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    - Destruction Warlock PVP Guide -

    -Destruction Warlock PVP Guide-



    Hey there. I've been on these boards for a few months, and to tell the truth it's only been to learn more about model editing, but I felt that it was unfair to not share anything of my own. I'm not as talented at model editing as others, but I do avidly play a destruction spec'd warlock in both world and arenas, and so I decided to write my own guide on the spec. This is my first guide, so any criticism is welcome.



    -The Basics-


    - First off let’s start with the basics. Turn off auto cast for your Felhunter’s Devour Magic and Spell Lock, and your Succubus’s Soothing Kiss and Seduction. This is especially important for the Felhunter as when Spell Lock is on autocast the felhunter will use it every time it can, regardless of whether or not the target is casting. Keep all your pets on passive and bind keys for Stay/Follow.


    Use these pet macros:

    Pet Abilities
    ----------------------------------
    #showtooltip
    /petstay [pet:Succubus]
    /petfollow [pet:Succubus]
    /cast [pet:Voidwalker] Sacrifice; [pet:Succubus, target=focus,exists,nodead] Seduction; [pet:Succubus, target=target] Seduction; [pet:Felhunter] Spell Lock
    -----------------------------------
    What this does: Depending on which pet is out, it will either use the VW’s Sacrifice, the Succy’s Seduction, or the Felhunter’s Spell Lock.




    Second Abilities
    ------------------------------------
    #showtooltip
    /cast [modifier:shift, pet:Felhunter] Devour Magic; [pet:Felhunter, target=player] Devour Magic
    /cast [pet:Voidwalker] Suffering
    /cast [pet:Succubus] Soothing Kiss
    -----------------------------------------
    What this macro does: Depending on which pet is out, it will use VW’s Suffering, Succubus’s Soothing Kiss, or the Felhunter’s Devour Magic. With Devour Magic, it will devour off of you, if you hold Shift and use this macro it will devour off of your target.



    -Basics Cont.-
    -

    Fear and Seduction are going to be your main CC spells, and while Seduction breaks on damage Fear may or may not break on damage. Fear has a higher chance to break on pet damage than DoT damage, so if you want to prevent Fear breaking early, keep your pet off the feared target. High damage nukes have high chances of breaking Fear.

    Immolate has a *very* high chance of breaking Fear, so it’s generally a better idea to cast Shadowbolt or Soul Fire at the feared target, then Immolate. You always want to have an Immolate on the target, and unless the target has a way to dispel it off you don’t want to immediately Conflagrate. Learn to use Shadowfury and Shadowburn as well, Shadowfury is a powerful controlling spell and is ideal for setting up combos for quick, large bursts of damage. Shadowburn is one of the most underrated spells due to the soul shard reagant, however it can deal a lot of damage, and should be used as much as possible against melee.



    -Gear-


    Destruction spec does rely heavily on gear, and until you hit at least 11k unbuffed with at least 350 resilience it would be a better idea to stick with affliction. Health and resilience are only basic PVP stats, you want to also have:

    Hit rating - You have a 3% improvable chance to miss against any player that is the same level as you (70). Get enough hit rating (around 40) to improve that percentage to 0%, but there is still a 1% chance for any spell to be resisted, this can’t be improved.

    Penetration
    - Shadow resistance is the most common type seen in PVP with priest buffs and racials, which can cause problems with Fear, Shadowfury and Shadowbolt. You want around 90 spell penetration, unless you plan on always using Curse of Shadow.

    Spell Damage
    - the Shadow and Flame talent allows your damage to scale greatly, so your + damage is more than what the character screen says. This means that the more + damage the better, but also makes up for lower spell damage for beginning destro warlocks.

    Spell Crit
    - Once you hit 20%, which is 25% for destruction spells with talents, you should start stacking + damage. Crit is less useful now due to resilience, so assuming resilience cap you still have a decent chance to crit if you’re at 25%.

    What about haste? Haste is generally less useful due to a large amount needed to make a difference. You can differ, but that’s my stance on it.


    Gearing from Sl/Sl to Destruction - You should have some felweave pieces for the double +35 resilience bonus, try to get more spell crit pieces if possible.


