This benefits from the ICC aura. This is a very useful tool to have particularly against LK. Infest, Vile Spirit explosions, and Wicked Spirits are all shadow damage, which makes this an invaluable survival tool on LK. This should only be used when you can't DPS, but need as much survivability as possible. The best example of such a situation is during Frostmourne Chamber. Remember to swap back to Fel Armour as you go out though. Soulstone Invaluable on fights where tank deaths occur frequently heroic LK.
A great asset to your raid in general. Don't be one of those Warlocks who neglect this. Demonic Circle A Demonic Circle placed strategically can occasionally be used to minimize your movement time in a fight. This is also particularly amazing for increasing the Green Ooze travel time on PP.
It's simply outstanding on Phase 2 of LK, where being grabbed as a Warlock means that the raid can entirely ignore your Val'kyr and instead focus on the other ones.
Drain Life Decent spell to use when you need to urgently get yourself healed back up. Another nice use of the spell is to immediately refresh your Corruption with, if it's close to falling off, since the spell has no travel time. It can also be good for other situations where spells with no travel time are helpful, like for picking off Wicked Spirits in FMC.
Curse of the Elements In a well-optimized raid, you should not really need to apply this. Occasionally, your Unholy DK or Moonkin providing the buff might switch their targets and attack something else.
In this event, it's a good idea to be tracking the debuff so you can apply it on the original target in case the debuff from the Moonkin or Unholy DK falls off on it. Curse of the Elements' 5 minute duration is significantly higher than that of its counterparts, and that can be something that might make it more useful in certain scenarios. This is a tremendous asset to have, especially on very hard-hitting bosses.
It's not optimal to have an Affliction Lock provide this debuff, because you're going to miss out on using your Curse of Agony, but you should nevertheless keep in mind that you have the capability to provide this debuff if it's ever necessary.
Unlike most other providers of the AP debuff, you're able to apply yours from range, and it lasts 2 minutes instead of only 30 seconds the duration Demoralizing Shout and Demoralizing Roar last. Curse of Tongues Can be useful in some situations. This increases the cast-times of various caster adds. This is notably also useful on Mimiron's Shock Blast , and Sindragosa's Blistering Cold , to increase the cast-times of those spells.
Increasing the cast-times of their healers goes a long way towards reducing the number of total heals they cast, and it also makes it so your dedicated interrupters manage to interrupt more heals. Ritual of Souls Healthstones for your raid and you.
Experienced raiders should have these Healthstones keybound and ready to use at a moment's notice. Again, don't be one of those Warlocks that neglect this. Fear One of the most iconic CC abilities in the game, next to Polymorph.
Again, this will prove useful on Lady Deathwhisper, or on Faction Champions. It makes a significant difference to the success of raids on heroic LDW whether their Warlocks are constantly fearing Mind-Controlled targets or not. Only one target can be feared at a time. Howl of Terror This hits up to 5 targets, but they have to be within 10 yards of you.
Howl of Terror does not break any existing Fears you might have on any target. Banish Renders a Demon or Elemental target incapable of action and invulnerable to damage or healing for 30 seconds.
This doesn't share DRs with Fear. This can also be used on Lady Deathwhisper if the boss mind controls one of your raid's Resto Druids, though you might opt not to.
Spell Lock Your Felhunter's silence and interrupt. The ability for it to apply this at range can be useful. Devour Magic Your Felhunter's dispel. This removes effects flagged as magic effects but not curses. Can be used offensively or defensively.
Useful for dispelling debuffs off yourself and saving healers the trouble. This ability is criminally under-used. Actively making an effort to dispel things like Soul Shriek, Frostbolt Volley slows, and the fear on BQL will get you noticed as an exceptional warlock. A macro for this ability is provided in the macros section. You will need to be competent in your handling of your pet.
For the most part, this is fairly straightforward Abilities to put on Auto Cast : Most of the time, only Shadow Bite and Fel Intelligence should be put on auto-cast.
You do this by right-clicking the spell from your pet's bars, or from its spellbook. Spell Lock and Devour Magic should not be on auto-cast, except in rare situations.
Devour Magic being on auto-cast might cause a lot of problems for the raid on some encounters. Maximizing your Pet's DPS : You want to have your pet constantly attacking something, with the least downtime possible.
