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  1. #1

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    Affliction Warlock PvP Guide - Warlords of Draenor



    By Chanimal


    Welcome everybody to another extremely detailed pvp guide. This guide is brought to you by Chanimal, a Multi Rank 1 Warlock and Blizzcon Winner from the US who has played at the highest level of arena for many seasons, alongside some of the best and most well known players in the world. He has taken a considerable amount of time to put together an exceptionally detailed summary of information explaining everything you could possibly need to know about getting started as a Warlock in PvP.

    Chanimal's Armory - http://us.battle.net/wow/en/characte...nimal/advanced


    Sections:
    1 - Suggested Talents and Glyphs
    2 - Resource Management
    3 - Race Selection
    4 - Stats, Enchants, Gear Selection
    5 - DPS Rotation and Priority System
    6 - Surviving as an Affliction Warlock
    7 - Crowd Control
    8 - Utilizing your mobility
    9 - Making the most of your utility
    10 - Suggested Keybinds
    11 - Suggested Macros
    12 - Suggested Addons / Scripts
    Last edited by Hoggster; 12-17-2015 at 03:32 AM.

  2. #2

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    When choosing talents there are often many choices you can make based on the comps you play, the comps you are playing against and the type of bracket you are playing such as 2v2, 3v3, 5v5 or Rated Battlegrounds. Below you will find Chanimal's thoughts on the best talents to take for each tier and why.

    Level 15


    Best Talent: Dark Regeneration
    Why:
    1. Can be used while silenced
    2. Synergy with healthstone (+healing increase)
    3. Best talent to deal with enemy offensive cooldowns


    Is there an alternative talent?: No
    Why?: Both Soul Leech and Harvest Life are really poor in an arena situation. Drain Soul/Haunt not channeled enough for Soul Leech, and Harvest Life means you aren’t doing much damage plus prone to lockouts

    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Harvest Life has a place in duels / double dps 2v2 with Glyph of Drain Life to survive.

    Level 30


    Best Talent: Shadowfury
    Why:
    1. Most comps do not have multiple stuns, synergises very well with most classes
    2. Can be used offensively or defensively
    3. Can chain to more CC (either casting fear or from team’s CC)

    Is there an alternative talent?: No
    Why?: Both Howl of Terror and Mortal Coil are not better for general arena games compared to Shadowfury.

    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Howl of Terror can be used with a rogue as they have plenty of stuns. Mortal Coil can be used with a class that already has a stun if more lockdown is required. Both of these talents are only very situationally better than Shadowfury only in arena situations.

    Level 45


    Best Talent: Soul Link
    Why: The best defensive passive for a warlock


    Is there an alternative talent?: No
    Why?: Both Sacrificial Pact and Dark Bargain are very poor options for warlocks in arena. Soul Link is very important for survival.

    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Sacrificial Pact can be used in duels or world pvp, where it can be better in a 1v1 situation than Soul Link. Dark Bargain can be used in RBGs to prevent being gibbed by a coordinated burst.


    Level 60


    Best Talent: Unbound Will
    Why: Extra trinket to deal with heavy CC comps


    Is there an alternative talent?: Blood Horror
    Why?:
    1. Very good talent to deal with melee / hunter cleaves
    2. One of the best tools to get casts off against cleaves
    3. Low HP cost to use
    4. Unbound Will is near useless against cleaves that attack you (the Warlock)


    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Never, Burning Rush is absolutely terrible for PvP.

    Level 75


    Best Talent: Grimoire of Supremacy
    Why:
    1. The Observer pet deals a decent amount of damage
    2. Has more health than a felhunter


    Is there an alternative talent?: Grimoire of Sacrifice
    Why?:
    1. Good for teams like Affliction Warlock teams that kill your pet easily
    2. Can abuse ‘double-spell lock’ mechanic (being removed soon)


    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Never. Grimoire of Service is terrible in PvP

    Level 90


    Best Talent: Archimonde’s Darkness
    Why: An extra Dark Soul charge gives a lot more damage

    Is there an alternative talent?: No
    Why?: The other two options Kil’jaeden’s Cunning and Mannoroth’s Fury are terrible PvP talents.

    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Never. Archimonde’s Darkness is simply too strong to give up.

