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Demonology, releasing the demon in you.

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=General=

==General: Introduction==

The purpose of this thread is to gather information, discussion and theorycrafting regarding Demonology into a single thread. It will contain relevant information for viable talent specs and recommended use of gems/consumables. This thread however is targeted at serious raiders, that is people raiding at the very least Icecrown Citadel. If you've got interesting/complex questions regarding demonology, please ask them here. If you have very basic questions or alike, please use the "Simple Questions/Answers" thread in the stickys instead.

==General: Frequently Asked Questions==

Question: Should I ever use the Infernal or Doomguard?

Answer: No, you no longer benefit from talents such as Demonic knowledge without a regular demon active, and the Felguard does more DPS aswell.

Question: Is there a haste cap that I should worry about?

Answer: Short answer is no, for a more detailed answer look at haste in the stats section.

Question: I changed my spec, and on a training dummy my new spec gives me more DPS!

Anwser: What you do on a training dummy is irrelevant, not only is your sample data far too small to rule out RNG, you're also missing lots of buffs/target debuffs that will change the way certain talents perform.

Question: I asked a question / Made a suggestion, why didn't you answer or respond to it?

Anwser: On ElitistJerks it is policy that people who respond to stupid or very basic questions receive infractions along with the person who received the infraction. If you had a question and I didn't respond to it, I was probably avoiding infraction points.

==General: Acronyms/Short Forms/Definition==

[TABLE]Acronym | Meaning

Demo | Demonology

Destro | Destruction

Meta | Metamorphosis

Corr | Corruption

Immo | Immolate

CoD | Curse of Doom

CoA | Curse of Agony

CoE | Curse of the Elements

SB | Shadow Bolt

Inc | Incinerate

Conflag | Conflagrate

DE | Demonic Empowerment

DPS | Damage per second

pDPS | Personal DPS (Damage done by you alone)

rDPS | Raid DPS (Damage done by the whole raid)[/TABLE]

=Demonic Pact=

==Demonic Pact: Basics==

Demonic Pact is a deep demonology talent that provides the whole raid with 10% of the Warlock's spellpower. Since the size of the buff is dependent on the demonic pact Warlock's own spellpower, it is essential that the Warlock has a great amount of spellpower. Fortunately Demonology Warlocks gain a lot of spellpower from Demonic Knowledge, (talented) Fel Armor and Glyph of Life Tap- however as the last 2 of those convert spirit into spellpower the value of spirit for a demonology Warlock is also greatly increased.

Demonic Pact does not stack with an elemental Shaman's Totem of Wrath, however for any semi-decently geared Warlock the demonic pact buff will be far bigger than the 280 spellpower you would otherwise get from Totem of Wrath. Some might argue that a Warlock loses DPS by speccing demonology, however large sample size results in Icecrown citadel show that while affliction is slightly better than demonology- demonology is very competitive and can on some fights even beat affliction's DPS by a small margin. In addition to the Warlock's DPS loss being small from speccing demonology, the elemental shaman gains DPS from being able to use either searing, magma or elemental fire totem.

It should be noted however that a common pitfall to new demonology Warlocks is the assumption that all they are in the raid for is the demonic pact buff. While the demonic pact buff is extremely powerful, it is not uncommon for new Warlocks to sacrifice (for example) 400 personal DPS while pursuing a mere 200 extra dps for the rest of the raid (thus the raid as a whole losing 200 dps). When sacrificing personal DPS to increase raid DPS it is always important to make sure the gains are actually larger than the losses.

In short, any raid group trying to progress through Trial of the Crusader (25) or Icecrown Citadel, should have a demonic Pact Warlock. The buff is simply far too big to ignore.

There are a few technical bits that you should know if you're interested in specced for demonic pact, particularly regarding the way it procs and behaves when more than a single demonic pact Warlock is active in the raid.

The proc lasts 45 seconds and has a 20 second cooldown

Since 3.3.3 the duration of a demonic pact proc was increased to 45 seconds, but also given a 20 second cooldown. Effectively this means that so long as your felguard has critted anything in the past 25 seconds, the buff will be up. It gets a little bit more complex than that, but for the purposes of discussion that doesn't really matter. Why doesn't it matter? Because it is so unlikely that your felguard wouldn't have gotten any critical strikes in that period of time, that demonic pact uptime is practically guaranteed even at very low crit rating for the felguard.

There's more however, there has been some (inconclusive) evidence to suggest that having more than a single demonic pact warlock in the raid can result in the demonic pact proc cooldown to interfere with eachother, resulting in demonic pact not proccing when it should and causing demonic pact downtime. More data on this subject is needed as of right now to come to a conclusive answer as to whether or not this issue exists, however for now it is recommended to not use 2 demonic pact Warlocks in a raid. Additional testing on this subject is encouraged.

Finally, due to the procs long duration and cooldown it has been suggested that it might be a good idea to temporarily force your felguard to stop attacking, either to wait for a trinket proc that is expected to happen soon (This requires monitoring of your trinket's internal cooldowns), or to avoid overwriting a particularly powerful demonic pact proc. What needs to be considered however is that if Demonic Frenzy (A felguard stacking self-buff) drops off, then the DPS loss would be quite notable. Additionally to justify losing roughly 2k dps from the felguard alone you would require a significantly large demonic pact proc. Additional theorycrafting and discussion on this subject is encouraged.

Smaller Demonic Pact procs can overwrite larger demonic pact procs

Due to this behavior a demonic pact proc granting less spellpower than the current demonic pact proc can still overwrite the current proc. While this is not ideal, it should be noted that this is also not 'horrible' by any means. Without this behavior demonic pact would show a fairly notable amount of downtime, and despite this behavior each demonic pact proc will last on average the same amount of time, what this essentially means is that if you have a temporary spellpower proc that when averaged out would mean a constant 100 spellpower for your DPS, than the constant average demonic pact proc interval would cause you to (again, on average) benefit as much from the proc as the constant 100 spellpower otherwise would have.

==Demonic Pact: Math==

This topic will focus primarily on calculating the raid dps benefits of Demonic pact and how to convert those benefits into useable scale factors for gear selection. This subsection is currently still being written, however in the mean time discussion on the subject of healing benefits and the effect on various raid setups is encouraged.

=Talents=

==Talents: Talent Info==

[TABLE]Talent name | Talent tree | Talent Tier | Talent purpose | Additional notes

Improved Healthstone | Demo | Tier 1 | Filler |

Improved Imp | Demo | Tier 1 | None |

Demonic Embrace | Demo | Tier 1 | DPS | Through the talent Demonic Knowledge, this is a minor DPS talent.

Fel Synergy | Demo | Tier 1 | Filler |

Improved Health Funnel | Demo | Tier 2 | None |

Demonic Brutality | Demo | Tier 2 | DPS |

Fel Vitality | Demo | Tier 2 | DPS | Through the talent Demonic Knowledge, this is a minor DPS talent.

