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The_Rev

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Must be one shit healer

Why's that then?

He was great actually. Everytime I've done a 15 man UBRS there've been at least 2 healers, and we've always wiped at least once.

He was L58 and did a great job, assisted by yours truly. The group we were in wasn't even that great. Too mnay people not letting the tank build up agro and the like, a healer's nightmare, surely.

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This made me laugh from the offical forums. Titled "How to kill an Imba Warlock!"

Hi there.

Recently i saw an enormous amount of posts regarding warlocks, deathcoil, and how overpowered and imbalanced warlocks are.

To help you fellow players, i've decided to write a guide, being a warlock myself, so that more people can succefully defeat warlocks on their server.

This will be a comprehensive guide containing images, spoilers, tactics, and tips to defeat this imba class.

For the purposes of this guide, i'll assume the warlock is Soul-link specced, since it is the most imbalanced build as people say.

Preparation

You can find an SL warlock outside IF or Orgrimmar, this is the place were most SL warlocks hang out.

To initiate combat, you should approach the warlock and talk to him. He will say something about how nerfed warlock were, and how they could not kill anyone in previous patches, and how they became godlike while mages are now water dispensers. After you talk to him, click DUEL to start the fight.

PHASE ONE

You should position yourself as shown in this image:

http://img133.imageshack.us/my.php?image=warlockmod8jo.jpg

The warlock will begin the fight without a pet, because he will feel too overpowered to use a pet against you. MT#1 and MT#2 should position the warlock so that his back will face the tank farther away from the IF door. It is advisable for them to have at least 350 shadow resistance, and one of them should also have 250 fire resist minimum. (This is explained later). Greater Shadow Protection pots are also a good commodity, as Whipper root tubers and +50 stamina potions from the quest in Blasted Lands.

The melee DPS group (shown as YELLOW in the pic) should stay behind the warlock, near the tank farther away from the Gate. This is done because they will need to retreat behind the tank and bandage, from time to time. (Bandage spot is shown on the pic)

The rest of the raid should position as shown in the picture. It is important for the raid to have about 120-200 shadow resistance, which will help sustain the damage. Keep in mind you will need at least 2 dispellers for each debuff type, otherwise you will wipe pretty soon.

During Phase 1, the warlock will perform a series of attacks:

SHADOW BOLT: A bolt of shadow is launched every 4 seconds to the tank that has aggro, causing 1200 to 2500 shadow damage, depending on resistance. A shadow bolt will crit between 3500 and 6500 damage, again depending on the target resistance. This is were MT#2 should come into play: If a Shadowbolt crits MT#1, he will have a debuff that will increase Shadow damage by a Zillion times. This is when MT#2 should taunt the warlock to prevent MT#1 from dying. MT#1 will then do the same thing once another Shadowbolts crits MT#2.

Curse of Doom: Every 1 minute, the warlock will cast CoD on a random raid member. This member should move outside the raid and unload full DPS, since he will die within the minute.

Shadowburn: The warlock will cast Shadowburn everytime he changes target. If one of the raid members gets aggro, he will suffer shadowburn and instantly die. It is important not to OverDPS, or members will die one after another.

Fear: The warlock will cast Fear on a randomy raid member, every few seconds. You should provide everyone with Fear Ward if you have it, and dispel fear ASAP, especcially on MTs and Healers.

Phase 1 is relatively easy and will last until the warlock has 70% life. This can take between 3 and 5 minutes, depending on your equipment.

PHASE TWO

When the warlock reaches 70% life, he will instacast a felhunter and Soul Link it. This is when the fight becomes harder.

Note: You cannot kill the warlock while the felhunter is alive. If you try to, the warlock will say that It's not his time yet and will use an healthstone, which will probably render the fight impossible in phase three.

A few moments before Phase two, the raid should move as shown in the pic.

http://img336.imageshack.us/my.php?image=warlock2mod5yb.jpg

Note: MT#3 and MT#4, which are tanking the felhunter, should stay at least 10 yards away from the warlock

Phase two is all about killing the felhunter.

The felhunter CANNOT BE DAMAGED by magic, as it has very high magic resistance. Also, during phase two, you should not magic debuff the pet or the warlock, otherwise the felhunter will remove the debuff and heal himself.