    From full Dreadweave gear - Dreadweave is dreadful for Destruction due to not having any Spell Crit rating at all, however you can socket completely for crit rating since the extra stats from Dreadweave covers the other stats. Ideally, you want 3/5 Felweave and 2/5 Dreadweave for the double resilience bonus, or full Felweave for the Fear boost and extra crit if you feel you have enough resilience.



    -Talent Specs-


    The main specs for Destruction are

    7/7/47


    This spec covers instant Corruption, improved Life Tap, Demonic Embrace and improved Healthstones while still going over most of the necessary Destruction spells. This is the most popular spec for beginning Destruction players to try, as Corruption makes up for a lack of + damage, however, after gearing better you should move on to one of the other specs due to Corruption being a waste of a GCD with higher gear levels.


    0/17/44

    This is the most ideal spec for 2v2 Arenas as well as BG’s. This features the improved summoning to switch between pets as well as Fel Domination for arenas where your pet WILL often be targeted in the higher rated rights. Additionally, the improved Fel Armor makes it much easier for your healer to heal you as well as giving yourself some extra spell damage. Though it lacks some of the filler talents in the Destruction tree, it still picks up the most necessary talents.


    0/6/55

    This is the powerhouse destruction spec, taking almost all the talents in the tree. I would put 1 in improved Healthstones because it is the most uncommon type, and different specs of Healthstones can all be carried, which is especially handy for BG’s. This spec is powerful but less versatile than the 17/44 (which I feel is actually the best spec) however the damage output with improved Searing Pain allowing for more crits and Aftermath being huge if it procs make this a more offensive build than the others.



    -Pets-


    Felhunter -

    Even as destruction, the pet you should have out most often is the felhunter. Why? The felhunter is essentially a free dispel off you, a teammate or an enemy every 8 seconds. It also has Spell Lock, which is only slightly worse than a mage’s fully talented Counter spell (fully talented it gives it a 4 second silence effect), but many mages cry that it’s only 1 second less than their improved CS, and since it’s off the felhunter’s GCD, it can be used while the warlock is casting, while a mage has to stop casting in order to CS, making Spell Lock “better” than what a mage has to go 17 points into a sub-par tree for. Oh well. Again, I stress that Spell Lock and Devour Magic be kept off autocast to stop that important spell or devour dots/polymorph off of yourself.

    Aside from being good against casters with silence, the felhunter also has a passive stealth detection aura, which does stack with human’s Perception ability, which is useful for taking rogues and druids out of stealth and game breaking in arenas where an opener on a stealthed resto druid can offset the other team.


    Voidwalker -

    Although I usually only use the VW as a sacrifice shield, it also can cast Suffering, an ability that in PVP reduces an enemy melee’s chance to hit by 15% (which to a melee is A LOT). The VW is essentially your ultimate defense against melee, with high armor and HP it is a lot harder to kill than a succubus, a hit reduction ability and a last ditch shield that can often absorb enough damage for you to finish off that melee opponent.


    Succubus -

    I would rank the Succubus as a better pet to use against melee, but she has such little health and armor that any smart rogue/warrior or any class for that matter will kill her first and then go for the pet-less you.

    “But Flail, so many destro PVP vids show the succy out all the time!”

    It’s true that many destro locks will use the succubus, but really the only use is in battlegrounds where players are less likely to 2 shot her. Most vids will show the succubus being used for 1v2 or 1vX situations, but really, in arenas you don’t want to get down to a situation where it’s 1 (you) vs. X. Nevertheless, it’s still a good pet to use. Now that we have that settled, let’s get to her abilities.

    Seduction - Infamous for the “seduce nuke” tactic that many players classify destro play style as, it’s similar to a mage’s polymorph in that the target will break off if damaged. In fact, because of this, the succubus is almost never used in any other warlock spec because they usually have DoTs on the target that will break seduction. In seduce nuking, you seduce and charge up a spell and do it again. But as destruction, if you were to be playing with a succubus the only DoT the target should have is Immolate (the curse you want to use is curse of shadows actually, more on that later).