Improved Succubus | Demo | Tier 3 | None |

Soul Link | Demo | Tier 3 | Core | Pre-requisite for many other key talents, and a huge survivability boost

Fel Domination | Demo | Tier 3 | Filler |

Demonic Aegis | Demo | Tier 3 | DPS |

Unholy Power | Demo | Tier 4 | DPS |

Master Summoner | Demo | Tier 4 | Filler |

Mana Feed | Demo | Tier 5 | Filler | Your pet will not go OOM in raids without this talent, he will when solo

Master Conjurer | Demo | Tier 5 | DPS |

Master Demonologist | Demo | Tier 6 | DPS |

Molten Core | Demo | Tier 6 | DPS |

Demonic Resilience | Demo | Tier 7 | None

Demonic Empowerment | Demo | Tier 7 | DPS |

Demonic Knowledge | Demo | Tier 8 | DPS |

Demonic Tactics | Demo | Tier 9 | DPS |

Decimation | Demo | Tier 9 | DPS |

Improved Demonic Tactics | Demo | Tier 10 | DPS |

Summon Felguard | Demo | Tier 10 | DPS |

Nemesis | Demo | Tier 10 | DPS |

Demonic Pact | Demo | Tier 11 | DPS | This talent does not increase your spell power by 10%, it increases damage you deal with spells by 10%

Metamorphosis | Demo | Tier 12 | DPS |

Improved Shadow Bolt | Destro | Tier 1 | DPS |

Bane | Destro | Tier 1 | DPS |

Aftermath | Destro | Tier 2 | DPS |

Molten Skin | Destro | Tier 2 | None |

Cataclysm | Destro | Tier 2 | DPS |

Demonic Power | Destro | Tier 3 | DPS |

Shadow Burn | Destro | Tier 3 | Filler |

Ruin | Destro | Tier 3 | DPS |

Intensity | Destro | Tier 4 | Filler |

Destructive Reach | Destro | Tier 4 | Filler |

Improved Searing Pain | Destro | Tier 4 | None |

Backlash | Destro | Tier 5 | DPS |

Improved Immolate | Destro | Tier 5 | DPS |

Devastation | Destro | Tier 5 | DPS |

Nether Protection | Destro | Tier 6 | None |

Emberstorm | Destro | Tier 6 | DPS |

Conflagrate | Destro | Tier 7 | DPS | [/table]

==Talents: Talent Specs==

META / RUIN

Spec: 00/56/15

Utility: Target 5% crit debuff, Raid spell power Buff

Other: 30 yards range, No spell pushback reduction, No threat reduction

This is the most common and best performing Demonology talent spec. It provides more utility than any of the other Warlock specs any higher DPS than any of the other demonology specs. In addition, the spell power buff provided by this talentspec is far more powerful then any of the alternatives. Through seed of corruption and sometimes immolation aura, this spec also does more AoE DPS than either affliction or destruction. This thread and it's data is primarily focused on this talent spec, it produces significantly higher DPS than the others and is the only truely valid talent spec in end-game raiding.

FELGUARD / EMBERSTORM

Spec: 00/41/30

Utility: None

Other: 30 yards range (36 for destruction spells), 70% spell pushback reduction, 20% threat reduction for destruction spells

This talent spec used to be the highest DPS demonology spec, it's an extremely easy to play spec that performs reasonably well at early gear levels and is fairly flexible in playstyle and does not punish mistakes very harshly. The spec has powerful AoE DPS, however notably less potent than Meta/Ruin.

DECIMATION / CONFLAGRATE

Spec: 00/40/31

Utility: Snare (Aftermath, Conflagrate)

Other: 30 yards range (33 for destruction spells), 70% spell pushback reduction, 10% threat reduction for destruction spells

This talent spec is very similar to Felguard / Emberstorm, it's still very easy to play although it adds one spell to the 'rotation': Conflagrate. This also helps us get slightly more burst and gives us a snare. It should be noted that while the tooltip states "60%" and "40%", these percentages refer to the damage immolate would do in it's normal duration (ie: Before Molten Core). The AoE DPS potention of this spec is the same as that of Felguard Emberstorm- good, but Meta/Ruin trumps it comfortably.

Old pDPS Meta / Ruin (No longer used.)

Spec: 03/52/16

Utility: Target 5% crit debuff.

Other: 30 yards range, no spellpushback reduction, no threat reduction, 3% talented hit.

This spec was previously used by Warlocks who did want to play demonology but did not wish to provide demonic pact. At the time, demonic pact only provided a buff and did not increase personal DPS at all. Since then, demonic pact was changed to increase your own damage done by 2% per talent point, making this spec useless for all practical purposes. The playstyle is the same, the utility is less, the dps is less. If you find yourself short of hitrating but do wish to play demonology, then gem hit rating. This spec will not be further documented.

=Miscellaneous=

==Miscellaneous: Glyphs==

In this section I will list the DPS value of each glyph for each talent spec. The 3 best glyphs will be highlighted. Simulationcraft was used to determine these numbers, high end ICC Heroic gear was used as a base.

[table]| 00/56/15 | 00/41/30 | 00/40/31

Conflagrate | 0 | 0 | 844

Corruption | 47 | 24 | 15

Felguard | 302 | 237 | 0

Immolate | 93 | 81 | 186

Imp | 0 | 0 | 211

Incinerate | 59 | 227 | 195

Life Tap * | 333 | 127 | 133

Metamorphosis | 65 | 0 | 0

Quick Decay | 159 | 171 | 142

Shadow Bolt | 27 | 0 | 0[/table]

Note on Glyph of Life Tap: The value of this glyph greatly depends on the amount of spirit on your gear, all specs scale slightly better (regardless of glyphs) with crit than spirit, however due to demonic pact; the meta/ruin profile prioritizes spirit as the raid DPS gain is far more significant than the personal DPS lost (Roughly 10 times more significant). If you do have very high spirit, then glyph of life tap may be viable for the other talent specs aswell.

==Miscellaneous: Stats==

Spellpower

Spellpower makes all spells stronger, the spell and talents effecting the spell determine how much benefit they get from spellpower- however all spells get some benefit. The fact that this stat effects all spells in this way makes it generally the best stat for most DPS casters, for demonic pact Warlocks however it is even far more important as not only will it feed your own spells with extra damage, it will also give the whole raid a bonus to their spellpower and thus their spells.

A portion of your own spellpower is also scaled into your pet's attack power / spellpower (See the mechanics section for details).

Haste rating

Haste rating normally only effects the speed at which you cast spells and the duration of your global cooldown. However with Glyph of Quick Decay it will also make your corruption tick faster. Haste Rating scales multiplicatively with other sources of haste- and haste can not reduce the duration of a global cooldown further below 1.0 second. This means that once a spells cast time or global cooldown is reduced to 1 second, additional haste will no longer benefit those spells. To gain 1% spell haste from haste rating, you need 32.790 haste rating.

