I'm a dedicated WoW player who play several alts, but I focus mainly on my Warlock. Since I have a lot of characters, on this site it's easiest that I'm simply known as Saga.
I'm a raider, guild officer and altoholic who loves chasing after new mounts and pets.
This site is where I ramble about my adventures and thoughts as I continue playing WoW.
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Category Archives: Tips
Here’s a tip for all you Monks out there… Don’t put your hotkey for Roll next to your hotkey for Taunt (or any other valuable ability), because it might make you roll into things, or over edges you never meant to.
Today the patch finally went live on EU realms as well, meaning that everyone now should have their updated Warlocks. As mentioned previously we’ve had quite a few changes to the Warlock class and I will try to write down the basic rotations at 85.
This is not the be all end all guide, but just the pure basics to get you started with your changed rotation as Destruction.
We no longer need 17% Hit, but only 15% (1537 rating at 85).
You now pick a specialization, but the actual talents are the same for each one. To change your talents you don’t have to visit a Class Trainer anymore, but you do have to visit one if you wish to switch from one specialization to another. Switching talents now is similar to switching glyphs, and you need Dust of Disappearance just the same as well.
You can pretty much choose whatever you want for your talents depending on your personal preference and the boss mechanics. The one talent that actually has a bearing on your actual dps is the tier 5 talent where you choose your grimoire. The suggested one for Destruction is Grimoire of Supremacy, which turns your demons into the stronger versions. Supposedly at 85 Grimoire of Sacrifice may yield a little bit more dps, so you can go for that if you prefer. As for me, I’m sticking with Supremacy, because hey… those demons look awesome!
Intellect > Hit (15%) > Haste > Crit > Mastery
As Destruction you’ll want to use the Felhunter, or if you chose to go with Grimoire of Supremacy, the updated version; the Observer.
- Conflagrate (as much as possible)
- Chaos Bolt (if you have Burning Embers and boss is above 20%, but not if you have Backdraft)
- Shadowburn (if you have Burning Embers and boss is below 20%)
- Immolate (always keep up)
- Incinerate (filler – builds Burning Embers)
Use your dps cooldown Dark Soul: Instability every cooldown, but try to do it when you have as many Burning Embers as possible so that you can cast several Chaos Bolts.
Also, try to save up Burning Embers for when the boss is about to hit 20% so that you can use several Shadowburn straight off.
Enjoy your new Warlock changes and let’s get out there and dominate!
Next week patch 5.0.4 will be hitting the live servers and a lot of changes are going to be happening. Not only to Warlocks, but everyone – so it’s time to get ready! Please note that the tooltips may not be entirely correct since things are still changing somewhat.
These are some of the changes happening to the game in general:
- The Theramore Scenario, a lead-in to the Mists of Pandaria story. (Won’t be active straight away.)
- Account-wide achievements, pets and mounts.
- AoE looting!
- Prime glyphs are gone and we only have Major and Minor glyphs, both of which have had big changes.
- We get the new talents, abilities and skills for all classes.
- BattleTags are finally in WoW!
- Head Enchants will be removed.
- Ranged weapons no longer have a minimum range.
- Relics, wands, thrown and ranged weapons are gone or changed to take up a main weapon slot.
- Spell Penetration is gone, and instead we will see PvP Power on items.
- The current Arena season will end.
- You can no longer obtain Valor or Conquest points, everything will award Justice/Honor points.
- Items previously bought with Valor/Conquest can now be bought with Justice/Honor.
- Your current Valor points will be converted to Justice points, and current Conquest points will be converted to Honor points.
As Warlocks a lot is changing for us in the patch, since Blizzard has done quite some work on the class. First of all, each spec now has its own resource system. Affliction will keep using Soul Shards, while Demonology uses Demonic Fury and Destruction will have Burning Embers.
Once we choose our spec, the actual talent tree will be the same for all, and you can choose whichever talents you feel suit you since most are situational or might just simply suit your personal playstyle better. The only talents that actually increase dps are the level 90 ones, which we obviously can’t access yet. However, the tier 5 ones (Grimoires) have ones that are generally considered better per spec. This might still change of course, since the beta is still open.