    Seduction Combo

    Now, because of this, there is actually a combo you can pull off (which I call a Seduction Combo). The target’s immolated, and you have the succy out. You cast a Searing Pain, and *right after* you start the cast, start the succy’s seduce. Immediately after your Searing Pain is cast, Conflagrate to remove Immolate. If you did it right, what will happen is that Searing Pain and Conflagrate will both go off on your opponent (4k damage if both of them crit) and right after that the target is instantly seduced, so in 1.5 seconds you managed to unleash a good amount of burst damage AND have the target CC’d. While seduced, you can follow up with a Soul Fire and immediately Shadowfury right after, followed with an Incinerate. Between being seduced and stunned, your opponent is virtually helpless.
    What happens if they trinket out of seduce? If they trinket out then they will be caught by the Shadowfury.

    If anyone needs a video explanation, I can fraps this combo, but hopefully you get the point.

    There’s one more ability the Succubus has, which is actually quite overlooked.
    Soothing Kiss - Reduces melee speed by 10%. It’s on a 4 second cool down, but it’s your own thunderclap for melee. This spell isn’t limited to being used only on melee however, this can also be used as dispel protection to cover Immolate.

    Overall, the Succubus is a very useful pet if it weren’t for being so easy to kill. Another thing to note is that Seduction is on the same diminishing return as Fear. We’ll get back to the succy in the 1v1 class guide part.


    Imp -

    There is no reason for an imp to be used as a pet in PvP as destruction spec.
    Yes, there was a time when putting talent points in Improved Firebolt gave the imp a very fast nuke, but since then the imp’s DPS has been severely nerfed and currently there is no point in wasting points in that talent or using the imp over a more useful pet.




    -1v1 Situations-



    Here we’ll see what general tactics should be used against each class (I’ll try to get into different specs as well). I know that there are exceptions and that it all depends on the player controlling that class, so note that these are just general tactics.


    Mages -


    There’s three specs of mages, only one of which you should be concerned about.


    Fire -

    Deep fire spec’d mages should honestly be no problem for any destruction warlock who’s spec’d into Nether Protection. You’re immune to their spells 30% of the time, and currently I believe there is a bug with the mage’s 41st fire talent, Dragon’s Breath vs. Nether Protection where the buff will make you immune to both the damage AND disorient effect. Yes, I understand that there are skilled fire mages who can watch the nether protection buff to know when to start casting arcane spells, but destro generally has the upper hand.
    One thing to note is that a percentage of a fire mage’s crit comes in the form of Ignite, where if a mage crits on you you get a DoT that ticks depending on how big the crit was. This can be devoured by the felhunter.


    Arcane -

    This spec is rare to see. The 41st arcane talent is Slow, which IS annoying for a destruction warlock since it reduces your cast speed, but this can be devoured by a felhunter. Everything a mage puts on you can be devoured, in fact.
    Recently, PoM pyro mages were buffed, but their main spec point is to unleash a large amount of damage on you then instant cast a pyroblast and hope you die. Unfortunately, these mages often rely on fire damage, and guess what that procs? J


    Frost -

    The majority of mages you see now are this spec. Frost relies on a talent called Shatter which when fully talented increases critical strike chance by 50% when the target is frozen. So if you have a felhunter out, devour off any freezes immediately. Additionally, Frost mages also have ice lance, which does decent damage against frozen targets and combined with shatter deals some nasty crits. However, there is also the problem of Winter’s Chill, a debuff that acts as dispel protection. 50% of the time your felhunter is going to dispel this instead of freeze. In this situation, you may want to pop a spellstone or trinket, or just take the next ice lance. In addition, you’ll see Cone of Cold being spammed a lot, it’s a powerful snare but it doesn’t do too much damage by itself and mages will often use it hoping to proc Frostbite, where if the target is hit with a snaring spell they have a 15% chance to be frozen.


    Now I hate to say this, but even with these nifty spells frost mages generally can’t win by spamming instant casts with a felhunter constantly devouring freezes to stop shatters. They have to stop to cast at some point. At any time if they cast frostbolt you should spell lock it. (Or even better, Shadowfury to interrupt). Good frost mages will often spam scorch in an effort to get you to waste your lockout on that instead of their frost school. The problem? Scorch is a fire spell. Also, have your pet on the mage, as they are very vulnerable to spell pushback unless they pop a 3 minute cool down called Icy Veins, which can be devoured. However, generally, you don’t want to devour anything off the mage (even their Ice Barrier), and instead save it for taking freezes off yourself.


