At this point we've covered
speccing,
glyphing and rotating. That leaves us really with two remaining fundamentals to cover what I would call
the basics: Pet Choice and Stat Priority. Then we'll know what spells to use, what gear to wear, and what minion to call. What else does a warlock need in life?
Pet Choice Guide
As with last time when I attempted to create this guide, I meandered over to the EJ forums (I don't have the link, but plan to go back and see if there are updates tonight... then I'll pop the link in here) to see what they'd mathified. And again as last time, the choice is hardly clear cut. Before we get into that, let me start with a baseline explanation on how I approach pets. Copied from my post before, here's my mantra:
Do I always have the "best" pet out? No. Some nights I just run with what's simple so I don't have to think about it. At most, warlock pets are only going to give you a couple hundred extra DPS over the course of a raid night. It's nothing to scoff at, but it's not absolutely vital either. I like to think of it along the same lines as bringing the right elixirs or buff foods. They are things that some would call a "must" to every raid, and they certainly help, but you really have to know your class, spec, and rotation first before getting the most out of those littler bonuses. It depends a lot on the seriousness of your raiding/playstyle.
This guide is going to focus on the pet choices from the standpoint of a deep affliction specced warlock. If you are thinking demo/destro, you'll have to look elsewhere (though some of this may help you as well). What this means, is that we're looking at the following choices of pets: Infernal, Doomguard, Succubus, Felhunter, Imp, and Voidwalker.
We can immediately eliminate one of those choices right off the bat: the Voidwalker. While this pet can be quite useful solo'ing, it is basically a tanking pet, not a DPS pet. It really has no place being out in a raid unless in extreme/strange situations. (I personally have seen a warlock take it upon himself to VW pull every mob in a VoA run, but I wouldn't recommend it).
I'd like to find some concrete numbers that compare the pets, but everything I've seen so far is highly dependent on what talents you're taking and other details. As such, here is what I believe the hierarchy of pure DPS to be, highest listed first:
- Infernal -Clear First
- Doomguard - Close second
- Felhunter (with full DoT set up) - There is some debate here. I'm talented to support my hunter a bit, but there also have been rumors that a glitch in how the Shadow Bite works really makes this guy's DPS tank. I think, for affliction locks, this guy's going to eventually come out on top, because it seems that Blizz is really pushing it as our choice with the love they gave it in 3.3. If there is a glitch, I'm sure they'll hotfix it at some point, but I'm going to try and keep my eyes open to the numbers.
- Succubus - Untalented for me, better the FH pre-3.3. I'm not so sure now.
- Imp -Untalented for me. When this guy is talented as in a Destro build, he'll beat both the FH and the Succy. If you like this guy, talent him up and use him if you have points to spare.
The Infernal is obviously king. Recall, however, that he will only stay out for a short (one minute) period of time. Thus, since we can't choose him all of the time, we must know
when to choose him. I find it helps to think of him like poppin' a pot. You're only going to get to do it once a fight (at most), so you want to save it for those critical times when you're trying to beat an enrage timer or could really use the extra boost. The cast is an AoE, so you don't really lose out DPS while you're summoning this guy if you do a good job of working it in when you would be shadow bolting.
Trick of the trade: When the AoE hits, it can stun non-immune mobs. This can be quite useful in situations. Think last wave of the Halls of Reflection. The Lich King is breathing down your backs and you're, literally, up against a wall. You've got adds all over the place and your tank is probably crapping themselves. You drop this big guy right on the group, stunning them, damaging them, and giving the little boost your group needed to victory, escaping the LK's clutches one more.
The Doomguard is ranked number two on that list, quite a ways ahead of the rest of the pack. He'll hang around for a solid 10 minutes before running away, so he's a bit more useful. Basically, you'll get him for one whole boss fight. Pull him out before you start and let him do his thang. You'll want to try to use him on fights where there isn't a lot of movement to maximize his DPS. Patchwerk is the textbook usage of the DG. Grobbulus is not. It's pretty simple, but hardly set in stone.