According to Elitist Jerks, the grimoires we should use would be:
Destruction – Supremacy or Sacrifice (at 85 Sacrifice may be a tiny bit better, but the difference is rather small.)
Demonology – Service
Affliction – Sacrifice
Spells & Abilities
There have been quite a few changes to our spells, and I’ll try to go through them all. The first thing to remember is probably that spells are now split in two categories; Core and Spec. Core abilities are ones that you have regardless of which specialisation you choose, while Spec ones are only available in their respective specialisation. In an effort to avoid this post being huge, I will only list the abilities that are new or changed for the Core ones. However, I will list everything for each Spec so that you know which spells belong where.
- Create Soulwell (Changed. You can now do this alone! Yay!)
- Curse of Enfeeblement (New. Basically Curse of Tongues and Curse of Weakness combined.)
- Command Demon (New.)
- Dark Intent (Changed. Now a raid-wide buff.)
- Twilight Ward (New. Replaces Shadow Ward.)
- Unending Resolve (New.)
- Nethermancy (New. Passive.)
- Chaos Bolt (Tooltip currently wrong, it costs 1 burning ember, not 10!)
- Dark Soul: Instability (New.)
- Ember Tap (New.)
- Fire and Brimstone (New.)
- Flames of Xoroth (New.)
- Havoc (New, changed from Bane of Havoc.)
- Rain of Fire (No longer channeled.)
- Aftermath (New. Passive.)
- Backdraft (Passive.)
- Backlash (Passive.)
- Burning Embers (New. Passive.)
- Chaotic Energy (New. Passive.)
- Mastery: Emberstorm (Passive.)
- Carrion Swarm (New. Metamorphosis.)
- Dark Soul: Knowledge (New.)
- Demonic Leap (Activates Metamorphosis.)
- Hand of Gul’Dan
- Shadow Bolt
- Soul Fire
- Decimation (Passive.)
- Demonic Fury (Passive.)
- Demonic Rebirth (Passive.)
- Mastery: Master Demonologist (Passive.)
- Metamorphosis: Chaos Wave (New. Replaces Hand of Gul’dan while in Meta.)
- Metamorphosis: Cursed Auras (New. Replaces Curse of Enfeeblement and Elements while in Meta.)
- Metamorphosis: Doom (New. Replaces Corruption while in Meta.)
- Metamorphosis: Immolation Aura (New. Replaces Hellfire while in Meta.)
- Metamorphosis: Touch of Chaos (New. Replaces Shadowbolt while in Meta.)
- Metamorphosis: Void Ray (New. Replaces Fel Flame while in Meta.)
- Molten Core (Passive.)
- Nether Plating (New. Passive.)
- Wild Imps (New. Passive.)
- Curse of Exhaustion
- Dark Soul: Misery (New.)
- Drain Soul
- Malefic Grasp
- Rain of Fire (No longer channeled.)
- Seed of Corruption
- Soul Swap
- Unstable Affliction
- Improved Fear (New. Passive.)
- Mastery: Potent Affliction (Passive.)
- Nightfall (Passive.)
- Soulburn: Curse (New. Passive.)
- Soulburn: Health Funnel (New. Passive.)
- Soulburn: Seed of Corruption (New. Passive.)
As mentioned earlier Prime Glyphs are gone and we’re left with only Major and Minor glyphs. Few glyphs provide an actual dps increase, and instead may be useful in certain situations or are just there for fun/visual changes. Below is a list of glyphs that will be available to us as of the patch.
- Burning Embers
- Curse of Exhaustion
- Dark Soul
- Demon Hunting
- Demon Training
- Demonic Circle
- Everlasting Affliction
- Imp Swarm
- Life Tap
- Siphon Life
- Soul Consumption
- Soul Shards
- Soul Swap
- Unstable Affliction
- Carrion Swarm
- Crimson Banish
- Enslave Demon
- Eye of Kilrogg
- Falling Meteor
- Hand of Gul’Dan
- Health Funnel
- Shadow Bolt
- Unending Breath
- Verdant Spheres
These are the major changes happening to Warlocks next week. Let me know if you have any questions, and I’ll try to answer them as well as I can.
In this slow period between expansions there may be people (like I), who don’t necessarily complete a raid and therefore may need to farm for their Darkmoon Faire: “Test Your Strength” quest. Some time ago I found the perfect place to farm for these, and I thought I’d share it with you!
