heroic the other day and our healer was absolute garbage. Overhealed the tank and neglected everyone else. I had to remind him to heal me and he didn't understand why I suddenly had 1k health and full mana. I was desperate for Dark Pact, but after respec'ing to Demonology I was forced to sit and eat food to get my health back up. Absolutely disgraceful.
So Dark Pact is definitely a play style thing. If you're going to be soloing mobs for extend periods of time, for whatever reason, Dark Pact is much more 'keep me alive' friendly than Life Tap by itself.
Rubella Feb 8th 2010 5:05PM
There is apoint at which your lifetaps (which scale with spirit) return less mana then dark pact (which scales with spell power). Since both spells trigger the glyph of life-tap, all it takes is figuring out where that sweet spot is for you. If you are concerned that you ma be here, run simcraft and compare the two to see which gives greater dps buff.
Note -- whichever is more mana efficient is better for dps. Less time lt/dp = more time to dps.
2nd Note: Dominic even wrote an article on how to set up sim craft: http://www.wow.com/2010/02/01/blood-pact-using-simulationcraft-for-gear-selection/
Dominic Hobbs Feb 8th 2010 5:14PM
Yes, Tuskarr's Vitality is a good alternative.
I'm still not sold on Dark Pact, it has gotten a lot better and I have no problem with people using it, I just don't feel the need. bad healers are bad, building talents to accommodate that feels wrong.
Don't forget that rank 1 Life tap triggers the glyph and should be used in rotation if mana is ok.
Paul Feb 8th 2010 6:07PM
I'm confused. Both Life Tap and Dark Pact trigger the Glyph of Life Tap. Is the mana return from Life Tap significantly better than Dark Pact? Any facts and figures on the difference between the two?
skizzik Feb 9th 2010 8:50AM
@Paul
One major downside to Dark Pact is that your pet needs to be in range and alive in order to use it.
alexander.newman Feb 9th 2010 9:30AM
Dark Pact remains useless with a 30yd range while boss hitboxes are > 0 yards.
LT Rank 1 is good for situations where you have to move, don't have to refresh CoA, and don't have a Nightfall proc: you make it less of a waste of time by refreshing the glyph. It's also useful in fights where mana's not much of a problem, but health is.
Arthercy Feb 9th 2010 3:21PM
At higher gear levels Dark Pact (DP) is def the way to go. DP & Life Tap (LT) both trigger the Glyph of Life Tap. DP requires only one talent point versus two for LT (2/2 Improved Life Tap). DP does not drain your health; yes, healers should be able to heal you thru LT, but in [h]ICC the raid is going to be taking a ton of AoE damage--why tax your healers more than necessary? DP scales with spellpower while LT scales with spirit, so DP even gives better mana return at higher gear levels (keep in mind that none of the t10 pieces has any spirit whatsoever). Does that mean that if you pick up DP that LT should be ignored? Of course not: I keep rank1 LT, Rank 8 LT & DP all on my bar & use each when most appropriate.
Tuskarr's Vitality (& probably Nitro Boosts) should be added as alternatives to the boot enchants imo. Also, Major Spirit should be added as a chest enchant alternative. I know some will argue that the extra health & mana make +10 stats better, but lets face it: they don't add any DPS & when has an extra 100 health ever saved your life? Major Spirit to chest not only provides (very slightly) better DPS, but also requires much cheaper mats.
Arthercy Feb 9th 2010 4:00PM
Also, Black Magic provides a better DPS boost than Mighty Spellpower at higher gear levels (yes, haste now provides a better stat-to-DPS ratio than spellpower). However, if you (for whatever reason) are using a staff instead of a 1H/offhand than you should stick to 2H Greater Spellpower.
Clydtsdk-Rivendare Feb 8th 2010 3:14PM
I don't play a lock, but because it's a haste proc you may or may not want to mention Black Magic as an enchant.
Valt Feb 8th 2010 3:52PM
I think pure SP is still superiour to locks rather than haste. I mean sure haste is nom nom but SP is way more tastier
jbodar Feb 8th 2010 10:44PM
http://wowmb.net/forums/f9/37296-black_magic_vs_63_sp_enchants/
Finnicks Feb 9th 2010 3:38AM
I personally found the lack of mention of Springy Arachnoweave and Nitro Boosts in the enchant section to be appalling.
A parachute AND spell power? A 5-second sprint AND extra crit? Yes please!
...at least he remembered the Hyperspeed Accelerators.
Jagoex Feb 8th 2010 3:21PM
Fantastic overview of the Affliction tree, Dom. Well done!
I would only suggest adding a bit about stacking Shadow Embrace-x3 to your existing (and fantastic) flowchart. This would require a couple of Shadow Bolts that are cast before the highest DPCT DoT. While it does not make a huge difference, it does increase DPS and DD ever so slightly by buffing those first few ticks of Corruption and CoA (and maybe even UA) by 15% instead of 5%. Again, not a big deal, but an increase is an increase imho.
Happy 'locking. :)
Dominic Hobbs Feb 8th 2010 5:20PM
I was tempted to add in extras like this but it is supposed to be an introduction. There are better sources of in-depth info than this guide which is purely in the "try this for a start" camp.
I had a suspicion that the info would make it's way into the comments though, so thanks.
Ratskinmahoney Feb 9th 2010 7:23AM
stacking SE to three before casting your dots is actually a dps loss. Because SE is a +dmg debuff, rather than a buff it does not matter that you've cast e.g. corruption and UA before getting your third stack up, the extra 5% will be applied to all your ticks that occur after your second SB has landed.
Highest DPS opener is still SB - Haunt - DoTs - SB...
The Giant Feb 8th 2010 3:26PM
Completely unrelated, but has anyone noticed that Hobbs is the perfect warlock columnist? I mean, two tiny typos and he's Demonic Hobbs.