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About Topdps

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  1. warlock guide

    Yes it's true that SM/DS talent, DMF buff, CoS, Shadow Weaving and ISB doesn't affect this comparison at all, my bad. But this makes Shadowburn even better than I made it out to be. The reason I added mana cost to the calculation was because the only argument against using Shadowburn would be because of its higher mana/dmg cost. But we can exclude that from the calculation for the sake of simplicity (this also benefits Shadowburn even more) I don't understand how you made your calculation, assuming we exclude mana cost from the equation (and the bonus of having Shadowburn off CD) it's a very simple one. Shadow Bolt takes 2,5s to cast and Shadowburn takes 1,5s to cast. For Shadowburn to be worth it it needs to do at least 1,5/2,5 = 0,60 = 60% of the damage of Shadow Bolt. The damage difference between Shadow Bolt and Shadowburn gets higher and higher the better gear you get, and it's not until Shadowburn only does 60% of Shadow Bolt damage that it's a worse dps spell than Shadow Bolt. Since 1/2 of your spell power is then 40% of your Shadow Bolt damage it means that the base damage of your Shadow Bolts has to be as low as 20% of your total Shadow Bolt damage 100-(40*2) for it to be better dps than Shadowburn. For 20% of your overall damage to come from the Base Damage you need to do 5x as much damage than the base damage, meaning that your non-crit Shadow Bolts has to do 510x5=2550 damage (excluding any percentual modifiers like CoS as you mentioned). For a non-crit Shadow Bolt to do 2550 damage you need a ridiculous amount of Spell Power in the 2000s. Since it's impossible to have that much Spell Power Shadowburn is always a damage increase compared to Shadow Bolt. The reason I brought up the increased mana cost is because it's not really a 1,5s vs 2,5s comparison, the mana you have costs time to get so the cast time ratio shouldnt be 3 to 5 between these spells but more like 2 to 3 (as i said before, 2s vs 3s). In that case the break limit between Shadow Bolt and Shadowburn shouldn't be over 2000 Spell Power but more like as I said 1160. In short: Shadowburn is a 1,5s cast spell, Shadow Bolt is a 2,5s cast spell, for Shadowbolt to be better it has to do almost twice as much damage as it takes almost twice as long to cast. Since the base damage of the spells are very similar you need a ton of Spell Power to make a difference in damage between the spells to make the extra second of cast time worth it. Casting 3 Shadow Bolts (3x2,5=7,5s) takes as long time as casting 5 Shadowburns (5x1,5=7,5s), so the damage of Shadow Bolts has to be much higher. At 40 Spell Power Shadowburn does 477 + (40*3/7) = 494 damage and Shadow Bolt does 510 + (40*6/7) = 544 damage. 5x494 = 2470 damage and 3x544 = 1632 so it's very clear that Shadowburn is a better spell to use than Shadow Bolt at 40 Spell Power. Agreeable?
  2. warlock guide

    The Nightfall talent on Feenix was bugged for many years and actually gave you a 16% (!) chance on Corruption tick to get an instant shadow-bolt, not 4%, so SM/Ruin was the funnier/more skillful spec to play there. But of course, on a server with correctly working Nightfall talent I'd also prefer DS/Ruin. You're right about this, CoA is the better debuff to keep up as it's a higher damage increase (and therefore more efficient usage of a debuff slot) than Corruption. But it's different for SM/Ruin Warlocks since a Nightfall Proc saves them 1 second of cast time on a Shadow-bolt, and those can only come from Corruption and not CoA. On Feenix the 16% chance of an instant Shadowbolt per Corruption tick as I mentioned made Corruption superior but on other servers for DS/Ruin-specced Warlocks it might not be. I'm a little worried about Ignite though, I assume CoA has a higher debuff priority than Corruption and might therefore more easily push out Ignite or other important debuffs? It's very hard to find information about how the debuff slots works so I can't tell for sure. I don't see how Shadowburn isn't a damage increase unless you are very highly geared with flask; Depending on how long the fight is (and your maximum mana) the amount of Life Taps per Shadow Bolt differs. But let's say the average mana needed for a Shadow Bolt or a Shadowburn (~400mana) takes 0,5sec to get from Life Tap. That means that Shadow Bolt takes 3 sec to cast and Shadowburn takes 2 sec to cast. For Shadowburn to be worth using it then needs to do at least 66% of the damage of a Shadow Bolt. The base damage of a Shadow Bolt / Shadowburn is ~500 damage which needs to make up at least 1/3 of the overall damage for Shadow Bolt to outweigh Shadowburn as Shadowburn only benefits half as much from +Spell Power. Your average (non-crit) Shadow Bolt then needs to do >1500 damage to beat Shadowburn in effective DPS. For your Shadowbolts to do 1500 damage on average you need 1000 / 6/7 = around 1160 Spell Power. With talents and DMF World buff you need less than that and it's not impossible to reach 1000 Spell Power with Flask. But you probably won't unless you're very high geared. I think what I initially wrote was reasonable: at AQ/Naxx level you probably shouldn't use Shadowburn anymore as it's not a damage increase anymore (and you lose the advantage of having it off-cd in case you need to move). But before AQ it's most likely a good idea to fill out your rotation with Shadowburns, especially in instances like MC/BWL where there's so many spell pushback mechanics that doesn't affect instant cast spells. Maybe we both agree with this, I just wanted to be clear. I'd argue that the value from ISB and the extra mana is as much of an advantage as the Crit damage, so there's more to take into account when calculating the value of Int. But yeah it's not the most important discussion in the world. We had the same problem on Feenix with mages pulling aggro with Ignite so who knows, maybe it's intended. I do too, sometimes more than actually playing the game itself. Happy New Years!
  3. Mage is a very fun class to play, it's newbie friendly but also has a very high skill cap, both for PvP and PvE. Mages make up around 13% of the population while Warlocks make up around 10% on the Kronos servers according to their website. It's one of the more played classes but it's not at all an overpopulated class, the only overpopulated class on 1.12 servers is the Warrior, anything else is fine. If you pick Mage you shouldn't worry about getting a raid spot.
  4. Warlock, SM/Ruin is a top PvE and top PvP spec. It's pretty hard to find a great mage spec that works well in both PvP and PvE, unfortunately. Mage, by far
  5. Hi Fruitsalad, If your spell "misses" the target you will get the text "Resist". If your target resists your spell you will also get a "Resist". However, hit/miss and resist/nonresist has nothing to do with each other, they are two separate mechanics. If you spend 5 talent points into Shadow Focus you will increase your chance to hit your opponent with 10%, but the talent won't have any effect on your target's resistances. Resistances are taken into account after the spell is already determined to be a hit. The only way to stop your opponent from resisting your spell is to wear an item that says "Decreases the magical resistances of your target by X" which removes the resistance of your opponent. But it doesn't increase your chance to hit the spell in the first place. And any "Increases your chance to hit with spells by X %"-items (or the Shadow Focus talent) increases your chance to hit the spell at first, but doesn't affect any resistances your target might have. It's two different things calculated after each other. So to answer your question if it's a good idea to spec into Shadow Focus to combat possible resistances on mobs then no, Shadow Focus will have no effect on any Shadow Resistance you will face. But it will increase your chance to hit the spell before resistances are calculated. The chance to hit a mob the same level as you is 96%, 1 level above 95%, 2 levels above 94% and the chance to hit a mob 3 levels above you is 83%. Meaning you benefit from having up to 3, 4, 5 or 16 +Hit% depending on the level of your target (the last 1% will always be a miss, you can never get more than 99% chance to hit). I don't know much about Spriest leveling specs so I don't know whether Shadow Focus is an important leveling talent or not, but it's not a resistance-related talent point, it's simply a talent point giving you +Spellhit (even if it might not look like it).
  6. warlock guide

    Sure, if you can link any of these +Shadow damage-items I'll add them to the list of preraid gear.