In a similar vein, the passive stance is the favored stance because this gives you the most control. The majority of the time, threat is not too significant a problem as a Warlock, except for where you either get too trigger-happy about spamming the Seed of Corruption key before your tank establishes AoE aggro, or where you nuke a fresh add spawn without holding back such that once again, your tank doesn't have sufficient time to establish proper aggro while your Soulshatter ability is on cooldown.
Nonetheless, there are certain things when it comes to threat that are worth knowing. However, there exist certain boss mechanics that exclude the tank as an eligible target if and only if he's top on threat.
This of course excludes the damage contribution from your Felhunter since that has its own threat table. Personal threat reduction abilities. As a result, spells like Haunt, Corruption, Unstable Affliction, Seed of Corruption, etc, end up converting to threat at only a 0.
The thing to keep in mind is that this does not reduce the threat dealt by Shadow Bolt. This is the only talent that reduces the threat of Shadow Bolt. The overwhelming majority of the time, this is not a talent deemed worth picking up. This is a very potent threat reduction ability that makes it so you typically never have threat issues on the average single-target fight, regardless of any threat reduction talents you might have dropped. A Holy Paladin might be specced into Blessed Hands , a talent that effectively doubles its potency.
This is not an ability that should be cast on a Warlock for threat reduction purposes except in exceedingly rare circumstances. The damage reduction component of this ability makes it handy in situations where you have aggro on a number of adds. Any warrior is capable of providing this threat reduction to you, although a DPS-specced Warrior will lose some damage by switching to Defensive Stance, using Intervene on you, then moving back to where he was.
The short 30 second CD of this ability makes it pretty powerful for threat reduction over time if used multiple times. If you're not specced into any threat reduction talents, this will be transferring a lot of threat to the casting Warrior.
A Prot Warrior might be interested in casting this on you simply because it maximizes his own threat generation, rather than because you actually need the threat reduction from the ability. Casting this ability on you puts a buff on him, after he attacks something, that transfers all threat he generates to you for that period.
This doesn't remove the damage buff he provides you, but it negates the threat transfer. Misdirection For the most part, a hunter should never cast this on you. The only time this might be used is when you intend to use some strategy that also involves usage of your Demonic Circle ability to make it effortless to kite adds without ever being hit think Deathbringer Saurfang heroic.
I don't care about the in-depth stuff because I just picked up the spec. Keep Glyph of Life Tap's buff up. Manually refresh Corruption on your first Devious Minds proc. You will be interrupting your Drain Soul channels to refresh the Haunt debuff and your DoTs as needed the ideal time to interrupt it is immediately after one of its ticks just occurs.
Corruption snap-shotting is its own elaborate mini-game wherein it's ideal to maximize Crit and Damage Modifier snap-shotting effects of your Corruption DoT. Your Drain Soul phase is yet another mini-game wherein you want to maximize the Damage Modifier , Spellpower , and Haste snapshotting of your Drain Soul channels as much as possible.
Go nuts with Corruption spreading any time you're required to multi-dot. Spreading Corruption over everything that needs to be multi-dotted should be your first action. Don't use UA for multi-dotting unless the targets are going be alive for at least 9 seconds, and everything else you need to multi-dot already has Corruption on it. All these weird buttons and obscure buffs What are the things I should make sure are up on me before a fight starts? Your Fel Armor , your Grand Spellstone weapon enchantment buff, and you also need to make sure your pet is actually out.
I've linked Power Auras below in the guide which you can use to track all these things. So what's the scoop on pets? It's a simple enough choice as Affliction. Affliction Warlocks enjoy the ability to use the Infernal or Doomguard without being set back too much. A Destruction Warlock is stuck always using the Imp because of the powerful Empowered Imp talent, and Demonology Warlocks favour regular pets because the Doomguard and Infernal don't provide them the Demonic Knowledge buff.
As Affliction, you have more freedom in being able to give other minions more consideration. The catch with the Infernal is that while it does insane damage, it only lasts 60 seconds. As such, the optimal time to use this is during the last 60 seconds of an encounter, or when you know that you'd be able to resummon your Felhunter freely during DPS downtime later keep in mind that your Felhunter will come back without any buffs on it. You might also opt to occasionally use your Infernal for either it's Immolation Aura to maximize AoE damage, or for the stun effect when you summon it in a clutch situation via Inferno.
The Doomguard does impressive damage, lasts 15 minutes, and has a variety of utility spells at its disposal, including things like an AoE stun on a short second CD War Stomp , and a Dispel without a Cooldown Dispel Magic. The Imp and Succubus are both situational pets that do less damage than your Felhunter.
