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Old 04/25/09, 2:53 AM   #126
notnate
Glass Joe
 
Undead Warlock
 
Kel'Thuzad
Ignis - teleport back down after flame jets for more dps time/no fall damage.

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Old 05/04/09, 7:57 AM   #127
SoulShard
Glass Joe
 
Blood Elf Warlock
 
Uldum (EU)
I haven't tried out the encounter yet, but... should we be able to plant a circle on top of the Flame Leviathan? As far as I have read, you have to be launched on top of it to take out his turrets. Should you need to repeat that during the encounter, I believe putting a circle on top of it would make approaching fairly trivial.

Then again, I have zero experience facing that toy.

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Old 05/04/09, 8:13 AM   #128
Heeno
Piston Honda
 
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Gnome Warlock
 
Alterac Mountains
During Flame Leviathan if you are on the ground long enough for him to become active again, you're going to die, where a DC wouldn't save you. It is much simpler for a chopper to pick you up and drag you over to a demolisher, and get relaunched on to Flame Leviathan. You take enormous amounts of damage if you're on the ground while he's active.

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Old 05/04/09, 10:50 AM   #129
Maltaas
Glass Joe
 
Undead Warlock
 
The Maelstrom (EU)
You misread what Soulshard was suggesting. He said put the circle on top of FL, as in where you stand when dps'ing his turrets. Then the circle hoppefully move around with FL. Then you might use it to get back up if the next catapult misses the target, or just port yourself if you are close enough and in any vehicle. I'm also curious if this will work, and will try it next time if I'm on catapult duty (demolisher passenger).

Myself I use the teleport on Auriaya to port back after fear. I just plant the circle on top of the spot where the raid stand clustered. I have also used it on Ignis and his trash as described above and on razorscale to port back after he break loose to get back on ground without falldamage. Its also possible to port out of blue fire then, just make sure there is no fire on the circle as well first.

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Old 05/04/09, 11:46 AM   #130
Gnorme
Glass Joe
 
Night Elf Druid
 
Uldum
I use on deconstructor when hit with gravity bomb teleport clear of everyone much easier. and port back to kill scraps and bombs

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Old 05/04/09, 12:38 PM   #131
Ele'
Piston Honda
 
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Human Warlock
 
Kirin Tor (EU)
Originally Posted by Maltaas View Post
You misread what Soulshard was suggesting. He said put the circle on top of FL, as in where you stand when dps'ing his turrets. Then the circle hoppefully move around with FL. Then you might use it to get back up if the next catapult misses the target, or just port yourself if you are close enough and in any vehicle. I'm also curious if this will work, and will try it next time if I'm on catapult duty (demolisher passenger).
As far as I know, a Demonic Circle don't move if the object between your feets move/disappears. (I remember playing with this behavior with the breakable beer barrels in BRD).

You can clip our wings, but we will always remember what it was like to fly.

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Old 05/04/09, 1:15 PM   #132
Galanna
Von Kaiser
 
Undead Warlock
 
Hyjal (EU)
Originally Posted by Maltaas View Post
You misread what Soulshard was suggesting. He said put the circle on top of FL, as in where you stand when dps'ing his turrets. Then the circle hoppefully move around with FL. Then you might use it to get back up if the next catapult misses the target, or just port yourself if you are close enough and in any vehicle. I'm also curious if this will work, and will try it next time if I'm on catapult duty (demolisher passenger).
Normaly, you can't cast it on moving objects:

Originally Posted by 3.0.1 Patch notes
Demonic Circle: Summon: This spell can no longer be cast while on a transport or other moving object.

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Old 05/04/09, 2:03 PM   #133
Tolki
Glass Joe
 
Gnome Warlock
 
<GG>
Alterac Mountains
Originally Posted by noster View Post
I used it to avoid some repair costs while learning the iron council fight.
Just teleport through the closed door when a whipe is imminent while having aggro from any of the bosses und reset the fight
Its a sort of bug abuse but cheaper then repairing your stuff
You can also use it to freak the hell out of everyone before you enter the room. Send your Imp in, let him get wasted, and port behind the door to the corner of the corridor. The Iron Giant will lumber through the wall and get ~15 yards from you before he fades away

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Old 05/06/09, 7:44 AM   #134
Mooxzy
Glass Joe
 
