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Posts with tag cripple

Blood Pact: Meet the minions part 5, the infernal and doomguard


Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "Don't tell anyone this but Niby is daft." ~ Impsy <Niby's Minion>

This week, Blood Pact looks at the bad-boys of our demon companions. When you think through the various warlock minions it's common to consider their usefulness. This is especially true of non-warlocks and raid leaders. Everyone knows that imp for his ranged DPS, health bonus and constant grumbling, the felhunter for annoying casters, voidwalker for tanking, felguard for pure DPS and the succubus for, well, dying a lot in Black Temple. This week though we look at two minions that are best known for killing people and causing trouble in towns and villages: the infernal and the doomguard.

Anyone who has been playing the game for some time probably remembers at least one occasion where a bored warlock has decided that they have nothing better to do than annoy low-level members of their own faction by setting one of these guys loose. If not then you've almost certainly heard stories. It's these stories that, even though this chaos is no longer possible, make others look at locks with much suspicion and locks sigh for the old days.

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Filed under: Warlock, Analysis / Opinion, Quests, Guides, NPCs, (Warlock) Blood Pact

[UPDATE] Demonology 101: the Doomguard


I have a confession to make. I don't know the Ritual of Doom. I guess I'm just not hardcore that way. I wish I did the quest chain, although after this post, I might actually make my way to the Blasted Lands and start it. I've actually died to the Ritual of Doom, so I know what fun I'm missing.

Anyway, here we go. The Doomguard is the last demon we'll discuss on Demonology 101. Lazy Warlocks such as myself can luck out on a Doomguard with Curse of Doom, our favorite spell on Netherspite. It's a fairly low percentage to spawn one, and Curse of Doom needs to deliver the killing blow on the mob... which can be a long wait considering the curse only deals damage at the end of one minute.

[UPDATE: Curse of Doom has been revised to spawn a Doomguard 100% of the time if it delivers the killing blow! Ritual of Doom also no longer kills a player but damages them, apparently with a Curse of Doom-size damage spell. Doomguards remain enslaved for 15 minutes and disappear thereafter, eliminating the need to enslave.]

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Filed under: Warlock, Analysis / Opinion, Wrath of the Lich King

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