Don’t forget to check out the other class changes as well.
Cataclysm Warlock Talents Preview
In World of Warcraft: Cataclysm, warlocks will receive changes to their class talents and abilities. Outlined below are some of these changes. Keep in mind that this is an early preview and that these modifications are still under development, so you may see further adjustments to the listed changes as we get closer to launch. That said, here is a first look at these new warlock spells and abilities!
New Warlock Spells
Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that’s good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.
Dark Intent (level 83): Increases the target’s chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.
Demon Soul (level 85): Fuses the warlock’s soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.
Soul Shard Overhaul
This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.
- Summon Demon + Soul Burn = summon the demon instantly.
- Drain Life + Soul Burn = Reduces cast speed by 60%.
- Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
- Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
- Soul Fire + Soul Burn = Instant cast.
- Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
- Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.
Next you will find a list of some of the warlock spell and talent changes for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.
Changes to Abilities and Mechanics
- All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT’s duration, but rather to add additional ticks. When reapplying a DoT, you can no longer “clip” the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.
- Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.
- Hellfire will no longer deal damage to the warlock.
- Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.
- The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.
- Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat. Suffering will become a single-target taunt.
New Talents and Talent Changes
- Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.
- The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).
- Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.
- We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.
- Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock’s own spells.
- Shadowburn will now do additional damage to targets below 25% health.
Mastery Passive Talent Tree Bonuses
Spell Critical Damage
Fire Direct Damage
Shadow DoTs: The damage caused by Shadow damage-over-time spells is increased.
Demon Damage: The damage caused by pets and Metamorphosis is increased.
Fire Direct Damage: The damage caused by Fire direct damage spells is increased.
Well that concludes this Cataclysm preview for the warlock class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.
Additional Priest Clarifications
Here are a few points of clarification on some of the popular questions or concerns we’re seeing.
- On regenerating shards in combat, we will add a mechanic to regen shards if we find that we need to in order to handle variable combat length. We haven’t added one yet because we really want to emphasize locks using shards at the right time and not as fast as they can with then an Evocation-like spell to bring them back again. These are supposed to be special moments in a fight — think Bloodlust perhaps — and not used every 20 seconds on cooldown (or whatever the cooldown ends up being).
- Demon lovers, we haven’t ruled out adding a new demon, but we want to be very careful here. We’ve had a hard enough time finding niches for some of the current ones. So we first want to make sure existing demons are cool before we’re faced with Q&A several months from now asking why the new demon either isn’t cool enough, or why warlocks no longer use, say, their felhunter because of the new demon.
- The intent for Hellfire is for it to be a specialty of Demonology warlocks. Affliction would use Seed of Corruption and Destruction would use Rain of Fire.
Here are a few more answers for you to digest.
- We do like the idea of allowing warlocks to re-skin their demons and have been talking about possible ways to implement this. I have no concrete information for you at this time beyond that.
- When it comes to naming demons, this has always been one of those sacred cows, where the hunter gets to name their pet because he loves his pet bear, but the warlock considers the demon to be something disposable — a tool.
- The Demon Bolt debuff will only affect the warlock’s demon, not other demons. We wanted a Demo-themed nuke that made it feel like the pet was part of the damage.
- For Soul Shard bags, we will probably do something like remove all the shards, reduce the bag size (a little) and convert it to a normal bag. This would be a one-time conversion. We’ll probably get rid of the recipes, as we wouldn’t want other classes to go out and get shard bags just to get a free bag.
Upcoming Frost Changes
We have concerns about how bursty dps has become in PvP. On the other hand, we’re pretty happy with mage dps in PvE so we want to take care not to hurt it.
For example, we discussed shifting some of Arcane’s damage between Arcane Blast and Arcane Barrage, but that actually does hurt one of Arcane’s PvE advantages over Fire — namely to be able to move around while doing some instant spells.
In the case of Frost, however, we have become concerned that it’s too easy to blow opponents up too quickly. Two of the culprits here are instant, uninterruptible Fireballs and Deep Freeze.