Undead Warlock
 
Ner'zhul (EU)
Originally Posted by noster View Post
I used it to avoid some repair costs while learning the iron council fight.
Just teleport through the closed door when a whipe is imminent while having aggro from any of the bosses und reset the fight
Its a sort of bug abuse but cheaper then repairing your stuff
Did the same with Hodir.
Seems to work (for now) with all that kind of fights

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Old 05/09/09, 12:38 PM   #135
Milfboy
Glass Joe
 
Blood Elf Priest
 
Stormscale (EU)
Originally Posted by Krazen View Post
Some thoughts:

Council - Depends on the order, but place it on where you tank one or two of the mobs, as that's where power circles will form. Run out for overload and port back instantly.

Kologarn - Kite beams away and port back to your location.

Hodir - Place circle in a general centralized location to better cross the room to fires and other buffs.

Mimiron - Circle strafe the spin-up, then port back to your location.

Vezax - Same as hodir, really, pick a general centralized location to access green/black clouds

Auraiya - Port back to cluster after fear.

Yogg - Port either to or from Sanity beams.


Much valid uses, tested most of them and confirmed.


Additionally:

Things written below is tested and refered to 25-man verions only.

Ignis; Nothing new, port to the ground after flame jets.

Razorscale; Can be used for both his knockbacks, and for moving back and forth from the harpoon launchers (if you're tasked on this). Also to port very quickly away from the blue fires, or simply back and forth between the drilling machines whom spawns the mobs during the air phaces(s).

Deconstructor; Port away or back to the raid after either of his bombs placed on you. Moderatly useful for porting towards or away from his adds, though usually the normal range is good enough.

The council; as said by Krazen: Away from overloads, deathrunes, summoning runes, chain lightnings, lightning tendrils or towards the damage encrease circles. (Endless options really) Personally I tend to move my circle around a bit, the ,5 sec summon is not a terrible dps loss. Though somewhere central, or in the outskirts of your currently targeted boss works.

Kologarn; Avoiding eyebeams with the portal is indeed a good thing, mostly. But the eyebeams can tear across other players if not used with causion. I find it just as useful to put it in the vicinity of the raid, and run from the eyebeams and then port back into the raid for maximum dps.

Note: You cannot port out of his right hands grip, only back after he has tossed you away or if your raid 'killed' his hand. (Saves you falling damage).

Freya; Centralize it and port to mushrooms or closer to her 'gift tree'. Mostly useless (I'm sure someone will come up with a better use for it on this fight, but I can't... yet.)

Thorim; Some choices, if easy-mode and a slow group you might want to use it in the tunnel gauntlet for quick ports back and forth to avoid the bombs from the colossus. Can also be used in the arena before entering the tunnel and then port back down after the gauntlet to avoid falling damage.

During the hard-mode it can be lifesaving if used to avoid the arc-lightning, use with causion if slowed or frozen by sid. Can also be used to port out of blizzards, even if you should avoid these by standing close to him there are no guarantees that you won't find yourself in a blizzard at some point.

I myself find it useful to put the circle far enough from the melee for them to get hit by chain lightning, yet close enough to them to not get hit by blizzard, and right after one of the 'pillars' to avoid the arc lightning fully during panic events.

(I have not yet ever stayed in the arena during phace one, no clues of usage there).

Vezax: To avoid shadow clashes, or to port back right after them is useful. Can also be used for porting out of the saronite clouds to ensure getting back in the fight if the cloud is far away, or if you are going for the last stack before it actually one-shots you.

Yogg-saron: Either at the sanity beams, also possible to put in the start of the fight, somewhere in the room to navigate between the clouds since it gets rather crowded and mistakes can happen. It can be good to have a backup plan.

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Old 05/09/09, 4:24 PM   #136
supplicium
Don Flamenco
 
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Gnome Warlock
 
Alterac Mountains
With out going into freya starts, it's a nice thing to use on hardmode to help maximize dps and get out of harms way very fast. It was a huge life saver for me.

The character linked in your profile appears to be below level 10. This may account for your poor Patchwerk DPS.

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Old 05/09/09, 5:08 PM   #137
Jax883
Glass Joe
 
Undead Warlock
 
Anvilmar
Concur that if you can use elevation in your DC usage you can gain a huge advantage.