  7. warlock guide

    Hi Oxyda, thanks for the feedback. Imp in MT group is incredibly important, 460hp+ extra for the tanks and everybody in the tank group is a game-changer and matters more than 5% extra damage from 1 Warlock will ever do. You will always use SM/Ruin Warlocks as you need the Blood Pact for the tank group, it's even arguable to have several SM/Ruin Warlocks just for the Blood Pact for other groups as well, 460 x 5 = 2300 overall raid hp which will most certainly help the raid more than ~50 extra raid DPS. I agree though, having a player with backup Improved Blood Pact is better than a completely useless Succubus talent, but I can't ever see how it will matter anyway as anytime the raid needs extra Blood Pact it's just better to have Warlocks respec SM/Ruin instead of not sacrifice their succubus (so they only lose 5% dps, not 15%). Good point, I used Cataclysm spec for a while when supression room was hard and for AQ40 trash. But I'm not sure about how it's going to work on Crestfall. On Feenix it was 26% stun chance per tick but I've heard many people say it's supposed to be 26% per Hellfire/RoF spell cast making it almost useless. If it's 26% per tick it's a good idea to spec into it for trash but if it's 26% per spell cast it's never worth the talent points. I did the math as I got unsure about this when you mentioned it and came to the conclusion that Corruption and CoA does about the same DPS if you are at ~500 Spell Power, anything less CoA is better and anything more Corruption is better. The advantage to CoA is that it only needs to be applied every 24 seconds instead of 18, but on the other hand you don't benefit from the 4% Nightfall proc from using CoA. For SM/Ruin Warlocks this evens out perfectly but for DS/Ruin Warlocks CoA has an advantage as it's less cast time spent on DoTs. I guess it all depends on your gear, I edited the guide and made a more concise explanation on debuff slots. You are correct about this, I probably forgot the reason why I didn't use Shadowburn on CD and assumed it was because of damage loss. The real reason was because I wanted to utilize the 6/8 T3 bonus and because of the short range of Shadowburn. It's also smart to keep Shadowburn off cooldown if you know that you might have to move your character during a boss fight as it's instant cast and can be used while running. But yes, unless you are absolute top gear with personal PI Priest and Flask you'll probably benefit from using Shadowburn when you can. I agree totally, was I unclear about this somewhere? It's possible that 1 intellect would represent around 0,3 spell power in late AQ gear, but what I talked about was "close to BiS Naxxramas gear" where 2 Intellect beats 1 Spell Power. Not only because of the Crit and the value of ISB but also because of the max mana gain. I'm too rusty to do the math and the difference between these two bracers are minimal (and they both gets beaten by Gothik bracers anyway) so I won't go more into detail about this but I stand by that with top gear your raid will benefit more from the BWL bracers than the Rockfury ones. EDIT: I removed the part where I compared them as it's a pretty useless comparison anyway. The way Spell Power worked on Feenix was that your dot damage would be calculated the moment they do damage, not when they are applied, so the best time to use the trinkets was after using all your DoTs (right after your first shadowbolt). Should it work differently, should the overall DoT damage be calculated from your Spell Power the moment they are applied instead? About T2.5 Head vs Mish'Undare: Mish gives you 2 Spell Power and 1 Crit instead of the 12 Stamina and 1 Hit from T2.5. Assuming we rate Crit higher than Hit (ISB value) the only reason to use T2.5 head if you have Nef head would be because of the extra HP. It's perfectly reasonable to prioritize survivability but overall I wouldn't rate T2.5 higher as it gives you less DPS. If Vek'lor keeps his debuffs after the switch then CoD is insane to use as 3200+ instant aggro is gamechanging. I doubt this will be the case on CF though? Thanks for the additions, Oxyda, I appreciate it and will edit the guide accordingly.
  8. Just like we have a "Classes & Mechanics"-forum for the different Classes we should also have a "Professions"-forum for the different Professions.
  9. Any excess tanks on a bossfight will have to use Nightfall as there's not much else they can do so yes it's used. I think the main problem with having Arms Warriors in the raid lies in that Mortal Strike uses a debuff slot. I'm not sure what debuff priority MS is at, maybe when there's only 8 debuff slots there's no problem as the high-priority debuffs like Curses, Sunder Armor etc. aren't easily overwritten. But in Ignite instances (AQ/Naxx) I would guess that MS debuff is one of the debuffs that runs the risk of overwriting Ignite depending on how many other medium-prio debuffs are used, and at that point it might harm Mage DPS or force Warlocks to use less Corruptions. But I'm not sure about MS debuff priority which I guess is a factor in how useful Arms-specced Warriors are. It's actually a useful debuff on bosses that heal themselves like Gluth or the Twin Emperors but those are very few and not really worth bringing an Arms Warrior for.