We are changing Brain Freeze to only proc off of Frost spells that can chill. Specifically, this limits the tactic of trying to fish for procs with Ice Lance. Ice Lance gets used a lot more in PvP, so we don’t think this will hurt Frost as much in PvE.
Secondly, Cold as Ice no longer reduces the cooldown on Deep Freeze. Deep Freeze is an (ahem) cool spell and we don’t want to nerf it too much, but you must admit that the poor frozen shmuck can endure a lot of damage while he is locked up.
Upcoming Warlock DPS Changes
We have finished a fairly comprehensive look at the dps of various classes and specs and are concerned that warlock dps isn’t quite where it should be. It’s not abysmal by any means, but we think it should be a little higher.
To give warlocks a little extra nudge in PvP, we increased Soul Link up to 20% from 15%. You may already have this change.
In PvE, overall, we just think a lot of classes benefitted from getting the warlock buffs a little more than the locks benefited from getting everyone else’s buffs. So we decided to just buff lock damage across the board (which will also help in PvP somewhat). Rather than change damage and coefficients of a lot of different ranks of spells, we just inflated talents that we were almost certain you’d already have. Shadow Mastery, Demonic Tactics and Emberstorm were all increased by 1% per rank for 5% total.
Let us know how that feels. The changes should go live before Nov 13.
Recent Fury Changes
As I posted recently in the hunter forums, we increased the armor on level 83 raid bosses by 10%. This will be a nerf to warrior dps.
In the case of Arms and Protection, we don’t think any adjustment is necessary at this time. Arms is doing very competitive dps, while Fury has fallen behind. We experimented with lowering the proc chance of Sudden Death, from where Arms gets a lot of its damage, but weren’t happy with the result and ultimately decided to buff Fury instead.
First, we increased the percentage of AP that contributes to Bloodthirst from 45% to 50%.
Second, we reduced the hit penalty on special attacks on Titan’s Grip from -12% to -5%.
As I have said before, we have been somewhat reluctant to give Titan’s Grip such a huge buff. It is now likely more powerful than several other talents in the tree and risks being the 51-point talent to which all other classes compare their 51-point talent. Nevertheless, we feel it was the right change to make.
When a Fury warrior missed a Slam or Bloodthirst on a boss, they ended up building up a lot of extra rage that couldn’t be spent fast enough. I understand some players suggested an additional attack for Fury, and that is something we may still consider when we see players hit 80 and start experimenting more with the build. But it would be a very big change that involved touching talent trees and glyphs, as well as a lot of time necessary to iterate on the right values. The Titan’s Grip change by contrast was a simple one, and judging by the number of players who have asked for it throughout beta, one that will be welcomed by the community.
Upcoming Hunter Changes
As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes. While we’re trying to achieve closer parity among specs of all classes with regard to dps, and we want to particularly make sure that hunters, rogues, mages and locks are not left behind, we do think the hunters are too far ahead, particularly at 80, in good gear, when raid-buffed.
However, we have also tried to give hunters a substantial survivability boost in PvP and we don’t want to do anything that hurts them too much in PvP.
So here are changes you will most likely see soon:
1) Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.
2) We are also improving the armor on level 83 raid bosses by 10%. This will be a nerf to the dps of any class that does physical damage. For classes that would slide behind with such a change, we’ll take steps to adjust them — though it probably isn’t as many as you think. The raid buff stacking overhaul was very beneficial to melee (and hunters). Sunder / Expose Armor alone can be a 20%+ dps increase, which is why we decided to attack the problem from this angle.
3) Now the armor change won’t affect PvP at all and the haste buff change will only have a marginal affect in BGs and only in Arena teams that include certain comps. However, in order to make sure we didn’t nerf hunters too much, we made two changes to Disengage. First, its cooldown dropped to 25 sec (from 30) which can be talented to 16. Second, it no longer requires a target, but does require you to be in combat. Now if someone closes to melee, you can leap back without having to select them first. We require you to be in combat though so we don’t see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Boss Armor Change
As I have posted a couple of times recently, we decided to raise the armor of level 83 raid bosses by 10% to correct for some dps difference between casters and melee + hunters. I wanted to address the issue head on with the rogues.
