Blood Pact: Patch 4.2 Warlock Q&A

If any of you are readers of Shifting Perspectives, then you may have noticed that two weeks ago, I did a little number asking people to tweet in some questions about balance druids that they would like to have answered. From that, I got a good deal of feedback from Blood Pact readers that they would like to see their own version done for warlocks. Not one to disappoint, I am pleased to present the first article straight from the warlock mailbag (or Twitter feed, as it were). I have to say, you warlocks are certainly a tougher bunch than the druids are when it comes to asking questions; a number of them were tough! I'll be doing my best to answer as many as I can as well as I can, but I won't be able to hit them all.
Don't get discouraged, though! If you don't see your answer this week, I've certainly kept all of them in mind for future articles that can address some of the hard-hitting ones I got. Remember as well that you can always ask any question you'd like in the comments, via email, or through Twitter, and I'll do my best to get back to you as quickly as I can! Let's get this party started.
@BradyShiers so tyler im a big fan of your work on the blood pact, but i have to ask do you prefer droods over locks?Prefer is a strong word; I'm not sure I'm at a point in my WoW life where I can say that I prefer any one class vastly over the others. A balance druid was certainly my first raiding character, and it has been my main ever since then, yet I've played nearly every single class and spec out there to date. After having played them for so long, balance druids are certainly second nature to me, and I get a lot of enjoyment out of playing them.
That being said, I do love to hop onto my warlock whenever I can. It offers every that I could ask for -- a lovely change of pace that's still familiar enough that I don't feel totally out of my element. My main might be a balance druid, but it doesn't mean I don't love any of my other characters any less (except maybe the mage; he's only there for herbing and mining).
@archlord I want to level a lock via LFD only, what spec do you reccomend for that? And yes I know that is a horrible way to level.So long as you know that it's a pretty horrible way to level, then everything is peachy, in my book! Although, teamed up with a healer or a tank, it wouldn't be bad at all. Spec-wise, destruction is probably your best bet at the early stages, at least until you hit Cataclysm content. Mobs in dungeons tend to die exceptionally fast, which really weakens early affliction's performance. Once you get Soul Swap, it might go a little better, but it's still a major pain. Demonology would be the second-best option.
@wowcynwise Is Drain Life spec viable in Firelands, or have the repeated nerfs finally ended its popularity?Cynwise actually asked two really fantastic questions, but the answer to the second ended up running a little bit too long and took a bit more depth to it than I could fit in. What it might be? Well, you'll just have to look forward to that at a later date! Ohhh, teaser.
As for this question, the answer is no. The hotfix (which was actually applied during 4.1, despite Blizzard's listing it on the 4.2 patch notes and not even admitting to changing it until weeks after the fact) destroyed using Drain Life as a filler. While unlikely, it is still theoretically possible for DL to make a comeback, so we'll see if we ever reach that point. I wouldn't be holding my breath, though, and if we do, Blizzard will just nerf it again.
@sarahxgilbert Which two specs would you pick if you were a FL raiding warlock who primarily did 10s and why?When it comes to spec, most people are looking for the best performance. Personally, I feel that a player is always going to get the best showing out of the spec that he feels most comfortable playing, unless the balancing is just way off. If you really just loathe affliction, then your ability to execute the rotation properly is going to suffer -- thus, your DPS is going to suffer. Barring that, there is a "best" answer here.
10-mans are a little bit different than 25-mans due to the limit in the number of players. Fewer players means fewer buffs, so which specs you bring matters a heck of a lot more in the long run. For 10-man Firelands, I would highly suggest running as demonology as your primary spec. The 10% spellpower bonus is a huge buff. If you don't have a shaman who can drop Flametongue or a mage who can bring Arcane Intellect, then you're looking at a solid 800 spellpower increase for a majority of your casters out there -- healers, too. This is also an increase in power to dual-damage characters such as paladins and enhancement shaman. Even if you do have the weaker version of this buff, then you're still adding around 350 spellpower to every caster in the raid. It's a big deal. Not to mention, demonology currently has really solid damage.
For a secondary spec, I would probably roll with affliction, but then I think affliction will always be my secondary spec, since it's my favorite spec. Affliction currently has the best single-target DPS, fight depending, coupled with really strong multiple-target damage. Destruction shines well on Alysrazor and Beth'tilac, but on the former it shouldn't make a difference at all, while the latter has larger concerns. Alysrazor is more about killing the hatchlings, controlling the druids, and managing to not die than it is about boss DPS. Beth'tilac is much the same; add control and add death is paramount.