How long does a target need to be alive for it to be worth it for me to throw my Corruption up on it? Realistically you might have to factor in things like the absence of debuffs like Curse of the Elements on the target you're putting the Corruption on. In general though, so long as you're highly likely to get 3 Corruption ticks in, it's definitely going to be more than worth it. If it lasts for 6 seconds or more, stick a Corruption up on it.
Unstable Affliction : When all other mobs that need to be multi-dotted already have Corruption on them, and the target is going to last at least 9 seconds so UA ticks at least 3 times. There is breathing space that allows some leniency in favour of UA here because UA also procs your Devious Minds , so it provides damage value beyond just its DoT damage.
It's very common to opt to avoid applying CoA entirely when it comes to Multi-Dotting scenarios. More on this in the Multi-Dotting section above. It's highly recommended to get the DrDmg addon. This calculates the damage for each of your spells based on your spellpower, crit, and several other factors and assigns the corresponding damage value to the spell's tooltip. No, Corruption benefits dynamically from the presence or absence of these debuffs likewise for the Curse of the Elements debuff.
If you cast Corruption, and only after that apply your Haunt and then proc some Shadow Embrace stacks via Shadow Bolts, the existing Corruption will still have its damage increased correspondingly.
More on Corruption-rolling is above in the guide. How can I convince them to leave me alone and that I'm really doing it for the benefit of the raid DPS increase? I've been forced to bolt from numerous guilds because all these silly raid leaders just don't understand that these DoTs give me such amazing buffs! While Devious Minds and Eradication are terrific buffs, casting these on irrelevant targets is almost always a DPS loss. The 2nd UA being up therefore increases your uptime by At face value this seems to correspond to an increase in DPS of 2.
However, your Corruption will likely already have been rolling with a previous Devious Minds proc buffing it - ergo it wouldn't receive any additional increase from the extra DM procs. The opportunity cost for this 1. Going off the values Simcraft returns me for my Warlock, we gather that the 0. It therefore doesn't come close to being worth it as you would lose DPS on the primary target. Any extra UAs after the 2nd one would contribute even less to increasing Devious Minds uptime.
Eradication : As for Corruption and Eradication, it's much the same story. On average, this works out to about a 5. The presence of the 2nd Corruption causes an increase in the uptime of The Haste Rating is not derived from the 3. The Simcraft values shown above suggest that Haste Rating would result in about a DPS increase for my Warlock, and the loss of 0. You therefore lose DPS on the primary target by maintaining Corruption on a 2nd target.
Therefore, putting Corruption on an irrelevant mob for the extra Eradication procs isn't worth it either.
Speccing into Nightfall improves the benefit you get from Corruption ticking on other targets, but not significantly enough for it to be worth it you only get an instant Shadow Bolt every 5 Corruption casts or so.
Conclusions and caveats : For the most part, you should have no business putting DoTs up on irrelevant mobs. Not only is it categorically a strict DPS loss on the main target, but the more DoTs you put up, the higher the odds that your buffs are just going to constantly over-write each other, thus making the multi-dotting even less worthwhile with every extra DoT you cast.
This is simply meter-padding, and raids will be right to be annoyed at you if you go out of your way to do that. You are not impressing anyone by gratuitously inflating your damage meters like that, and anyone worth a damn is just sighing and shaking their head in exasperation. If you're the type of player to get a kick out of falsely exaggerated numbers, you likely won't last very long in any guild worth their salt!
Having said all that, it can be worth it to stick a Corruption up on a Shambling Horror if and only if you have to move. It might be okay to forego using a Life Tap assuming the glyph buff doesn't fall off and instead use that GCD on Corruption to fish for procs, because when the transition phase begins, there's a short amount of down-time where you're able to Life Tap most of your mana back anyway.
Apart from moving, the only times it can be worthwhile to DoT an irrelevant target are: When there is downtime on the main target i. You need the extra healing on you from the Soul Siphon talent You're about to DPS a target that needs to be killed with the utmost urgency.
In this event, putting up the DoTs to fish for procs beforehand might be worth it. Ideally, however, you would not be Affliction on a fight where something like this was consistently necessary. Seed of Corruption by a landslide. Rain of Fire just doesn't scale anywhere near as well with spellpower. SoC is better by a huge margin even though it only crits for 1.
Keep in mind Seed of Corruption also over-writes your Corruption DoT on the target you cast it on, but this is not enough of a downside to make Rain of Fire preferable. Rot Worm spawns after the Abomination dies on the Valithria Dreamwalker encounter.
