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  1. #1

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    Demonology Warlock PvP Guide

    Table of Contents
    Stats
    Stat Priority
    Talents
    Spells
    Damaging Spells
    Cooldowns
    Utility Spells
    Utility Cooldowns
    Glyphs
    How to Damage
    Sustained Damage
    Burst Damage
    Tips and Tricks
    Gems
    Enchants
    Staff vs Main Hand/Off Hand
    External Links

    Stats
    Here is a list of stats that you will encounter as a Demonology Warlock, and how they will affect you.

    Stamina - Each point of Stamina grants 10 health. Ignore this stat entirely, as it is found on all gear, and other stats are far more important.

    Intellect - Each point of Intellect will grant you 1 Spell Power and 0.0185% Critical Strike chance. This stat is found on all gear, and is one of the main stats you should gem for. This stat no longer increases your mana pool as of MoP.

    PvP Power - Each point of PvP Power will grant you approximately 0.0037% more damage to other players. This stat grants more damage than Intellect.

    PvP Resilience - Each point of PvP Resilience will grant you a certain amount of damage reduction against other players (see external link).

    Mastery - Each point of Mastery will grant you approximately 0.002% mastery bonus (482 mastery rating = 1% mastery bonus). The Demonology Warlock mastery is Master Demonologist, which increases your damage done in caster form, Metamorphosis form, and the damage done by your pet by 8% plus the amount of mastery you have.

    Critical Strike Chance - Each point of Critical Strike chance will grant you approximately 0.0016% critical strike chance (600 critical strike rating = 1% critical strike chance. All damage, meaning direct damage, DoT damage, and pet damage are capable of a critical strike, which deals 200% of normal damage.

    Haste - Each point of Haste will grant you approximately 0.0023 haste (425 haste rating = 1% haste). Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your DoTs tick.

    Spell Power - Spell Power is only found on weapons, it increases the damage of your spells.

    Stat Priority
    6% Spell Hit (2041 Hit rating) > PvP Power > Intellect > Mastery => Critical Strike chance > PvP Resilience > Haste

    Spell Penetration has been removed from the game entirely, meaning you only have to cap your Spell Hit to guarantee hits from your spells.

    PvP Power is more valuable than Intellect because it increases your damage by a large amount.
    I like to put Mastery and Critical Strike chance ahead of PvP Resilience just because of how much burst is in the game at the moment, I like to kill enemies before they kill me.

    Mastery is slightly better than Critical Strike chance, but your Chaos Waves are extremely hard to counter when they crit, so I like to keep a healthy balance between the 2 stats.

    Haste is a generally useless stat, however it does lower the global cooldown. You won't be hard casting spells at all unless you chose Unbound Will over Blood Fear in your talents.
    Last edited by Lightbull; 11-27-2012 at 04:19 AM.

  2. #2

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    Talents
    The talents have changed a lot in MoP, there is now some choice in which talents to choose rather than straightforward cookie cutter specs. Different talents depend on the PvP setting.

    Level 15
    Dark Regeneration - Restores 30% of you and your pet's maximum health and increases all healing received by 25% over 12 secs.
    This is your best talent choice in an Arena setting. This can turn the tide of an Arena because it not only heals you for a lot of health over time, but also increases ALL healing done to you by 25%, meaning a healer's healing, Healthstone healing, and Mortal Coil healing.

    Soul Leech - Your Shadow Bolt, Soul Fire, Chaos Bolt, Touch of Chaos, Incinerate, Haunt, Drain Soul and Malefic Grasp spells heal you and your pet for (?)% of the damage dealt.
    This is a practically worthless talent. It doesn't supply nearly as much healing as Dark Regeneration and Harvest Life.

    Harvest Life - Drains the life from all enemies within 15 yards of the target, causing (?) Shadow damage and restoring 3-4.5% of the casters health every 1 sec. Lasts 6 secs.
    This is possibly the best spell to use in an RBG setting. While you are in a group of enemy players, you can channel this to generate Demonic Fury and restore your health very fast.