Wintergrasp keep defense:


I stand beside the turrets for aoe damage & port back to the stairs once their ranged players target me. I also have been used as bait to bring opponents within aoe range of the other casters on the turret battlements. Few melees can resist what appears to be a hapless squishy standing in front of the keep walls while they wait for their siege engines to come up and are being shelled by the keep turrets.


Wintergrasp keep offense:

Fly in on top of the battlements before the battle starts, drop a circle on the wall in between outer turrets. This allows you to move in and take out the inner wall turrets (as well as the corner tower turrets) and still have a reset-able escape route should you be discovered & perused by opponents.

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Old 05/10/09, 4:50 AM   #138
Vathral
Glass Joe
 
Undead Warlock
 
Rexxar
For Vezax, I actually use the demonic circle (10 moreso than 25) to place it far away from the raid in a corner, and if I ever get mark of the faceless for some reason, I instantly port away so that no one does any healing to vezax due to me running out of range from everyone.

This is amazing when you're trying the hard mode in 10 man (his healing with 1 melee for large amounts killed us at 10% >< ), so if anyone is slow to move with mark on them moreso than a crash, this would probably be of a stronger use for you.

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Old 05/11/09, 7:51 AM   #139
Turboteckel
Glass Joe
 
Undead Warlock
 
Draenor (EU)
I kind of like it as plain distraction as well sometimes. Some melee think they're smart by waiting at the portal because they think you're going to port right away. If you don't it can give you a few precious seconds of survival or casttime.

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Old 05/11/09, 11:01 AM   #140
Shayo
Von Kaiser
 
Undead Warlock
 
Kel'Thuzad
I have a couple of quick questions I was hoping someone has the answer to on the Thorim fight. There's the lightning ball thing that one shots anyone standing on the ledge or in the tunnel after Thorim jumps down, but I don't know the exact mechanics of it. Can you set down your teleport circle on top of the ledge and jump down, teleporting back up after the ledge has been cleared of lightning? What I mean is "does that lightning thing go once and then stop or does it pulse every x seconds?"

Also, is it even possible to teleport back up due to range? I'd try it myself (and will try it Tuesday if nobody has answered) but I'm saved to both 10 and 25 man this week.

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Old 05/11/09, 1:35 PM   #141
Morwen
Piston Honda
 
Human Warlock
 
Dragonblight
Originally Posted by Shayo View Post
I have a couple of quick questions I was hoping someone has the answer to on the Thorim fight. There's the lightning ball thing that one shots anyone standing on the ledge or in the tunnel after Thorim jumps down, but I don't know the exact mechanics of it. Can you set down your teleport circle on top of the ledge and jump down, teleporting back up after the ledge has been cleared of lightning? What I mean is "does that lightning thing go once and then stop or does it pulse every x seconds?"
The lightning ball is a post-wipe mechanic, but there is a lightning field there the entire time in phase 2 and pulses every second, and in fact if your pet somehow fails to make the jump then you'll see it take constant damage and die about 30 seconds into the phase.

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Old 05/12/09, 5:30 AM   #142
Ensipid
Glass Joe
 
Dwarf Warlock
 
Arathor
I was told by a guildie tonight that when rooted on freya he could port, you're still rooted but it's handy to get out quick during a detonating lasher phase or seeds from phase 2.

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Old 05/28/09, 12:20 AM   #143
setotitan
Banned
 
Blood Elf Warlock
 
Skywall
Battle Grounds

an unlikely roll for a warlock but take the roll of guarding the flag with FG out. set your retreat portal to higher ground out of view and the opposing team comes in to crush you thinking they'll just bypass your FG, SHAZZAM! they're left in a pit to duke it out with your FG while you rain curses down upon them from afar. even better if you have doomguard

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Old 05/29/09, 9:17 AM   #144
Turbo Moses
Von Kaiser
 
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Undead Warlock
 
Ner'zhul
Does anyone know what causes the weirdities in Vezax's room? Sometimes I find myself not able to port, but other times I can. I have no idea what causes this but it can be frustrating if you're relying on it.