    Level 100


    Best Talent: Soulburn Haunt
    Why:
    1. Biggest damage increase by far
    2. Helps multi-dotting, which Affliction Warlocks need to do


    Is there an alternative talent?: No
    Why?: Cataclysm is not a good choice because it has such a long cast time and requires the enemy to stay in one location. Demonic Servitude is not worth it as the pet is easily killed, and can be line of sighted easily as it casts Shadow Bolts to do damage


    Situational usage of the "weaker" talent choices? (World PvP, BG's, RBG's, Arena.)
    Never.
    Last edited by Hoggster; 12-19-2015 at 05:49 PM.

  3. #3

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    Glyphs are very important to maximising our characters potential. You will find yourself needing to change your glyph setup based on the comps you play and face. Below is an explanation of what glyphs you should use and why.

    Standard Glyph Setup.

    What are your mandatory glyphs?:

    Why is each important?:
    • is important because it doesn’t require any skill to use, and passively makes you much tankier.
    • is important because it reduces the cast time of your UA significantly, making it harder for enemies to interrupt you and making it easier for you to juke.

    What glyphs are optional and when should you use them?: Our optional glyph choices are...
    • is my default 3rd glyph as the Soul Swap buff only lasts 3 seconds, which can be very frustrating if you get hit by a short CC at the same time as you Soul Swap. Using this glyph prevents you from wasting that shard, and allows you to get dots on to an enemy who is pillaring much easier.
    • is an option for when you need more healing but aren’t afraid of dying through it. Best in a 2v2 / world PvP / BGs situation.
    • is a good 3rd option for general use, as it doesn’t require any skill to use but improves your general survivability a decent amount.
    • is a good option in conjunction with the talent Harvest Life. It is good in a 2v2 / world PvP / BGs situation.

    Minor Glyphs

    Are there any mandatory minor glyphs?: Yes!
    • as channeling a health funnel on your pet is going to open you up to a lockout.
    • is also important for BGs, where crossing water (like on Arathi Basin) is faster than crossing the bridges.

    Are there any fun minor glyphs that stand out?:
    • because the soul shards ruin most transmogs.
    Last edited by Hoggster; 12-19-2015 at 05:50 PM.

  4. #4

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    Every class has its own resource to manage in order to be able to get the most out of the class and spec being played.

    What is your primary resource as a Warlock?

    Our primary resource is Mana

    How does your primary resource work?

    You have 160k mana and most spells you use will consume a small amount of that mana pool.

    How can you generate your primary resource?

    Passive regeneration or .

    What do you use your primary resource on?

    The most used spells generally are:








    What is an efficient way of using your primary resource?

    Warlocks do not have any mana problems this expansion, and in most games do not even need to .

    Do you have any abilities that consume a lot of your primary resource?

    No, all spells cost very small percentages of your mana pool and you passively regenerate enough mana for this not to be a worry.


    Secondary Resource




    What is your secondary resource?

    Our secondary resource is our Soul Shards.

    How does your secondary resource work?

    You have a total of 4 soul shards which you can expend to power up abilities with or to or with.

    How can you generate your secondary resource?

    Passively you will regenerate Soul Shards out of combat, otherwise has a 8.5% chance to proc a Soul Shard. Every 4th proc grants you 2 Soul Shards instead of 1.

    What do you use your secondary resource on?

    to empower abilities, or and .

    What is an efficient way of using your secondary resource?

    Using Soul Shards primarily for to keep up the buff is the most important use for Soul Shards by far.

    Do you have any abilities that consume alot of your secondary resource?

    Soulburn: Soul Swap consumes 2 shards, which is very costly. Avoid doing this unless you feel like you absolutely cannot get casts off.
    Last edited by Hoggster; 12-19-2015 at 05:51 PM.

  5. #5

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    Alliance

    Picking what race you would like to be can be a tricky process when confronted with the different types of racial abilities and passives each race has. Below I will talk about the different races, what they offer and which race is best for both horde and alliance for pvp.

    *Only racials that have any real use for pvp will be listed*

    So what choices do i have to choose from if I was to play alliance, and what does each race offer?

    Human
    • - Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects.
    • - Versatility increased by 100 (scales with level).

    Dwarf
    • - Reduces frost damage taken by 1%.
    • - Removes all poison, disease, curse, magic, and bleed effects and reduces all physical damage taken by 10% for 8 seconds.