It’s in Deepholm, and it takes between 10-15 minutes to farm the full 250 grisly trophies, depending on how lucky you are with respawns. It’s the area to the west, and you will fly from one end to the other killing the little packs of flying stone bats. While there, I usually kill the larger packs of jaspertip swarmers as well.
Just start in one end and fly to the other, then back down again. If you’re lucky with respawns you won’t need to do the full route more than once.
I’m writing this guide to explain how I went about to complete the Through Glass, Darkly quest in the Legendary quest line. It’s not meant to be the end-all, be-all guide, but just how I did it and what worked for me. I’m sure there are many ways that work, but this might give you some tips on how to complete it.
I will not discuss the lore of the quest, but if you don’t want to know what happens beforehand, you may not want to read this post, just in case.
You’ve collected your 25 eternal embers from Firelands bosses, bought your 3 sands of time and turned the quest in to Anachronos. He will then send you to Coldarra (which will be phased) where you will meet Tarecgosa. You will meet up with her in a special version of The Nexus.
This version of The Nexus you have to do alone, so no guild members or friends can help you out. Tarecgosa however will be with you for most of it.
Initially I went in without respeccing, but after a couple of tries I realised that my Felhunter kept dying, and so I respecced my Affliction spec to give me 2/2 Fel Synergy. While I was respeccing I also took 2/2 Demonic Aegis.
I’d suggest bringing a health potion, something which I personally forgot. You definitely want to have a health stone ready, even if you have a potion.
As you enter The Nexus Tarecgosa is with you. The first mob she will make you invisible and you don’t have to worry about it.
After that you get to a room with a big sentinel and two dogs. Now, I was Demonology for this part, but I’m sure it works just as well as Affliction or Destruction. I killed the two dogs first, letting Tarecgosa tank the big sentinel. Just set my demon on them and dotted them up. Make sure to move out of the fire patches that the sentinel puts on the ground and you’ll be fine. Once the dogs were dead, it was an easy job killing the sentinel.
You’ll now start walking down the path towards where the first boss normally is. Watch out for the frost walls coming out of the sides, you have to pace yourself. It’s pretty much the same as the hallway in Icecrown Citadel if you remember it.
You’ll meet another couple of big dudes, but Tarecgosa will keep you safe. Then, however, she will run off and leave you alone to deal with 3 dogs. It’s no worries really, just set your demon on them and dot them all up. Use Drain Life to keep yourself alive if you need to.
Now there’s the hallway leading up to the landing before where Grand Magus Telestra can normally be found. This is a bit of a gauntlet event with lots of small adds who will keep re-spawning if you’re not quick enough.
I just powered my way through it with Hellfire and my Felguard using Felstorm. I’m sure as any other spec it can be done as well, just make sure you keep moving. Use Drain Life to stay alive if needed. I killed one set of adds (they sort of spawn in packs), then ran up to the next one.. killed it.. and so on.
When you get to the top, keep moving forward to Telestra’s room, or you might risk pulling the pack at the top when it respawns. In Telestra’s room you’ll see Tarecgosa frozen by two sentinels. They won’t aggro you though, so you have time to regain mana/health before you attack them.
I just burned them down one at a time (you seem to only aggro the one you attack, so you can take a break for mana/health in between if needed), while remembering to move out of the freezing ground ability.
After this Tarecgosa will run down the next hallway where a big wall of ice will be blocking the way. She will work on breaking it down while asking you to watch her back. A named, big dog will appear. He’s easy though – just keep your pet on him and dps him as usual while moving away from the shadowflame he will breathe towards you.
Once the ice wall is down you will see the old room with the ramps and platforms, only now there are only floating little platforms there. On each platform is a dragonkin. There’s a little disc in front of you which you will have to jump onto, and it will float you towards the closest dragonkin.
Your pet will bug out at this point and not join you, so you’re on your own. Make sure you’re at full health and mana before you jump onto the disc.
The dragonkin will cast shadowbolts, so use your Shadow Ward liberally. There are also floating orbs at the edge of his platform (a total of 4 I believe). Make sure you always use one before he does his big shadow damage move (you’ll see a warning that he’s powering it up).