    My pick: Dark Regeneration

    Level 30
    Howl of Terror - Howl, causing 5 enemies within 10 yards to flee in fear for 8 secs. Damage caused may cancel Howl of Terror. When hit by a damaging attack, the cooldown on Howl of Terror is reduced by 1 sec.
    This is a good spell to use in an RBG setting, since there can be many enemies to Howl at once, and the cooldown can be lowered very fast. This is very powerful when you need to drop a Fear bomb to peel your flag carrier or get to the enemy flag carrier. It has a Diminishing Return with Fear and Blood Fear, so it is not recommended in an Arena setting.

    Mortal Coil - Causes the enemy target to run in horror for 3 sec. The caster restores 15% of their maximum health.
    Ideal for an arena setting, as the only spell that shares a Diminishing Return with this is Psychic Horror from Shadow Priests, and can also save your behind in a critical moment. Can also be used to follow up with a hard casted Fear.

    Shadowfury - Shadowfury is unleashed, stunning all enemies within 8 yards for 3 sec.
    This talent is not ideal, as it shares a Diminishing Return with many types of stun, for example Shockwave, Deep Freeze, etc. However, it can be used to set up a hard casted Fear, and can interrupt casts on a shorter cooldown than Mortal Coil.

    My pick: Mortal Coil

    Level 45
    Soul Link - When active, all damage and healing you and your demon take is shared, but your demon's health is reduced by 50%. Recasting this spell cancels the effect. Replaces Health Funnel.
    This is not an ideal choice, as it halves all damage AND HEALING that you take, and sends it to your pet. You could cancel the spell after taking a large hit and then heal yourself, but that requires a lot of timing and just isn't worth it compared to the other 2 choices.

    Sacrificial Pact - Your demon sacrifices half its current health to shield its master for 200% of the sacrificed health. Lasts 10 secs. If you have no demon, your health is sacrificed instead.
    This spell is basically a gigantic absorb shield on a relatively short cooldown for its potential. It's recommended to pair this talent with the Glyph of Demon Training and have your Felguard out, as this will make your shield even bigger. Another powerful trait is that your pet casts the spell, so you can use this while your are CCed, as long as the pet is not CCed.

    Dark Bargain - Prevents all damage for 8 secs. When the shield fades, 50% of the damage prevented is dealt over 8 secs.
    This seems powerful, but is inferior to Sacrificial Pact just because it simply delays the damage that you take. However, you can use this spell to negate all damage and let a healer bring you back up to full health. If you don't have a healer with you, Sacrificial Pact is much better to take.

    My pick: Sacrificial Pact

    Level 60
    Blood Fear - Instantly strike fear in the enemy, causing it to flee for up to 8 secs. Replaces Fear.
    This is a powerful talent that can be used to get enemies off you or your teammates, and can be used to set up a lot of damage. However, it has its flaws. It costs 10% of your entire health pool, and has a 10 second cooldown, meaning that you can't cast this when near death, and you can't cast it twice to predict a trinket.

    Burning Rush - Drains 4% of your maximum health per second to increase your movement speed by 50%. Lasts until cancelled.
    Not a very good talent in PvP at all. It increases your run speed, but while you are running you take a lot of damage per second. If a Warrior with Second Wind can survive forever, this does the opposite, only faster. I can't picture a single setting where this could be more useful than Blood Fear or Unbound Will.

    Unbound Will - Purge all Magic effects, movement impairing effects and effects that cause loss of control of your character.
    This is a powerful talent, albeit costs 20% of your health, but is well worth it. You can use this talent as a second PvP Trinket, and to wipe out any and all Magic effects, such as a Fire Mage Combustion. Taking this also gives you the benefits of regular Fear, rather than Blood Fear.