    Due to the current situation of mage vs. warlock, some mages have a belief that they should always pop a water elemental any time they see a warlock. The water elemental is the 41st talent point for frost. It comes with it’s own frost nova and has a water bolt spell, but mages mainly use it for something called a Shatter Combo. What happens is that the mage will charge up a frostbolt, then right before the frostbolt is finished casting they will use the water elemental’s freeze ability and instantly follow with an ice lance. Both those spells have a high chance to crit and there is very little time for you to try to dispel the freeze off yourself.
    When you see the water elemental come out, *don’t* attempt to banish it. Banish is completely vulnerable to spell pushback and it’s a shadow spell, meaning a CS will lock you out for a while. Instead, searing pain spam on it and the elemental should die in about 2-3 hits. When the elemental comes out , Shadowfury immediately (it will hit both the mage and the pet) and Searing Pain spam the elemental. After 2 seconds, spell lock the mage to stop him from Counterspelling and there you go, you’ve just killed a 3 minute cool down. Coldsnap resets it, but this part’s already getting pretty long, just do the same thing if the mage brings out another pet.

    One last thing is Ice Block. It’s like a pally bubble but they can’t do anything in it. The main purpose of this is to wipe DoT’s but destruction locks don’t have many.
    LAST thing about mages, to have a good chance at guessing their spec look at their buffs. If you see molten armor, it’s usually a non-frost spec and if you see ice armor it’s usually a frost spec.


    Priests -

    Against a shadow priest, there honestly should be no problem either due to nether protection, shadow ward, and the felhunter dispel to take off any dots, as well as Spell Lock locking out their shadow damage.


    Against a holy priest, use Rank 1 Immolate as it will usually get dispelled. If you want, you can use your highest rank but you should immediately follow up with Conflagrate. The curse you want to use is Curse of *Shadows*, priests have a buff that gives 70 shadow resistance, and if they’re undead, blood elf, or draenei, even more. CoS negates all of this. Note that priests have no way of dispelling curses. After the CoS goes up you can Fear the priest and set up for Shadowbolts. Shadowfury the first heal cast they attempt and spell lock the next.


    One last thing is the priest’s AoE fear, Psychic Scream. This can be dispelled, however you won’t be able to dispel it if you pet is also feared. So if you see a priest, set your felhunter on stay and keep some distance from it, that way if the priest fears, he either gets you and your pet is safe to dispel it, or he for some reason gets your pet, and assuming it actually goes through the felhunter’s resistances you’re free to continue nuking.


    One thing you don’t want to spell lock against a holy priest is mana burn, which is a shadow spell. This is vulnerable to spell pushback, and you can just Shadowfury to stop it.


    Paladins -

    Holy paladins are unfortunately very simple. Use Curse of Tongues, Conflagrate right after Immolate (they can dispel) and use the felhunter to dispel Hammer of Justice or Repentance. After the bubble, do it again. Note that they can fear your pet, if you see them casting Turn Evil, spell lock it since it will lock out their holy spells too. Also note that the bubble is a holy spell, meaning that if you spell lock their holy spells you have 7 seconds to kill them without needing to worry about the bubble.


    Retribution paladins -

    If played right, Ret pallies can be very dangerous. Remember to dispel HoJ and Repentance, however Ret pallies have dispel protection in the form of their judgements and Vindication debuffs. In this case, if you dispelled the wrong thing trinket out of the stun. Try to keep as much distance from the paladin as possible, Shadowfury as necessary. Don’t try to outrun him however, Retribution paladins are often specd in a speed boost talent. Ideally, the paladin will put on Avenging Wrath which is a damage bonus buff where they will grow some pretty nice wings, but doing so prevents them from bubbling. If they use their bubble offensively, meaning that they are at full health but just pop it so you can’t fear them, then if you are spec’d for it pop out a VW and shield, otherwise run and change directions sharply and wait for the bubble to be over so you can fear.


    Shamans -

    Use Curse of Tongues and dispel Frost Shocks. Note that all shocks are on the same cool down, meaning that if the Shaman uses Frost Shock you’re safe to cast since they can’t immediately Earth Shock. Use a Totem killing macro, mine currently doesn’t work for some reason but look around there should be one. What it will do is have your pet go out and kill every totem currently out, starting with the most threatening, the grounding totem. If you see a grounding totem placed, the shammy will most often start a heal, knowing that a spell lock will get grounded, so use any random curse, it’s instant cast, it will hit the totem, and there’s a CD before the next one.