Because haste rating benefits all of our spellcasts and is a relatively cheap stat, it is typically either the best or second best stat for spellcasters- for demonology Warlocks it is a great stat for personal DPS (only beaten by Spellpower), however takes the back-seat to spirit when raid DPS is considered (Demonic pact in particular).

While it is possible in ICC gear to get so much haste that we push our global cooldown back to 1.0 seconds, the lion-share of our spellcasts are longer than 1.5 seconds, and as a result stacking more haste even beyond that point will still provide good DPS returns.

The formula to calculate the 'new' cast time of a spell is as follows:

$New.Cast.Time = \frac{Normal.Cast.Time}{Casting.Speed}$

The default casting speed is '1', this number should then be multiplied by all haste effects in the following way:

(In this Formula we use 950 Haste rating as an example)

Wrath of Air (5%), Improved Moonkin Form (3%), Haste Rating / 32.79 (%):

$Casting.Speed = 1 \times 1.05 \times 1.03 \times (1+\frac{950}{3279})=1.395$

To now calculate the cast time of a spell using the previously calculated casting speed, simply use the formula above:

(In this Formula we use a 2.5 second cast time as an example)

$Cast.time = \frac{2.5}{1.395} = 1.792$

Critical strike rating

Critical strike rating increases the ciritcal strike chance of spells and abilities that can hit or tick critically. This excludes Corruption, Curse of doom and Life Tap, however covers all other damage. Unfortunately our pets do not by default benefit from our critical strike rating, and can only through talents gain a small portion of the Warlock's critical strike chance. Critical strike rating stacks additively with other sources of critical strike chance (such as raid buffs/debuffs, and intellect). To gain 1% critical strike chance you need 45.906 critical strike rating.

Because critical strike rating does not benefit all our spellcasts, it's additive stacking nature, and the fact that the stat is relatively 'expensive', the stat is typically seen as less favorable. Since recently however, Life Tap was changed to scale with spellpower instead of spirit; as a result of this critical strike rating now provides a tiny bit more personal DPS than spirit does. It should be noted however that through demonic pact the raid DPS gain from spirit far outweighs the personal gains you would get from prioritizing critical strike rating over spirit.

Hit Rating

This is by far the most important stat of any spellcaster. It effects how much of your and your pet's abilities will miss the target, the more hit rating the fewer attacks will miss. However, this stat is very easy to "cap" (ie: None of your spells / attacks miss anymore) and as a result, while it is very important to reach the hit-cap, the stat is no longer of any value after that hit-cap. It takes 26.232 hit rating to gain 1% chance to hit your target with spells, making it a very cheap stat.

The likelihood for your spells to miss their target depends on the level difference between your and your target. The higher your target's level, the bigger the chance for your spells to miss. Note that raid bosses are considered as 3 levels above you. Below is a table illustrating this.

[table]Target level difference | -3 | -2 | -1 | 0 | +1 | +2 | +3

Spell miss chance | 1% | 2% | 3% | 4% | 5% | 6% | 17%[/table]

There are however various effects that reduce the amount of hit rating you need, namely:

Target debuffs: Misery, Improved Faerie Fire. Note that these 2 effects do not stack.

Talents: Suppression, If you are demonology you should not have this talent.

Racial: Heroic Presence, Note that this is only party based and is not available to the Horde.

These can be subtracted from the hit you would otherwise need. Typically raiders go (and should go) for 100% chance to hit targets 3 levels above them, most raids have the Misery debuff available, and as such Horde Warlocks typically go for 14% (368 Hit rating) and most Alliance Warlocks go for 13% (341 Hit Rating).

Stamina

Stamina increases your maximum health, each 1 stamina increases your maximum health by 10. There are however spells (Blessing of Kings) and talents (Demonic Embrace, Fel Vitality) that further increase your stamina or health gained from stamina. Your pet also inherits part of your stamina, and as a result you get part of it back as spellpower thanks to Demonic Knowledge. For more details on that, please see the Mechanics section.

Intellect

Intellect increases your maximum mana, every 1 intellect increases your maximum mana by 15. Similar to stamina there are spells and talents that further increase how much mana you get from intellect. Additionally intellect provides you with a small amount of critical strike chance, to gain 1% critical strike chance you need 166.667 intellect. Similar to stamina your pet also scales with your intellect providing him with more mana, and through demonic knowledge again you also gain spellpower from this. Again, see the Mechanics section for details.

Spirit

Normally spirit would do nothing for Warlocks, however in Wrath of The Lich King Blizzard has made a push to make spirit useful for Warlocks and mages, this was to make cloth gear more interchangeable between healing priests and Warlocks, mages and shadow priests. As a result Demonology Warlocks now get 39% of their spirit in spellpower from Fel Armor aided by Demonic Aegis, and an extra 20% of their spirit as spellpower through Glyph of Life Tap (if they use this glyph, ofcourse). Additionally spirit benefits from Blessing of Kings, which ultimately means that a piece of armor with 100 spirit on it will give you (100*1.1*(0.39+0.2))=64.9 Spellpower.

Despite the fact that critical strike rating and haste rating provide a slight amount more personal DPS than spirit does, through demonic pact the raid benefit of spirit is actually notably higher than that of critical strike rating and haste rating.

To Calculate how much spellpower spirit converts into for you, use the following formula:

Spirit * 1.1 * 1.03 * ((0.3 * 1.3) + 0.2)

The formula is color coded because some parts of it may not apply to you, if the following does not apply to you, ignore the part of the formula in the corresponding color:

Spell Penetration

Spell penetration is entirely useless in PVE. While you might sometimes see part of your spells being resisted, this is a result of spell resistance based on level difference. Spell resistance from level difference can not be mitigated by spell penetration.

==Miscellaneous: Gems==

The meta gem is simple, [Chaotic Skyflare Diamond]. I hear you thinking, but wasn't crit a poor stat? Didn't we really like spellpower? To answer this question briefly, due to talents and raid buffs we crit a lot, as a result this; the meta gem increasing the damage of our critical strikes outweighs all of the benefits other meta gems might have.

Essentially every gem provides a certain amount of DPS (personal and raid dps), the "best" gem is essentially a [Runed Cardinal Ruby] (so long as you are hit-capped, if you're not, try compensate using Veiled Ametrine's), anything other than this effectively provides less DPS. However, a "lower DPS" gem combined with a socket bonus may well provide more DPS than a Runed Cardinal Ruby alone.

What to put in a blue socket is typically easy to determine, the reason for this is that you may either put a [Purified Dreadstone] in there, or a [Runed Cardinal Ruby]. Since almost all socket bonuses are spellpower (If they're not spellpower, they'll barely ever be worth it), and since spirit does nothing other than converting into spellpower- all you have to do to decide between these 2 gems is figure out which one gives you more spellpower. The Formula to determine how much spellpower spirit gives you can be found under the Miscellaneous: Stats section of this article. More often then not, it'll be worth it to use a Purified Dreadstone so long as you have Glyph of Life Tap. If it's not however, you'll still want to make sure you have atleast 2 purified Dreadstones socketed somewhere in your gear since they're required to match your Meta gem's requirements.