We have done a lot of testing recently, and concluded that even with this change, Assassination rogues are likely the top dps spec in the game against single bosses that don’t move around a lot (like Patchwerk). This isn’t a bad place for them to be. They pay a small price both for being melee (where more damage tends to occur) and for lacking the ability to respec into a non-damage build. We don’t think they will be as far above hybrids as they have been before — as I’ve posted before, it’s very important that hybrid classes do higher dps now that their buffs do not stack.
Combat builds, especially swords, is competitive but probably behind Assassination. This is something we’d like to address, especially if it turns out to be a major difference between the specs. Additional armor does hurt Combat, but also remember it’s just raid bosses and not other players (or trash or heroic bosses).
Subtelty, sadly, is just much harder to test since so much of their damage relies on other players. Our preliminary evidence is that they generate plenty of combo points from Honor Among Thieves, but this might mean their personal dps when not in a group suffers. This is something we’re still testing.
I will add that some players have wondered if Honor Among Thieves is bugged since the cp can occur more often than 1 sec. In this case, the tooltip is just unclear. When Jimmy the Shaman crits, he cannnot “send you” a combo point more often than 1 per sec. But if you have lots of players critting all the time, you can build them up quickly. So Honor is (here it comes) working as intended.
Not much to be said here, we’ll just have to wait and see these changes once Blizzard finalizes them for the next PTR build in a couple of days. Make sure to check out the patch 3.0.2 changes warlocks.
Eradication might need a few changes
Thanks. We’ll take a look at it.
Demonic Circle recast
If you cast a new one, it should just cast a new one. We’ll look into it.
Demonic Circle isn’t intended to be a pew pew spell. Not every ability has to be.
Shadowflame is something we’re looking at.
Warlock’s are arguably one of the most difficult classes to play (at least at the highest levels), namely due to the incredible number of spells a warlock must master. Fortunately, there are a few warlock focus macros available that can make your life a whole lot easier and improve your game over night!
If you haven’t heard of focus macros or just want a quick refresher course then head over and check out my 101 focus macro guide. Also, if you’re just looking for regular warlock macros you can find those here, warlock macros guide.
Warlock CC Focus Macros
Focus Fear Macro
/cast [target=focus] Fear
If you don’t go any further than this, please get this macro. Using a focus fear macro is absolutely crucial for effective CC rotations in both PvP and PvE settings.
Focus Fear Macro + Modifier
/cast [mod:shift,target=focus] Fear; Fear
Does the same thing as the above fear macro, except you use shift + key to cast your focus fear, while just an unmodified key click will cast a non-focused fear on your target.
Focus Banish Macro
/cast [target=focus] Banish
Warlock Pet Focus Macros
Focus Pet Attack Macros (all)
/cast [pet:X, target=focus] Attack
note: just change “X” to the name of your pet. Felguard, Felhunter, Imp, Etc.
Focus Intercept Macros (felguard)
/cast [pet:Felguard, target=focus] Intercept
Focus Spell Lock Macro (felhunter)
/cast [pet:FelHunter, target=focus] Spell Lock
Focus Devour Magic (felhunter)
/cast [pet:Felhunter, target=focus] Devour Magic
Focus Seduction Macro (succubus)
/cast [pet:Succubus, target=focus] Seduction
Focus Macro Spells
Curse of Tongues Focus Macro
/cast [target=focus] Curse of Tongues
Shadow Bolt Focus Macro
/cast [target=focus] Shadow Bolt
Shadow Bolt Focus Macro + Modifier
/cast [mod: shift, target=focus] Shadow Bolt; Shadow Bolt
Personally I like this macro much more as it allows you seamlessly switch targets you are DPS’ing, and the opposing team / boss will never be the wiser!
DoT Focus Macro Spells
/cast [target=focus] Curse of Agony
Simply replace “Curse of Agony” for any other focus DoT / Spell macros you’d like to create. Very simple!