    Gnome
    • - Reduces Arcane damage taken by 1%
    • - Removes roots and slows.
    • - Maximum resource increased by 5%
    • - Haste increased by 1%

    Night Elf
    • - Reduces nature damage taken by 1%
    • - Increases your chance to dodge melee and ranged attacks by 2%, and your movement speed by 2%
    • - Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat ipon cancelation of this effect. (You can use this ability to avoid CC and to drop combat. This ability also allows you to stealth when used making it useful to rogues and druids.)
    • - Increases your haste by 1% during the night, and your critical strike by 1% during the day.

    Worgen
    • - Reduces shadow and nature damage taken by 1%
    • - Activates your true form, increasing current movement speed by an additional 40% for 10 seconds
    • - Increases critical strike chance by 1%
    Pandaren
    • - Strikes the target with lightning speed, incapacitating them for 4 seconds, and turns off your auto attack.

    What races are the best for alliance?

    The best races in order are..

    The best option for Alliance is Human. After Human, Dwarf would probably be the best due to Stoneform. The rest of the races are pretty even.
    Last edited by Hoggster; 12-19-2015 at 05:53 PM.

  6. #6

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    Horde

    *Only racials that have any real use for pvp will be listed*

    So what races do i have to choose from if i was to play Horde, and what does each race offer?

    Orc
    • - Increases melee and ranged attack power for 15 seconds.
    • - Duration of Stun effects reduced by an additional 10%.
    • - Damage dealt by pets increased by 1%

    Undead
    • - When activated, regenerates 7% of total health and mana every 2 seconds for 10 seconds. Only works on humanoid or undead corpses within 5 yards. Any movement, action or damage taken while channeling this spell will cancel its effect.
    This ability is really situational and is only really used in battlegrounds, or when you land a kill on somebody in arena and need to heal from their corpse.
    • - Reduces Shadow damage taken by 1%
    • - Your attacks and damaging spells have a chance to drain the target, dealing 1932-2244 shadow damage and healing you for the same amount.
    • - Removes any charm, fear and sleep effect. This effect shares a 30 second cooldown with other similar effects. (Trinkets etc.)

    Tauren
    • - Critical Strike bonus damage and healing increased by 2%
    • - Increases your stamina by 197 (scales with level).
    • - Reduces nature damage taken by 1%
    • - Stuns up to 5 enemies within 8 yards for 2 seconds

    Troll
    • - Health regeneration rate increased by 10%. 10% of total health regeneration may continue during combat.
    • - Increases your haste by 15% for 10 seconds.
    • - Reduces the duration of all movement impairing effects by 15%.

    Goblin
    • - Increases your haste by 1%
    • - Launches your belt rockets at an enemy dealing "X" amount of fire damage.
    • - Activates your rocket belt to jump forward. Other effects which slow the rate of falling cannot be used within 10 seconds after using this ability (Levitate, Slowfall).

    Blood Elf
    • - Silence all enemies within 8 yards for 2 seconds and restores 3% of your mana, 15 energy, 15 focus, 1 holy power, 1 chi or 20 runic power.
    • - Increases critical strike chance by 1%
    • - Reduces Arcane damage taken by 1%

    Pandaren
    • - Strikes the target with lightning speed, incapacitating them for 4 seconds, and turns off your auto attack.

    What races are the best for the Horde?

    The best races for horde are Undead, Orc and Troll.

    Undead > Orc=Troll


    What is the best race overall? (Both Factions)

    Human because Every Man For Himself allows you to use two damage trinkets which are a huge power boost.


    How do the best Alliance and Horde races compare against each other?

    Human is significantly better than the Horde races, however if you play Horde then I recommend Undead for Will of the Forsaken which is invaluable. If not, Orc and Troll are on about even ground.



    Racial Impact

    How much does your race impact your class?

    Being Human is really important for Warlocks as having that extra trinket increases your damage significantly. The pressure difference between a Human warlock and a warlock of another class is very noticeable.


    Is it worth race changing for a better race?

    If you want to be competitive in Arena/PvP, yes. Human and Undead also look the coolest out of the Alliance/Horde races! If you play casually, then don’t worry about it. You probably won’t lose many games if any for being the wrong race.
    Last edited by Hoggster; 12-19-2015 at 05:53 PM.

  7. #7

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    Attributes

    What is my primary Attribute, and what does it do for me?

