| PvP, Battlegrounds & Arenas One on one dueling to full blown raids, anything PvP! |
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#1 (permalink) |
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Character Info
Thorkos 70 Undead Warlock Azgalor |
Arena Spec
OMG my head is going to explode with all the different talent specs there are. I am just wondering if the only thing i do is arena what would be the best spec with the most consistent wins if your partner is a rogue. I am currently affliction and i am getting torn apart, someone please help me! I use the succubus but the seduce never seems to work. I am open to anything. |
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#2 (permalink) |
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Re: Arena Spec
I would recommend a felguard/destruction spec, with all the plus firedamage gear you can get your hands on. The firedamage will greatly increase felly's attack power, and with a few points in destruction, your dps will be no slouch either. Dont forget soul link, and you'll have the survivability and dps you're looking for. Good luck! |
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#3 (permalink) |
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Re: Arena Spec
I would recommend a felguard/destruction spec, with all the plus firedamage gear you can get your hands on. The firedamage will greatly increase felly's attack power, and with a few points in destruction, your dps will be no slouch either. Dont forget soul link, and you'll have the survivability and dps you're looking for. Good luck! |
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#4 (permalink) |
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Character Info
Ashmodeus 70 Undead Warlock Gorefiend US PvP Guild: Limbo Profile: Blizzard Armory Talent Spec: 0/21/40 |
Re: Arena Spec
If your partner is a rogue, then I would imagine that your 2v2 team and its success is highly dependent upon burst damage dealt and not necessarily long, protracted fights. Here is a build that I think may be beneficial to you...giving you a ton of stam (not sure where you're at currently...but when is more HP a bad thing) as well as a lot of burst damage. http://www.wowhead.com/?talent=AZbxczIZxx0trhthuio There are a few assumptions that I made with this spec, if they're wrong feel free to mock me accordingly, though I will go into an explanation of why I chose the certain talents Assumption: Your damage for this spec would have to be based upon shadow damage, I neglected certain aspects of the destruction tree that really cause your fire spells to give the extra punch that they need to be worth casting as opposed to your shadow spells (as primary forms of DPS, immolate/conflag is still an awesome combo). Affliction Tree I didn't see it as necessary to get the instant cast corruption in your case. It seems that you have problems killing people quickly, and in order to do it as fast as possible without giving the opponent the time to react, you don't want to do it with DoTs. Demonology Tree Improved Healthstone: 2/2 Increases the amount of Health restored by your Healthstone by 20%. Healthstones are part of what make having a warlock on your team so awesome. Everyone is unable to use healing potions or other consumables during arenas (except oils, runes, etc. for anyone that prefers to get around the system) so having that extra 2496 health at clutch times is awesome. With the talent recommended farther down of 3/3 Demonic Aegis, then your healthstone is healing you for 3145 at a minimum, and 4717 as a crit. That's nearly 5k free health just from spending the talents and time before the arena to get the imp. healthstones. I believe the word you're looking for is "DEEEEYUUUUUUM." Demonic Embrace: 5/5 Increases your total Stamina by 15% but decreases your total Spirit by 5%. This is almost a common sense talent for any warlock that plans on PVPing. PVP is based upon surviving longer than your opponent. Surviving is based upon having more health. 15% health is, simply put, amazing. It allows you to take a lot more beating while hopefully your teammate is returning the favor. The hit to your spirit is really negligible...if you're in an arena fight long enough that your mana regeneration matters, then something is very...VERY wrong. Lifetap > spirit. Basically, if you PVP and DON'T have this talent maxed out.../sigh in my honest opinion. Fel Intellect: 3/3 Increases the Intellect of your Imp, Voidwalker, Succubus, Felhunter, and Felguard by 15% and increases your maximum mana by 3%. One of the primary shortcomings of being a destruction warlock is that you burn through your mana at an amazingly fast rate, between shadowbolts, immolates, conflags, curses, or whatever. Having that extra little bit of mana could wind up allowing you to cast another spell without having to life tap, which is huge if you and your opponent are at low health. It'll give you the ability to have the knockout punch in a long fight, as well as giving your succubus a ton of mana so that she can chain seduce a target (if it actually works for you, it's a channeled spell so it can be interrupted). Fel Stamina: 3/3 Increases the Stamina of your Imp, Voidwalker, Succubus, Felhunter, and Felguard by 