If you're not specced for Demonic Pact, then deciding what to put in a yellow socket is also relatively simple, if you're not hit capped you'll usually want to fill your yellow sockets with [Veiled Ametrine], if you are hit capped, then you can choose between either a [Runed Cardinal Ruby] or a [Reckless Ametrine]. So long as you're not specced for demonic pact, all you need to do to find out how you should gem this socket, is find relevant scale factors for you (Use Simulationcraft or a Spreadsheet), and multiply those scale factors by the stats you would gain with either gem (Runed vs Reckless + Socket Bonus). If you are not demonic pact specced, it's usually worth it to throw a Reckless Amerine in there.

If you are specced for demonic pact, then deciding on 'the right gem' for yellow sockets is more complex as it involves calculating the rDPS scale factor of spellpower for your guild's typical raid setup (More on this in the Demonic Pact: Math section of this article). Past finding out the rDPS scale factor that's relevant to you, the methodology is the same; you multiply the scale factor by the stats you would get with either gem setup and see which of the 2 is higher. For demonic Pact specced Warlocks this usually means that you should put [Runed Cardinal Ruby]'s in your yellow sockets- as the socket bonus required to justify a single yellow socket (depending on raid setup and raid gear progress) is nearly 7 spellpower.

==Miscellaneous: Professions==

Professions in WotLK tend to have small personal benefits, such as a minor boost to your spell power, stamina, crit, or alike. While most professions provide near identical benefits, there are a few that provide different benefits; sometimes better and sometimes worse. In addition to this most professions tend to also have some non-DPS perks, such as longer lasting flasks/elixirs, cheaper leg enchants, extra cloth loot, or alike. In this section I will list the benefits of each profession. The professions in this section are listed in alphabetical order.

[table]Alchemy |

DPS Benefits | When using a flask you gain additional effect from that flask, so if you're using Flask of the Frostwyrm; you gain (47) additional spell power. Alternatively you can use Flask of the North when you're not using a proper flask, this flask can be used as many times as you wish but only provides the 47 spell power benefit.

Perks | The various masteries (Potion Master, Elixir Master, Transmution Master) sometimes provide you with several times the normal craft. So if you're an elixir master and make 2 flasks, you might sometimes get 4 or even 6 or 8 flasks. Additionally flasks and elixirs last double the normal duration for all alchemists. There are also Endless Mana/Endless Health potions, these are gimped versions of normal potions however can be used as often as you'd like (granted they do share a cooldown with normal potions). Finally you can also use Alchemist potions as alchemist, these potions have the effect of 1 mana and 1 health potion in one (roughly) aswell as generating 1 random buff. This buff can be any potion effect, from an extra mana potion, speed potion, wild magic potion, or an armor potion.

. |

Blacksmithing |

DPS Benefits | Blacksmiths can add an additional socket on their gloves and bracers. When gemmed with an epic gem this typically means you gain an extra 46 spell power; however unlike most other professions you have the option of choosing other stats if you prefer them. So if for example you would like more hit rating, you can also throw in 2 hit gems for 40 extra hit rating.

Perks | Blacksmiths do not have any other notable perks that I know of.

. |

Enchanting |

DPS Benefits | Enchanters can enchant their rings with additional stats. The options are 23 spell power, 40 attack power or 30 stamina. Since you can enchant 2 rings this basically means warlocks gain 46 spell power from enchanting.

Perks | Enchanters can disenchant old / soulbound gear for gold/resources.

. |

Engineering |

DPS Benefits | Engineering is a 'special' case, it does not provide the same buff every other profession does. Instead engineers get a cloak enchant that combines 27 spell power with a parachute (replacing the normal 23 haste enchant), a glove enchant that adds a use effect granting 340 haste for 12 seconds on a 1 minute cooldown, or a glove enchant firing a rocket dealing roughly 1800 damage to your target on a 45 second cooldown; both glove use effects are off the global cooldown and replace the default glove enchant (28 spell power). Additionally engineers have a boot enchant providing 24 critical strike rating and a use effect giving them super movement speed for 5 seconds; while these boots are technically a DPS loss the speed boost can be a huge life safer. And finally engineers can use Saronite grenades to damage their target, these grenades deal AoE damage and are off the global cooldown- however due to needing to be targeted at the floor you should expect the use of them to consume some amount of time.

Perks | Engineers can use the gnomish army knife to resurrect players out of combat, can teleport to various places across Azeroth/Outlands/Northrend, create explosive decoys, a portable mailbox, repair bot, and Jeeves (repair bot, reagent vendor, access to your bank). Finally they can also apply an enchant to their belt to throw a grenade somewhere, unlike saronite bombs this grenade does have a cast time but also stuns it's target for a short period of time- the use of this is a DPS loss however could also be useful.

. |

Herbalism |

DPS Benefits | None

Perks | The ability to herb. You can give yourself a minor heal.

. |

Inscription |

DPS Benefits | Inscribers can place special enchants on their shoulders granting more stats than normal shoulder enchants. For warlocks the effective benefit is 46 spell power.

Perks | Having your own shoulder enchant means you won't need to grind reputation with sons of hodir, or purchase their somewhat expensive shoulder enchants.

. |

Jewelcrafting |

DPS Benefits | Jewelcrafters are able to place 3 dragon's eye gems in their gear, these gems are essentially more powerful versions of normal epic gems- however only gems that are red, yellow or blue are available. For Warlocks this will generally mean you use 3 runed dragon's eyes granting you an extra 48 spell power, however like blacksmithing; jewelcrafting also allows you to be flexible in which stats you wish to get from your profession.

Perks | Jewelcrafters have a daily quest they can do. The reward is some gold and a jewelcrafting token, this token can either be used to purchase certain jewelcrafting designs or a dragon's eye. Dragon's eyes tend to sell for reasonable gold making the jewelcrafting daily quite profitable.

. |

Leatherworking |

DPS Benefits | Leatherworkers can enchant their bracers with a special (more powerful) enchant called fur lining. They have a choice between either 80 extra attack power, 46 extra spell power, 62 extra stamina, or 60 magic resistance for either arcane, fire, frost, nature or shadow damage. For Warlocks this essentially means 46 extra spell power.

Perks | The fur lining for the bracers is far cheaper than regular enchants. Additionally leatherworked can apply a leatherworking specific leg enchant on their leg armor, these enchants however are primarily targetted towards melee and tanks and thus are not very useful for warlocks.

. |

Mining |

DPS Benefits | Miners gain 60 stamina, this is mostly useless for Warlocks.

Perks | The ability to mine.

. |

Skinning |

DPS Benefits | 40 Critical strike rating.