Be careful no to cast anything after clicking the orb until you see a protective shield around yourself. I’ve heard that it can bug out/delay if you’re casting.
After the big add is down, jump onto his platform. Don’t jump any further yet because two small adds will appear and you’ll have to kill them. Once they’re dead, make sure you get health/mana back before jumping onto one of their discs to get to the next platform.
Rinse and repeat until you land safely on the other side of the chasm.
Don’t worry about the many adds here, Tarecgosa will appear and nuke them all for you. Quickly make sure you have your pet, get mana and health back, and run up the platform to where Anomalus usually is.
Now you will be facing the boss himself, a Twilight Dragon named Thyrinar. He does some abilities that you need to be aware of.
Ability 2: Twisting Twilight
A beam of shadow that follows you and puts shadowflame on the ground. Make sure you kite it around the edges of the room. Don’t get hit – you’ll die!
He will also summon adds that do a Fire Nova ability. Try never to be close to the adds. Let the pet tank them, and fear them if they get too close to you.
Put your pet on Passive, because if he attacks the boss he will bug out (due to the boss flying). Make sure your pet is always in range to dispel the healing buff, and silence as many twilight blasts as possible.
When the boss summons an add (it will come running up the ramp), set your pet on it. Put an instant dot or two on it. I didn’t always do this, and the pet seemed to kill it anyway. However, I did notice that without 2/2 Fel Synergy the pet died (probably because I used Soul Link).
Just keep all your DoTs on the boss, use Drain Life as your filler (you’ll need it!) instead of Shadowbolt. The Felhunter glyph will help with health as well any time you dispel the self-heal.
You will spend most of the fight putting up DoTs, using Drain Life and silencing and purging the boss. Remember to put your pet on the add and kite the beam around the edges (make sure your pet doesn’t stand in it though!). Don’t forget to use Shadow Ward every cooldown as well, since he casts the Twilight Blast almost constantly, and your pet’s silence can’t get nearly as many as we’d like.
It took me a few tries to get him down, but it wasn’t nearly as hard as I had expected. The changes to Fel Synergy and the Felhunter glyph made a huge difference!
To help with the silencing and purging (and you’ll want this done as reliably as possible), I set the boss as my Focus target and keybound the following two macros.
#showtooltip Devour Magic
/cast [@focus] Devour Magic
#showtooltip Spell Lock
/cast [@focus] Spell Lock
Good luck with your quest!
There are some simple truths out there when it comes to gear. All classes have stats that are useless to them, and other that are useful. Some are more useful than others.
For Warlocks we know that Spirit is one of those horrible, useless stats that give us absolutely nothing. I’ve read comments and guides by people saying that you should rather wear a green item than an item with Spirit.
Now, that’s not entirely true.
Gearing up relies in large part upon luck. You have to kill the bosses, which you may argue is skill – but then the boss has to actually drop the pieces that you need, and you need to win them.
I know that for the longest time I could not get my hands on a pair of good bracers. The only pair I got had Spirit on them! I eventually switched them for a pair of PvP bracers. (Another big no-no from a lot of people.)
Thing is, you can only choose to equip items that you have. And choosing the best item that you have is what I want to look at today.
I’m sure you’ve heard the term before. Basically, each stat in the game has a value to your character in regards to how useful it is. The way to find out the stat weights for your character specifically is to run Simulation Craft with your data plugged in.
This does mean that your stat weights can change if you get a new piece of gear and you may want to check again.
Once you have your stat weights, you know which stats are the most important to you – and they have an actual numerical value.
This is where you can use your stat weights to determine which piece of gear is better for you to wear, even if it has Spirit or even Resilience.
For the sake of this post, I will use some dummy numbers (I don’t remember my own off hand), but they shouldn’t be too far off.
Spirit and Resilience both have 0 value.
So let’s compare two items to see which one is the best one to use. We do so by adding the values they get if you combine the stat weights and see which one ends up with the highest number.
I will use the PvP bracers I ended up using instead of the Spirit PvE bracers which was the only piece I had at the time.