This is really quick match, and it will only be quicker if anything goes wrong for either team.
Rogue Arena Strategy
Rush the warlock with everything you’ve got, and try to avoid as much of the opposing rogue’s damage as possible. Attempting to find a rogue with paranoia is an unnecessary risk.The lock will probably be dotting both of you, so if you’re dotted and caught in a Kidney shot feel free to trinket to finish up on the lock.
NEVER let the lock get a fear off, as that’s almost a guaranteed loss. Once the lock is down, you’ll probably have used up most of your cooldowns at this point, it’s up to your mage for a smooth get away from the rogue.
Mage Arena Strategy
Shatter combos on the lock as fast as possible. Sheeping the rogue might not buy you the full window of CC you’re used to, but it can buy you atleast 3 seconds as it will take time for the lock to send his fel hunter for a dispel. The pressure is really on for you to keep your rogue out of the danger zone and to shatter the warlock on demand. When the lock is dead attempt to control the rogue to let yours heal up, as a 1v1 while in your advantage is annoying and time consuming.
Looking for more mage / rogue strategy? Check out the complete Mage / Rogue 2v2 Arena Strategy Guide.
The following is a guest commentary submitted by Menagus of the Zug Gaming forums.
Now everyone and their dog knows that warlocks are already ridiculously OP in PvE, as well as PvP. So what does Blizzard decide to do for Wrath of the Lich King? ……buff them, apparently.
We’re going to make Corruption base instant cast. The Improved Corruption talent will now increase Corruption’s damage by 4/8/12/16/20%.
In an upcoming build we are changing Ruin to a 5-point talent. However, it will swap places with Devastation. Devastation will become a 1-point talent (5% spell crit). This will be a minimal change to the Destruction Warlock, while opening up Ruin to other builds without having them sacrifice their 51-point talents.
We recently re-designed Metamorphosis for an upcoming build. Some changes:
- It will no longer remove your pet (your pet remains)
- It increases your armor by 600%, up from 360%
- It increases all your damage by 40%
- You can still cast your regular Warlock spells
- You gain access to a few new unique Demon Form abilities that can only be used in Demon Form
Among some other improvements. It will be changed back to a 5-minute cooldown, however (with a 45 second duration). With the changes to Ruin, you can also get Metamorphosis and Ruin in a build if you wish.
Going to be changing the visual and some other aspects of the talent soon, not going to have the Shadow Bolt graphic.
Seriously, I wish I had a lock about right now. Metamorphosis looks absolutely amazing. If I had to fathom a guess, this ability is going to have to be nerfed pretty hard in order to balance it accordingly. In fact, I have heard from a few sources that some of the warlocks in the beta think that this is even a bit too much of a buff (yeah, hard to believe, huh -.-). In any case, the change to improved corruption has been a long time crying – many warlocks have called for that for who knows how long.
Looks like everyone will be stacking warlocks in raids if these changes stay, their dps is going to be off the charts.
Rogue Arena Tactics
The strategy for the rogue is pretty basic here. If at all possible you want to sap the priest. This will allow you to get a solid start on the warlock and in many cases fill him outright. If you must use shadowstep to pull off the sap, it’s crucial you get it off quickly and cleanly.
Once you’re on the lock you need to be very watchful for fears. The mage cannot afford to burn his CS on the lock, so it’s up to you to kick / kidney shot any single target fear or howl of terror. Additionally, be ready to use your blind on the priest to assist the mage in his crowd control rotation.
I highly suggest using a focus blind macro to make this cc transition as seamless as possible. In an ideal game your rotation might look something like this. Sap –> Sheep –> Trinkets the sheep. Blind –> Sap –> CS — Sheep. While this always isn’t going to work out perfectly like this knowing your CC rotation from the beginning will be a huge aid to your success.
Mage Arena Tactics
While the mage is certainly going to be adding damage your primary role is still to crowd control the healer. Most mages are very confident in their own sheep / CS rotation, but don’t forget the fact you have a rogue. It will be very important for you and your rogue to successfully communicate through the match to maximize your collective crowd control.
