Blood Pact: The clothes make the warlock -- stats and reforging in 4.0.1

The first rumblings of the Cataclysm are upon us, and the sage wisdom that carried us through our adventures in Northrend is now as useful as that protective talisman a smooth-talking troll sold me. (Note to self: Find that troll again and communicate my feelings about his product quality. Remember to share my feelings with his friends, family and nearby flammable objects, while I'm at it.)
But business before revenge. What you want to hear about is gear, or more specifically, what you want out of it now. Some stats are changed, others are gone forever, and we've got an entirely new one to deal with. On top of that, our gear is now more customizable than ever before with the newly added Reforging option to take advantage of.
So join me after the jump as we go over stat weight, gemming, reforging and everything else you need to know to maximize your eldritch might in the twilight before the end of the world.
Out with last year's styles, in with the new line
Let's start with a big one. Spirit is now worthless for warlocks -- Fel Armor doesn't convert it to spellpower anymore. A few DPS specs are meant to share gear with healers and get a talent that converts spirit to hit. The rest of us want to avoid spirit gear unless it's a massive upgrade over what you have. Reforging can salvage some of the points, but you're still losing a lot of the item's power. So do your best to swap out any gear with spirit on it, and see about switching out those old Purified gems. They're even less useful now than the used to be.
Speaking of hit, if you're raiding, you may notice you need a bit more of it than you used to. The talent that gave +3 percent hit is gone, and if you're Alliance, the draenei racial is no longer a group buff. So you may find you need to supplement your hit rating a bit. Remember, the goal for raid bosses is 17 percent or 446 hit rating. The improved character sheet display should tell you what percentage you're at if you mouse over it.
You're also going to be finding spellpower as a stat in a lot fewer places. The straight damage stat for casters is now intellect. Weapons still come with spellpower and the enchantments that gave it still do. But gear and gems are all intellect now, and the new enchantments coming in Cataclysm will be, too. So don't turn your nose up at it as something only holy paladins stack.
Finally, we've got an all new stat: mastery. We'll get to its relative value later, but the short of it is that for warlocks, mastery is a simple damage buff. You won't find any gear or gems with it just yet, so reforging is the only way to get it.
Decking out the bling
Gems have seen a bit of a restructuring. Don't panic; the changes are fairly small. Let's go over it quickly.
The hit gem is now blue instead of yellow. Finally, we have something more useful to fulfill those annoying Metagem requirements. This makes the new Veiled Dreadstone our go-to for replacing those Purified gems you want to be getting rid of, which conveniently also helps with that extra hit you'll probably want.
For red, the Runed spellpower rubies are now a thing of the past. Our new keyword is Brilliant, as in the Brilliant Cardinal Ruby. Don't worry, all your Runed gems will have converted over. Yellow is unchanged, with haste and crit still both residing there. In a couple of months, they'll be joined by mastery, making yellow the major secondary stat color.
In other words, all you really need to replace is a few Dreadstones. Just remember that the old wisdom of ignoring socket bonuses and going straight red is old. On ICC-level gear, the socket bonuses are usually enough that it's worth popping in an orange gem in your yellow sockets for that bonus.
Custom tailored just for you
Now for the big one: reforging. First, let's establish what it can and can't do. Reforging lets you take a secondary stat on an item and turn 40 percent of the value into a different secondary stat that isn't already on an item. That means you can't get any extra intellect this way. It also means you can't reforge your tier 10 chest to have extra haste or crit because it already has both on it. But you can reforge the gloves for haste because they don't have it already, and since nothing we have at 80 has mastery on it, everything can be reforged for more of that.

The stat priority for affliction is the simple one of the three. Haste in the lead by a good margin, and mastery beats crit by a small one. Affliction is all about the DoTs, and now all DoTs tick more often with haste. So all your gear without haste on it should reforge crit for haste -- and if you really want to maximize your effect, then every piece with haste already on it should reforge crit for mastery.
Destruction and Demonology get a little more complicated. They both have specific mechanics that shift the value of the three unexpectedly. In the abstract, destruction's values are mastery beating crit and haste far beneath them both. Demonology's values would be first crit, then haste, and mastery third, with only a small difference between them.
What complicates things is the new mechanic I mentioned before in which haste speeds up the time between DoT ticks. If you speed it up enough, it will actually add new ticks to the duration of the DoT. Besides the straight DPS upgrade of extra ticks, the two specs both have important interactions with other talents.