Vicious Gladiator’s Cuffs of Accuracy
Intellect: 201 (201*2.7 = 542,7)
Hit: 134 (134*1.8 = 241,2)
Resilience: 134 (134*0 = 0)
Total Value: 783,9
Baron Ashbury’s Cuffs
Intellect: 168 (168*2.7 = 453,6)
Mastery: 112 (112*0.7 = 78,4)
Spirit: 112 (112*0 = 0)
Total Value: 532
According to this calculation, the Resilience bracers are better. However, we also have to take into account reforging. I would reforge the Spirit on the Bracers to Hit. So let’s do a calculation on the bracers with the Spirit reforged to Hit.
Baron Ashbury’s Cuffs
Intellect: 168 (168*2.7 = 453,6)
Mastery: 112 (112*0.7 = 78,4)
Spirit: 67 (67*0 = 0)
Hit: 45 (45*1.8 = 81)
Total Value: 613
In this particular case, the resilience bracers are still better. It’s all about what kind of luck you have with drops, and wrist especially was a difficult case for me personally for quite some time. In fact, it still kind of is. I’ve now upgraded to a pair of epic Spirit bracers. I swear Lady RNG hates me.
But let’s look at another possibility. I recently had the option to upgrade to an epic head with Spirit on it, or keep my blue ilevel 346 head. Those situations can be tricky. Is the Spirit item better or worse?
Cowl of Pleasant Gloom
Intellect: 242 (242*2.7 = 653,4)
Crit: 182 (182*0.9 = 163,8)
Hit: 162 (162*1.8 = 291,6)
Total Value: 1108,8
Crown of Burning Waters
Intellect: 281 (281*2.7 = 758,7)
Spirit: 228 (228*0 = 0)
Mastery: 168 (168*0.7 = 117,6)
Total Value: 876.30
Even if I reforged the Spirit to Hit (which would give me 92 Hit = another 165,6 points), the epic item would not be better than the blue ilevel 346 item.
While, in this case, the Spirit item ended up being worse than the non-Spirit item – there will be times when the Spirit items come up ahead.
The best thing you can do is find your own stat weights, and find out for yourself. Then you know when to switch a piece of gear for a Spirit piece (or on the odd occasion a resilience piece)
Wands are another one of those items that are difficult to get, and I know for a lot of people Finkle’s Mixer Upper ends up better (since there are so few good wands out there). With the Spirit reforged to Hit it beats a lot of the blue wands available.
Don’t automatically assume that a higher ilevel is a better item for you. Especially if it has an undesirable stat. Spirit especially, but it can also be Mastery if you have an item with Haste+Hit. Make sure you compare the items to see which one is actually better according to your stat weights.
However, there are times when it’s okay to use Spirit items – if they end up better than what you have.
May Lady RNG shine her luck, I know she hates me – maybe she likes some of you better!
This is not a “proper” post, but a list of available gear from the current tier of raids. I know it’s late, and we’re soon getting another tier – and I intend to make a loot list from that once it hits. This is just to complement the Warlock Pre-Raid Gear list (which has been updated to include ZA/ZG gear) and the future 4.2 gear list.
This is a list of loot available to Warlocks from the current raid content. Note that this is not a Best in Slot list, but I will list all items available to us.
I don’t personally believe in Best in Slot lists. While they might be interesting and something to aim for if you’re in a high end guild, I find loot a little too random to know what you will get. What is generally considered BiS, may not be BiS for you right now because it would make you lose too much Hit for example.
Spirit items are not listed because Spirit is a useless stat for Warlocks. However, there may be instances where a Spirit item may be better than a blue piece you might have, in which case feel free to grab it and reforge the Spirit to something useful. I just won’t include the item on the list.
I don’t want to clutter the list, so I’m listing the non-Heroic pieces. Pretty much everything has the same item, but as Heroic version from the Heroic raids.
Note: The gear from Throne of the Four Winds have random stats, so they may or may not end up useful to a Warlock.
Hands of the Twilight Council (Bastion of Twilight – Cho’gall)
Einhorn’s Galoshes (Blackwing Descent – Chimaeron)
Valiona’s Medallion (Bastion of Twilight – Valiona & Theralion)
Stormwake, the Tempest’s Reach (Throne of the Four Winds – Al’Akir)
Blade of the Witching Hour (Bastion of Twilight – Valiona & Theralion)
Incineratus (Blackwing Descent – Magmaw)
Maldo’s Sword Cane (Blackwing Descent – Trash)
Book of Binding Will (Bastion of Twilight – Halfus Wyrmbreaker)
Theresa’s Booklight (Blackwing Descent – Trash)
You can always find some good tactics for the various boss fights in the raid instances; there’s youtube videos, guides and tips to be found if you just go looking.