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Old 05/29/09, 10:15 AM   #145
brashar
Glass Joe
 
Undead Warlock
 
Feathermoon
Originally Posted by Turbo Moses View Post
Does anyone know what causes the weirdities in Vezax's room? Sometimes I find myself not able to port, but other times I can. I have no idea what causes this but it can be frustrating if you're relying on it.
Its a terrain bug, make sure you plant your portal on a flat area of the room. I usually stand to the right of General and there is a broken piece of the ground there I put my portal right in front of that and have never had an issue there. I've had the same issues in other places.

edit: typ0s

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Old 05/29/09, 11:57 AM   #146
Soulzar
Von Kaiser
 
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Human Warlock
 
Medivh
Last night was the first time I experienced this bug. Make sure after your drop your portal before the pull that you test it to work from your groups location.

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Old 05/31/09, 12:31 PM   #147
pfooti
Von Kaiser
 
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Gnome Rogue
 
Wyrmrest Accord
I don't know how this can be useful (probably can't), but when you drink an underbelly elixir and turn into a wasp, you can still summon your demonic portal, even while flying. So you can summon the portal high in the sky in an unsupported location, and teleport up to it. You fall.

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Old 06/04/09, 5:27 PM   #148
Manny
Glass Joe
 
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Night Elf Druid
 
Spirestone
My uses for Demonic Circle: Teleport:

Ulduar

Ignis: I put a circle on the ground away from the tank to avoid scorches. After Ignis uses Flame Jets I teleport down to immediately continue dpsing. No waiting for rise/fall.

XT-002: I drop a portal in the back and away from the raid. If I get light bomb or gravity bomb I can quickly teleport out of range of the raid to avoid putting extra pressure on the healers.

Iron Council: I randomly place a circle on the ground where I first stop to dps. I use it to teleport out of a green rune, and minimize damage taken by it.

Kologarn: I place the circle outside his room on top of the staircases. While dpsing I stand near the back of the room. If/when he casts his eye beam ability at me I can safely teleport outside of the room, and keep any other raid members from getting hit by it.

Hodir: The only time I have found this extremely useful on Hodir is when I am really far away from the ice pile on flash freeze, if my randomly placed circle is in a lucky spot, I can dps longer than teleport to make it onto the mound in time.

Thorim: Use it to avoid the electrical charges from the wall. Although there is enough time that running/strafing should not be an issue.

Mimiron: While attempting to learn this fight, during phase one I would put my portal outside of the room. Since I am typically in the top two to three on threat, once the tank died I was able to teleport out of the room, causing Mimiron to follow me, and this would reset the boss. This allowed the raid to get more attempts in quicker because we only had to rez and rebuff the tank. (Saved some money too) Once you get phase one down, phase two he can shoot anywhere outside the room so that becomes pretty useless. Although you can reloacate your portal to avoid missiles or his "Spinning up" ability.

Vezax: For this fight I usually put my portal back near a wall away from where the raid would typically be. This was so I can teleport away from the raid when acquiring "The Mark of the Faceless", or to avoid any close proximity shadow crashes.

Yogg: Although my guild hasn't downed him yet (terrible at phase three), the only real use for this that I was able to find would be to teleport away from clouds that were closing in from both sides. Just be weary that you do not teleport into another cloud.

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Old 06/04/09, 5:42 PM   #149
Shayo
Von Kaiser
 
Undead Warlock
 
Kel'Thuzad
XT-002: We tank him on the left hand side to avoid two trash piles from spawning adds. In 10 man hard mode, I put my teleport circle against the southern wall and when I got gravity bomb I'd teleport to it and drop the void zone along the edge where nobody can get to it pretty much even if they're trying to die.

Iron Council: I put my circle outside the door to reset the fight in case of a tank death from lag.

Thorim: Never use it on this fight because I stand near the tunnel entrance and never have to move.

Mimiron: P2: Since his "spinning up" skill always goes clockwise, I just put the portal 10-15yds to my right and teleport over the beam of bullets. Someone pointed out that this can kill an imp though. I've also used the reset trick here.

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Old 06/11/09, 2:26 PM   #150
Cempa
Glass Joe
 
Human Warlock
 
Silvermoon (EU)
Originally Posted by Turbo Moses View Post
Does anyone know what causes the weirdities in Vezax's room? Sometimes I find myself not able to port, but other times I can. I have no idea what causes this but it can be frustrating if you're relying on it.
Place it AFTER combat. Placing it before combat renders it useless.

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