Perks | The ability to skin.

. |

Tailoring |

DPS Benefits | Tailors can place a special enchant on their cloak giving them a chance to proc certain effects. There are proc effects providing extra attack power, mana, or spell power. The spell power version provides 295 spell power for 15 seconds and has a 35% proc chance with a 45 second internal cooldown. This translates into roughly 68 spell power on average, however at the loss of 23 haste.

Perks | A tailor will receive extra frostweave drops across Northrend. Additionally they can apply a tailoring specific enchant to their leg armor, while this leg enchant has the same stats as regular one- the tailoring specific version is much cheaper.[/table]

==Miscellaneous: Enchants==

All enchants within this section are viable, however generally speaking enchants that require a particular profession are preferable if you have that profession. Black Magic is sometimes better for personal DPS, 0/56/15 however should avoid using it; even if it comes out ahead for personal DPS.

[table]Head: | [Arcanum of Burning Mysteries] | | |

| 30 spell power and 20 Critical strike rating | | |

| Kirin Tor, Revered | | |

. | | | |

| 24 spell power and 15 Critical strike rating | 70 spell power and 15 critical strike rating | |

| Sons of Hodir, Exalted | Inscription, 400 | |

. | | | |

| 23 haste rating | Proc: 295 spell power, 15s | 27 spell power, Use: Parachute |

| | Tailoring, 420 | Engineering, 380 |

. | | | |

Chest: | Powerful Stats | Major Spirit | |

| 10 stats (sta, int, agi, str, spi) | 15 spirit | |

. | | | |

. | | | |

Wrist: | Superior spellpower | Fur Lining, spell power | |

| 30 spell power | 76 spell power | |

. | | | |

. | | | |

| 28 Spell power | 20 Hit rating | Use: 340 Haste, 12s, 60s CD | Use: 1654-2020 Fire damage, 45s CD

| | | Engineering, 400 | Engineering, 400

. | | | |

Waist: | [Eternal Belt Buckle] | | |

| 1 Prismatic socket | | |

. | | | |

. | | | |

| 50 Spell power and 20 Spirit | 50 Spell power and 20 spirit | |

| | Tailoring, 405 | |

. | | | |

| 12 Hit and 12 crit rating | +8% movement speed | 18 spirit | 24 crit, Use: +150% movement speed, 5s

| | | | Engineering, 400

. | | | |

Finger | Greater Spellpower | | |

| 23 Spell power | | |

| Enchanting | | |

. | | | |

Weapon (1H) | Mighty Spellpower | Black Magic | |

| 63 Spellpower | Proc: 250 Haste, 10s | |

. | | | |

. | | | |

Weapon (2H) | Greater Spellpower | | |

| 81 Spell power | | | [/table]

==Miscellaneous: Consumables==

Potion:|[Potion of Wild Magic] (Use during Bloodlust/Heroism)

Other: |[Grand Spell Stone]

| [Flame Cap] *[/table]

Note that depending on your server, flame caps may be extremely hard to come by; it is not recommended to frequently use these during farm content or during progression when you're still very unlikely to get a kill. They however do bring a reasonable increase to your DPS and when you are getting close to a kill they might become an option. Flame caps increase your Fire spell power, and should only be used during decimation. Also note however that flame cap's share a cooldown with health stones.

==Miscellaneous: Spell Priority==

As you should know by now, Warlock specs do not use a DPS rotation. Instead they work by spell priority, the priority list of demonology can be quite daunting at first but gets more intuitive the more you play the spec. The spec benefits significantly from fast reactions and clear visual or audio notifications of the various procs this spec has. DPS cooldowns will not be mentioned in the priority list directly however will be mentioned separately and should ofcourse be used at fairly high priority.

• Decimation Conflagrate, 00/40/31
[table]Conflagrate|If the spell is available (Off cooldown and immolate is on the target)
Immolate|If your target does not have immolate active or the duration of your immolate on the target is shorter than the cast time of immolate.
Curse of Doom|If this spell is off cooldown and your target will not die within the next 60 seconds
Soul Fire|If Decimation and Molten core are both active.
Corruption|If this debuff is not currently active on your target
Soul Fire|If Decimation is active
Incinerate|If Molten Core is active
Life Tap|If your mana is low or the time remaining on your glyph of Life Tap buff is low.
Incinerate|If None of the Above[/table]

• Felguard Emberstorm, 00/41/30
[table]Immolate|If your target does not have immolate active or the duration of your immolate on the target is shorter than the cast time of immolate.
Curse of Doom|If this spell is off cooldown and your target will not die within the next 60 seconds
Soul Fire|If Decimation and Molten core are both active.
Corruption|If this debuff is not currently active on your target
Soul Fire|If Decimation is active
Incinerate|If Molten Core is active
Life Tap|If your mana is low or the time remaining on your glyph of Life Tap buff is low.
Incinerate|If None of the Above[/table]

• Meta Ruin, 00/56/15
[table]Life Tap|If the Glyph of Life Tap buff is not active
Shadow Bolt|If the target is not currently afflicted by the Shadow Mastery debuff
Immolate|If your target does not have immolate active or the duration of your immolate on the target is shorter than the cast time of immolate.
Curse of Doom|If this spell is off cooldown and your target will not die within the next 60 seconds
Soul Fire|If Decimation and Molten core are both active.
Corruption|If this debuff is not currently active on your target
Soul Fire|If Decimation is active
Incinerate|If Molten Core is active
Life Tap|If your mana is low or the time remaining on your glyph of Life Tap buff is low.
Shadow Bolt|If none of the above[/table]

Cooldowns

1. Demonic Empowerment, Use it on cooldown, do not wait for your Felguard's demonic frenzy to stack or such.
2. Metamorphosis, Use this ability as frequently as possible, thus if you can use it 3 times in a particular fight- use it 3 times in that fight. So long as you're using it as many times as you can, it can be helpful to synchronize this with other events; for example if there's about 2 minutes left in a fight and your target is currently at 40%, then wait for your target to drop to 35% before using metamorphosis. Using Metamorphosis well requires good knowledge of an encounter, if you do not have that simply use it on cooldown.
3. Immolation Aura, You can use this ability once per Metamorphosis, it can be worth while to try fish for procs to go along with this high damage ability- for example you could try wait until the 4pc Tier 10 bonus procs for 10% more damage, or you could wait a few seconds until adds spawn- so long as you use immolation aura before there's less time remaining on metamorphosis than the duration of immolation aura you're not missing out on any damage. Note that if Metamorphosis runs out while immolation aura is still active, immolation aura wil also cancel itself.
4. Trinkets, If you have use trinkets, it's generally a good idea to use them on cooldown. You may however want to consider synchronizing your trinkets with metamorphosis for 20% extra damage while you use your trinket.
5. Potion, Since you can only use 1 potion during combat (and 1 pre-potion before combat starts), you should try use your potion during either heroism/bloodlust or if you pre-potted and your guild uses early heroism/bloodlust, use your in-combat potion during metamorphosis+decimation.