Something I found lacking though was the information on the trash. Sure, the trash may not be all that hard or matter so much – but there are times when you can wipe on a bad trash pack if you pulled it wrong or didn’t realise what they were doing.
So, for myself (since I’m the one in charge of checking how we deal with trash in the guild) if for no one else I’m putting down my notes on the trash here. Maybe they can help some other people if they want a quick reference on how to deal with the packs.
It’s mainly aimed towards people who may be new to the trash packs, and on normal version. (If you’re on heroic I kind of expect that you know the trash since you already did it on normal…)
Trash before Omnotron Defense System
These are stationed right outside the boss room. You can tank them right there, but I prefer to have them pulled down the stairs to the area where you enter the instance.
The reason for this is that you want everyone in your raid to spread out (8 yards) to avoid taking extra damage from their abilities.
We use two tanks for this, but it can be done with one. With two we have the mobs tanked on either side of the room and we dps them down one at a time.
This is the main reason for you to spread out, it chains to up to 3 people within 8 yards of each other and does damage to them, as well as make them take increased damage if they take it again.
A white, swirly thing on the ground. Make sure to run away from it because it will deal damage and disorient you if you take the hit.
A red circle on the ground. Don’t stand in it.
Trash before Magmaw
There are three mobs in front of Magmaw; a Drakonid Chainwielder that you can, and should, pull by itself and two Drakonid Drudges that you have to pull together.
The Drakonid Chainwielder should be tanked facing away from the raid since he does a frontal aoe move, Overhead Smash, that knocks people down.
He also puts a debuff (Grievous Wound) on the tank and you have to heal the tank to above 90% health for it to wear off.
Lastly, he seems to target a random person with Constricting Chains which deals damage and stuns them.
When you pull the two Drakonid Drudges there are a couple of things to keep in mind. First of all; they will automatically charge the person furthest away from them – so this has to be the tanks. Secondly, you don’t want anyone standing in their path they run because they will do a cleave.
What we do is have the tanks on either side of the room (left and right) and pull one Drakonid Drudge each. The raid stands in the middle, but slightly closer to the stairs so that we won’t be caught when they charge across the room. It’s important to make sure that the ranged group isn’t too far away or they might be charged instead.
When either of the two mobs die the other gains a buff (Vengeful Rage) that makes it deal a lot of damage; at which point you may want the tank in question to pop some cooldowns (with short cd since you’re about to do a boss).
To make the time with one mob up as short as possible in my raid we have a rule to always dps the add on the left side. Since they will charge across the room and switch tanks (the tanks should always pick up the add that’s charging to them) it means you will switch who you dps and when the first goes down the second shouldn’t have much health left.
When they charge across they stun the tank they charge into, so be prepared for some extra healing. Their aggro table resets, but as they stun they also give the tank 300k aggro, so unless dps is a little too trigger happy the threat shouldn’t be an issue.
The only other thing to know about them is that they do Thunderclap that melee will take. Normally this is not an issue, but note that when the first one dies the second one’s Thunderclap will also do increased damage so melee will take quite some damage.
Trash in The Vault of the Shadowflame
Once you take the elevator (the biggest, baddest killer of them all in this raid) down to the next level you’re in the circular Vault of the Shadowflame where you have three dragons and some trash walking around.
Drakonid Slayer + 2 Drakeadon Mongrels
There are a few packs of these walking around and you deal with them all the same way. Have one tank taunt the Slayer and another the two Mongrels – keep the Slayer away from the Mongrels.
You can tank them a little bit where ever you want as long as you keep them separate. Do note however that tanking with your back against the lava is a bad idea. The Mongrels do a knock back ability and might actually knock you into the lava.
Face them away from the raid because they spray a Corrosive Acid in front of them dealing damage and healing themselves (so you want the tank to be the only one). Dps the Mongrels down first, one at a time. Do note the buff they currently wear as they are more vulnerable to a certain type of magic (this varies from Mongrel to Mongrel and time to time).