Honestly, though, much of this carries over to 25-man raiding, just for different reasons. Demonology shines really well on a number of encounters due to mechanics, while affliction is merely strong overall. Right now, those are definitely my two specs of choice.
@Orkchop How can I convince the Warlock in my raid to give me, an Unholy DK, his Dark Intent? Healers don't really need it, do they?I'm not sure if you can! Healers really don't need Dark Intent. We've had this debate here before, but the simple matter is that the additional healing is rather insignificant, save for on a restoration druid. Even then, it just doesn't offer enough of a boost to really mean the difference of life or death for a player. Added DPS is always a better solution.
@MikeJSchiffer why did the world first Tarecgosa's go to a mage? Is it because they're vastly superior?I don't pay much attention to the going-ons of the raiding elite, as it were, so I don't really know why the first one went to a mage. I can safely say that the reason is not because they are vastly superior, by any means. Certainly there's not been any theorycrafting that I know of that shows mages getting some significant bonus over other classes with the staff, so I would venture to guess that it went to a mage because that's just the player they wanted it to go to.
@WTSHeals Who's the priority for Dark Intent?I went more into detail with this one in a column a while ago, but most of that information still holds true today. Shadow priests, balance druids, feral druids, fire mages, assassination rogues, pretty much any other DPS beyond that point. Your priorities can also change depending on the fight mechanics as well. For example, if your shadow priest is assigned some form of add control duty that doesn't really require their DPS, then you are probably better off giving DI to someone else instead.
@hoang519 Q for bloodpact, warlock CC, what abilities might you use for cc other than fear? And when? Situational stuff!The obvious choice here is Banish, which is useful beyond words in far more situations than I could count. Elementals are some of the nastiest mobs that you will come across, and being able to CC both them and a humanoid target is super-awesome.
Other than that, there's Seduce, which can be alright in some situations. It really all depends on what it is that you are up against. The ability to lock down two or even three targets is one of the unique advantages that makes warlocks one of the best classes to have in a PUG right now. Be that as it may, however, there just aren't too many situations that you'll come across where you need that much CC. I'd really only consider using Seduce if I ended up in a group that totally lacked any other form of CC, such as a group with a DK and warrior.
@xvkarbear What makes playing a warlock fun for you?I sort of answered this question for balance druids as well, but much of the same logic that drew me to that class similarly drew me to playing a warlock for the first time. I love being a caster, but more than that, I love being in a support type role. Despite warlocks' always being a pure damage class, a lot of their early function hinged upon supporting their fellow players via debuffs on their enemies. The feeling that I am helping my group to succeed in combat but utterly crippling the opposition was a thrill to me and is certainly the role that I loved to play.
For me, one of the largest draws of warlocks came about during their golden age of PVP. The original warlock was downright terrible as a PVP class -- then again, if you weren't a rogue, warrior, or 3-minute mage back then, you weren't worth anything -- but that quickly changed. While the first arena games focused heavily on 2v2, where restoration druids and warriors dominated, warlocks always excelled at the 3v3 style of play, and they still do to this day. I'm not the biggest of PVP fans, but my warlock is one of two classes that I can actually PVP on and consider it fun (the other being a protection paladin, but there, I don't get to kill things).
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Jhestor Aug 15th 2011 4:22PM
Re: Giving Dark Intent to healers
I play a restoration druid in a 10 man raid, and am lucky enough to receive both the raid-haste buff and DI. This allows me to hit an important haste break for my HoTs while saving me over 500 points of itemization I can throw at intellect and other stats that improve my performance. It's such a phenomenal boost to me.
Don't let a DPS class automatically take DI just because it boosts their numbers slightly; make certain to weigh the pros and cons of each individual application and then decide.
Tyler Caraway Aug 15th 2011 5:23PM
I am confused as to how you are converting haste into intellect. The only way this would be possible would be if you are purposely using lower ilevel gear which directly has haste on it instead of a higher ilevel piece which might have mastery that you could reforge into haste. Dark Intent isn't "saving [you] 500 points of itemization," that isn't how itemization works at all.
There is simply no encounter, not one, where the added benefit of haste on a healer outweighs the added benefit of haste on a DPS. You can go purely by math if you would like. The addition time shaved off of a boss kill provided by DI going towards a DPS would reduce overall raid damage by more than the additional HPS provided to a single restoration druid gaining DI. Faster boss kills also reduce healer mana strain and reduce time in order to make mistakes.
Any healer that advocates giving themselves DI over a DPS simply does not have the best interests of the raid in mind. It isn't about the DPS putting up "better numbers" in order to make themselves look good, it's purely about having the DPS level to actively kill bosses. If you question whether a solid 2,000 - 3,000 DPS is insignificant, then I don't know what to tell you.