    My pick: Unbound Will

    Level 75
    Grimoire of Supremacy - You command stronger demons, replacing your normal minions. These demons deal 20% additional damage and have more powerful abilities.
    This is a decent talent, replacing your Felguard with a Wrathguard. The Wrathguard doesn't give any additional abilities compared to the Felguard aside from extra damage.

    Grimoire of Service - Instantly summon a second demon, who fights for 20 sec.
    This talent allows you to summon a second demon of your choice, as well as your regular demon. You could use this for a double stun by summoning a second Felguard, or for a clutch silence by summoning a Felhunter, or a long CC by summoning a Succubus. This talent has a lot of flexibility, but a long cooldown.

    Grimoire of Sacrifice - You sacrifice your demon to gain one of its abilities, increase the power of many of your single target spells by (?)% and regenerate 2% of your maximum health every 5 sec. Lasts for 1 hour. Summoning another demon cancels the effect.
    This is not the best choice for Demonology. Your pet gives you a lot more utility by being able to cast while you are CCed. The spells that are increased in damage just aren't worth the loss of utility. Using this will cost you your pet utility while bursting.

    My pick: Grimoire of Service

    Level 90
    Archimonde's Vengeance - Causes an enemy to suffer 25% of all damage you take. Lasts 8 sec. Passive: Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown.
    This is probably the best choice in an Arena setting, however Demonology Warlocks don't get attacked very often. However, it is very powerful when you do start getting attacked.

    Kil'jaeden's Cunning - You can cast and channel while moving for 6 sec. Passive: You can cast and channel while moving, but doing so reduces your movement speed by 15%, stacking up to 2 times. The effect is disabled while on cooldown.
    This is worthless as Demonology, as most of your spells are instant cast.

    Mannoroth's Fury - Increases the area of your area of effect spells by 500%.
    This is probably the best choice in RBGs. While in a group of enemies, you can channel Hellfire, generating a LOT of Demonic Fury. This can also be used in Arenas to reveal stealthed players.

    My pick: Archimonde's Vengeance

    EDIT: No such thing as double Felstorm with Grimoire of Service. Don't know why I even put it in there.
    Last edited by Lightbull; 11-27-2012 at 04:20 AM.

  3. #3

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    Spells
    Damaging Spells
    Shadow Bolt
    Cost: 5.5% of base mana
    Cast time: 2.5 seconds
    Use: Shadow Bolt is fired at the enemy, dealing high damage and generating 25 Demonic Fury. It is not ideal to use this spell in an arena environment, because you can get interrupted and that will cripple your damage and utility. However, it can be used in RBG settings quite easily, as there are more important targets to focus on other than your Shadow Bolt casts.

    Corruption
    Cost: 1.3% of base mana
    Cast time: Instant
    Use: Corruption places a DoT on the target that does small damage and gives you 4 Demonic Fury each time it does so for 18 seconds. Try to place this on as many targets as possible to increase your Demonic Fury generation speed. Fel Flame increases the duration of Corruption to a maximum of 28 seconds. Gets replaced by Doom in Metamorphosis.

    Hand of Gul'dan
    Cost: 5.0% of base mana
    Cast time: Instant
    Use: Hand of Gul'dan falls from the sky and deals damage after a short delay, placing the Shadowflame debuff on the target an all enemies within 6 yards, dealing small damage and slowing the affected by 30%. The slow effect stacks up to 2 times, but the damage doesn't stack. Shadowflame generates 2 Demonic Fury every time it deals damage. Try to keep the debuff up as long as possible, don't just use them both instantly. Gets replaced by Chaos Wave in Metamorphosis.

    Fel Flame
    Cost: 5.0% of base mana
    Cast time: Instant
    Use: Fel Flame deals decent damage instantly, and increases the duration of Corruption. Also generates 15 Demonic Fury. Use this as a filler spell. Gets replaced by Void Ray in Metamorphosis.