==Miscellaneous: Macros==

Macros can be useful to make sure certain things are used on cooldown, or to combine a number of cooldowns into a single button, this section will list a couple of macros that may be helpful to demonology Warlocks. Note that the macros in this section will be minimalistic, if you wish to remove "that ability isn't ready yet" spam you can simply add that into these macros.

Demonic Empowerment

If you have the talent, it is recommended to use Demonic Empowerment whenever it's off cooldown. Since demonic empowerment does not trigger the global cooldown, it is typically a good idea to macro this ability into other spells you cast frequently (ie: shadow bolt, incinerate, soul fire, corruption), you can use this for any spell. Replace [sPELL NAME] with the name of the spell you are macro-ing demonic empowerment with, ie: Shadow Bolt

#showtooltip [SPELL NAME]

/cast [@pettarget,exists]Demonic Empowerment

/cast [SPELL NAME]
Potion + Meta It is often a good idea to use your potion while other DPS cooldowns are also active. Macro-ing your potion to be used simultaneously with metamorphosis can be really helpful. It's best to use a modifier key here so you use it at the most ideal moment, ie: Meta+heroism.
#showtooltip Metamorphosis

/use [mod:shift]Potion of Wild Magic

/cast Metamorphosis
Imp forced spell queuing If you use the imp as your pet (ie: for 0/40/31), then it is strongly recommended to macro abilities you use frequently to also tell the imp to cast his fire bolt. The reason for this is because, if you don't; then the imp will wait for confirmation from the server telling it that the previous cast has finished casting and the next one can be casted. He can however cast a new spell the moment his previous spell finished casting, which (depending on latency) tends to be noticeably faster. Like Demonic Empowerment, macro this into various different spells for the best effect (Incinerate, Conflagrate, Corruption, Soul Fire), and replace [sPELL NAME] with the appropriate spell.
#showtooltip [SPELL NAME]

/cast [@pettarget]Firebolt

/cast [SPELL NAME]

=Mechanics=

==Mechanics: Pet Hit / Expertise scaling==

Pet Hit:

Hit rating reduces the likelihood of spells or melee attacks to miss, by default spells have a 17% chance to miss and melee attacks have an 8% chance to miss against level 83 targets. There is however a target debuff (Improved Fearie Fire / Misery) that increases a target's chance to be hit by spells by 3%; in addition gaining 1% spell hit costs less hit rating than gaining 1% melee hit (26.232 spell vs 32.79 melee). Our pets however work slightly awkwardly on this subject, essentially they gain 1% melee or spell hit for every 1% spell hit the warlock gains. To put this in a formula:

A pet's chance to miss a melee attack is:

$Melee.Miss.Chance = 8 - \frac{Master.Hit.Rating}{26.232}$

A pet's chance to miss with spells is:

$Spell.Miss.Chance = 17 - \frac{Master.Hit.Rating}{26.232} - 3$

(Only Minus 3 if Improved Faerie Fire or Misery is on the target)

Pet Expertise:

Expertise reduces the likelihood for melee attacks to be dodged or parried, pets will always attempt to attack their target from behind, and NPC and players can both only parry attacks from in front of them. As such we should only concern ourself with expertise reducing our pet's chance to be dodged. By default level 83 mobs (raid bosses) have a 6.5% chance to dodge attacks, 1 expertise 'skill' reduces this amount by 0.25%, 1 expertise 'skill' normally costs 8.197 expertise rating. We however do not work with expertise rating, our pets gain expertise based on the amount of hit rating the master has. If you want to calculate the

Likelihood for your pet to get dodged, then the formula is as follows:

$Pet.chance.to.be.dodged = 6.5 - (\frac{Master.Hit.Rating / 26.232}{17} \times 6.5)$

It is currently unknown if Felguard expertise is step-wise (expertise 'skill') in the way it is for melee DPS, it most likely is- and you could modify to formula to account for it to be more precise; however for general purposes it is not terribly interesting as it would only have a fairly minor effect (and the attack sample size to prove wether or not it does work in this way would have to be astronomically large)

Pet expertise and hit chance scaling both do not appear to benefit from the Warlock having talented suppression, hit rating food or the target having an increased chance to be hit debuff.

==Mechanics: Pet AP / SP Scaling==

To be added soon.

==Mechanics: Demonic Knowledge==

A warlock's pet gains stamina and intellect scaling from it's master, inheriting 75% of their master's stamina and 30% of their master's intellect. This then benefits from effects like [Demonic Embrace] before getting converted into spellpower through [Demonic Knowledge]. Other raid buffs like [Prayer of Fortitude], [Arcane Brilliance], [blessing of Kings], [Mark of the Wild].

Note that Mark of the Wild benefits from [improved Mark of the Wild], increasing the stat gain from it to 52 for each attribute.

BASE STATS:

[table]|Stamina|Intellect

Warlock|88|159

Imp|118|369

Voidwalker|328|150

Succubus|328|150

Felhunter|328|150

Felguard|328|150[/table]

Warlock stamina gains in raid:

Warlock Intellect gains in raid:

Warlock pet stamina gains in raid:

Inherit: 75% of master's stamina, Buff: [Prayer of Fortitude], Buff: [Mark of the Wild], Buff: [blessing of Kings], Talent: [Fel Vitality].

Warlock pet intellect gains in raid:

Inherit: 30% of master's intellect, Buff: [Arcane Brilliance], Buff: [Mark of the Wild], Buff: [blessing of Kings], Talent: [Fel Vitality].

After all this is done, the Warlock gains 12% of his pet's stamina and intellect as spellpower from [Demonic Knowledge]. Remember to include pet base stamina/intellect when doing calculations on this subject and remember that Mark of the Wild will be talented to grant you 52 of each stat.

==Mechanics: Critical strikes==

By default, melee critical strikes hit for 200% of normal damage and spell critical strikes hit for 150% of normal damage. There are however 2 things that we should have that will increase the amount of damage spell critical strikes hit for, namely [Chaotic Skyflare Diamond] and [Ruin], the way these 2 works together however is rather unintuitive / not as you would expect (However, this is in our benefit).

The first thing that is important to understand is that Ruin effects only the bonus damage from critical strikes. Where a normal spell will hit for 100% damage, a critical strike will hit for 150% damage- Ruin effects the bonus damage we gained from the spell being a critical strike; meaning that Ruin effects 50% damage, and doubles that part.

However, Our meta gem (Chaotic Skyflare Diamond) takes effect before our talent (Ruin) does, and unlike Ruin our meta gem does effect all of the spells damage (Not just the bonus damage). Once our Meta Gem has done it's work, ruin will amplify any damage that is beyond the normal 100% damage. The whole Process looks something like this:

1. Spell Critical Strike (150% damage)

2. Meta Gem, increase damage by 3%: 150%*1.03=154.5%

3. Talent Ruin, Increase bonus damage by 100%: ((154.5%-100%)*2)+100%=209%

Again, while this may seem confusing- essentially it means our spell critical strikes will do 209% of their normal damage.