Jhestor Aug 15th 2011 6:21PM
I am turning haste into intellect through gems. Hitting 1573 haste is much easier than 2005, allowing me to gem entirely for intellect. I've tried various methods of hitting the 2005 break-point without dumping a ton of gems towards it, and the only method of doing that is exactly what you just suggesting I was doing, using lower ilevel gear.
You seem to think that I am interested in HPS, when instead I am looking at total mana pool and regen. I'm GOING to hit the 21.4329% breakpoint whether I have DI or not, so taking it doesn't increase my HPS.
I also run in a 10 man environment, where there is no boomkin or shadow priest to take advantage of the buff. We have a mage, but his DPS is excellent (as is our entire groups) to the point where enrage timers really just aren't our primary concern.
I suppose that if your raid is having trouble meeting DPS requirements, giving it to a druid doesn't make a lot of sense.
Otherwise I feel like improving my healing performance (in terms of mana pool and return) is just as much a "group buff" as one person's DPS. It all depends on the point of view.
Final thought: I'm not advocating always giving the buff to a restoration druid. I stated before that it merely worth looking at and weighing.
Jhestor Aug 15th 2011 6:27PM
As an aside, I goofed in my math, it's 432 points of haste I don't have to gear for, not over 500.
Hollow Leviathan Aug 15th 2011 7:14PM
"I feel" and "all depends on the point of view."
No it doesn't depend on anyone's point of view. The math has been done and the less healing required by a shorter fight due to higher dps from giving DI to your mage is effectively a lot more HPS than giving it to a healer. It's not opinion.
Jhestor Aug 15th 2011 7:31PM
I'm reading this as you guys (Tyler and Hollow) taking an elitist point of view of squeezing every tiny ounce out of every stone, which is fine.
My setup was good enough for a fair number of heroic encounters in T11 and continues to serve me in Firelands as well.
I'm merely offering an alternative playstyle, and supporting it with my experiences to show that it isn't totally bonkers. There is no need to be passive-aggressive in reply to what should be a friendly conversation, treating me like someone gemming spirit onto my feral DPS set.
Sqtsquish Aug 15th 2011 7:53PM
I %$&@ you not, go read EJ gemming priorities- if you do happen to be doing heroic modes and you are forcing your lock to do sub-optimal things like that your progression through heroic modes as a raid is suffering because of......you. YOU are holding your raid back- in fact you are already probably holding your raid back (through that and other willfully ignorant things) about as much as if you didn't gem or enchant your gear at all. I'm not saying you are stupid and that if you actually did your job correctly that you could foreseeable be an excellent addition to you raid, what I am saying is you are holding everyone back.
Also, just because you may do well or better than certain other people would indicate that they share a similar self-centered view towards their raid performance.
We're not trying to nickle and dime you, it really does make a difference. If you don't see a difference than your raid probably needs to start booting people left and right and start recruiting better players. Regular mode is fine for people who do what they like at the cost of their raid, heroic modes are made for flawless execution of the encounter and everyone in raid.
Jhestor Aug 15th 2011 8:14PM
@ Sqt
Most of the time I'm the only person to put it on... like I said, a mage is the only other viable target sometimes.
To suggest that I don't gem and enchant my gear because I chose a specific playstyle that isn't 100% optimal under is absolutely laughable, and needlessly incendiary!
I don't FORCE my warlock to do anything, and I hardly think it's holding us back. Raid groups are designed to be able to down content without a warlock in the group (I didn't have one for all of T11) so to suggest that there is no way we're not struggling and being "held back" is ridiculous.
Most of my hostility at this point stems from the manner in which you've approached this entire subject. There is no one way to play this game, even at an end-game perspective. We're not looking for world first or even server first kills, and it works fine for us.
Stop jumping on someone for offering an alternative playstyle... I was under the assumption that most of the people on this blog that had something intelligent to contribute (which you guys do, btw) weer capable of doing it in a constructive and friendly environment. Oh well...
Sqtsquish Aug 15th 2011 9:22PM
I said not gemming or enchanting your gear is equivalent to losing that much dps because you chose to gear improperly. Not providing the most group synergy in your raid is HOLDING YOUR RAID BACK.
Not giving a dps the dark intent buff but giving it to a healer, even if they are close to their next haste breakpoint is a major no no. I don't care if your lock likes to give it to you and yes content is made to be able to be beaten without a lock- then again it was made to be downed without replenishment- that doesn't mean that intentionally doing is not seriously holding back your raid.