A dragon outside Maloriak’s room.
For once, actually have the dragon face the raid, because he does a Tail Lash (no breathing fire though). He also does Piercing Grip, which should be healed through (should always be done to the highest aggro target=tank) and an Enrage which should be dispelled.
The dragon outside Atramedes’ room.
Face him away from the raid to avoid everyone taking Shadowflame. Other than that he’s fairly simple. Pay attention to the person getting Curse of Mending; they have to either be dispelled or stop attacking.
The third of the dragons, this one is outside Chimaeron’s room.
This one actually used to be quite the raid killer, but he was nerfed in 4.0.6 I believe. He does a stacking debuff Flame Buffet which increases the damage you take as well as of course it keeps coming and doing damage. You should be able to heal through this without problems now.
He also does a Shadowflame, so face him away from the raid since with their debuff it is a lot of unnecessary healing.
Trash before Atramedes
As you enter Atramedes’ room you will find a total of eight named dwarven spirits. There are four on the left and four on the right. Each one of them has a buff that grants them that ability. You have to pull four at a time (you don’t want to pull all eight).
A few things to note about this trash:
- When one of them dies all others are put back at 100% health.
- They also gain the ability of the Spirit who was killed.
- You want to kill them in an order to make the one with the worst ability to die last. You don’t want them all to have the worst stuff. Really, you don’t.
Have two tanks taking two mobs each – have them tank a little away from each other. The rest of the raid should spread out so that they don’t chain the chain lightning.
The groups and their abilities, listed in the order my raid kill them:
Spirit of Angerforge – Stoneblood
Spirit of Thaurissan – Avatar
Spirit of Burningeye – Whirlwind
Spirit of Ironstar – Execution Sentence and Shield of Light (so you have to dps through the shield so that you can then interrupt/silence the execution.)
Note that depending on your raid setup you may choose to alter the kill order slightly.
Edit: Added Firelands bosses.
In Cataclysm the spell Bane of Havoc was introduced for Destruction Warlocks and it’s a spell that is very situational. However, if you use it right it can help your dps on the fights where it’s viable.
Now that we’re getting further into the raiding content I’m finding which fights the spell can be useful, and I thought I’d put it down in writing (partly for myself so I don’t forget between raids – gold-fish memory and all that..)
How does it work?
You can only have Bane of Havoc active on one target at a time, so you have to pick the correct target.
So in a fight with two targets, you put Bane of Havoc on target A while you dps target B.
In a fight with a boss and adds that you AoE, put Bane of Havoc on the boss while you dps the adds; he will take 15% of the damage done to each add.
So which fights should we use it on?
Put Bane of Havoc on the boss as you run in to start the fight. She will then take damage when you dps the adds downstairs.
Do note though that the window during which you can do this is very small before she retreats, so it’s best if your raid lets you do the pull with BoH. She doesn’t aggro you (though she’s bugged sometimes and hit me for 70k).
If you’re assigned to dps Shannox, put BoH on either of the dogs.
If you’re assigned to dps either of the dogs, but BoH on the boss.
Odds are that you will be assigned to dps the adds, so just put Bane of Havoc on one of his legs. If you end up dpsing the legs, put BoH on the leg you’re not dpsing.
If you’re flying, put BoH on one of the hatchlings.
If you’re not flying, put BoH on Alysrazor.
Conclave of Wind
If you read the tooltip it says 40 yards range on Bane of Havoc, but it actually doesn’t have a limit when applied, so you can put it up on an add you’re not dpsing.
Personally I put it on Nezir (frost guy) for the most part, but I will put it on the add I’m assigned to (usually Rohash; wind guy) when I’m jumping across to dps Nezir during the full energy phase.
Omnotron Defense System
You can put Bane of Havoc on the omnotron that’s getting deactivated when you switch to a new one. The shield mechanic won’t be activated, except for Magmatron. Never ever BoH Magmatron because you’ll blow up the raid.
You can put Bane of Havoc on Magmaw as you’re AoEing the adds and he will take 15% of the damage done to each add.
It’s also a good idea to put Bane of Havoc on Magmaw just before he’s chained. It means the body will still take damage as you’re dpsing the exposed head. Then put Bane of Havoc on the head just before it disappears again.