  10. You usually have offtanks using Nightfall on bosses so if you take up a raid slot as a Nightfall Arms Warrior then you'll actually contribute with something, so it could work in MC/BWL Raids where people don't tryhard as much. But don't expect to get to equip Ashkandi or other weapons unless the guild is very chilled out about having offspec people in their raids. Maybe crack a few jokes or tell some good stories in Mumble and you'll become liked enough that it's worth having you in raids despite losing out on some dps. It all depends on the guild, but personally I wouldn't have anything against a dedicated Arms warrior as long as he used Nightfall.
  11. warlock guide

    Hi again. I read your post many times and agreed with your way to calculate Hit vs Spell Power and couldn't wrap my head around why you disagreed with me considering I don't see any problems with what you said. Then I looked at my post and realized how I reached the 14.5 spell power, it was simply by multiplying 12.5 with 7/6 without modifying the number with Hit% and Crit% like I did with the +Hit and reached 14,5. Oh well, I got sloppy towards the end of the night and messed it up. I edited the post and also removed the mentions of Crit in the comparison as there's no reason to confuse people with irrelevant information. Thanks for the correction.
  12. warlock guide

    You can calculate the value of the Improved Shadow Bolt debuff assuming no overwriting, that's correct. However, there is no 40-man fight where you can assume there's no overwriting from other debuffs so any theorycrafting about this becomes virtually useless. The amount of Warlocks (and several other classes) in the raid and their exact Hit & Crit Chances as well as the amount of debuff slots used all decide if the Improved Shadow Bolt debuff will be used before it's overwritten or not. Do we understand each other or did I miss something? I'm afraid I don't understand this part of your post but I'm always open ears on changing the guide for the better. Why does Shadow Bolt base damage matter?
  13. warlock guide

    Thanks for the heads-up. I looked it up and it seems like Ban'Thok Sash, Spritecaster Cape, Skyshroud Leggings and Briarwood Reed will be changed. I might modify my list later to accomodate for this. 300 Tailoring gives you the Bloodvine setbonus (+2% crit chance) making the set irreplaceable until Naxxramas and enchanting is also good since you can make Brilliant Wizard Oil. Tailoring/Enchanting is a good combo both for yourself and to bring in some extra cash, and Tailoring is almost mandatory in TBC. Otherwise I'd say Herbalism/Alchemy is good for making your own elixirs and potions (and flasks) and getting rich. EDIT: For future readers who are choosing professions for their Warlock I'd like to mention that professions in Vanilla WoW aren't as important as in later expansions. 99% of crafted items/consumables in 1.12 are usable for everybody (not just for people with a certain profession) so the main reason to level a profession should always be to just make money from it. If you enjoy Mining and Blacksmithing more than the professions I mentioned above then you shouldn't be discouraged from leveling it just because your Warlock can't use mail/plate. Sure, while leveling it can be nice to craft equipment that you can use but at level 60 there's almost no advantages of having a certain profession over another. If you are a Warlock with Mining/Blacksmithing then you can just mine and forge a Nightfall axe, sell it on the AH and then buy Felcloth or Bloodvine gear from the money you earned. The only profession that's "needed" is Engineering, and that's only for PvP, as you need it for Iron Grenades, Rocket Helmets, Reflectors etc. 300 Tailoring gives your Bloodvine Set a 2% crit bonus but that's it, in PvE you can go with anything. My next WoW-character will be a Rogue and I'm planning on not leveling any profession simply because pickpocketing in BRD makes me the most gold/hour. Professions matter in later expansions, but not in Vanilla.