Playing without optimizing group synergy through buffs and the like is like using tier gear from the previous tier- with you probably in a mix of t11 and 12 gear- it would be similar to several raid members being in tier 10/11 gear that "alternative style of play" common through your raid. I shudder to think of how much some of your raid team is having to carry people because of choices similar to yours.
You are right you are not in a cutting edge guild, they are far more skilled than most players, with people not optimizing properly you are set even further back. For those of us that aren't Paragon, we NEED to do the best we possibly can to try to make up for that difference.
Playing suboptimally is absolutely fine for casual guilds that really don't care about how far they progress, that are more interested in hanging out than killing bosses.
If you aren't carrying raiders you are most often being carried.
Jhestor Aug 15th 2011 9:36PM
One final thought on the subject, I suppose.
Most of my opinion on the subject comes from the MMOChamp post by Gherkin, that rates all of the dps increases by class, of DI. In his post he agrees that if you aren't hitting enrage timers there is no pressing reason to give DI to a DPS over a healer.
And some rough napkin math, from my perspective. The chart ranks arcane mages with DI as giving the raid a net of 1224 for a demonology warlock (which we use). That means that over a 5 minute encounter we're giving up a total of 367,200 boss health that could have been eliminated.
Given that my raid's total DPS averages out to roughly 20k per person for a total of 100k raid DPS, that means not giving me DI drops the length of the fight by 3 seconds for every 5 minutes a fight lasts.
I just don't see that as a large enough gain to be worth giving up the DI so I can be called super leet.
ThatguyfromNZ Aug 15th 2011 10:48PM
"And some rough napkin math, from my perspective. The chart ranks arcane mages with DI as giving the raid a net of 1224 for a demonology warlock (which we use). That means that over a 5 minute encounter we're giving up a total of 367,200 boss health that could have been eliminated.
Given that my raid's total DPS averages out to roughly 20k per person for a total of 100k raid DPS, that means not giving me DI drops the length of the fight by 3 seconds for every 5 minutes a fight lasts."
Wait, so the lock can give DI to every single person in your raid if they don't give it to you (to reach the total of 100k raid DPS, 367,200/100,000=3 sec)?
If the DI is given to another raid member who does 20k dps, then 367,200/20000 is ~18 seconds/5 mins. Might not matter, although in some cases that might be the difference between another phase/another round of adds/etc
Jhestor Aug 15th 2011 11:43PM
@ThatguyfromNZ
I took the DPS gain of 1224, and multiplied it by 300 (The number of seconds in 5 minutes).
This gives us the figure of 367200, or the amount of health the boss would not lose over those 5 minutes if the DI isn't on my arcane mage.
If my raid is capable of 100k DPS total, then it will take my raid somewhere between 3 and 4 seconds to lop off that extra health.
Am I just goofing that up somehow?
Sqtsquish Aug 16th 2011 12:15AM
Let us say that a total of 5 people in your raid (including you) adopt a similar philosophy (don't spec for the right buffs/debuffs (or you double up on some buffs or debuffs leaving some vital buffs/debuffs not present), prepot, flask, use the optimum food, make a minor slip-up on their rotation, etc) and that in turn causes your raid to have to fight that boss an extra 15 seconds on average for each of those 5 total slip-ups.
15 seconds a total of 5 times in a raid is not so bad is it? That is a total of a minute and ten seconds added to a fight. Where 15 seconds added to a fight is occasionally the reason for a wipe, an extra minute is certainly a huge thing.
Now add in the factor that you do heroic modes and fights that are progression for you. People are not going to be able to do quite as well getting everything perfectly accomplished in such circumstances- a person may die, get bressed and not get fully rebuffed, that person's job suffered and in many cases because of a lack of buffs or debuffs on the boss during the duration other roles suffered as well. That is additional time that you have to fight the boss. The longer a bossfight continues the more chances a minor slip-up may occur exponentially reducing your raid's effectiveness.
That is only accounting for the effect that 5 people letting something small slip in their play has on a raid- the more mistakes there are the exponentially longer the fight is and the less likely that you will be able to down the boss. On average it is rather common for such things to happen much more often.
Little "other ways of doing things" are cute and fine in 5 mans, heck even in casual runs- but they a solid number 2 for the reason people wipe on fights- number 1 is not executing a bossfight perfectly.
When your raid is not composed of people who learn from each others mistakes and NEVER make those mistakes again you have to sometimes bite the bullet and take one for overall raid performance if you intend on not staring at the spirit healer probably 1/3 more of the time.