15% and increases your maximum health by 3%. This is both for you and for your succubus/felhunter (I would recommend the latter, personally, because it is always useful, whereas the succubus' CC can be pretty easily banished/nuked/Will of the Forsaken'ed out of). The primary complain I have against a succubus is her lack of survivability. This will give her quite a bit more (more than just 15%, since the 3% stamina boost to you in turn raises hers as well) health, which could mean the difference between getting off that crucial seduce/silence or not. Demonic Aegis: 3/3 Increases the effectiveness of your Demon Armor and Fel Armor spells by 30%. I discussed this in another post, but improved Demonic Aegis will increase your total spell power by +130 (as opposed to +100) and any healing effects on you will be increased by 26% (as opposed to 20). Anything you can do for +damage is good, and if it gives you more healing at the same time...well...thank god for being a warlock. It will give you those ridiculously high healthstones as well as let you bandage your self for 535 a tick, and your cannibilize (for those of us fortunate enough to be undead) will regenerate your health at an insanely wonderful rate. In short, more boom + more heal = good. Fel Domination: 1/1 Your next Imp, Voidwalker, Succubus, Felhunter or Felguard Summon spell has its casting time reduced by 5.5 seconds and its mana cost reduced by 50%. A popular practice among warlocks active in arenas is to summon the voidwalker before exiting the gates at the start of the fight. If you then sack it, you have a good amount of physical damage absorption against those pesky individuals like warriors, hunters, rogues, and *gasp* felguards. As soon as you sack your blueberry, pop Fel Domination and summon your actual pet of choice, be it felhunter or succubus. Destruction Tree Improved Shadow Bolt: 5/5 Your Shadow Bolt critical strikes increase the Shadow damage dealt to the target by 20% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 seconds. This build, as previously mentioned, is highly dependent upon shadow damage dealt. Shadow bolts, shadowburn, and shadowfury are all three spells that you can do that can be buffed by a considerable amount through this talent. That and you kind of HAVE to have 5 talent points in the first tier...and Cataclysm is completely and utterly worthless. Bane: 5/5 Reduces the casting time of your Shadow Bolt and Immolate Spells by .5 sec and your Soul Fire spell by 2 sec. In order to make a shadow damage destruction spec advantageous over a fire damage one, this talent is a must-have. It reduces the casting time of your shadow bolts to equal that of incinerate, and the extra damage that will result from critical strikes from Improved Shadow Bolt will definately make the extra mana that shadow bolts cost worth it. It also means that you have to stand in one place less long in order to get the spell off, and sometimes that half-a-second can matter. Devastation: 5/5 Increases the critical strike chance of your Destruction spells by 5%. As a build built upon burst damage...this should really be a no-brainer. Increased crit means more Imp. S.B. procs, and more Imp. S.B. procs mean bigger everything else (except for immolate and conflag, of course). Shadowburn: 1/1 Instantly blasts the target for 597 to 665 Shadow damage. If the target dies within 5 secs of Shadowburn, and yields experience or honor, the caster gains a Soul Shard. Instant cast big-damage spells are also a must-have in order to finish targets off. It gives you mobility without sacrificing your damage output, and given the relative absence of instant DoTs (Curse of Agony being your only one with this spec), the ability to instantly inflict a healthy amount of damage is key. Shadowburn is, simply put, a great finishing move. However, if you find yourself in a long fight and have plenty of soul shards to waste, don't hesitate to pop it early. I try to do it at the beginning of fights, if for no reason other than to ensure that the other guy is whittled down. It has a 15 second cooldown, and odds are that many fights 1v1 could last longer than this. So although it is the ideal finishing move, don't limit yourself to only using it at the end of an encounter. Intensity: 2/2 Gives you a 70% chance to resist interruption caused by damage while casting or channeling any destruction spell. This talent helps to negate the problem of receiving damage while casting, which causes interrupts. It too is a no-brainer, as long as you maintain that the target is in front of you, since it's not too fun when you finally finish channeling that shadow bolt only to discover that the rogue is behind you. Destructive Reach: 2/2 Increases the range of your Destruction spells by 20% and reduces threat caused by Destruction spells by 10%. The best way to start killing someone is to make sure you get the first hits in. Destructive reach gives you that ability, making your shadow spells hit from a lot farther out (**36 yards off the top of my head, but this may be incorrect**). I tried to PVP without this once, and it was not pleasant to have hunters banging away at me for a good 10 yards of a run before I could finally return the favor. And as a caster with pretty