The reason this is important for destruction is a little spell called Conflagrate. Because Conflagrate does damage based on the total periodic damage of Immolate, adding extra ticks to Immolate is a significant boost to Conflagrate's damage. This means that if a destro warlock can stack enough haste to add a new tick, it makes haste leap up to the best of the three stats. The target numbers for new ticks are 50 percent and 70 percent haste, which right now convert to ratings of 1,406 and 2,030. So calculate how much haste you can get from gemming and reforging, and aim for those soft caps. Anything over the cap should instead go toward mastery.
Demonology is a little less direct, as it revolves around the new Hand of Gul'dan spell. At the moment, it's a lot harder for demo warlocks to keep Immolate refreshed with Hand of Gul'dan than it is for afflic warlocks to keep Corruption up with Haunt. Immolate's duration is shorter and Hand's cooldown is longer, leaving a small window before Immolate falls off. Here again, additional ticks in Immolate are the goal because they make it much easier to hit that window. If you can reliably hit the free refresh and not have to recast Immolate yourself, it comes out as a big DPS increase. The soft cap targets are the same as destruction's, but this time, points over the cap should go towards crit instead of mastery.
Now you should be ready to go out there and make the mages cry for buffs. Just remember that this information is all time-sensitive. The beta servers are still seeing weekly build tweaks that up-end matters, and once we actually level to 85, it's a whole new game. So be sure to keep your attendance card punched and Blood Pact will keep you up to date on what you need to know.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Wilfwj Nov 1st 2010 3:35PM
Excellent advice, I'd been stacking mastery as a newly minted 80 destro warlock and hadn't even considered the effects of haste and conflag.
One more thing to bear in mind as I acquire more and more tier 10.
Hanak Nov 1st 2010 9:16AM
"Immolate's duration is shorter and Hand's cooldown is longer, leaving a small window before Immolate falls off. Here again, additional ticks in Immolate are the goal because they make it much easier to hit that window."
Me stupid. Me no understand. How does more ticks give the player a larger window of opportunity? The DoT duration is still just as long, and the CD stays the same. Right?
Aaron Nov 1st 2010 9:43AM
I've only dabbled in Demo since the patch, but if I'm reading the article correctly he's saying the extra ticks help ensure a refresh on immolate. Not having to refresh it saves you 2 seconds and that (to me at least) is awesome.
Rakah Nov 1st 2010 9:59AM
As hanak said though the duration remains the same. if your gonna miss the refresh before the last tick your going to miss it anyway. That said haste is very nice for curse of doom (or is it a bane now i can't recall) simply because more ticks of doom means reduced CD on metamorphosis which is a considerable boost to dps.
andrew Nov 1st 2010 10:02AM
Immolate has a 15second duration with 0 haste.
Hand of Gul'dan has a 2s cast and 12s cooldown so you can cast it once every 14s.
That means at 0% haste you have 1s to cast HoG so that it refreshes Immolate before it drops off. As haste increases the duration of immolate goes down so it gets harder to refresh using HoG. When you reach around 7.5% haste the duration of immolate drops below the frequency that you can cast HoG. That is a problem until you reach about 20% haste when you get another tick and the dot duration goes back up to 15 seconds.
Xayíde Nov 1st 2010 10:52AM
It's more or less what andrew said. This article explains everything in detail: http://cynwise.wordpress.com/2010/10/29/how-warlock-dots-work-in-cataclysm/
Pfooti Nov 1st 2010 10:54AM
Even worse, HoG actually has a pretty long travel time: ~0.5 sec between when you cast it and when it actually lands. Sadly, this is not affected by haste, so refreshing Immolate with HoG takes split-second timing. Moreover, because Demo's filler nuke (shadow bolt) is such a long cast-time, it's very easy to get caught crossing the "cast HoG" now line while in the middle of shadowbolt. It makes the rotation very tight.
Putting something like +6 sec to immolate on molten core (which IIRC it used to have) would probably have a lot of utility for demo warlocks without really changing their DPS unexpectedly (refreshing immolate would become easier, but we'd also lose the not-inconsequential initial DD aspect of immolate).
Cynwise Nov 1st 2010 12:13PM
The only thing I would add is that it's really only the window from 7.5% to 9.9% Haste where Demo locks have a problem. Unfortunately, this is a pretty common range to be in.
In that range, Haste has reduced the time between Immo ticks without adding a sixth tick, bringing the duration of Immolate down to below the cast time of HoG + HoG CD. At 9% Haste, each Immolate tick takes 2.7523 seconds. You’ll get 5 ticks, for a duration of 13.76 seconds. That same 9% Haste brings HoG’s cast time down to (2/1.09) = 1.8349 seconds. With a 12 second CD, that means HoG can be cast once every 13.8349 seconds.
