Blood Pact: How to trounce through Firelands as a warlock

Being relatively newish to writing Blood Pact, I'm not sure if I've yet said this. On the off chance that I have, well, then it at least bears repeating: I am a raider. What I do, what I care about, is going into the most relevant content and kicking butt. Not only am I a raider, but I raid as a DPSer. Though my main might be a hybrid-capable for healing or tanking, I have absolutely no interest in either of those concepts. There's a reason that the first four alts that I pushed to level 85 were the pure classes.
That being said, even I know that damage cannot be -- is not -- everything. The tired phrase that dead DPS is zero DPS certainly holds true. More so than that, very encounters are even about raw damage potential, anyway. Although Firelands is a lot less gimmick-based than tier 11 raids were, nearly every boss encounter is going to require some non-DPS related task that has a much higher chance of wiping the raid than anything else. Are you prepared to deal with every situation? Let's find out.
Which spec can I take?
When it comes to playing a warlock -- particularly a raiding warlock -- the first thing that people always ask is what spec they should play (although it is usually worded as What spec deals the highest DPS?). Despite what some detractors might say, warlocks are in a spectacular place, because they exist where skill is by and large the more important factor of damage than spec choice. While the specs are not perfectly balanced, all three are well within an acceptable margin of each other. That's fantastic. We've never seen that before in the history of WoW for any class.
I said it in a previous article and I'm saying it again now: Play the spec that is the most enjoyable to you. While the best of the best might flock to a certain spec, that is always because they need every single minor increase that they can get in order to push the edge of content. The regular player will always see a larger increase in DPS by perfecting the rotation and decreasing mistakes than by changing the rotation. Don't just take my word for it -- ask Frostheim and the hunter brigade.
That said, it's unfortunate that DPS isn't everything that a spec brings.
The matter of damage
The type of utility that each spec has is unique, generally encompassing different buffs or debuffs that can matter quite a bit in a 10-man setting but are normally covered in a 25-man setting. There is more to it than that, of course, and each spec has a widely different method of survival that makes a difference in the way you spec. Further, each spec has a different method of dealing the bulk of its damage, which can be hit or miss in certain situations.
One of the biggest things that you will notice in this raiding tier is the vast amount of adds that you'll be dealing with. Beth'tilac, Lord Rhyolith, Majordomo Staghelm, Alysrazor, and Ragnaros himself all have adds. That's five out of the seven encounters. Now, each type of add is different; they aren't all just a large wave of tiny, insignificant cretins that need to be AOEd down.
When choosing your spec, also take into consideration what you need to do within that encounter. If you need to handle the spiderlings on Beth'tilac, then it's probably best to not be affliction, while both demonology or destruction are great choices. Should you be flying on Alysrazor, then you probably don't want to be demonology, or even destruction, for that matter. Given that each spec deals its damage in a different way, some encounter mechanics will support one spec more than another. This may mean that, at times, it might be best if you switch due to your role within a fight.
Keeping yourself alive
As I have mentioned, each spec has a widely different method of survivability, which really does make a difference in certain situations. For the most part, your personal survivability isn't too much of an issue in this raiding tier. While there are still periods of heavy raid damage in which having better survivability can be beneficial, most cases are more a matter of if you mess up, you die almost without question. Even if you do manage to live, a cooldown or talent really isn't going to make the difference in that situation.
What talents can do, though, is make those periods of healing easier for your healers. Most of this is all rather basic. You know that you should be taking some of the defensive talents, regardless of which spec you are, but not all defensive talents are made equal.
Shocking as this may sound, a vast majority of the raid damage taken in Firelands is fire damage. I know, who would have thought? In most cases, this causes Nether Protection to be far more valuable than most other forms of survivability offered by other specs. Being able to reduce the damage on Flamescythe from Staghelm by 30% for 12 seconds every 30 seconds is ridiculous. Tanks would kill for that level of protection.