much no armor whatsoever, the farther you can stay away from someone and manage to still kill them, the better. Improved Searing Pain: 3/3 Increases the critical strike chance of your Searing Pain spell by 10%. I'm a bit torn about this ability. The best time to use it (in my experience/opinion) is if you have someone that is rapidly running away from you. Searing Pain gives you the ability to do quick damage to the enemy due to its 1.5 second cast time. That extra second could allow the target to get out of range of, say, a shadowbolt with its longer cast time. I view Searing Pain, like Shadowburn, as a good finisher, and the increased probability of getting a crit on a finishing move is always a good thing. Ruin: 1/1 Increases the critical strike damage bonus of your Destruction spells by 100%. I really shouldn't even have to go into this one. Crits are awesome, HUGE crits are better. There. Improved Immolate: 5/5 Increases the initial damage of your Immolate spell by 25%. I tend to use Immolate as my opening move against the enemy. This way it has the most amount of time to tick away at the target while I'm pumping shadow bolts into him. As mentioned before with regards to the closer, increased damage in your opener is also great. That and you kind of have to have it for a little something to be discussed in a moment... Nether Protection: 3/3 After being hit with a Shadow or Fire spell, you have a 30% chance to become immune to Shadow and Fire spells for 4 seconds. This talent is the bane of destruction and affliction warlocks, shadowpriests, and those silly little things known as PoM-Pyro mages. Since the most damage intensive casting classes (fire mage, destro/affliction warlock, shadow priest) are entirely dependent upon those two classes of magic, it increases your survivability by, well, a lot. It makes them completely useless for 4 seconds while you maintain the ability to pound away at them, unless your target is a destruction warlock too...then you'll both just be seeing "Immune" all day and the fight will be about as exciting as a bear druid fighting a prot warrior. Conflagrate: 1/1 Ignites a target that is already afflicted by Immolate, dealing 632 to 788 Fire damage and consuming the Immolate spell. This talent is, simply put, sexy. It adds yet another category to the instant-cast burst damage of the destruction warlock's arsenal, and is a nice little "You're welcome" to the poor guy that you already cast an immolate on. The only real issue with Conflag is against dispelling classes, though this can be countered by instantly casting Conflag following your Immolate. Granted, you lose the DoT from the immolate, but you also ensure that your Conflag is able to go off as well. Backlash: 3/3 Increases your critical strike chance with spells by an additional 3% and gives you a 25% chance when hit by a physical attack to reduce the cast time of your next Shadow Bolt or Incinerate spell by 100%. This effect lasts 8 sec and will not occur more than once every 8 seconds. Oh. My. God. Rogues...this is for you. Not only does it increase crit (always good!) but, against melee classes with fast attack speeds, it gives you a solid stream of instant shadow bolts. That is awesome, and it procs VERY often. The only thing I would warn you about is with rogues or warriors. Make sure you pay attention for when they use their Spell Reflection or Cloak of Shadows abilities, just count to 5 once you see both spells active (rogues' characters fade into the shadows...much like a shadow priest and warriors get a small white shield above their heads). After the 5 seconds is up..."say hello to my little friend!" Soul Leech: 2/3 Gives your Shadow Bolt, Shadowburn, Incinerate, Searing Pain and Conflagrate spells a 20% chance to return health equal to 20% of the damage caused. For this one, I wish that we had enough talent points to go 3/3. If you don't like the idea of sacking a voidwalker at the beginning of a fight (too much trouble...not enough time, whatever) then I would recommend tossing the Fel Domination in favor of 3/3 Soul Leech. I'm not saying DO it, but if you can't manage to do the VW sack then fill up this talent. For a 2000 damage spell, you could receive 400 life back. Life back for free is always good. Yay health! Shadow and Flame: 5/5 Your Shadow Bolt and Incinerate spells gain an additional 20% of your bonus spell damage effects. In a spec based upon shadow bolts as the big damage dealer, this talent is a must. More damage dealt is, akin to more health and healing received, always a good thing. Shadowfury: 1/1 Shadowfury is unleashed, causing 612 to 728 Shadow damage and stunning all enemies within 8 yds for 2 sec. This ability can take a bit to get used to. The .5 second casting time is great, minimizing the time you have to stand in one place. Its ability to stop people in their tracks is also great, especially when it comes to rogues sprinting away or mages that have bad habits of blinking all over the place. It allows you to take control of the situation as well as deal a heft bit of damage. Another good scenario to use it in is if you're being ambushed by any sort of melee class that (at the time) is not immune to fear. Shadowfury them all, then Howl of Terror them all to give you the time to collect yourself and engage properly...from a distance and with much decisiveness. That's it! Hopefully my recommended talents as well as my thought process in picking them out was beneficial to you in some way. If you have any questions at all, let me know and I'll be happy to help. Good luck and happy hunting. |