    Soul Fire
    Cost: 15.0% of base mana
    Cast time: 4 seconds (2 seconds with Molten Core)
    Use: Soul Fire is a decently hard hitting spell and generates 30 Demonic Fury, but it isn't very reliable due to how much mana it costs. Don't use this in Metamorphosis, as it costs far too much Demonic Fury to use Chaos Wave and Touch of Chaos as well.

    Hellfire
    Cost: 2.0% of base mana per second
    Cast time: Channeled
    Use: Hellfire isn't very useful for single target fights, so cut this out of Arena settings. However, when combined with the Mannoroth's Fury talent, this can increase your Demonic Fury very fast in an RBG setting. Generates 3 Demonic Fury per target every time it ticks. Gets replaced by Immolation Aura in Metamorphosis.

    Touch of Chaos
    Cost: 40 Demonic Fury
    Cast time: Instant
    Use: Touch of Chaos is the spell you will be spamming in Metamorphosis when Chaos Wave is on cooldown. It hits very hard for an instant cast spell.

    Doom
    Cost: 60 Demonic Fury
    Cast time: Instant
    Use: Doom is not very powerful. It ticks for very little, and ticks once every 15 seconds. Don't bother with this spell.

    Immolation Aura
    Cost: (?) Demonic Fury
    Cast time: Channeled
    Use: Immolation Aura deals very little damage to enemies, and is basically a waste of Demonic Fury.

    Chaos Wave
    Cost: 120 Demonic Fury
    Cast time: Instant
    Use: Chaos Wave is your hardest hitting spell as Demonology. It has the potential to kill enemies very quickly. If there are targets sticking together in one spot, Chaos Wave will damage all of the enemies for the same amount. Use this whenever it's off cooldown.

    Void Ray
    Cost: 40 Demonic Fury
    Cast time: Instant
    Use: Void Ray is a laser-like spell which deals damage to all enemies in a line in front of you, and increases the duration of Corruption. Don't bother using this, as it deals minimal damage and is much weaker than Touch of Chaos, which costs the same amount.

    Felstorm
    Cost: None
    Cast time: Channeled
    Use: Felstorm is used by your Felguard pet. It deals a decent amount of damage per second. and is on a 45 second cooldown. Use this whenever you need to generate extra pressure.

    Cooldowns
    Dark Soul: Knowledge
    Cost: 5.0% of base mana
    Cast time: Instant
    Use: Dark Soul: Knowledge is your main DPS cooldown that increases your Mastery by a whopping 18000 (37.34% damage bonus for both you and your pet). Couple this with Metamorphosis at 800+ Demonic Fury. Note that this can be dispelled, so try not to use this against Mages unless they are outside your Line of Sight, as they can Spellsteal it and gain the Mastery buff for their own Mastery bonus (Frost Mages get increased damage against frozen targets, Fire Mages get increased DoT damage).

    Imp Swarm (Glyph)
    Cost: None
    Cast time: Instant
    Use: Imp Swarm is used as a DPS cooldown that generates Demonic Fury fast. These imps have low health and can be CCed, but your enemies will be more scared of you when you use Metamorphosis to worry about your imps. These imps do a lot of damage on their own.

    Metamorphosis
    Cost: 0 Demonic Fury, plus 6 per second
    Cast time: Instant
    Use: Metamorphosis isn't really a cooldown, but it is only really effective when you have high Demonic Fury. If you try to use Metamorphosis at the regular 200 Demonic Fury, you will only have enough for 1 Chaos Wave or 2-3 Touch of Chaos casts. I prefer to save the 200 for when I need to use Demonic Leap.

    Summon Infernal
    Cost: 25.0% of base mana
    Cast time: Instant
    Use: Summon Infernal cannot be used in Arenas. However, it is a powerful cooldown against multiple targets in RBGs. It is ground targeted, and stuns all enemies in range of impact for 3 seconds before the Infernal starts attacking. It shares a cooldown with Summon Doomguard.