  14. Intro Warlocks are mainly brought to raids for their high damage output and the class is arguably the most competitive dps class in late 1.12 content. On top of that they bring a ton of utility to the raid; Soulstones, Curses, Blood Pact and top AoE abilities. I raided every instance in Vanilla WoW in a hardcore setting for a long time and decided to share what I learnt so far. This guide is meant for players who are new to the Warlock class and want to understand the different playstyles and talent builds the class has to offer in PvE. This post also includes a list of pre-raid gear and enchants, details about world buffs and useful consumables and so on. At the end of the guide there is also a chapter on how to tank the Twin Emperors in AQ40. 1. Race choice Before I get into talent specs and gear I'd like to quickly talk about Race choice. The playable Warlock Races are Human, Gnome, Undead and Orc where Gnome is the only Race with a racial that benefits Warlocks in PvE. "Expansive Mind" gives you 5% increased intellect which ends up being <1% extra damage in a normal raid setting. The big differences between the races are mainly PvP-based; Stun resist (Orc), Wotf (Undead), Escape Artist (Gnome) and Perception (Human). Since this is a PvE guide I won't waste your time discussing them but simply state that the Race you choose to play has minimal impact on your performance in a Raid. 2. Talents Talent build 1: Shadow Mastery + Ruin (SM/Ruin, 30/0/21) (The Curse of Exhaustion spell is only useful on Kel'Thuzad and Curse of Agony and Amplify Curse are very situational in raids so you are free to move those talents around. The rest is pretty much mandatory, though. Also note that the only reason we spec into Siphon Life is to reach the "Shadow Mastery"-talent, it's a very inefficient spell overall so don't use it just because you spent a talent point on it.) The SM/Ruin-spec is usually recommended for newly dinged level 60 players as it's a good all-round build and uses an Imp as a pet which brings extra stamina for your party. There are several perks in the affliction tree, but the main reason you spend so many talent points there is for the "Shadow Mastery"-talent, which increases your shadow damage done by 10%. However, in larger raids where you might value damage output over versatility/survivability there is another talent build that is more focused on raw damage: Talent build 2: Demonic Sacrifice + Ruin (DS/Ruin, 7/21/23) ("Improved Voidwalker", "Improved Succubus" and "Fel Stamina" in the Demonology tree are filler talents that aren't important for the overall build. You can exchange the four points in "Cataclysm" for the "Intensity" and "Pyroclasm" talents, the 3sec stun works great on trash packs.) As a DS/Ruin Warlock you sacrifice your Succubus with the spell "Demonic Sacrifice" to gain a 15% increased Shadow damage buff. 15% increased damage from "Demonic Sacrifice" beats 10% increased damage from "Shadow Mastery" making this a more effective damage output build. In raids, however, there is need for both these talent specs: DS/Ruin doesn't use an Imp so you need at least one SM/Ruin specced Warlock to provide Blood Pact for the tank group. Which talent build to use is therefore something you have to coordinate with your guild members. There are no other good talent builds for Warlocks to use in PvE. A 30/21/0 (SM/DS) talent build lacks "Improved Shadow Bolt", "Bane" and "Ruin" which are all very important talents. And since there are no spammable fire spells in 1.12 you can't spec full Destruction either. The only possible PvE build that's not SM/Ruin or DS/Ruin would be MD/Ruin (0/30/21) with a Succubus, but that's simply a downgraded DS/Ruin build. 3. Debuff slots and spell rotation Immolate, Corruption and Curse of Agony are all spells that increases your damage dealt compared to just Shadow Bolting as long as the mob doesn't die long before the dot runs out. However, in Vanilla World of Warcraft there is a limited amount of debuff slots on bosses which means that there is a limited amount of dots you can put on a raid boss before they start to overwrite/delete each other. When you are raiding with 39 other people who all have to share a certain amount of debuff slots you'll have to prioritize the important debuffs and there are usually more important ones than the average Warlock DoT. Warlocks in TBC are usually referred to as "Shadow Bolt-bots" since spamming only Shadow Bolt can be the most effective way to do damage, but the reason Warlocks in 1.12 doesn't use many DoTs is because there just aren't enough debuff slots for them. Depending on the raid and the patch (the amount of debuff slots is increased 8->16 in patch 1.7) there might still be room for Warlock debuffs. Which ones are going to be used is something you and your guild members have to discuss. Curse of Recklessness (CoR), Curse of Shadows (CoS) and Curse of Elements (CoE) are all mandatory to the point where you usually have three