In most other situations, the raid damage should never be so bad as to cause survivability issues. Again, if people are dying, then it is far more likely that they somehow messed up in a way that caused them to die, and nothing could have saved them. If, however, you do find yourself in a situation in which players are dying to normal raid damage -- which can happen on Staghelm -- then seriously consider going destruction. It might be odd to consider it the survivability tree, but Nether Protection is simply that strong, and there's nothing to replace it in any other tree.
Restocking the supply
Another vast benefit of having so many add-filled encounters is that you will never want for soul shards. In fact, the only encounter which you don't have any opportunity at all to replenish your supply is Bale'roc, the only encounter this entire tier without any additional targets.
Spiderlings or Drones on Beth'tilac, Sparks or Fragments on Rhyolith, druids or ugly, bird creatures on Alysrazor, the two dogs on Shannox, Spirits of the Flame or Staghelm, and Sons of Flame on Ragnaros ... There's something in nearly every encounter that you can use to get back shards, and you really need to be doing so. Once again, I'm going to call out destruction for this. Shadowburn is a rather weak spell, but it is totally worth tossing out as one of the last hits on a dying add in order to get some shards back. If you happen to be destruction and can spare a point for it, then you might as well do so.
Sometimes you have to get a little crazy
There will be times when you might have to create your own utility -- odd, I know, but stay with me on this one. Ragnaros, as an example, has an ability called Magma Trap in his first phase. You have to detonate these traps, they can't simply be ignored. The downside of this is that whoever detonates the trap will be sent flying into the air high enough that even a rogue or druid in Cat Form is going to die from the fall damage even from full health. Normally, this would mean sending up a mage or a priest, but let's be honest -- who really wants to bring a mage along? Remember, anything a mage can do, we can do better.
Without one of the traditional methods of dealing with this mechanic, you may have to get inventive. Demonic Teleport is one such invention. Place a circle on the outside of the trap just before heading up, and then teleport right to it once you get low enough without any fear of fall damage at all. There's the DPS hit of having to constantly resummon circles, but it honestly isn't any worse than any other caster would see by using Slow Fall mechanics.
That is merely one example. Never be scared to experiment with various mechanics that might be giving your raid group trouble. How do you think we create those strategy guides to begin with? Top guilds don't have anyone else telling them how to deal with boss ability A; they just go in there and figure it out. There might be times when you simply don't have the raid composition to support the traditional strategy or you may just not have the proper players for it. Just because a strategy says to use two healers for something doesn't mean your guild will be able to pull it off. You may need a different healer; you may need different DPS. There are tons of factors.
Experimenting is half the fun of this game. Forget what people are already doing or what Blizzard expects you to do; it's doing the impossible -- and being as flashy as you can about it -- that makes up the heart of this game. Never let anyone tell you that you can't do something. There's always a way to pull it off.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Lucretiel Jul 18th 2011 2:28PM
Funny how demonic teleport keeps popping up. It's quickly becoming my favorite utility spell.
Revynn Jul 18th 2011 2:53PM
Destro is remaining my spec of choice this tier, though I like to use Affliction for the largely single target fights (Shannox, Bale and Staghelm). My raid depends on my Shadowfury for Sons of Flame, Nether Protection is still a ridiculously useful spell for high damage phases (Staghelms Scorpion or Rags' Seeds), and being the "burstier" of the three specs is incredibly nice for add heavy fights where things can't just be AoE'd down (Alysrazor) or die too quickly for DoTs to start ticking (Rhyolith).
Magicslime Jul 18th 2011 2:55PM
I play a tank, and while 30% is always nice, its not amazing really. Anti magic shield blocks 75% of all magic, and blocks all magic debuffs/dots (though it does have a short duration) There are also several other damage reducing abilities for all the tank classes.
vendeurfrancais Jul 18th 2011 3:29PM
yes, but it has a longer cooldown, and doesn't have the added absorb before hand.
Imnick Jul 18th 2011 5:16PM
No tank class has 30% magic reduction on a 30 second cooldown
The duration of the buff means that you can have this damage reduction for a whole 40% of an encounter if you use it on cooldown
Angus Jul 18th 2011 5:18PM
30% reduction available 40% of the time and you were seriously acting like it sucks? I now know why so many DK tanks are mocked.
