You just boosted your warlock to 90, and now we have all basic warlock at 90 laid out for you:
Posts with tag corruption
You just boosted your warlock to 90, and now we have all basic warlock at 90 laid out for you:
So you just boosted your warlock to 90 and... You decided that playing destro at 90 isn't for you, but you still want something easy to pick up. As of patch 5.4's changes to Soul Swap and the boost to DoTs after the KJC change, I'd argue affliction is easier to pull off than destro. Due to Soul Swap, everything is a single target to an "aff'lock."
But I'm getting ahead of myself.
I started part one as an introduction, to set everything up. While "yaw" (keybinds and macros) and "pitch" (procs and cooldowns display) are important parts of a UI, you can't start doing your damage dealing job without a health bar to take down. So this week, we're going to look at all kinds of health bars you can find on a warlock's UI.
You can see all my unit frames in action here in the full version of the header image. Remember: I'm using the addons I use as examples, because it's easiest to draw from what I know. You can be an accomplished DPSer with minimal addons on a mostly default interface, if you so wish.
*cough* *cough* *haaaaaack* Megan coughs violently into a clutch of raggy, mucused-up robes.
It's all good. I'm going to survive. The healers haven't cleansed me since that last time I dropped the Gateway still inside the windstorm, so I'm stuck to my cookie cooldown. I really don't blame them for that. But, I gotta say it was worth a little cough to see all the melee drop dead like that. Don't worry, I'm not cursed or anyth--
What is that. No -- THAT. Who the ... You guys let a mage in here?!
Well. *Megan steeples her fingers.* No matter. Warlocks are still better than those muffinmakers in patch 5.4.
Every warlock has at least one damage over time effect to take care of. Destruction has Immolate. Demonologists flip between Corruption and Doom (Metamorphosis), though I suppose you could count Shadowflame off Hand of Gul'dan as one. Affliction is the "DoT spec," starring Agony, Corruption, Unstable Affliction, with appearances of Haunt.
Heroic Spine of Deathwing, 25man: I hated this fight with a passion.
At first I hated it because I could not possibly contribute as my favorite spec affliction and call it even with the rest of my guild's raid. I could pass by on normal, blaming my lack of burst for my low-metered results, but that wasn't going to cut it on heroic.
Then I started to hate the fight as I struggled to squeeze out every last drop of damage I had in me, even min-maxing my offspec demonology to progress with. Warlock hell, they called it. What a lockblock! My anger started to extend to things outside of WoW, emotionally and physically, because I was so frustrated with my apparent failure to kick some Destroyer derriere.
But the fight really opened up a lot of the finer points of DPSing an encounter. Heroic Spine reminded me that the fight isn't all about the end DPS number when the combat logs stop flowing.
What are the kinds of magic we see in the Warcraft setting?
Well, for starters, there's the magic performed by practitioners of the Holy Light, most priests and paladins. This magic comes from the same source as the power the naaru draw from and seems inherent in all living things. Then there's the somehow related shadow magics of shadow priests, which the naaru also tap into during their life cycle. Warlocks also seem capable of touching upon this shadowy magical energy, as do necromancers to varying degrees. This magic seems to derive from a clash of cosmic forces of light and darkness.
However, these are hardly the only forces of magic in the cosmos of the Warcraft setting. Mages tap into the magic that suffuses the material plane, which is generally known as arcane magic and which is the power the original Well of Eternity drew from the Great Dark Beyond. Arcane magic is the closest we get to morally neutral in the setting, but it does pretty much whatever the person using it can figure out a spell to make it do. This makes it incredibly seductive, and those who learn it often become obsessed with it. Its lure is so strong, in fact, that it even draws the attention of the demons of the Burning Legion. And the Legion is hardly without magic of its own.
I've had this idea for a social experiment in my head for the past few weeks, where you lock five priests together in a room with nothing but Highland Spirits and force them to have a round table discussion about Lightwell. While I work on my hypothesis and proposal -- and find a way to bait Fox Van Allen into this possum trap -- you guys can finish reading up on the finer points of healing Cho'gall as a holy or discipline priest. Seeing as this is the last boss of The Bastion of Twilight, this will be the final installment of Spiritual Guidance's priest healing guides for this tier.