Warlocks individually dedicated to these spells to make sure they are always up on important targets. If there is still room for more debuffs on the boss then DoTs like Corruption and Curse of Agony could be used in moderation. I also want to talk about the spell "Shadowburn" which shares the same characteristics as a Shadow Bolt except for that it's shorter range, instant cast, has a cooldown and uses a Soul Shard. Normally while leveling you'd only use this spell as a finisher as you don't get the Soul Shard back unless the enemy dies from it, but in raids you can increase your overall damage by using it mid-fight despite losing a Shard every time you do so. The main area of use for Shadowburn is when moving during a bossfight as instant-cast spells don't require you to stand still, but its short casting time makes it a DPS-increase regardless if you have to move or not. Lastly, make sure to hand out Healthstones to people who need them and put some effort into Soulstoning healers. And as an SM/Ruin Warlock focus on positioning your Imp correctly so the tank gets the Blood Pact buff, that's (one of the) main reasons you are in the raid in the first place. 4. Raid Consumables Elixir of Shadow Power Greater Arcane Elixir Wizard Oil (Patch 1.7/ZG Patch: Brilliant Wizard Oil) Limited Invulnerability Potion (LIP) (Use if you pull aggro, very important potion) Fire/Frost/Shadow/Arcane/Nature Protection Potions (Depending on Instance) Doing it right^ 5. Enchants and Pre-Raid Gear Which items to gather pre-raid is highly dependant on which patch you play on so it is impossible to compile a perfect Warlock pre-raid BiS list. In the spoiler below there's a list including all the best non-raid items from patch 1.12, which means that the some of these items might not be acquirable on your server. And even if they are, they might not yet have the same stats as in patch 1.12. Before you start the search for these items make sure that they are actually in the game so you don't waste your time looking for non-existing equipment. Pre-Raid gear: Enchants: 6. A note on Trinkets and Cooldowns in general On-use-Trinkets are often times very underrated compared to the ones passively giving stats. The reason for this is that it's very comfortable to calculate Trinket damage in a vacuum. For example: The MC Trinket "Talisman of Ephemeral Power" gives you an extra 175 Spell power for 15 seconds, and has a 90 second cooldown. One way to calculate the overall worth of this item is to see that this trinket is active 1/6th of the time and gives 175 Spell Power so all you have to do to understand the usefulness of this Trinket is to divide 175 by 6. 175/6 = 29 Spell Power. So it's as good as the Trinket "Briarwood Reed" then, as it also gives 29 Spell Power? That's not a realistic way to calculate the value of an On-Use Trinket. There are two main reasons for this: 1. The trinket will most likely be on cooldown even after the fight ends. If we take the MC Trinket I mentioned above as an example again, any time the fight is not exactly (N * 90s) you will get more DPS out of the trinket than you "should". For example, if the fight is 2 minutes long you get to use the trinket twice over a 120 second period. 120/(2*15) = 1/4. 1/4 multiplied by 175 is 43,75. That makes the Trinket a clear upgrade from the Briarwood Reed 29 Spell Power Trinket. And if the fight is only 15 seconds long the Trinket gave you 175 Spell Power flat over the entire fight. Any cooldown left on your Trinket when the fight is over is a DPS increase. 2. When you fight a boss you don't cast Shadow Bolt the entire time. You move around, you hide, you Life Tap or alt tab to check out some girl on Instagram. Assuming you are a decent player you only use the Trinket when you know the next 15 or 20 seconds will be spent Shadowbolting the boss, so when you later have to run to the other side of the room your Trinket cooldown is ticking down. If you play an encounter like the Four Horsemen where you dps a boss ~half of the time then your on-use Trinkets becomes twice as effective since you use them twice as much per second that you are actually dpsing. This way, your trinket becomes more effective the smarter you use it. Don't treat Active Trinket-effects as if they were in a vacuum. There are very few times you shouldn't have an on-use-Trinket equipped assuming you looted Talisman of Ephemeral Power or the Zul'Gurub trinket Zandalarian Hero Charm. 