However, note that this means you shouldn’t put BoH on the body again for dpsing adds – as it will then remove it from the head. Only use it during the adds before the first phase of the head becoming exposed.
Put Bane of Havoc on the boss when you’re about to dps the adds in the green phase.
In Phase 1; put Bane of Havoc on whichever dragon you’re not dpsing yourself.
In Phase 2; again, just put Bane of Havoc on whichever target you’re not assigned to dps directly.
Because in my guild we always dps down the drakes first I always put Bane of Havoc on Halfus as we run in so that he takes 15% of the damage done while we’re on the drakes/whelps.
Obviously remember to switch it to Doom as you switch to Halfus once the drakes/whelps are dead.
Valiona & Theralion
As you run in, put Bane of Havoc on Theralion before he takes off. After that, just put it on the dragon about to go in the air. You want the damage you do to the grounded dragon to transfer to the flying one.
Again, just Bane of Havoc the target you’re not dpsing directly. As ranged you’re most likely dpsing Feludius in Phase 1 and Arion in Phase 2. That means you’re putting BoH on Ignacious and then Terrastra. In Phase 3 there’s no one to put it on.
If you’re assigned to switching to the Adherents put Bane of Havoc on Cho’gall before you switch.
A few points
- It counts as a hostile action even if you’re not dpsing anything yet. (I found this out the hard way by a misclick and pulled a boss.. oops.)
- Dpsing your Bane of Havoc target is a loss of dps since it does 0 damage to the target if you’re not dpsing something else. Remember to switch back to Agony or Doom.
- It only transfers damage done by you, your Imp’s damage doesn’t count (except for the Burning Embers effect which is triggered by both you and the pet).
- You can be the ultimate emo and use Hellfire – the damage you take will be transferred to the Bane of Havoc target. (This also works to take people out of stealth if you’re in PvP and managed to put Bane on a rogue etc. But note that you have to actually take damage, and not absorb it with a shield or ward.)
This is meant as a quick list on the debuffs in our arsenal and knowing when to use them depending on your raid/group setup.
For our own personal dps we would always want to prioritise Curse of the Elements but if someone else in the raid is putting it up why not look at Curse of Weakness or Curse of Tongues if it’s something that could be helpful to your raid?
Curses vs Banes
In the patch before Cataclysm was released the Warlock curses were swapped into two groups instead of one; Banes and Curses, meaning that you can use one of each on a target.
Unless other members of your raid are already automatically applying every debuff you should make sure that you not only use your Bane on the boss, but also the appropriate Curse.
Banes are damaging DoTs. You can only have one on each target.
Curses are debuffs that you can apply, you can have one on each target.
We have three Banes available to us, and you should always use the Bane that is the best for your spec.
- Bane of Doom – The preferred spell for every spec at the moment.
- Bane of Agony – While not the preferred spell, you can still use it if you know the target will die before Bane of Doom can be useful (like lower health adds etc.).
- Bane of Havoc – Very situational spell, you’d never use it on a single target fight.
Curses are our debuffs, and unless your raid setup means that every possible debuff is already applied, you should use one of these on every fight. Curse of the Elements in particular is a personal dps increase, but even if someone is already applying that debuff there is no reason for you to not help out by using one of the other Curses.
I’ve listed them mentioning the debuff they apply, and also the other classes that apply the same debuff to assist you in knowing when to use which one.
- Curse of Elements – 8% increased magical damage taken. Other classes that do the same: Unholy Death Knight, Balance Druid, Mutilate Rogue.
- Curse of Weakness – physical damage done reduced by 10%. Other classes that do the same: Bear Druid, Warrior, Blood Death Knight, Protection Paladin.
- Curse of Tongues – Increases target’s casting time by 30%. Other classes that do the same: Death Knight, Arcane Mage, Rogues with Mind-Numbing Poison.
- Curse of Exhaustion – Reduces the target’s movement speed by 30%. Affliction only. This isn’t really something you’d be using in a raid. I’ve not yet had a boss where I have to kite something – but maybe there is one somewhere. Truthfully it’s pretty horrible and glyphed Shadowflame will actually give a better slow. As will pretty much every other class out there with a slow.