    Summon Doomguard
    Cost: 25.0% base mana
    Cast time: Instant
    Use: Summon Doomguard cannot be used in Arenas. However, it is a powerful cooldown against a flag carrier/orb carrier in RBGs, or just for some extra on demand damage. It shares a cooldown with Summon Infernal.

  4. #4

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    Utility Spells
    Drain Life
    Cost: 1.0% of base mana
    Cast time: Channeled
    Use: Drain Life simply isn't worth the healing. On top of that, you have to stand still in order to heal yourself. Don't use this spell unless you specced into Harvest Life.

    Create Healthstone
    Cost: 5.0% of base mana
    Cast time: 3 seconds
    Use: You need to get yourself a Healthstone before the battle. If you are forgetful in RBGs (like I am), you can Fear the enemy and conjure yourself a Healthstone to use so you don't get interrupted. Use your Healthstone in conjunction with Dark Regeneration, glyphed or unglyphed.

    Health Funnel
    Cost: 6% of maximum health per second
    Cast time: Channeled
    Use: Don't let the health cost fool you, it's not that big. You can use this to heal your pet behind a pillar to set up for a big Sacrificial Pact.

    Demonic Leap
    Cost: 50 Demonic Fury
    Cast time: Instant
    Use: This is basically a Hunter Disengage, but going forwards. You will leap in the direction you are moving, meaning if you're strafing left, you will Leap to the left. This is a good tool to use while kiting. It's on a 10 second cooldown, meaning you will be able to Demonic Leap a second time before any melee class' mobility tool comes off cooldown again.

    Fear
    Cost: 4.0% of base mana
    Cast time: 1.7 seconds
    Use: Simply stated, it makes the target run in fear for 8 seconds. It will break when the afflicted takes enough damage. This CC shares a Diminishing Return with other Fear effects, such as Psychic Scream.

    Life Tap
    Cost: (?)% of maximum health
    Cast time: Instant
    Use: You should have a lot of mana at your disposal, but if you manage to run out (e.g. too many Soul Fire casts) you have to use this to get your mana back at the cost of your health. Be careful when you use this, you want to use this when you are not being attacked.

    Curse of Enfeeblement
    Cost: 4.0% of base mana
    Cast time: Instant
    Use: This is better to use than Curse of the Elements when building Demonic Fury against melee classes, and caster classes that don't have many instant cast spells (Elemental Shaman).

    Create Soulstone
    Cost: 5.0% of base mana
    Cast time: 3 seconds
    Use: Soulstones cannot be used in arenas. However, you can use a Soulstone on yourself as a nasty surprise to the opposing team in the form of utility. After death, if you press Release Spirit instead of using the Soulstone, the buff will vanish. If you press Use Soulstone, you will come back to life with 60% health and 20% mana, enough to use 1 or 2 instant utility spells to mess up the enemy team, e.g. Blood Fear, Howl of Terror, Carrion Swarm off the edge of LM, etc.

    Disarm
    Cost: 30 Energy
    Cast time: Instant
    Use: Disarm is a spell used by your Voidwalker. You should rarely ever use your Voidwalker over your Felguard, but summoning the Voidwalker with Grimoire of Service and using it is powerful against melee.

    Eye of Kilrogg
    Cost: 4.0% of base mana
    Cast time: 2 second cast
    Use: The Eye of Kilrogg is a nice scouting tool to safely look at an area in RBGs, but when glyphed, will be able to place your Demonic Circle (but will be easily noticed and taken out).

    Seduction
    Cost: 20 Energy
    Cast time: 1.7 seconds, channeled
    Use: Seduction is used by the Succubus pet. You won't use the Succubus instead of your Felguard, but you can summon it with Grimoire of Service to gain the effect. Seduction shares a Diminishing Return with Fear effects.

    Banish
    Cost: 3.0% of base mana
    Cast time: 1.5 seconds
    Use: Banish will target Demons or Elementals (and after 5.1, Aberrations), meaning all Warlock pets and Frost Mage pet (and after 5.1, Psyfiend and Shadowfiend). You can use this on a Felhunter to stop it from using Spell Lock (and after 5.1, Psyfiend to stop its fears, making Banish extremely useful versus Shadow Priest comps).