7. Resistances In later vanilla patches there is a stat called "Decreases the magical resistances of your spell targets by XX" (also called "Spell Penetration" or "Spell Pen") which shows up on several Ahn'Qiraj and Naxxramas item pieces. Curse of Shadows reduces the Shadow Resistances of your target by 75, but if the boss you are fighting has more Shadow Res than that then further Spell Pen is very useful. For every 1 point of Resistance your target has there's a 0,25% chance it resists your spellcasts. If it's a non-binary spell (Shadow Bolt for example) then the average resisted damage is 0,25%, and if it's a binary spell (Fear for example) there's instead a 0,25% chance the spell is completely resisted. An item with 10 Spell Pen is therefore worth almost as much as an item with 2,5% hit (assuming your target has any resistances to remove in the first place, otherwise it's useless). It's important to note that when you miss a spell it says "Resist". If your target would have completely resisted your spell with actual Shadow Resistance it also says "Resist". So you can't know for sure if they resisted because you lacked Hit% or Spell Pen. The amount of resistance on bosses differ a lot depending on which server you play on, on Feenix server no boss had more than 70 SR (which means that resistance penetration is useless as CoS covers 75) but on VanillaGaming many bosses has as much as 145 SR. Elysium seems to be in the middle, and we don't yet know what the state will be on CF. It's therefore hard to say how much resistance penetration you need and you will have to do some research yourself. More information for the curious: Spell Penetration Guide 8. World Buffs World Buffs are a big part of vanilla raiding and one of the reasons the game world feels so alive. Pre-TBC there are several long-duration buffs you can (and should!) gather prior to a raid in order to maximize your raid performance. These buffs are usually gotten far out in the world but their long duration (usually 2 hours) gives you enough time to travel to the raid instance. World Buffs give you increased survivability, movement speed and/or damage. Unfortunately they don't last past death so you will have to avoid world PvP as much as possible after getting them, which can be a challenge on highly populated servers. World Buffs also forces you to play very safe in raids, I'd for example highly recommend saving your potion cooldown for Limited Invulnerability Potion or Protection/HP Potions instead of spending it on a Mana Potion as the safety of keeping your World Buffs is worth a lot. Dieing early on in a raid doesn't only lose you damage on that fight, but it also lowers your damage on future bossfights as you're now without World Buffs. Here's a list of the most important World Buffs for Warlocks: Rallying Cry of the Dragonslayer (a.k.a. Head-buff) is an AoE-buff that's gained from turning in the Onyxia or Nefarian head in Stormwind or Orgrimmar. This World Buff is usually planned by the guild beforehand ("We are popping head at 19:30") and buffs everybody in a large area (SW/OG Gates) for two hours. It's one of the buffs that's leechable and infinite so if another guild is using it you can just show up and get it for no effort. This is one of the more powerful World Buffs and benefits Warlocks a lot. Spirit of Zandalar (a.k.a Heart-buff) is another AoE-buff that's gained from turning in the Heart of Hakkar at Yojamba Isle in STV. It's also a leechable AoE-buff that's usually planned by the guild beforehand ("We are popping heart at 19:20"). Yojamba Isle is far from civilization but it's the only world buff that lasts through death (up until patch 1.10, at least). Usually this is the first guild buff to be used before a mage opens a portal to SW/OG for the head-buff. Warlocks benefits from this buff the least of all classes as our dps isn't very dependant on stats but 10% movement speed and 15% extra Intellect and Stamina is still a big deal. At Yojamba Isle you also have the chance to gain the Spirit of Zanza potion from Rin'wosho the Trader. Bring some ZG Coins or Bijous to exchange for Zandalar Honor Token, it's the currency used by the Zandalar trolls. Buy one Zanza, use it, then buy another one (They are unique so you can only have one in your inventory at a time). There are three Zanzas to choose from but the +50 stamina/spirit one is superior by far. The Darkmoon Faire (DMF) buff is not always available but very strong if you can get hold of it. Talk to Sayge who is part of the Darkmoon Caravan outside Stormwind or Mulgore and choose the first option twice for a 2 hour +1% to +10% damage buff. You can also choose +X% Stamina or other stat increases (see here). These World Buffs are the important ones to know about as a Warlock even if there are many more. For example; Warchief's Blessing and the Blasted Lands buffs are mainly for melee classes so casters only have to care about the ones mentioned above, even when raiding with a hardcore guild. My recommendation is to be part of the Onyxia/Nefarian Head and Hakkar Heart buffs if your guild gets them, and grab the DMF buff if the caravan is close to one of your cities. If you really want to churn out that extra dps and got a lot of extra time before raidstart then the Dire Maul/Songflower buffs are decent damage boosts. But remember, if you die on the way to the instance or to an early trash pack then all your work was for nothing. If you want more info on World Buffs then "Cruzix" wrote a guide entirely dedicated to them: [Vanilla Guide] - World Buffs. 