At 10% Haste, Immo gains the sixth tick, giving you a major boost to your DPCT (in addition to the normal, linear gain to DPS Haste normally gives (each tick is 2.7273 seconds long). This extra tick extends the duration of Immolate to 16.3636 seconds, placing it comfortably within the cast + CD time of HoG.
It's convenient, and mostly correct, to say that DoT durations stay the same in the new model. You won't see 10 second Immolates or 13 second Corruptions in 4.x, because new ticks are added when the duration is reduced a certain amount. This extra tick will cause the duration to extend past the normal duration, giving you a much higher DPCT (extra tick for the same GCD) when this happens, but it also means that durations won't vary much past certain values. Immolate won't be 13 or 17 seconds long, but it might be 14... or 16.
The article @Xayíde posted has much more on the specifics behind why this happens. (Thanks for the link!)
I think giving HoG a glyph to reduce to CD to 10 seconds (like Chaos Bolt) would be an interesting option to help loosen up this rotation a bit.
vocenoctum Nov 1st 2010 12:38PM
This might be a stupid question as well, but here goes...
Affliction locks get the renewal more, but then the dot is generally "stable" throughout. Immolate isn't, it's got an upfront damage boost to it as well. So, is Hand of Guldan really meant to be a replacement for new Immolates, or simply a situational buff type deal?
And while we're at it, with other dots, the new cast simply adds on to the duration without resetting the ticks, right? So when Immolate's Intro Hit hits, does the dot just stack time like normal and the hit can occur at any point in the middle of the ticks?
Xaklo Nov 3rd 2010 1:33AM
@Cynwise/Pfooti
I think Cynwise's idea of a glyph to fix the problem would be the easiest solution, but I think Pfooti's idea about lengthening immo would be the better choice as it gives some flexibility in the rotation without giving the larger buff that lowering HoG's CD would.
@vocenoctum
Yes HoG does replace immolate's direct damage. It ends up doing more damage, even on single targets, HoG is to demo as Conflag is to destro now, you should be casting it on every CD, not only for the damage buff, but also since much of our damage is from demons (see:mastery) it's actually a rather large dps increase.
As for your second question, I'm pretty sure immo is a little different. I think if you already have immo up, once you cast it (as opposed to HoG-refreshing) it's counted as a completely different dot, dealing the direct damage right away, and reseting the ticks thus "clipping" any remaining ticks. This is also why refreshing it with HoG is a dps increase as it doesn't reset the ticks.
Michael Nov 1st 2010 9:38AM
" Our new keyword is Brilliant "
Brilliant...Brilliance?
Brilliance...Arcane Brilliance?
Arcane Brilliance...
...Mage?
So what you're saying...is...
Mages are the key to success.
Stoop Nov 1st 2010 9:51AM
Yes, eat at least two a day. They're full of tears and vitamins.
BlackTiger™ Nov 1st 2010 10:43AM
Warlock = mage, who was excluded from magic school for reading wrong ("alternative") books.
jbodar Nov 1st 2010 1:58PM
@Blacktiger
Proud warlock parent bumper sticker: "My child melted your honor student's face off and ate his soul."
TecXero Nov 16th 2010 10:51AM
Of course, we love our soulburn and that runs on the souls of mages :3
Seriously though, if you check lore, Warlocks are mages (except for the Orcs, they're Shamans) that wanted more power so they turned to more chaotic and dark elements. Technically the warlocks achieved their goal so lore wise, warlocks are more powerful than mages. So far from my experience in bgs, this holds true. Though in raids it's fairly even.
Morpheeze Nov 3rd 2010 1:37PM
Another question, might as well be a language issue. Does "destruction's values are mastery beating crit and haste far beneath them both" mean in essence that if you can NOT reach the haste soft cap that adds another dot tick you should reforge into mastery completely disregarding crit and haste?
flint Nov 1st 2010 5:03PM
Pretty much. If you see that you'll be below the haste soft cap if you reforge everything and you have no easy way of reaching the cap, then forget about haste and go mastery and crit.
Zenith Nov 1st 2010 9:44AM
So that's what's been happening to the Warlock columnists - they are being stolen into the treetops!
On another note - one more problem with Hand of Gul'dan is that it has a cast time AND a landing time - furthermore until you get another tick of immolate, you are effectively reducing the time you have to refresh it with hand.
mehehe Nov 1st 2010 9:52AM
How about using Fel Flame once per Immolate to prolong it and then refreshing using HoG? Anyone on the beta check out and let me know?
andrew Nov 1st 2010 10:06AM
I think recasting immolate might work better (3x upfront damage, 2.5x more ticks for only 1.5x casting time) and since Fel Flame isn't available until L81, it isn't much use for 4.0.1 raiding.