    Twilight Ward
    Cost: 4.0% of base mana
    Cast time: Instant
    Use: A nifty shield. The tooltip says it only absorbs Holy and Shadow damage, but with the 4 piece PvP set bonus it will absorb all magic.

    Carrion Swarm
    Cost: 50 Demonic Fury
    Cast time: Instant
    Use: A knock back spell that targets anyone in front of the Warlock. Can be used in RBGs to push people off cliffs, interrupt casts, or just a simple gap opener. My favorite is pushing people off cliffs. Who doesn't love doing that.

    Spell Lock
    Cost: 20 Energy
    Cast time: Instant
    Use: This spell is used by your Felhunter pet. Silences the target for 3 seconds, if used on someone who is already casting, will interrupt the cast and lock them out of that school for 6 seconds. I don't use the Felhunter over the Felguard, but I do use Grimoire of Service to summon it for a quick Spell Lock.

    Curse of the Elements
    Cost: 4.0% of base mana
    Cast time: Instant
    Use: A curse spell that increases Spell Damage done to the target. This spell is not recommended, as you cannot apply this spell and Curse of Enfeeblement at the same time.

    Axe Toss
    Cost: None
    Cast time: Instant
    Use: Stuns the enemy for 4 seconds. It has a relatively long range (doesn't say in the tooltip, but I would say about 20 yards), so it is good for healer CC in arena as well as regular CC in RBGs and duels. However, it shares a Diminishing Return with many different stuns, such as Shockwave (Warrior) and Deep Freeze (Mage).

    Cauterize Master
    Cost: 40 Energy
    Cast time: Instant
    Use: Your Imp pet uses this spell. Damages yourself for a minimal amount (nothing to worry about at all) and heals you for 12% of your health over 12 seconds. You won't be using this ability at all as Demonology, as you won't be using the Imp pet, and this won't be used by Grimoire of Service if you summon the Imp that way.

    Whiplash
    Cost: 40 Energy
    Cast time: Instant
    Use: Your Succubus pet uses this spell. This is a ground targeted spell that knocks back anyone in range. You won't be using this at all as Demonology, as you will stick to the Felguard pet, and Grimoire of Service doesn't give you its use if you summon the Succubus this way.

    Singe Magic
    Cost: 40 Energy
    Cast time: Instant
    Use: Your Imp pet uses this spell. This ability targets either an ally and removes a magical debuff, or targets an enemy and removes a magical buff. You won't summon the Imp pet, but you can target an enemy with Grimoire of Service and use this.

    Demonic Circle: Teleport
    Cost: 10.0% of base mana
    Cast time: Instant
    Use: Teleports you to wherever you placed your Demonic Circle, and removes all snare effects. This doesn't include effects like Frost Nova and Entangling Roots, those are root effects. Snares are effects like Hamstring and Crippling Poison.

    Demonic Gateway
    Cost: 10.0% of base mana
    Cast time: 5 seconds
    Use: Creates a portal on your current location, and wherever you targeted on the ground. Walking through one portal takes you to the other. The 2 portals can be places up to 70 yards away from each other, which is huge.

    Dark Apothesis (Glyph)
    Cost: 100 Demonic Fury
    Cast time: Instant
    Use: This spell puts you in a special tanking form that has a lot of defensive tools. However, your damage is crippled, and any Demonic Fury you gain while in Dark Apothesis will be lost when you leave the form.

    Talents were explained. (Harvest Life, Howl of Terror, Mortal Coil, Shadowfury, Blood Fear)

    Utility Cooldowns
    Unending Resolve
    Cost: 10.0% of base mana
    Cast time: Instant
    Use: Reduces damage you take by 40% and makes your spells uninterruptible for 8 seconds. This is used often by Destruction Warlocks to get a Chaos Bolt off, but for Demonology you will only be using this as a damage reduction tool as most of your casts are instant.