    Our primary attribute is intellect which increases you spell power. This makes all your abilities hit harder giving you more damage.

    What do each of the enhancements stats do for you?
    • Critical Strike - Critical Strike makes my damaging abilities hit for 150%
    • Haste - Haste reduces my global cooldown, reduces the casting time of all spells and makes my DoTs tick faster
    • Mastery - Mastery increases the potency of my Agony, Corruption and Unstable Affliction damage
    • Spirit - As a warlock, this stat does nothing for me
    • Multistrike - Gives me two chances on any damage dealt to create a replica that deals 30% of that damage dealt, which can also critical strike. In PvP, Multistrike only grants one chance to replicate damage instead of two
    • Versatility - Increases the damage and healing I do and decreases the damage I take. Note: 1% versatility makes me deal 1% extra damage dealt, but I only get 0.5% damage reduction
    • Note: 130 Versatility rating = 1% damage and healing increase, and 0.5% damage reduction.


    Attributes vs Enhancements


    How does your primary attribute compare to your enhancement stats?

    Intellect, our primary stat holds a much higher weight than all our enhancement stats and should be favoured at all times when choosing upgrades.

    Gearing, Enchanting, Stat Priority

    Your stat priority for Affliction in Warlords of Draenor is as follows...
    • Intellect > Haste=> Mastery > Versatility > Mutlistrike > Critical Strike
    • Weapons are the most valuable items as they grant the most Spell Power/Intellect.
    • Trinkets are the next most valuable items as they grant huge power boosts when they are up.
    • Lastly, buy pieces that have the most Haste, Mastery and Versatility possible

    Note: You only want 2 set as you lose too many stats to gain the 4 set, which is not that great


    Best in Slot gear list

    Helm - Haste + Versatility
    Neck - Critical Strike + Haste
    Shoulders - Critical Strike + Mastery
    Cloak - Haste + Mastery
    Chest - Haste + Mastery
    Bracers - Critical Strike + Mastery
    Gloves - Haste + Mastery
    Belt - Versatility + Mastery
    Legs - Versatility + Mastery
    Boots - Haste + Mastery
    Ring 1 - Haste + Multistrike
    Ring 2 - Critical Strike + Haste
    Human Trinket 1 - Passive Versatility + Intellect Proc
    Human Trinket 2 - Passive Intellect + Versatility On-Use

    Non-Human Trinket 1 - Passive Versatility + CC Breaker
    Non-Human Trinket 2 - Passive Versatility + Intellect Proc

    Weapon - Haste + Multistrike

    Weapons: Battle Staff (Haste/Multistrike) has the best stats but if you want to use 1h/OH for transmog purposes or to kill totems/mushrooms easier, use the Spellblade (Crit/Mastery) for Main Hand and Reprieve (Haste/Multistrike) for the Off Hand.


    Is it worth replacing a piece if you already got the wrong one? (Either you already bought the wrong item or obtained it from an ashran strongbox / RBG drop?)

    In most cases It is not recommended to replace a piece when it is the wrong one until you are full Epics. You will gain so many stats over the blue version that it will still be a huge DPS upgrade. Only replace once all your other pieces are capped out.


    Enchants

    What items can you enchant, and what are the best enchant for each slot?

    Neck - 75 Haste
    Cloak - 100 Haste and 10% movement speed
    Rings - 50 Haste
    Weapon - Haste Proc.

    Haste is really the best option for Affliction Warlocks to stack right now, with Mastery as a close second. Mastery is slightly more damage, but Haste gives you that faster utility that is invaluable.

    Is it worth enchanting your blue items?

    Yes you should be enchanting all the pieces of gear you can to maximize your character's potential. If you find yourself struggling for gold there are some cheaper options available to you which are:

    Neck - 40 Haste(Breath of Haste)
    Cloak - 100 Haste (Breath of Haste)
    Rings - 30 Haste (Breath of Haste)
    Weapon - Mark of the Shattered Hand
    Last edited by Hoggster; 12-19-2015 at 05:54 PM.

  8. #8

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    What is your basic damage rotation (priority system)?
    1. (if buff is not up or is expiring in the next 9 seconds)


    Why should you follow this rotation?
    • First of all, we highly prioritise because it takes time to stack up from 1 to 10, where it transforms periodically from our weakest DoT to our strongest.
    • is second because it is our second strongest DoT, but also requires casting.
    • We use only after all 3 DoTs are up, followed by . This is the best use of our resources to deal the most damage possible. Before using , check to see if the buff is down, or only has 9 seconds or less remaining. If this is true, then use before casting .