Just like with the rogue’s blind, using focus sheep or focus CS macros can be very helpful. Not only do they allow you to quickly pull off your various forms of CS, but many times they can catch your opponents off guard. Many players watch for you as the mage to target them, often this is a dead give away to an incoming sheep or blind. Using focus macros you never actually have to target them, so they have zero idea what’s coming!
Looking for more strategies? Check out the complete rogue / mage 2v2 arena strategy guide!
Welcome to read the first part of “Paladin pvp guide”. We’ll start with abilities and spells and cover additional topics with each part in this series.
Most of the paladins I’ve played against typically do not swap auras in different situations, even if it might help them a lot of. With Aura swapping you are actually changing those auras in constantly throughout the match. It is extremely important to swap these auras though. Using different auras allows you to get a huge advantage throughout the duration of the match and the better you get with using each situational buff the better off you’ll be.
Frost resistance aura – 70 frost resistance. Use it against any team where the primary source of damage is a frost mage.
Shadow resistance aura – 70 shadow resistance. Use against priest and warlock teams. This can really be a clutch buff, because one or two extra fear resists throughout a long duration match could very easily tip the tide in your favor.
Devotion aura -Devotion aura can be another very beneficial buff when used under the right circumstance. Generally speaking this aura is ideal on any team where melee damage is the primary damage output.
Blessings and seals
<Blessing of Sacrifice>
Really useful and important ability that people should use MUCH more. When to use it? I suggest to use it always against warlock teams, reducing so much of damage income to warrior. It’s really effective against rogue teams with the same reason, but they also can’t blind you, sap you or gouge you. You should always try to keep it up on your warrior against rogue and mage teams, that way you cannot be crowd controled nearly as effectivly.
Tip: You can sacrifice warlock’s pet instead of the warlock himself, that way you can keep both sacrifice and blessing of freedom up.
Tip: Keep the blessing of sacrifice up on your friend, that way you can’t get sapped, sheeped, blinded for too long.
<Blessing of Freedom>
The “Ultimate Kite” ability. This is one of the abilities that make the paladin class viable in arena. Excellent ability for pillar kiting, if you have your movement speed enchant or gem and your enemy doesn’t it’s pretty much impossible for them to catch you.
<Blessing of Protection>
Personally, this is one of my favorite paladin abilities, it’s simply dominating against melee teams. When using it with Divine shield and blessing of freedom rotating against rogue teams for example, there is really small change you could actually get killed. Blessing of protection only has 3 minutes cool down, so you’re able to BoP yourself, Divine shield after that if needed, and BoP again nearly asap after Forbearance has gone off.
Tip: Blessing of protection removes blind. If someone is about to die on the opposing team for example, and your friend gets blinded and can’t get out by himself, this is good thing to know.
<Seal of Justice and Judgement of Justice>
Judgment of justice basically kills resto druids, especially in 2s / 3s.
Unleashing this Seal’s energy will judge an enemy for 20 sec, preventing them from fleeing and limiting their movement speed.
That means that your opponent can’t run with more than 100% speed. Druids in travel form run just as fast they would run without it, or mutilate rogue who uses movement speed on talents can’t run faster than 100%. Even if the rogue uses his sprint (If it’s not improved sprint), he won’t run faster than he’d run without it. But you also need to remember that there are minor stuff that improves movement speed as well, and removing that from someone while you have it by yourself, might be dramatically.
Tip: Most of the people don’t know it’s also useful as seal. Seal of justice, has a change to stun your target on melee hit. When would you need really short stun? Interrupting warlocks or hunters while they’re recasting pet and while your partner is being cycloned and your hammer of justice is on cool down.
<Seal of Wisdom and Judgment of Wisdom>
The only use I find for seal of wisdom in arena is in heal fights against certain classes. Because it doesn’t really last that long to get benefits from it, I’d only use it in few situations. For example, if you’re playing 2v2 against healer + hunter team, judging it on pet and sealing yourself with it could save a lot of mana from you.