MT#1 & #2 should stay on the warlock with a few healers, while the melee DPS group will take down the Felhunter, while the magic

DPS group focuses on the warlock. During this phase, the warlock will receive next to no damage, as he is Soul Linked to the pet.

During Phase two, the warlock will have a new attack at his disposal:

Hellfire: Every 20 seconds, the warlock will cast Hellfire and hit anyone within 10 yards for an incredible amount of Fire damage.

Every DPS class standing near the warlock should retreat as shown in the picture and bandage as soon as he casts hellfire. Only the MT with Fire resistance should remain near the warlock. This is done because if the warlock finds no one within melee range during Hellfire, he will summon an Infernal and wipe the raid.

When the Felhunter is dead, PHASE THREE begins.

PHASE THREE

Phase three will begin as soon as the Felhunter is dead.

Notes: The warlock should be at around 40% health now. If he's any higher than that, you'll prolly not be able to take him down before you wipe. Also, if you have more than 6-7 dead members by now, you will probably wipe as you can't do enough DPS.

During phase three, the warlock will use all his arsenal to kill you.

Curse of Shadow/Elements/Agony: Every 10 seconds, the warlock will cast a random Curse on the entire raid. These debuffs should be removed as soon as possible. If CoE or CoS are not removed after 10 seconds, the warlock will cast Immolate/Shadowbolt on the member, killing him.

Howl of Terror: The Warlock will randomy cast HoT, hitting all the melees around him. You need to be quick and dispel Fear on the MTs otherwise they will lose aggro.

Death coil: The most imbalanced spell in the warlock's arsenal. This spell will be cast on a random raid member killing him, and will heal the warlock. CT_raidassist will warn you when the warlock is about to cast Deathcoil, and all Healers should hide behind the tank. If more than 3-4 healers are killed, the MTs will not be able to sustain damage and die, wiping the raid.

Note: In this pic ( http://img336.imageshack.us/my.php?image=warlock2mod5yb.jpg. ) an arrows point to the out-of-LOS spot for Healers. This is where you should hide when the warlock is about to deathcoil

PHASE FOUR

When the warlock is at 5% life, he does an emote saying "Imba Warlock performs one last service for Blizzard" He will then cast Curse of Doom on the entire raid. This means you need to kill him within one minute, or you will wipe. You should have at least 15-20 DPS classes still alive here, otherwise you won't be able to kill him in time.

If you manage to kill him within the minute, congratulations! You just killed the hardest boss currently in World of Warcraft!

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Yeah, its been doing the rounds for a couple of weeks.

Warlocks are the new Shamen, apparently. Death Coil means that Rogues dont have a free kill class any more, and somehow that makes us imba.

Anyway, we are so powerful at the monent that we drop Epix when we die.

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Hehe, you know how we feel now! Most "OMG nerf shammies" posts assume that we can melee like rogues, cast like mages and heal like priests! It's nice that another class is bearing the brunt now!

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I'm warming to Warlocks actually. Summons, healthstones and Soulstones are extremely useful in instances. The only problem is, that if they replace a Mage, the party members that need something called "nama?" mana?" (something like that) take longer to fill up their tanks, obviously theres no sheep, but the wandering sheep has caused me plenty of problems since 1.9 anyway, and seduce and banish are both useful when they can be achieved. You can also get by on Lock AOE. Of course, you could have a mage and a Lock, and ditch the Jack of all trades, but mail is needed in some form, 3 clothies can be a bit dangerous.

Mind you, as I mentioned earlier, we did DM East without a mage, priest or shammy. A resto druid is just as good as a Priest (I don't care what anyone says) as long as you have a Shammy for the ressing (I think Dr00ds have a long cooldown) it all depends on the instance I suppose.

BTW Riss I'm not a fan of you wearing all that Hunter gear, its like me wearing Dr00d gear just because its leather, it sucks.

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BTW Riss I'm not a fan of you wearing all that Hunter gear, its like me wearing Dr00d gear just because its leather, it sucks.

Me either mate! Do you think I'd choose to walk round looking like an extra from Cats?! I've only got the helmet and gloves, and as soon as the equivalent Shammy gear (or even any decent Blues) drop in Scholo and UBRS, they're going in the bin!

It's just that at the momet they're better than anything I can buy, and nothing as good has dropped anywhere! It's either that or that gay red felt thing!