    Why do you want this to happen?

    If you do not follow this rotation, then you will be doing significantly less damage by using a rotation or priority that is flawed and inefficient.


    When should you alter your damage rotation?

    The only situational rotation changes that come up in PvP are when..

    Enemy interrupts are available or are coming up

    When we might know that the enemy has an interrupt like Pummel or Kick off cooldown, we prioritise casting UA in order to juke (fake) the interrupt. In the situation that these interrupts are on cooldown, but are coming up soon, you must prioritise Soulburn: Haunt and Unstable Affliction first, so that when the interrupts are off cooldown you no longer have to cast.
    Last edited by Hoggster; 12-19-2015 at 05:56 PM.

  9. #9

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    What does it mean to reactively use cooldowns?

    You need to use your defensive cooldowns in situations where you know that you would probably die otherwise or be at dangerous HP levels.

    An example of this is against a Warrior team who uses Recklessness and Avatar on you while you are at 50% and your healer is in a CC. If you can’t get away, this might be a good time to get ready to use your cooldowns!

    What are my defensive cooldowns and how/when should i use them?

    We have two defensive cooldowns which are..

    - Restores 20% of your health over 12 seconds as a HoT to you and your pet, while also increasing healing received by 25%. 2 minute CD.

    - Restores some of your health instantaneously. 3 charges, but can only use one time in combat.




    What abilities can i use to assist in my survival?


    • This should be used when the opposing team is using important offensive cooldowns such as Breath of Syndragosa for DKs and A Murder of Crows for hunters and you are in a situation where you know you will likely die or fall very far behind.
    • This can also be used to help your healer recover from sustained damage, but this is an unlikely scenario as most classes deal damage through bursting with cooldowns
    • Don’t forget that using this increases your healing received! Try to use it when your healer is out of CC but can not top you otherwise.




    • Healthstones can only be used once in most matches as you most likely won’t be able to find times to leave combat. Remember that Dark Regeneration increases your healing received by 25%, so using these two together is the best use of Healthstone.

    Use Healthstone in the same situation as Dark Regeneration. I think it is fine to macro these two together, but make sure that Dark Regeneration comes first, or you won’t receive the bonus healing!


    #showtooltip Dark Regeneration
    /cast Dark Regeneration
    /use Healthstone


    • Port is one of the best escape tools we have in order to get away from the opposing team. You want to position your port at a pillar near your healer, and then position yourself in a way such that you’re at least 20~ yards away from it. This way, you can port back to safety whenever you feel in trouble. If you stand on your port, you can’t go anywhere and you’ll get mowed down.



    • Gateway is a party wide tool that we have that helps with our mobility. Like port, it helps us to escape from the opposing team. You want to position your gateway somewhere near your portal and towards another pillar if possible. The best use of Demonic Gateway is to force a gap closer, and then portal back, or use portal to force a gap closer and Demonic Gateway to safety.



    • Fear is significantly weaker in WoD now due to the damage threshold being nerfed along with the shorter duration and shared diminishing return with Cyclone. Despite this, it’s still our only reliable CC tool we have to help ourselves survive. You want to use this to break up enemy CC chains, or on enemy DPS to peel.

    An example of this is a Mage who uses Deep Freeze on your healer. This is obviously going to be followed up with a Polymorph. Casting Fear on the Mage here to deny the Polymorph prevents follow up CC, and hence your healer can heal you and help you survive.


    What offensive abilities can I use to assist in my survival?

    - Dark Soul is primarily used offensively to deal more damage, but remember that it grants 30% haste. You can utilise this haste to cast more Fears.


    What steps should i take when i need to survive?


    Positioning

    Positioning is the most important factor in whether you’ll live or not in Arena games. It’s important that you play at a position from which you can safely port a good distance to your port, while maintaining line of sight with your healer who in turn is able to out-range or line of sight the opposing team.

    Movement / Kiting

    Movement/Kiting is another key part to surviving. Make sure when you are being attacked that you move to a position that is safer for you, and brings the enemy healer in so that the DPS are less inclined to over extend.