The detonation damage of your Seed of Corruption is also increased by Shadow Embrace and Haunt , but only on targets with those debuffs up on them.
How does Dark Pact weigh up against Life Tap? What is Dark Pact even for? Dark Pact is functionally very similiar to Life Tap. Instead of converting your health to mana, it takes mana from your pet and gives it to you. Dark Pact even procs the buff from Glyph of Life Tap.
Dark Pact scales better with spellpower, but has a smaller base mana return amount. In high-end gear, this returns more mana than Life Tap.
However, the DPS gain from this is not significant at all, and on top of that it's also not uncommon for there to be downtime during a fight when you can Life Tap without losing DPS anyway. Dark Pact is usually shunned because you have to sacrifice a precious talent point to pick up a talent that amounts to not even 10 DPS. You also can't Dark Pact while your Infernal or Doomguard is up. As an Affliction Warlock, Curse of Agony is going to be your main curse of choice, because it benefits from the Haunt debuff, as well as Shadow Embrace.
Curse of Doom receives no benefit from these. The only situations where putting up Curse of Doom might be preferable is when there's going to be boss downtime for a significant period like before Sindy flies up for her air phase, or when you have to run out for transition phases on LK.
Do I use the Spellstone or the Firestone? Grand Spellstone is overwhelmingly your go-to weapon enchant. Grand Firestone is much more of a niche enchant. You might use it for the extra Crit Rating on a side-weapon that's dedicated to maximizing your crit value for the purposes of Corruption-rolling recall that Corruption determines its crit chance at the moment of its execution. Alternatively, you can simply disregard the existence of the Grand Firestone altogether.
For the most part, on a long enough fight, DFO would come out superior , due to the fact that it's better itemized towards your needs as an Aff lock since it has Haste in place of Crit.
PNL's massive spellpower proc for 20 seconds is amplified tremendously by cooldowns like bloodlust - much more so than DFO's proc, which only stacks up to spellpower in its final 2 seconds, and gives you an average of only spellpower with each proc. Due to the fact that DFO only gives you an average of spellpower each time it procs, you always end up having to wait for a 2nd DFO proc i. For instance, let's say you have a fight that lasts a duration of mins. You get 2 PNL procs - the first proc at roughly seconds due to time taken to apply DoTs , and then a 2nd proc at the mark.
The first at , the second proc at , and the 3rd at Phylactery of the Nameless Lich would be vastly preferable in this scenario due to the way the fight duration happened to wrap neatly around your Phylactery procs.
A lot of the earlier encounters in ICC last somewhere close to this auspicious duration of This is why you so often see superior results with the Phylactery in the earlier fights. The way the Phylactery procs occur can also very often play to your strengths. You are likely to get the first PNL proc during the opening Bloodlust, as well as your pre-pot. PNL's massive spellpower proc in these extremely high damage output situations works outstandingly to your favour. DFO needs the fight to be much longer than that for it to overtake Phylactery in value.
On fights as long as LK 25hc or Halion 25hc, you'd likely be better served with DFO, because these fights fights are not only really long, but also involve a lot of Seed of Corruption use. How do the rest of the trinkets measure up? Nevermelting Ice Crystal is a frighteningly powerful trinket for its ilevel. This is because of how you can abuse the synergy of its very large on-use Crit effect with the Crit-rolling nature of your Corruption.
Assuming the most optimal possible scenario of you never letting your NMIC-buffed Corruption drop, this is legitimately your 6th or 7th most powerful trinket possible. Despite its low ilevel, NMIC is right up there in the ranks of the giants - if you can ensure your buffed Corruption doesn't fall off.
As such, you will likely hold on to this trinket for a very long time. One should bear in mind that depending on the fight, it's possible that Corruption falling off might be a very real risk, for instance in the event of a Mind Control on Lady Deathwhisper, or any other circumstance like that. The Armor and Stats increase brought by this buff stacks with everything else. The resistance portion of the buff doesn't stack with other resistance raid buffs. The Drums of the Wild consumable can be used to provide an inferior version of the spell, since it lacks the improvement provided by the Druid talent.
Spell Pushback Protection Some raid encounters include mechanics that cause pushback on your spells. Pushback protection can be vital to have on these fights. The best source of this is a Holy Paladin's Concentration Aura. This provides some mana returns and therefore causes an increase in DPS, albeit a fairly negligible one.
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