I'd give your left nut for that sort of protection. I'd offer my own but I need it to tank with my 20% reduction available 20% of the time.
wutsconflag Jul 18th 2011 2:59PM
I'm getting that old feeling back, the one I got back in Vanilla, where I shelved my hunter to play my warlock. It's a familiar feeling, and it might just be the right time...
*eg*
Natsumi Jul 18th 2011 6:20PM
Join me, and I will complete your training. With our combined strength, we can end this destructive conflict and bring order to Azeroth. If you only knew the power of the Warlock side. Frostheim never told you what happened to your father. I am your father. Search your feelings, you know it to be true. You can destroy Ragnaros, he has foreseen this, it is your destiny. Join me and together we can rule Azeroth as father and son. Come with me, it is the only way.
Baba Jul 19th 2011 7:18AM
*tucks hand into sleeve*
I'll never join you!!
wutsconflag Jul 19th 2011 12:15PM
@Natsumi:
Someone said something similar to me back in '06, which led to me raiding as a warlock through MC/BWL. Hmmm... I hear the Dark Side has cookies. That true?
thegreatoak Jul 18th 2011 3:39PM
Does anyone else have an issue with Demonic Teleport where it's not immediately available when you're in range, hence making it a dicey choice of avoiding fall damage? Granted, I was falling from the ceiling of the world to the bottom (it never gets old, splatting while ss'd, then rezzing and /say "Gee, that tickled"), and I don't know if I accelerate while falling or if the greater distance (in a busy Stormwind) means the game had to process more data before the range query-response went through, or if plain old latency (I run about 100-200ms) is the issue, or if falling from dismounting vs. falling from being pitched is processed differently -- but I can't reliably save myself even if I spam-click the button as I'm approaching (and passing) the range when falling. Even if I fly just above the range of my portal and dismount, I can only get the spell to trigger in time about half of the time. I already enjoy many of the warlock tricks in PvE, but this one eludes me.
Ben Smith Jul 18th 2011 9:08PM
I've found this to be an issue too. I think there is a latency of getting in range versus the button actually activating.
Shev Jul 19th 2011 4:23AM
If you use it on the way up rather than waiting until you're falling you shouldn't have any problems with the latency issue.
Xayíde Jul 19th 2011 7:47AM
I play with a latency between 200 and 400 and don't usually have that issue.
What I do though is teleport BEFORE I go up, as in exactly after the trap explodes. This ensures that you lose as little DPS as possible.
brettj Jul 23rd 2011 1:37PM
I have the same problem. Click on teleport. Nothing. Click. Click. Spam. Spam. Spam. Then die because I couldn't get a way. Always in range. This happens more often than not for me, and I usually try to use it in the Tol Barad skirmishes.
ladeezluvlarry71 Jul 23rd 2011 5:51PM
My problem is hitting my teleport too quickly, ie. before the trap triggers, which seems to put my circle on cooldown and launch me up to my death.
And get me laughed at on vent. :
thegreatoak Oct 6th 2011 9:26PM
Some time later, I discovered I'd been missing out on "Cast action keybinds on key down." With this selected (in Interface > Combat), I'm able to set my portal, fly to the ceiling, remove flight, and safely port a split second before landing. It's still a bit close for my tastes, but definitely solves the issue completely.
Noekh Jul 18th 2011 3:50PM
Honestly, Tyler, I just made a new warlock myself, so reading up on things like this gives me great ideas for dungeons, and raids!
I started him yesterday (Girl playing a guy toon.. aawwwkward. Anyway!) and am already level 50. I've been leveling as Destro and I can't say I've enjoyed the other two specs more.
..Is there any chance you can con someone into updating the leveling guides on this site for Locks, though? They're all terribly far behind!
Noekh Jul 18th 2011 3:53PM
Actually, feel free to remove my comment. Fate smiled on me, and about 25 seconds later, I just found the shiny, new, updated stuff you did! Warlocks really -are- magic..
Wolfbeckett Jul 18th 2011 5:38PM
Lots of dudes play as female characters so I really don't think that reversing that is all that awkward.