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Old 06/30/07, 9:00 PM   #45
Nitemare
Glass Joe
 
Nitemare - retired
Human Warlock
 
No WoW Account
Spec, gear choice, and even spell priority are all based on two variables: 1) the composition of your team, and 2) the composition of your opponents team. For example, if I see a druid as a main healer I fear him right off the bat, almost always he will blow his trinket during this non-critical fear. This results in allowing me to 3x fear him later in the game while we burn down his teammates.

I run with a shadowpriest in 2v2s (NE priest, human warlock). Our racials are a little less useful than most so we instead focus on outlasting many teams until we can ensure a lockdown on healing. For example, doing steady damage on a warrior in a warrior/pally team and forcing the pally to bubble and use his trinket. After both of those "outs" are used I can almost guarantee the pally will not get another heal off since I have 3 fears, CoT, spell lock, and deathcoil ready to go.

I've tried every spec imaginable to help compliment the shadowpriest partner. It seems that regardless of spec there is always one "main" combo that will just out preform (especially with our lack of racials). For example, a SL based build is better against rogue based combos but makes warrior/pally combos more difficult. Whereas UA makes warrior/pally teams ALOT easier but makes rogue based teams much more difficult. Furthermore, it has been my experience that drain life is a drastically superior form of damage. While you are all but shouting in a fight to "interupt me!" it is really no different than casting shadowbolt due to the predominance of mods that show enemy casting bars. The benefit comes from 1) it being alot harder to LOS (you push it and it will instantly land and follow someone behind a pillar, shadowbolt will just stop and you will do no damage), and 2) it suffers from 70% less knockback from talents that boost your survivability as well. I pretty much never shadowbolt except for nightfall procs and have noticed it actually easier to DPS down a healing class due to a slight advantage of damage not completely mitigated by LOS.

Grim reach is worth the points. 1) it helps keep a healer in range while fear locking, 2) it allows you to kite WAY more effectively using CoEx (you can keep curse and instant dots up out of range), and 3) it allows you to often get an opening dot onto people charging in (warriors to get them in combat is especially nice).

As a final note: LoS can either keep you alive or just rip you apart. Trying to stop a resto druid who is running circles around a pillar is almost impossible. But LOSing a hunter or mage around a pillar can give you precious seconds until your abilities are back up. Also, with the HUGE push for shadow resist greens, just about any warlock based team is screwed. I've already run up against multiple teams sporting 300+ shadow resist and having the vast majority of my spells resisted.
 
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