9. Tanking Twin Emperors (AQ40) In The Temple of Ahn'Qiraj there is a specific encounter called the Twin Emperors, which is a fight that 2 Warlocks in the guild have to prepare for. The bossfight consists of two bosses; Emperor Vek'lor and Emperor Vek'nilash. Vek'Nilash is immune to all spell damage and Vek'lor is immune to all melee damage which means that a "normal" tank cannot tank Vek'lor, you have to have a spellcaster doing it. Vek'lor casts Shadow Bolts on its target so a lot of Shadow Resistance is needed for the caster tank, and since Warlocks has an easy time resisting Shadow damage and causing threat it's the best class choice for that role. The one tricky part with this encounter is that the two bosses cannot be close to each other during the fight since they heal very quickly if they are within a certain distance of each other. The other tricky part is that they switch positions every 30 seconds. Vek'lor teleports to Vek'nilash's position and the other way around. This means that you need to have a Warrior tank and a Warlock tank on each side of the room (so 4 tanks in total, two of them Warlocks). Before I explain the fight in detail I'll go through the gear needed for it. The Shadow resistance cap is 300 and it's highly recommended to reach it for this boss as all the damage done by the spellcasting boss is by Shadow Bolts. The buffs Mark of the Wild, Prayer of Shadow Protection and Demon armor gives you like a hundred Shadow Resistance so you need ~200 Shadow Resistance from gear. Optional: You can also respec into MD/Ruin (0/30/21) and summon a Felhunter which passively gives you +60 to all resistances. I listed the best Twin tanking gear below. If you get them all you will end up with more SR than needed, so prioritize the ones you can get and use your best damage gear for the other slots as damage is obviously important for keeping threat. Head: Tier 2, Neck: Eidolon Talisman, Shoulderpads: Tier 1, Back: Juno's Shadow or preferably Cloak of Untold Secrets dropping from Fankriss. Chest: Garb of Royal Ascension (AQ40 trash drop), Bracers: Funeral Cuffs, Gloves: Rank 7 or Rank 12 PvP gloves are extremely useful and highly recommended to use. Belt: Runed Stygian Belt or Tier 2, Legs: Runed Stygian Leggings, Boots: Runed Stygian Boots, Rings: Anything with +Shadow Resistance, search the AH as good as you can. Jasper Link rings are usually useful. Trinkets: Any on-use Spell Power Trinket will be very effective this fight so the Zul'Gurub or the MC on-use Trinkets are recommended. On the other Trinket slot you should fit Ultra-Flash Shadow Reflector (Engineer only) or Ward of the Elements (from the Onyxia attunement quest). Wand: Serpentine Skuller Weapons: The best weapon(s) you have. Bring any +Stamina consumables you can and pre-pop a Greater Frost Protection Potion (against the blizzards). If you are the one pulling the boss then just run up to Vek'lor, pop Shadow Ward, cast Corruption and spam Searing Pain until the bosses switch positions. Avoid Blizzards as well as you can, they do a lot of damage so if you get targeted by one don't just keep casting. After that keep track of the timers. Every 30 seconds the caster and the melee boss switches sides, so you have to be ready to pick up the caster boss (if he'll be on your side) as soon as the teleport happens. Right before the switch stand as close to the melee boss as you can (right below him). Instantly after the switch you Shadowburn the boss and start to run away from him while dotting him. The caster boss does an AoE knockback so make sure to create some distance from the boss. When you are ~25 yards away from the boss start spamming Searing Pain to cause as much threat as possible. Keep spamming and avoid any blizzards. Do this until your 30 seconds of fame is over and the melee boss appears on your side. Now take your time to Life Tap to full mana and use Shadow Ward until the next teleport, and then do the same thing again. Repeat until the boss is dead. Remember that if the bosses are awkwardly positioned it is not your job to move them. Since the caster boss has a long range spellcast it's very hard to move the boss to where you want it and it's usually much better to just keep aggro until the switch happens and let the Warrior tank move the boss to where it should be standing. Practice makes perfect, this is a boss fight that's hard to explain on paper so you have to do it yourself a couple times to actually understand what's going on. But I hope I gave you enough information about the encounter to make you ready to try it. If you are still unsure on some aspects of the fight just ask me in the thread and I'll explain it better for you. Shoutouts to Dhorn, Disingenuous, Rohbar, Oxyda for the knowledge and my old guild <The Argent Crusade> for the good times
  15. Thread is about non-blizzlike features. Non-blizzlike feature is suggested. Suggestion is dismissed because it isn't blizzlike. Thread of the year.