ThatguyfromNZ Aug 16th 2011 12:19AM
@Jhestor
About the only part I think you might be goofing up, is dividing the "extra damage done from DI" by the total raid dps - because the whole raid won't benefit from DI, only one person (and therefore one part of that total dps)...
Which is why I divided your 367k by 20k (assuming that it's only one person with 20k getting the benefit of the DI, and therefore chopping into the 367k.
Of course, it could be that I'm doing something wrong too :-p
Zort Aug 16th 2011 4:57AM
As a 10 Man Warlock, I'm going to add in my 2 copper.
Putting DI on a druid in a 10 man is a perfectly viable option over a mage. I run my 10s with an Arcane Mage in guild, and putting it on him would not only be useless, but drop in my DPS as well. Putting it on a Druid who is constantly rolling hots gives me a near permanent 3 stack of the buff, increasing my DPS.
Jhestor is taking a different approach to reaching hit haste caps, which although kinda strange, is converting haste rating into spellpower.
@Everyone moaning and number crunching.
If you raid is at a point at which a single One-Person buff is going to make the difference between wiping and killing the boss, just stop playing the game. Because quite frankly, if DI is SO important that it makes or breaks your raid, you are a failure as a raider and need to go play Guild Wars.
Also: Lol @ raids averaging out to 100k/s in 10s
Jhestor Aug 16th 2011 9:40AM
@ThatguyfromNZ
I used the entire raid's DPS because when you figure out how much extra boss health is "tacked on" by not DI-ing a DPS (in my case, an arcane mage) all that remains is to figure out how long it takes your raid to finish off that extra health, not the 1 player. Our raid doesn't stop DPSing and force our mage to kill the boss' 352k health solo just because it isn't their problem
@ Sqtsquish
I see what you're saying, that 1 decision can infer other decisions, but it's speculation on your part. Our raid does focus on things being as optimal as possible, with our comp generally covering all the bases minus pushback protection. I don't think that's too terrible for a 10 man comp that took "Bring the Player Not The Class" to heart and still progresses. I already demonstrated how little this 1 decision affects our boss kills, as a conscious decision... to extrapolate that into us essentially being a collection of half-wits is really just not cool.
@Zort
On a Baleroc style fight where the DPS are generally quite maxed, we really do average over 100k raid DPS for the duration. The figure of 1224 from the DI chart represents that sort of fight. As raid DPS drops from fights with higher movement and mechanics, the theoretical DPS increase from DI can also drop.
Thanks for articulating another reason my decision isn't fool-hardy, though.
Ian Aug 17th 2011 3:32AM
There is more than just numbers to take into account.
Certainly in lower content, then giving a potentially lesser geared healer a boost might offer more benefit than upping your own dps.
In progression content however then enrage timers could well be the stumbling block, so at which point feel free to do whatever will max your own numbers out.
Just don't go preaching about what is best without any context.
ukwest Aug 15th 2011 4:42PM
What has happened to destro dps lately (checking raidbot etc). Is it due to the "improved" pets stances buffing our imps, where the little runt either pulls things at random or stands around lazily ignoring the attack command? Or is it a scaling issue as we push into 378 gear? Or is it just a statistical blip and things will appear to even out?
mazca13 Aug 15th 2011 5:25PM
I'm assuming it's due to the usual problem, wherein the other specs (specifically Affliction) sim slightly higher, so all the really high-end raiders that pull big numbers switch to it. Hence, the apparent actual change in Destruction DPS is massively exaggerated on log-aggregating sites.
The ridiculous pet stance changes affect all specs equally, I doubt that's in itself causing a specific Destruction problem.
Ice Aug 15th 2011 5:58PM
Basically heres how I saw it.
1) Glyph of imp was bugged.
It used to give your imp 40% dmg boost and other pets 20% with same glyph.. (so basically it gave all pets 20% dmg boost and 20% top of that to imp specifically).
That time destro was at same level as rest.
2) And the gear was bit low so low haste etc and so forth? Not sure how much having extra ticks on dots matter on grand scale.
3) Affli was buffed later on..shadow mastery (passive) gave like 25% boost rather than current 30%.
So after glyph of imp nerf and affli buffs it basically went down a lot.
Stuff like simulations said to taken account this bug so it was "competitive" just because of that glyph. Also stuff like keeping imp soulfire up "all the time" etc is annoying.
I love bane of havoc a lot but currently for me its no competition even on fights where I could abuse BoH like magmaw heroic or omnitron..or beth/alyz.
Only fight where I can see it still doing well is Four winds first boss - havoc and CoE on one and dps other.
Hopefully I cleared more stuff than made confusing :'D