However, lately I’ve started to play really offensively against hunter + healer teams, so I judge seal of command on the pet every time it gets off from cooldown. (I’m currently playing with 47 / 0 / 14 holy spec with a warlock).
Mana cost 340, it’s a lot compared to damage it does, but sometimes you just got to go offensive and this spell is ideal for killing warlock pets. Together with Holy shock, judgment of righteous / judgment of command and hammer of wrath, it’s a lot of nuke damage. Using this technique is ideal for bombing pets, though you’ll want to make sure you pull them out of line of sight so it cannot be healed as easily.
You lose a lot of mana dropping the damage, but you’re able to drink after that so you may have to take the risk. Don’t start nuking the pet by yourself before it’s already pretty low and you’re away from opposite teams healer. If you start nuking it you’ll end up losing mana while opposite healer just heals it to full with mana cost of 300.
Your only instant healing spell, use it wisely. You can use it either offensively or defensively. If you’re playing against double dps team in 2v2 this is a spell you should have on cooldown all the time. Granted it is quite mana costly, but sometimes it’s the only way to get caught up on heals.
Great way to detect stealth classes using Rank 1 and randomly casting it while mounted or even without. It’s also a great way to kill snakes from hunter’s viper / snake trap (Correct me if the name is wrong). Don’t use highest rank when you use it, use rank 1 or few ranks higher.
This match-up is pretty similar to Warrior / Pally, but much easier in my opinion. The one thing that will get you killed here is if you get chain feared into oblivion by the Warlock, but you two won’t let that happen to you, right?!
Get a sap on the lock if possible, and pretty much just try to force the pally to bubble. Conserve energy for interrupts. Once the paladin pops bubble you simply Cloak and Vanish to reset the match. Down the paladin after bubble fades.
You can do one of either things: Get on the lock, or simply force a bubble on the paladin with your partner. Either option is viable, simply do what you and your partner are comfortable.
The rogue / warlock vs. warrior / druid 2v2 strategy can be a very difficult one. Generally speaking a warlock is going to be a huge advantage over druids, but in this case it’s very easy for the warrior / druid team to dramatically slow the pace of the game. And if you can’t control the speed it’s going to be a tough match for you to win.
In order to ensure you get the best start we need to make certain we always have the element of surprise. So running out and engaging quickly is an absolute must. In virtually all cases you’re going to have to go on the warrior. He’ll be out in the open early on, so you can very quickly open with CS and DoT him up.
But getting the damage out isn’t the issue, the problem is keeping the druid crowd controlled. As soon as the warrior / druid team realizes it’s double DPS and you’re attack the warrior he’s going to go d-stance and try to buy time for his druid to heal him up. So at this point we need to get this druid out of the fight. As soon as the druid pops out you need to start crowd controlling him.
- Start with fears on the druid, if you have a solid start on the warrior the druid should have to break this first or second fear.
- As soon as he trinkets the rogue needs to toss the blind. Having a focus blind macro helps a lot to get this blind out quickly.
- You need to drop then vanish / sap combo on the druid at the end of the blind’s duration
- The warrior “should” be dead by this point, if not put him into another fear rotation and keep the damage output up
The strategies for virtually all warlock / rogue 2v2 teams are going to be pretty straight forward. DPS one target while you spam crowd controls on the other. It’s the execution that is the difficult part.
The issue with the battle against warrior / druid is you’re pretty much snookered into going on the warrior. Since you aren’t going to be able to fear the warrior you really cannot bomb the druid. Below is a short list of absolute “musts” if you want to secure a win.
- Engage quickly on the warrior, get all your major damage out early because the warrior will be going into d-stance soon.
- Both players need to watch for the druid and immediately start cc’n the moment he breaks stealth.
- Once the warrior is in d-stance it’s a good idea to drop a rupture bomb to keep the DPS pumping.
- Both players need to watch for the the druid’s trinket, the moment he does drop the blind / sap combo.
- The rogue should do everything he can to avoid being disarmed. If you have an off hand with weapon chain, use this for this setup. And either way you still should toss the evasion early to avoid getting bombed on and avoid a disarm.