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Saw this. 1.9.3 (tonight) patchnotes.

Love is in the Air!

Are you looking for love? All of Azeroth soon will be! As winter

draws to a close the races are starting to seek that special someone.

Be on the lookout for amorous individuals! Put on that special

perfume or cologne, express your love, and receive gifts in return!

Prepare yourself... love will soon be in the air!

Mac

- Added native support for Intel-powered Macs such as the iMac (Core

Duo) and MacBook Pro. World of Warcraft is now a Universal

Application. Be advised that the minimum supported MacOS X version

has been changed to 10.3.9; World of Warcraft version 1.9.3 and later

will not launch on older revisions of MacOS X.

Battlegrounds

- The default graveyards in Alterac Valley for each side were moved

further up the tunnels away from the battlegroud exit. This should

prevent accidentally leaving the battleground.

Paladin

- Eye for an Eye - This talent will now still do damage when the

paladin is stunned. In addition, if the critical hit kills the

paladin, damage will still be dealt to the spellcaster.

- Greater Blessing of Sanctuary - Paladins with Righteous Fury will now

generate extra threat correctly when this Blessing procs.

Rogue

- Deadly Poison V - The charges were inadvertently not increased with

the new rank of the ability. Increased from 105 to 120 charges.

- Slice and Dice - This ability should no longer miss.

Warrior

- Shield Block - This aura will now correctly be removed when the

charges are all consumed. However, it is still possible when fighting

multiple opponents to get extra blocks due to technical restrictions.

Items

- Arcanist Gloves were not receiving the intended spell damage bonus;

this has been corrected.

- The Stamina and Intellect on Kezan's Unstoppable Taint were

inadvertently flipped; this has been corrected.

- The Enigma's Answer and Stormcaller's Wrath effects now have tooltips.

- The mana regeneration effect from food no longer causes threat.

- Quicksand Waders are now Bind on Pickup.

- The Slime-coated Leggings now have their proper nature resistance.

- Prophetic Aura, Mageblood Potion, Wizard Oils, and the Mana

Regeneration bracer enchant no longer generate threat for the wearer,

and should also provide the increased mana regeneration on normal

ticks instead of every 5 seconds.

- The Ancient Hakkari Manslayer has the proper icon again.

Professions

- The Engineering schematic for the Tranquil Mechanical Yeti now

requires a Cured Rugged Hide rather than Ice Thistle E'ko so that

both Horde and Alliance Engineers can make the recipe.

- Stormshroud Gloves are now Bind on Equip.

Quests & Reputation

- Grammar fixed for gossip associated with the quest "Trial of the Sea

Lion" in Moonglade.

- Fixed a bug with the quest "Glyphed Oaken Branch" that was having the

quest become available sooner than it should have.

- The reputation modifier of Squire Leoren Mal'derath has been reduced.

- Zandalar Tribe reputation rewards for killing mobs in Zul’Gurub have

been increased.

- Winterfall Spirit Beads and Deadwood Headdress Feathers now stack in

quantities of 250.

Raid & Dungeons

- Various bugs have been rectified in the Ahn'Qiraj dungeons.

Molten Core

* It should now be very difficult to remain out of combat while

fighting the bosses in Molten Core.

Zul'Gurub

* A small number of spawns have been removed from Zul'Gurub to allow

for a slightly faster clearing time.

* Increased cooldown on Poison Bolt Volley of High Priestess Mar'li.

* Slightly reduced the melee damage of High Priestess Mar'li.

* The vengance effect gained by the death of the raptor Ohgan during

the Bloodlord Mandokir fight has been increased in power.

* Reduced the overall damage of High Priest Thekal.

* Slowed the rate at which the panthers spawn during the High

Priestess Arlokk fight.

* Hakkar:

Melee damage reduced.

Cause Insanity should now correctly target Hakkar's current target,

rather than closest.

Cause Insanity will no longer remove all threat gained.

Reduced the damage dealt by Poisonous Blood Siphon.

Increased cooldown on Blood Siphon.

Gained an Enrage ability after 10 minutes in combat.

No longer has the Slow ability.

Corrupted Blood now deals direct damage with a following damage

over time effect and no longer spreads to others in the raid.