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#5 (permalink) |
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Character Info
Ashmodeus 70 Undead Warlock Gorefiend US PvP Guild: Limbo Profile: Blizzard Armory Talent Spec: 0/21/40 |
Re: Arena Spec
Also, sorry about the formatting in the previous post, I think I overloaded it with [b]s [you]s and [size=3]s so after a few attempts at making it work, I just gave up and went as is
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#6 (permalink) |
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Character Info
Thorkos 70 Undead Warlock Azgalor |
Re: Arena Spec
ok i like the idea of the destruction spec but all my damage is plus shadow (1124). I was looking at the armory and the warlocks on the top teams of my battle group for 2v2 are all affliction. However i remember tearing people up with demonology. I raid and do arena so I'm not sure if i want to respec every week out of Demo, but i did find two builds that i like. Demo Spec (would have to respec each week) http://www.wowhead.com/?talent=Ii0bZbxczIiz0tstxx0z Affliction Spec (no respec, but no more top damage in raid) http://www.wowhead.com/?talent=NAMrwRfkqtbo0xZxx0z What do you think? |
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#7 (permalink) |
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Character Info
Ashmodeus 70 Undead Warlock Gorefiend US PvP Guild: Limbo Profile: Blizzard Armory Talent Spec: 0/21/40 |
Re: Arena Spec
With the destruction spec that I described, your +shadow would be put to VERY good use (it was primarily using shadow bolts for DPS as opposed to incinerates). I guess my main concern is that you will die quickly without the opportunity to do much damage, as you previously mentioned. Backlash helps maximize your damage against melee classes, Nether Protection helps you do so against most casters. With the addition of the void sack to mitigate the first bit of burst damage against you, and the Fel Domination quick-summon, your survivability increases even more. Affliction IS a great spec, I'm not debating you. I am affliction, and the spec is the most rounded overall. However, most affliction warlocks probably don't 2v2 with rogues. Your current spec means you have to survive quite a while, whereas his is to burn down a target quickly. Your two types of damage output don't compliment one another, and wouldn't with a demonology build either. The problem is, rogues can't spec into something that would make them most effective at longer fights. You, however, can spec for both prolonged matches and (as with a rogue) matches where the other guys dying right away is paramount. With the destro primary and demo secondary build, your burst damage would compliment his, and (I think) maximize your effectivness. Good luck and happy hunting.
__________________
I'm sorry, I'm not specced to summon. |
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#8 (permalink) |
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Character Info
Thorkos 70 Undead Warlock Azgalor |
Re: Arena Spec
thats a good point, i've never been destruction i'm guessing i will have to practice a bit |
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#9 (permalink) |
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Character Info
Pwndzorr 70 Undead Warlock Blackrock US PvP Guild: Wardens of Asylum Talent Spec: 6/44/11 |
Re: Arena Spec
with that much +damage imagine how much your felguard would hit for!!! and with Demon spec it would be even higher. I currently roll with about 600 + damage cause i have focused on stam gear...my felguard crits for about 800. I have found 2vs2 all about instant casts. 6/43/12 Instant Curse of Agony Instant Corr Death Coil Shadow Burn I rarely have enough time to stand there and cast a spell for 2 seconds. Evade stabbing blades, all the while the felguard is smashing away. Healer gets in trouble.... /assist your partner. Felguard intercept, he gets off heal...continue fighting. Haven't seen a single destruction spec warlock in pvp in the last 3 months in which i have been playing solely BG and arena. Everyone is aff or Demon. ??? Has anyone calculated what your felguard can crit for with +1000 damage? Last edited by pwndzorr; May 29, 2007 at 01:23 AM.. |
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#10 (permalink) |
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Character Info
Thorkos 70 Undead Warlock Azgalor |
Re: Arena Spec
my felguard did mad damage, but the problem is if he gets banished i lose 41 talent points. Right now I'm getting used to affliction and arena using different pets, we are doing ok 1594 rating. We are going to try affliction today and maybe demo tmw. The problem with that though is that i will have to respec inorder to do arena cuz demo for raiding is dumb. I will update with how we do for today and how we do with demo. |
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