    Talents were explained. (Dark Regeneration, Sacrificial Pact, Dark Bargain, Unbound Will, Grimoire of Service, Archimonde's Vengeance)

  5. #5

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    Glyphs
    Major
    Glyph of Demon Training - You will be using the Felguard most of the time, so it will get 20% more health. The benefit to this is when you activate Sacrificial Pact you will get a bigger shield.

    Glyph of Imp Swarm - Picking this glyph will teach you Imp Swarm (see Imp Swarm in the Cooldowns section).

    Glyph of Demon Hunting/Glyph of Healthstone - If you pick Demon Hunting, you get a new spell called Dark Apothesis (see Dark Apothesis in the Utility Spells section). If you prefer not to use Demon Hunting, you can use Glyph of Healthstone instead, which makes your Healthstone heal for most health, but as a HoT. Combined with Dark Regeneration, you will receive a lot of health back, however some situations call for burst healing rather than HoT healing.

    Minor
    Glyph of Falling Meteor (RBG Mandatory) - If you use Demonic Leap while falling, you slam into the ground rapidly and will not die from falling damage.
    The tooltip is somewhat accurate. If you use Demonic Leap from a position on a cliff, you will turn into a meteor at the peak of the jump and take full fall damage, however you will be left at 1 health if you would normally take fatal damage. This is not very helpful when you have DoTs on you. However, if you use Demonic Leap when you are about to hit the ground, you will turn into a meteor right there and then and you will take minimal fall damage.

    Glyph of Eye of Kilrogg (Do not take) - Your Eye of Kilrogg is no longer stealthed and can now place your Demonic Circle. In addition, the movement speed of your Eye of Kilrogg is increased by 50% and allows it to fly in areas where flying mounts are enabled.
    It's a neat sounding glyph, but really it's got limited use. In RBGs you can't summon an Eye of Kilrogg and then fly it to your specified position in order to place the Demonic Circle unless you or your allies aren't currently battling, and even then the regular Demonic Circle would be better. This glyph is not recommended.

    Glyph of Nightmares (RBG Mandatory) - Your Felsteed and Dreadsteed can cross water while running and leave a trail of flames.
    Being able to run across water on your Dreadsteed is very nice in RBGs like Arathi Basin and Twin Peaks where water will slow you down.

    Glyph of Hand of Gul'dan (Do not take) - This glyph is even worse than Eye of Kilrogg. Having to target the ground for your Hand of Gul'dan spell might be fun while hanging somewhere alone or with friends, but in battle this pretty much cripples your damage and Demonic Fury generation. Ground targeting the spell does not always hit the target. You could misclick somewhere and that cast would be useless. Even if you target directly above a player, Hand of Gul'dan has a delay and enemies can move out of its path before it hit them. Do not take this glyph.

    Other Minor glyphs are cosmetic. Do what you want with them.

    How to Damage
    Sustained Damage
    The main goal of Demonology sustained damage is to build Demonic Fury to a point where you can burst with Metamorphosis (800+ Demonic Fury). To do this you will use the following spells:

    - Corruption (4 DF per tick) - Keep this spell up at all times to maximise Demonic Fury generation.
    - Hand of Gul'dan (2 DF per tick) - Doesn't look like it generates much Demonic Fury, but it ticks faster than Corruption.
    - Fel Flame (15 DF per cast) - This will be your filler spell. Use this whenever you have nothing else that can build Demonic Fury better.
    - Hellfire (AoE) (3 DF per tick) - In RBGs, using this in a crowd will build your Demonic Fury 10 times faster than any other ability.
    - Shadow Bolt (25 DF per cast) - Don't use this in an Arena environment, you will be open to interrupts, locking you out of most of your utility. In RBGs, if you remain unnoticed, you can build Demonic Fury rather quickly.
    - Soul Fire (30 DF per cast) - Don't use this. The Demonic Fury generation is high, but so is its mana cost. You will be forced to Life Tap your mana back, which is what you don't want.