- Hunger for Blood will increase damage by 10% instead of 15%. Assassination rogues needed damage, but they got too much, and this will bring them back. Sorry rogues -- the tooltip, we're also told, might not change right away.
- Scourge Strike will crit only once, not on the shadow portion of the damage. "This change just proved to be too bursty in PvP and provide too much sustained damage in raids." He also gives lots more explanation of the change on the forums -- this one will be discussed quite a bit.
- Rolling Corruptions will no longer use the initial haste value indefinitely. More of a bugfix than a change, says GC -- the haste value should drop out to normal after a few ticks of the spell.
As the commenters over there say, there's a good reason for that, and it's because most of the economic play in WoW is completely optional. Aside from repair costs (which can be high for raiders, but for everyone else are fairly inconsequential), you don't really need money at all; given enough time, you can collect whatever you need from somewhere in the world, either by simply collecting ore or herbs, or by running instances and doing quests. But that doesn't mean that the "rent seeking" comparison isn't valid.
Another week, another level. Ten levels, actually. And I guess it's been a few weeks. It sounded cooler that first way though, didn't it? Anyway... Yes, Turpen has hit level 35. The last couple of weeks have been busy around the office due to patch 3.2, so I didn't get as much done between level 25 and 35 as I had between 15 and 25. I only squeezed one dungeon run in, but I did manage to do something else that was asked of me: Battlegrounds.
Yes, I did quite a bit of PvP this week on our Gnomelock, primarily in Warsong Gulch in the 20-29 bracket. I tried a round of Arathi Basin (which we won 2000-100) but very quickly decided never to do that battleground in that particular bracket ever again. Running around Arathi Basin without a mount is pretty much the worst thing ever. Patch 3.2 will change that I suppose, but it'll be far too late to be of any use to Turpen. My next alt, maybe!
Well, you guys wanted me to run Deadmines. As you can see, I ran Deadmines. Many thanks go to Urse (Healer), Child (Tank), and Sneafoo (Noob Rogue of Doom) for 4-manning the thing with me. Urse was pretty overleveled for the place so healing was hilariously easy, but Sneafoo made up for it by starting the run at level 12 and aggroing Gruul from the pirate ship.
I went further than that, too. I didn't stop at Deadmines, I did Wailing Caverns, Blackfathom Deeps and Shadowfang Keep as well. I was kicking around the idea as soon as someone suggested Deadmines, but I didn't think I would manage to land a group for either of them. When I went out to the Barrens to get my Succubus (Angva) at level 20, that sealed the deal for me. I picked up the quest The Orb of Soran'ruk, and despite the fact that its quest rewards sucked, it gave me more reason to try and get the groups together. I put out a call to all of the various resources I knew, LFG and community chat channels (your server probably has a few good ones) and all of that, and managed to score a few groups.
As an officer or a guild leader, doing favors for your friends is one thing. The situation described below goes way beyond that. This one just blows my mind. Let's jump right into it.
I'm by no means an officer or leader of a guild but I am a very active raider. We use the EP/GP loot system in our guild; it calculates how often you raid vs. how much gear you acquire and based on that gives you priority when looting.
Myself, a raider who attends almost every major raid, and an officer who tries to be there when he can, have both been wanting a certain item to drop. I finally pass this officer on priority and if the item drops it should be mine.
Our last Naxx raid the item drops and I put in for it, and suddenly it gets awarded to the officer. I confront the guild leader about this, knowing he is friends with the guy and he gives me a vague answer such as "I'm sorry I know you're pissed at me, but that item has been destined to be his for a long time, I'm sure you'll get the next one." What kind of answer is that?! This is supposed to be a fair loot system right? So I go and confront the officer that was awarded the loot, after several minutes he told me that he had made a back door deal to get that item. He had just bought the guild a new Ventrilo server, and the condition he made to the guild leader was that he gets that item when it drops.
Filed under: Officers' Quarters (Guild Leadership)
But let's get this out of the way before I get (Shadow)flamed. I understand that some of you enjoy Destruction. I know that some of you like playing with Fire and Shadow. That's cool. I want to play with it, too. So I did. This whole week, all I did was muck around with a full Destruction build that went all the way up to Chaos Bolt, casting alien-like nukes, jets of fire, and burning things up. So how did it go? I surprised myself... because I actually had fun.