Remember that summoning a DG takes a bit of time and four others to click (one of which will randomly take some damage) if you've done the quest chain to get the Ritual of Doom. Thus, you don't just want to surprise people with this right before a particularly nasty boss. It's probably best to try and do the ritual about a minute or so before your tank starts the pull. It's good to communicate for this guy. Surprise death is never good unless you're administering it personally and purposefully.
Third on the list is the Felhunter. He clearly got buffed in 3.3, but as I mentioned there is some debate about just how good he is now. I really think Blizz is pushing Affliction warlocks towards this guy and he's long been my favorite pet, so he'll probably be what I run with the majority of the time until I'm able to find some math that shows otherwise. The talent won't help his DPS a whole lot, but will make his buff better. Remember, the Felhunter buffs spirit and intellect, and can be quite useful at times. However, if you have a mage and a priest, their buffs will mostly likely overwrite yours. The buff IS worth it, especially if you talent for it, but mages and priests both buff better. Besides, warlocks are about killing shit, not helping others, right?
Fourth is the Succubus. She won't buff you, but she will put out a solid amount of DPS. She has some good talents hidden in the Demo and Destro trees that can buff her into the prime spot. If this seductress floats your boat, then by all means bring her out, talent her, and use her. She also has some minor utility as a CC'er, but I've never found much use for this myself, and it doesn't really factor into my debate for use.
Bringing up the rear is the Imp. This guy does two things that may make you consider using him. First, he'll give everyone some bonus health. This does not seem to stack with the Warrior buff, but sometimes is worth having when you're sans Warriors. Secondly, he's ranged. Sometimes, your melee pets just aren't going to cut it (aka Onyxia), so you need a ranged buddy. That's when you should think Imp.
It's important to note that the Improved Imp talents do quite a bit to help the little guy's DPS. I am not personally specced that way (it's a Destro lock thing), so if you are or want to be, you will probably have to modify my advice a bit. I think he may just take the top spot when talented. Also, remember that he's "free". Sometimes if you're low on shards, that can be a factor.
And that's that. Quick recap for those of you in the cheap seats:
Pet Choice Hierarchy
- Infernal - When you need a "DPS Pot".
- Doomguard - On stationary, DPS intense bosses.
- Felhunter - When you aren't running with a Mage and a Priest, or if you're me.
- Succubus - When your raid doesn't need your buffs, and if you talent it.
- Imp - If you need ranged or you decide to talent for it.
Stat Priority
The second part of today's article is going to focus on Affliction Warlock stat priorities. This is meant to guide your gear selection criteria. I'm not big on gear lists, as I usually just make the best of what comes to me (though I will sometimes pass long my emblem purchase wish-list). If you're the type that likes to farm an instance to get that Best In Slot item, then by all means, have at it. Where I'm playing, I can get by with smart choices on not so best in slot gear, and preform admirably. A simple understanding of stats is really all you need to decide on just about anything.
I maintain that the easiest way to keep gearing simple is to be sure you understand the weights of each stat as it goes towards our DPS. You don't have to do tons of research to break this one down. In fact, I'll give you the link where it's already been done. Nibuca, who has long been my favorite affliction warlock did the maths for us several moons ago. You can find that particular article
here. It's one of my faves (still).
She does a wonderful job explaining things and I've found that my playstyle and gear levels usually end up being very similar to hers, so I'm choosing to take most of her calculations at face value*. The simplest way to do things is to get the addon Pawn, use a good warlock's values, and, for the most part, trust the numbers that it kicks out. The addon even lets you compare two pieces. However, I never want to advocate blind usage of an addon, and we should strive to at least have a basic understand of what's going on, even if we use an addon to make life easier.
In that spirit, lets look at what Nib's stats are really telling us. Pawn basically allows the user to add a weight to each stat, so it can calculate how they go together and give you a simple value for comparison. Obviously, different stats will weight differently in how they effect our DPS. Ignoring the weights for everything except for major stats, we get the follow weight relationships.
Warlock_T9_55_00_16 Int=0.2949 Spi=0.9831 SP=1.7729 Hit=1.9071 Crit=1.2081 Haste=1.8701 (Edit: Numbers Updated from EJ thread found
here. The notation indicates it's from a Tier 9 geared Affliction Warlock. This is the top DPS for the simulation run.)