==Mechanics: Curses==

In Wrath of The Lich King, Blizzard gave various raid buffs and debuffs to more than 1 class to allow for more flexible raid setups. The target debuff [Curse of The Elements] was shared with Unholy Deathknights and Balance Druids. Unlike Unholy Deathknights and Balance Druids however, Warlocks lose some of their DPS when they're asked to apply Curse of the Elements as they are no longer also able to use Curse of Doom.

If there is either a Balance Druid or Unholy Deathknight in your raid, don't worry about Curse of the Elements (Unless you are attacking different targets). If neither of those 2 is in your raid group, but there is a destruction Warlock- then have the destruction Warlock apply Curse of the Elements (He loses a lot less DPS from doing so than you would), if none of those are available, then you'll have to apply the debuff yourself andnot use Curse of Doom.

If you read the spell/talent tooltips you might have noticed that curse of the elements also reduces a target's magic resistance, this however provides no benefit in PVE- while a mob might resist part of your spells damage, this resistance comes from level difference between you and your target. Spell resistance that comes from level difference can not be mitigated by spell penetration or effects that reduce your target's magic resistance.

==Mechanics: Spells- base damage, talents and scaling==

Coming soon

=Other=

==Other: Tools / Add-ons==

A fairly new spreadsheet for Warlocks that's being kept up-to-date nicely. If someone has a better description for this send me a PM.

Simulationcraft is an advanced raid simulator that can provide you with tons of valuable information, such as scale factors, damage per execution, uptime of procs, etc. You can change the spell priority system to see what works best, however by importing your character simulationcraft should have an optimized priority list ready for you (Not always!).

I recommend against the use of Rawr, it's mostly listed for the sake of completeness. Rawr is a great tool, but unfortunately not for Warlocks. It does have a warlock module, however the Warlock module is either terrible or out of date- if you really want to use it, go for it.

A tool that generates best-in-slot profiles based on the gear you let it use and the scale factors that are relevant to it. I don't normally like tools doing this type of stuff for me myself, I don't normally trust tools to do a good job at it, however recently someone generated an rDPS profile using this tool that was actually an identical match to a profile I had spent a lot of time making by hand myself. While I still recommend doing it yourself, this does appear to be an excellent tool.

A lightweight addon that shows you a lot of useful information about Demonic Pact in-game, such as average spellpower given, uptime, peak spellpower, etc. Supports LibDataBroker, so if you have a databroker addon you can integrate it into that.

==Other: Change log==

- May 20, 2010:

- May 21, 2010:

Some spelling errors corrected.

Added Mechanics: Critical Strikes

- May 22, 2010:

- May 24, 2010:

- May 25, 2010:

Added Mechanics: Demonic Knowledge

- July 27, 2010

Added Spellstone under Miscellaneous: Consumables

- August 11, 2010

Changed item links to url links (Work around to buggy EJ itemlinks)

==Other: Feedback==

Feedback to this thread is appreciated, there is still much I would like to add and clarify and there might be a lot more that I have not thought of yet. Generally feedback should be posted within this thread (However please try keep posts in this thread discussion related), however if you feel that the feedback you have would be best suited for a private message, please do not hesitate to send me one.

This article is the original work of Warlocomotif (Emerald Dream - EU) aided by contributors of the Elitist Jerks forums. Re-posting this article in full or in part is permitted under the following conditions:

• A direct link to the original article, and the name of the original author should be clearly stated.
• Content of this article should not be used for commercial purposes or profit.
• When (re-) posting, this article- or parts of this article, the same conditions should apply and should be noted.

For any further questions regarding displaying the contents of this article elsewhere, please send me a private message.

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(crap, I meant to click preview, Oh well- I'll edit it from here)

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Excellent Post! I have one question though.

Meta Ruin, 00/56/15 - When boss life is < 1minute, and either CoE, EPB or E&M are active, is CoA > Doom worthy of a GCD to cast? As long as it can run its full duration?

<-- is just coming back from a break and has a lot of work/reading to do.

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Excellent Post! I have one question though.

Meta Ruin, 00/56/15 - When boss life is < 1minute, and either CoE, EPB or E&M are active, is CoA > Doom worthy of a GCD to cast? As long as it can run its full duration?

<-- is just coming back from a break and has a lot of work/reading to do.

Not if decimation is active.

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Very good post, I just have a little question.

The dodge formula is

Dodge = 6.5 - (Master_Hit_rating / 26.232 / 17 * 6.5)

I would like to put it on my sheet to check gear update. But I am not sure how to put it.

Is it

Dodge = 6.5 - { [ (Master_Hit_rating / 26.232) / 17 ]* 6.5}

or

Dodge = 6.5 - { (Master_Hit_rating / 26.232) / [17 * 6.5] }

or

Dodge = 6.5 - { Master_Hit_rating / [ (26.232 / 17) * 6.5] }

or

Dodge = 6.5 - { Master_Hit_rating / [ 26.232 / (17 * 6.5)] }

All this formula don't give the same result. Do you know witch one is the good one ?

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The first one is correct.

Dodge = 6.5 - { [ (Master_Hit_rating / 26.232) / 17 ]* 6.5}

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I'm not sure if you'd like to include this, but perhaps a helpful macros piece?

Example: I macro Demonic Empowerment and Shadowbolt; Meta with Immolate and with Soul Fire. Thoughts?

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I'm not sure if you'd like to include this, but perhaps a helpful macros piece?

Example: I macro Demonic Empowerment and Shadowbolt; Meta with Immolate and with Soul Fire. Thoughts?

Some of those are a good idea (such as demonic empowerment), macro-ing meta with other abilities however I wouldn't recommend. I might add a macros section later, but for now I'll try work on what's still left incomplete.

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I'm not sure if you'd like to include this, but perhaps a helpful macros piece?

Example: I macro Demonic Empowerment and Shadowbolt; Meta with Immolate and with Soul Fire. Thoughts?

The reason you don't macro meta:

Imagine the boss is at 45% health (no decimation yet) and dying in 2mins (there are mods that estimate time to death). Imagine also that meta just came off cooldown. In this case, since you only get this one meta for the rest of the fight, it's far better to wait until decimation procs under 35%.

Why not macro it to soul fire you say? You may still want to hold meta until trinkets are coming off of cooldown.

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I'm not sure if you'd like to include this, but perhaps a helpful macros piece?

Example: I macro Demonic Empowerment and Shadowbolt; Meta with Immolate and with Soul Fire. Thoughts?

I macro Demonic Empowerment with everything except Life Tap so that I don't pop it early during a pull. I stole my DK's Rune Strike macro and used it to create my DE macro.