    To explain this better, imagine a situation in which you are fighting TSG (Warrior, DK, Healer). If you are being attacked, you want to walk away from the enemy healer whilst staying in range of your portal so that the enemy healer exposes himself to CC and damage, or he/she cannot heal his teammates.

    Not only will you avoid damage by moving away from the DPS, your opponents will worry about over extending and you’ll be able to accomplish something offensively by doing this.




    Demonic Circle (port) positioning is VERY important. I can’t stress enough how important it is you track the duration on it and your range to it. Going outside of the range leaves you very very vulnerable to being swapped to and having cooldowns forced, or even killed.
    Last edited by Hoggster; 12-19-2015 at 05:57 PM.

  10. #10

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    How is crowd control useful?
    • Stops enemies from dealing damage or healing
    • Stops enemies from cc’ing you
    • Stops enemies from supporting their teammates
    • Reduces the number of enemy players putting you at an advantage

    What crowd control abilities do i have?

    [IMG][/IMG] - Fear is a casted ability that causes the enemy to flee in terror for 6 seconds.

    / - Spell Lock is an interrupt that locks the enemy school out for 6 seconds and is on a 24s CD.

    - Banish is a casted ability that CC’s an elemental for 8 seconds.


    What crowd control talents do i have?

    - Shadowfury is a 8 yard AoE stun that lasts for 3 seconds and is on a 30s CD.

    - Howl of Terror is an AoE fear (10 yards) on a 40s cd that is reduced by a second every time you are attacked. This talent is usually not taken.

    - Mortal Coil is a horrify that lasts for 3 seconds, restores 11% of your hp and is on a 45s CD. This talent is usually not taken.



    How should i use my crowd control?



    Fear is our main crowd control ability as it is spammable and has no cooldown. Using fear correctly is not so important now as previous expansions, but is still an important part of our kit.

    Fear can be used in the following ways...

    Offensively
    • Using fear on the enemy healer 3 times for a total of (6+3+1.5) of 10.5 seconds should be your main priority when using fear offensively. You want to land these fears as early as you can, and as often as possible. I definitely recommend using Shadowfury to set up the fear, as most healers will be near a pillar and trying to avoid you.

    Defensively
    • Using fear on one of the enemy DPS in order to peel or break up a CC chain. The example I used earlier explains this well:
    • An example of this is a Mage who uses Deep Freeze on your healer. This is obviously going to be followed up with a Polymorph. Casting Fear on the Mage here to deny the Polymorph prevents follow up CC, and hence your healer can heal you and help you survive.





    Shadowfury is our main crowd control ability that is used to either set up a Fear or to peel. Like Fear, this ability can be used Offensively and Defensively. Shadowfury is one of our best CC’s we have, so make sure you use it well!

    Offensively
    • Stunning the enemy healer into a follow-up Fear is one of the best ways to use Shadowfury offensively. Also, using it as a stun to lock someone down when killing them is a good idea too, if you think you can get a Fear on the healer without Shadowfury.

    Defensively
    • Using Shadowfury defensively is kind of difficult, as you want to use it at key moments. Chucking it out randomly on the DPS is still pretty effective, but if you want to use it better you should look for key moments such as the opposing team using offensive cooldowns, or trying to set up CC. Stunning a Warrior with Recklessness up or stunning a priest waiting to fear after a Psychic Horror is much more effective than using it on cooldown.


    /
    • Spell Lock is our last CC ability we have. Again, it has offensive and defensive capabilities. Landing a Spell Lock can be pretty hard against opponents who are good at juking, but if you avoid getting juked then you’ll be able to be very disruptive.

    Offensively
    • Landing a Spell Lock on an enemy healer is your main priority for offensive uses for obvious reasons. Don’t forget, Spell Locking CC abilities being casted on you or your team like Polymorph, Cyclone and Fear is definitely worth it as well to keep you and your team out of CC and on the offensive.
    Defensively
    • The main uses of Spell Lock defensively are breaking up CC chains on your healer. Common examples to look out for are Polymorphs following a Deep Freeze from a Mage, Fear following a Shadowfury from a Warlock and Cyclones from Druids.



    • Banish is a CC that isn’t used too much, but is especially useful against priests specifically for shadowfiend/mindbender. It’s important to banish this as soon as it is summoned as they deal a lot of damage and restore mana to the priest.
    Last edited by Hoggster; 12-19-2015 at 05:58 PM.

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