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-   -   Demonology, releasing the demon in you. (http://elitistjerks.com/f80/t100099-demonology_releasing_demon_you/)

 Warlocomotif 05/20/10 1:18 PM

Demonology, releasing the demon in you.

# [top]General

## [top]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.

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.

## [top]General: Acronyms/Short Forms/Definition

 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)

# [top]Demonic Pact

## [top]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.

## [top]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.

# [top]Talents

## [top]Talents: Talent Info

 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

## [top]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.

# [top]Miscellaneous

## [top]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.

 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

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.

## [top]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.

 Target level difference -3 -2 -1 0 +1 +2 +3 Spell miss chance 1% 2% 3% 4% 5% 6% 17%

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:
Buff: Blessing of Kings, Racial: The Human Spirit, Talent: Demonic Aegis, Glyph: Glyph of Life Tap.

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.

## [top]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.

## [top]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.

## [top]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.

 Head: [Arcanum of Burning Mysteries] 30 spell power and 20 Critical strike rating Kirin Tor, Revered . Shoulders: [Greater Inscription of the Storm] Master's Inscription of the Storm 24 spell power and 15 Critical strike rating 70 spell power and 15 critical strike rating Sons of Hodir, Exalted Inscription, 400 . Back: Greater Speed Lightweave Embroidery Springy Arachnoweave 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 . . Hands: Exceptional Spellpower Precision Hyperspeed Accelerators Hand-Mounted Pyro Rocket 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 . . Legs: [Brilliant Spellthread] [Sanctified Spellthread] 50 Spell power and 20 Spirit 50 Spell power and 20 spirit Tailoring, 405 . Feet: Icewalker Tuskarr's Vitality Greater Spirit Nitro Boosts 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

## [top]Miscellaneous: Consumables

 Flask: [Flask of the Frost Wyrm] Potion: [Potion of Wild Magic] (Use during Bloodlust/Heroism) Food: [Fish Feast] / [Firecracker Salmon] / [Tender Shoveltusk Steak] [Spiced Mammoth Treats] Other: [Grand Spell Stone] [Flame Cap] *

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.

## [top]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
 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

• Felguard Emberstorm, 00/41/30
 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

• Meta Ruin, 00/56/15
 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

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.

## [top]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
Code:

#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.
Code:

#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.
Code:

#showtooltip [SPELL NAME] /cast [@pettarget]Firebolt /cast [SPELL NAME]

# [top]Mechanics

## [top]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.

## [top]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:

 Stamina Intellect Warlock 88 159 Imp 118 369 Voidwalker 328 150 Succubus 328 150 Felhunter 328 150 Felguard 328 150

Warlock stamina gains in raid:
Buff: [Prayer of Fortitude], Buff: [Mark of the Wild], Buff: [Blessing of Kings], Talent: [Demonic Embrace].

Warlock Intellect gains in raid:
Buff: [Arcane Brilliance], Buff: [Mark of the Wild], Buff: [Blessing of Kings].

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.

## [top]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.

## [top]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.

Coming soon

# [top]Other

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.

Tool: Simulation Craft
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!).

Tool: Rawr
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.

OptiGear
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.

## [top]Other: Change log

- May 20, 2010:

- May 21, 2010:
Some spelling errors corrected.

- May 22, 2010:

- May 24, 2010:

- May 25, 2010:

- July 27, 2010

- August 11, 2010

## [top]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.

• 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.

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

 Warlocomotif 05/20/10 1:19 PM

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

 Zeddicious 05/21/10 12:39 AM

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.

 Warlocomotif 05/21/10 4:18 AM

Quote:
 Originally Posted by Zeddicious (Post 1653251) 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.

 Poupette 05/21/10 4:41 AM

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 ?

 Warlocomotif 05/21/10 5:36 AM

The first one is correct.

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

 Tinava 05/21/10 12:12 PM

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?

 Warlocomotif 05/21/10 12:15 PM

Quote:
 Originally Posted by Tinava (Post 1653561) 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.

 ultrajustin 05/21/10 1:22 PM

Quote:
 Originally Posted by Tinava (Post 1653561) 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.

 Yeoldelock 05/21/10 1:22 PM

Quote:
 Originally Posted by Tinava (Post 1653561) 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?

 Vidiz 05/21/10 4:33 PM

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

Code:

#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.

 Warlocomotif 05/21/10 5:03 PM

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.

 Vidiz 05/21/10 6:44 PM

Quote:
 Originally Posted by Warlocomotif (Post 1653900) 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?

 Epoché 05/22/10 10:05 AM

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?

 Warlocomotif 05/22/10 10:39 AM

Quote:
 Originally Posted by Epoché (Post 1654320) 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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