I know the topic isn't complete yet, but I would like some information about gemming for rDPS. I pretty much got every socket bonus that gave +7 spell power and did not require a yellow (except my chest, but just because I need the hit anyway).

Something else hit me today: What about putting points in Suppression so you can drop +hit items in order to maximize rDPS?

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The macro I use for Demonic Empowerment on spells that you may like to include in the guide is as follows:

#showtooltip SPELLNAME

/run SetCVar("Sound_EnableSFX","0")

/petattack

/cast Demonic Empowerment

/cast SPELLNAME

/script UIErrorsFrame:Clear()

/run SetCVar("Sound_EnableSFX","1")

Obviously replacing SPELLNAME with the name of the spell you wish to use. /petattack is optional, I like to include it on my Curses.

The macro will disable the "This spell is not ready yet" speech from your character as well as remove the UI message alerting you to the fact that Demonic Empowerment is still on cooldown.

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If people want to add that type of thing to their macro's they should feel free to, but it's not really something needed for the macro. If I have a macro section it will limit itself to the essentials of relevant macros.

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If people want to add that type of thing to their macro's they should feel free to, but it's not really something needed for the macro. If I have a macro section it will limit itself to the essentials of relevant macros.

True. That said though, who would want an annoying voice and some text coming up each time they press a spell?

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Really good post Warlocomotif. Thank you for your continued contributions to the warlock community. Does anyone know offhand if macroing the felguard's attack (either melee or cleave) would be a substantial dps increase due to the "lazy" nature of the pet skill queue, like it is with the imp's firebolt and the felhunter's shadow bite?

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Really good post Warlocomotif. Thank you for your continued contributions to the warlock community. Does anyone know offhand if macroing the felguard's attack (either melee or cleave) would be a substantial dps increase due to the "lazy" nature of the pet skill queue, like it is with the imp's firebolt and the felhunter's shadow bite?

So far all tests indicate that neither the Fel Hunter or Felguard benefit from such macros at all. The imp however definitely does, and I will include a macro for this. The Felguard and Fel Hunter not benefiting from this is likely because their abilities are instant attacks on a cooldown as opposed to chain casted spells.

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Small remark for the Demonic Emp. macro, put the main spell after the sound and error message fixes:

#showtooltip SPELLNAME

/run SetCVar("Sound_EnableSFX","0")

/petattack

/cast Demonic Empowerment

/script UIErrorsFrame:Clear()

/run SetCVar("Sound_EnableSFX","1")

/cast SPELLNAME

This way you still hear/see when you're out of range or silenced or something else

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With all the Haste gear available in ICC25 and ICC25HM is there a point where you would use Firestone over Spellstone? This question is regarding the Meta/Ruin spec of the Demo tree.

nvm delete pls

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With all the Haste gear available in ICC25 and ICC25HM is there a point where you would use Firestone over Spellstone? This question is regarding the Meta/Ruin spec of the Demo tree.

Simulation craft says no.

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Considering the spell priority, would the previously posted opening rotations (Pre-combat LTr1->CoD->Corr->Immo->SB->spell priority) be correct or would updating the rotation to the priority be correct (Pre-combat LTr1->SB->Immo->CoD->Corr-> spell priority)? Is the former moreso to allow tanks threat to build or is the latter better? In the latter, would you downrank SB to mitigate threat and/or to reduce casting time to allow for better movement?

It may be worthwhile to break down racial abilities/stats as it relates to best for Meta/Ruin; I would imagine that Humans and Orcs are likely best. It may also be worthwhile to find the breakpoint at which pDPS>rDPS: i.e. the point at which for raiding 10/25 equipment/gem choice for pDPS is better than equipping/gemming for rDPS. This would of course depend on party makeup and likely apply moreso to 10man raids moreso than 25man.

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Considering the spell priority, would the previously posted opening rotations (Pre-combat LTr1->CoD->Corr->Immo->SB->spell priority) be correct or would updating the rotation to the priority be correct (Pre-combat LTr1->SB->Immo->CoD->Corr-> spell priority)? Is the former moreso to allow tanks threat to build or is the latter better? In the latter, would you downrank SB to mitigate threat and/or to reduce casting time to allow for better movement?

It may be worthwhile to break down racial abilities/stats as it relates to best for Meta/Ruin; I would imagine that Humans and Orcs are likely best. It may also be worthwhile to find the breakpoint at which pDPS>rDPS: i.e. the point at which for raiding 10/25 equipment/gem choice for pDPS is better than equipping/gemming for rDPS. This would of course depend on party makeup and likely apply moreso to 10man raids moreso than 25man.

I personally open up with the first rotation to ensure the target has Shadow Mastery as early as possible - it's never been a threat problem for me.

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I disagree with the idea/notion that Doom out does the other curses. I would like to see some reasoning behind this. COA can be refreshed 3 times in one minute and consistently shows me a roughly 21k total dmg where as COD only hit for roughly 17k each time per minute and offered no dps or dmg boost to other spells and effects in all the scenario's I ran. So please explain why this is a preferred curse over the others either COA or COE not withstanding Balance druid or Unholy DK's.

TY

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Did you include the damage lost from the GCD's involved with every refresh of CoA? The nice thing about CoD is it has a long uptime, and for the cast, it has a high ratio of damage if the target will survive the full minute. I'm not as familiar with Demo locks as I am with Destro locks (who also utilize CoD), but I know I'd much rather use that GCD on a lifetap or another instant spell compared to having to refresh CoA every time. I can't speak for CoE, though.

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I disagree with the idea/notion that Doom out does the other curses. I would like to see some reasoning behind this. COA can be refreshed 3 times in one minute and consistently shows me a roughly 21k total dmg where as COD only hit for roughly 17k each time per minute and offered no dps or dmg boost to other spells and effects in all the scenario's I ran. So please explain why this is a preferred curse over the others either COA or COE not withstanding Balance druid or Unholy DK's.

TY

COA has 4 casts/minute, that are 3 refreshs = 4 Global Cooldowns/minute. COD has 1 Cast/minute = 1 Global Cooldown/minute. with this argument is COD better than COA. COE is only needed if no Balance druid or Unholy DK is in the raid. you can't compare COE with COA/COD. COE is Support COA/COD = DMG

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I disagree with the idea/notion that Doom out does the other curses. I would like to see some reasoning behind this. COA can be refreshed 3 times in one minute and consistently shows me a roughly 21k total dmg where as COD only hit for roughly 17k each time per minute and offered no dps or dmg boost to other spells and effects in all the scenario's I ran. So please explain why this is a preferred curse over the others either COA or COE not withstanding Balance druid or Unholy DK's.

TY

CoA lasts 24 seconds, you can do 2.5 CoA's per minute. This also costs you 2.5 GCD's, GCD's that could've otherwise been spent on other spells. Once you take the time lost casting extra CoA's into account curse of doom comes out way ahead. Also, Curse of Doom averages around 24k damage each for me. Definitely a lot more than 17k you suggest.