Fixed a bug that was causing Corrupted Blood to target the current

target rather than the intended random target.

* Increased duration of Poisonous Cloud emitted by Sons of Hakkar.

* Shades of Jin'do are now considered Undead.

- Slightly increased the movement of Lethon's Spirit Shades.

- Reduced the duration of Lethon's Draw Spirit from 7 seconds to 5

seconds.

- Fixed a bug that would cause Lethon's Draw Spirit to spawn two

spirits per person instead of one.

- King Gordok can no longer be seperated from Cho'Rush the Observer in

Dire Maul.

World Environment

- Royal Dreadguards, Undercity Guardians, and Ironforge Guards will now

detect enemy players at the same distance as the other cities' guards.

- Fixed a bug that would cause you to dismount in certain areas within

the Undercity.

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God there's so much I need to do at the moment, but it all just takes so long!

I need the epic shammy q as previously stated.

Need Test of Skulls in Onyxia chain

Need Elements drops from Baron and Scholo.

Need to skill up leatherworking to 300 as I'll be able to make decent MC gear then.

Need to grind another 200G for epic mount. I'm dead chuffed with how much I've manged to save. I haven't bought anything in ages, and the only expense has been expensive instances like DM the other night. UBRS is great though. I've got the skinning enchant and came back with about 12 black dragonscales and 3 red from last night. Selling runecloth and rugged leather, and I reckon I'll have enough soon, if I can't find some mug to lend me it that is!

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Epic mounts are great.

You will kill more alliance on the back of having an Epic mount than you will on any epic weapon. Chase the bastards down!

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Do the various speed upgrade stack with the epic Nays? By the way the 3 speed upgrades (spurs, enchant and carrot) definitely stack on the normal mount, as me and another lad were racing the other day to test them out.

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^^We established that a long time ago. You really notice it when running along side someone without any speed boosts.

Anyway, just now I bumped into the second person in 3 days that has said "I haven't seen you in months!" The first time I gave them the old "yeah, I've been busy", but today at the petrol staion I was honest. "I live in a computer game now"....the comment was laughed off unsuprisingly.

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They do stack Riss.

I have my Epic Mount, Mithril Spurs and Riding Enchant, and i find myself running away from other people on Epics inside Arathi Basin.

Like i said, i see an Epic mount as a great weapon. Its intimidating for a start. And you can just catch anybody in PvP. And you can make a very speedy exit if you dont like the way things are going!

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Thats really annoying. I can farm Voone all night long it takes 15 minutes to reach him if you use the short cut. His gem will be a piece of piss.

Ok, thats on a list of things to do then.

What about Omokk? I need both for Warlords Command (i have doccuments)

And if Omokk is farmable in a few mins, then im farming him for:

Skyshroud Leggings

Binds when picked up

Legs Cloth

75 Armor

+8 Stamina

+8 Intellect

Durability 65 / 65

Requires Level 55

Equip: Increases damage and healing done by magical spells and effects by up to 34.

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Agh! Someone was offering to buy Ace of Beasts for 200G just now! I gave mine away!

You know where you sneak past the ogres? Omokk is just there, Wyrm is the furthest away, Voone is easeh.

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Can anyone here do this enchant? I've got some knitted sandals that would go nicely with some mihtril spurs...

Spurs are for a blacksmith to do.

You can pick up the spurs in the AH for about 1g. A guildie should fit them to your shoes for free. 8% faster running. Its surprising just how much difference that makes. If you are chasing someone else mounted down, it should buy you time for that sheep casting to start the fight.

Oh, and if you have never seen PvP videos: Mage owning everybody. Its all filmed on our server too! The Undead Mage, Fear. You may have seen him in Orgrimmar i guess. This is him killing Deathwings Alliance players. Well worth a look at just to see how powerful a mage can be!

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Well I got my 4th shadowcraft set yesterday, after a flawless Scarlet run with people from Malice and Surge. We couldn't really afford a wipe, as we had no Shammy or Lock, and we absolutely owned it, in less than 90 mins (I won't be going back there, I only went in for SC, which I was told I got lucky with as they'd never seen it drop before). I'm going to keep farming DM until I get what I want, although yesterday it didn't go to well, you can see that its possible, its just those mobs seem to hit harder then the bosses. Oh, and I have another Tank on my ignore list.

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