These numbers are mostly arbitrary, in that it's not so important what they are, but whats vital is
how they relate to each other. Therefore, we can set a simple priority ranking of stats that looks like this:
Hit (until capped)>SP>Haste>Crit>Spirit>>Int.
Recall that spell hit cap is 14% (368) with three talent points in Suppression, or 17% (4--something, I need my notes, but they're at home). For non-warlocks, melee hit cap is 263, fwiw. Everything after spell hit cap is completely wasted. Not like defense or other "capped" stats where it's still kinda useful just marginally less. Wasted. As in, you get no more benefit. Therefore, a good thing to do is try and swap in gems and enchants to supplement your gear and "overstack" as little hit as possible.
It's interesting to note that Haste is really our second best stat after we're hit capped and is nearly equal the DPS gain that SP is. Thus, if you're looking at two pieces and one bumps you up by 1 SP but the other bumps you up by 2 Haste, pick the haste piece ftw. That's a very cut down example, but it illustrates what we're looking at I think. An addon like Pawn makes this very simple, but we can also keep in mind the relative weights and make an informed decision on our own. It make take a little more work, but at least we know what's going on.
I mention haste specifically, because I think it is an often overlooked stat for us. It really is
that good. Yes, better than spirit, better than crit (though crit is increasing it's role as well). Even with the 1/3 to SP conversion. That is taken into account with these weightings.
You can apply the same principles to talents and gem slots. If they increase a certain stat, you can check out the ratings and compare your trade-offs. I don't have specific numbers for talents, but gems are a bit easier to compare (Nibs actually gives pawn values for these, which is nice): you just need to figure out what gem you'd like to put in, and then you'll know the stats you're looking at, and it's back to a basic stat comparison. If you, for instance, always put in +19 SP gems, you can just tack that on to the other stats when you're doing your comparison.
I would certainly recommend proper usage of the Pawn addon as well as a perusal of Nibuca's wonderful article, but the point here is that we obtain a basic understanding of what is really going on with these things. Thus, if, say, Cataclysm hits and stuff gets changed, you can adapt your thinking, find some new numbers on the intrawebs, and get on with (fantasy) life.
There are looming changes with Blizz talking about revamping and simplifying the stat system in Cataclysm, but for now, this strategy still holds true. Personally, I really need to update my Pawn with some new values since I've geared up a lot since I last entered numbers. I'll need to do some more searching around (*pokes Nibs*) to find some newer, higher gear level numbers.
The good part about the newer Tier Trend is that Blizz is making all of the pieces available and then just allowing you to upgrade them through raiding. I really don't like the T9 pieces as they seem to be using a lot of their item points on Crit stats, which just aren't that good for Affliction 'locks and more friendly to our Destro brethren. The T10 stuff looks better, so my goal is going to be 4 pieces of T10 gear ASAP. With emblems dropping like candy and the new random daily LFG being a smash hit, it shouldn't be too hard to get there. I'll use the Triumph emblems gained in the process to update my other pieces of gear (trinkets, rings, back.
If you understand the stat weights, it's simple enough to come up with your own "shopping list" for the emblem gear. I can often be found at the vendors, comparing the boosts from different pieces. It's not uncommon to find that higher ilvl gear isn't as great as what you already have because of how you're doing your stats. That's pretty much how I felt about the entire T9 set. Where'd the haste love go?
Got any questions or comments about these two topics? Hit me up in comments and I'll do my best to respond, even if it's quite lengthy (see yesterday's comments, ugh). What else would you like to see as part of my How to Afflict Others with Warlockery series?
*Note: Better gear changes these weights because of diminishing returns and other miscellanea. You'd have to
download, install, and run your own
Simulationcraft to get your personal numbers. I don't do this, but rather "ballpark" it to try and make an intelligent decision. This is also why I don't blindly rely on pawn. Nibs gives several gear level examples in her article, and the important thing to note here is that the relationships mostly stay the same. In fact, haste seems to get
more weight as you gear up. I'd be somewhere around the T8 set curve now. If you're going to use her numbers, keep in mind the gear level she's advertising.