    When you reach about 800 Demonic Fury, activate Metamorphosis and start your burst damage.

    Burst Damage
    This is your burst phase, which involves using Metamorphosis to deal a lot of damage. Your rotation will look like this:

    Chaos Wave x2 > Touch of Chaos x9001

    Use Chaos Wave again whenever it comes off cooldown to keep up the damage.

    Tips and Tricks
    Coming Soon!

    Gems

    Meta - Burning Primal Diamond (+216 Intellect and 3% extra Critical Strike chance)
    Red - Mysterious Imperial Amethyst (+80 Intellect and +160 PvP Power)
    Yellow - Effulgent Wild Jade (+160 PvP Power and +160 Mastery)
    Blue - Stormy River's Heart (+320 PvP Power)
    Prismatic - Stormy River's Heart (+320 PvP Power)

    Enchants

    Shoulders - Greater Crane Wing Inscription (+200 Intellect and +100 Critical Strike rating)
    Cloak - Enchant Cloak - Superior Intellect (+180 Intellect)
    Chest - Enchant Chest - Super Resilience (+200 PvP Resilience)
    Bracers - Enchant Bracer - Super Intellect (+170 Intellect)
    Gloves - Enchant Gloves - Superior Mastery (+170 Mastery)
    Belt - Living Steel Belt Buckle (extra Prismatic gem socket)
    Legs - Greater Cerulean Spellthread (+285 Intellect and +165 Critical Strike rating)
    Boots - Enchant Boots - Pandaren's Step (+140 Mastery and 8% extra run speed)
    Main Hand - Enchant Weapon - Jade Spirit (chance on +1650 Intellect when damaging or healing)
    Off Hand - Enchant Off-Hand - Major Intellect (+165 Intellect)

    Staff vs Main Hand/Off Hand

    Using a Main Hand/Off Hand weapon set is much more effective than using a Staff, as you can get the Off Hand Intellect enchant, bringing your damage higher as Main Hand/Off Hand.

    External Links
    This Arena Junkies link shows you how PvP Power and PvP Resilience works.
    Rugmouse's guide will give you a more detailed approach on how to gear your Demonology Warlock.

    This guide is unfinished due to some unknown values. If you have spotted any mistakes or know of something that can be improved, leave it in the comments!

    EDIT: Removed some typing errors and made the guide less of a wall of text by adding paragraphs.
    EDIT: Added link to Rugmouse's Demonology Warlock Gearing Guide.
    Last edited by Lightbull; 11-29-2012 at 06:09 AM.

  6. #6

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    Groa is on a distinguished road
    FIRST.
    also would like to point out the extra burst potential from using GoSac with your Dark soul and pvp trinket, and after you burst you can insta summon another pet out. 20% more on your burst is no joke. especially with the way the game is after mop.

    also, nice well put together guide +rep
    Last edited by Groa; 11-27-2012 at 04:14 AM.

  9. #9

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    Lightbull is on a distinguished road
    Quote Originally Posted by Groa View Post
    FIRST.
    also would like to point out the extra burst potential from using GoSac with your Dark soul and pvp trinket, and after you burst you can insta summon another pet out. 20% more on your burst is no joke. especially with the way the game is after mop.
    I would still go with GoServ. That extra silence/CC/stun/disarm/dispel can be insanely good in critical situations, especially at high ratings.

    The GoSac method you mentioned will probably only be effective at lower ratings, as higher rated players will be smart enough to CC you during your burst, making GoSac useless and furthermore leaving you with no pet utility. Having no pet during your burst can be costly when you don't have your Felguard to stun a healer while bursting, your GoSac gives you the Felguard charge.

  10. #10

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    Kenny is an unknown quantity at this point
    Plus rep! I will ask my friend to read this once he dings.

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