    Warlocks -

    You have the advantage against your own class here (unless they too are Destro, in that case it will get very annoying.) Nether protection will proc like crazy, and have your felhunter spam dispel on yourself and you will barely take any damage. Spell lock the drain life/banish.


    Affliction -

    UA will hit your felhunter if dispelled, if Spell Lock is already on CD you might as well dispel it since the felhunter will gain health back from devouring.


    Sl/Sl -

    t’s risky, but I put a CoS on the felhunter, have my felhunter Spell Lock the warlock’s felhunter (and hopefully it’s not resisted) then proceed to banishing the pet without worrying about getting spell locked. If you don’t want to go through all that, wait for nether protection to proc on you, then start casting a banish, since spell lock is a shadow spell, you’ll be immune to being locked out. When a soul link lock’s pet is banished, soul link disappears and they’ll take more damage.


    Druids -


    Feral -

    Save your trinket for Maim and wait out the pounce. Fear the druid, and note that they have a talent that gives higher chance of resisting AoEs (like Shadowfury). After the fear, you want to keep as much distance between you and the druid as possible to nuke her down before she can reach you. Devour Entangling Roots.


    Balance Druids -

    Use Curse of Tongues, and spell lock their first cast spell to lock out their damage. Proceed with your damage spells and Shadowfury after the lock out. Deep Balance Druids have the ability to summon treants, they attack fast enough that getting the backlash procs aren’t worth the spell pushback, so try to run towards the druid and Shadowfury into a Howl of Terror.


    Resto Druids -

    They have no way of dispelling Drain Mana, so Fear and then drain away. If they switch to bear form, immediately stop casting any shadow spell. This is to prevent Feral Charge from locking out your shadow school. Assuming the druid has good gear, you can’t win this fight without draining his mana first. After Fear hit’s the diminishing return limit, start nuking the druid, at this point enough mana has been drained that if they heal themselves they will run out of mana quickly.
    It’s a common tactic for the druid to shift into bear or cat form in order to protect their mana pool, if this happens immediately start nuking the druid since they can’t heal in that form, and immediately Fear after they go back to their caster form to stop them from shifting while being drained.



    Hunters -

    Curse of Weakness on the pet is a good idea, try to Shadowfury both the hunter and the pet, then Fear the *pet*. Why? Pets have no way out of fear, and if you Fear the hunter, it will most likely break when you cast Immolate. You can also use Howl of Terror after the Shadowfury, depending on where you are, if you’re close to the hunter then you should HoT but if you’re too far away then you won’t have enough time before the stun wears off. Sick your pet on the hunter and here it becomes a DPS race, which you actually have the advantage in with backlash.

    When to use the backlash proc? Check your buffs. If you have enough buffs up, backlash has a high chance of not being dispelled by arcane shot. So you can save it and use it right before it’s about to vanish, and instead Searing Pain spam (use short casts to avoid pushback as much as possible). Note that Hunter’s Mark can be devoured.


    Marksmanship Hunter -

    They have Silencing shot and Scatter shot. If you have a felhunter out, Silencing shot CAN be dispelled, so immediately devour it. What the hunter scatter shots, if he does it early in the fight then that means he’s going to charge an aimed shot at you. In this case, trinket out and Shadowfury to interrupt. Felhunters can dispel Ice Trap as well, so if you’re caught in that dispel it.


    BM hunter -

    These hunters will pop Bestial Wrath, where the pet grows, turns red, and is a pain in the ass. In this case, run AT the hunter. This may be counterintuitive, but the reasoning is this: When Bestial Wrath is popped, the hunter will try to be as aggressive as possible to deal the most damage, and that damage comes from ranged attacks. Getting close enough so that they can only melee you will limit their DPS. Additionally, the pet will move faster than you, and the farther away you are from the hunter the more ideal the situation is for him. So running away is generally a bad idea.

    One last thing to note is that most hunters will often use Snake Trap on casters. Use rank 1 Hellfire to stop this, as the snakes have so much pushback you won’t be able to cast and the snakes can also spit their own poisons on you.



    Rogues -

    Basic strategy is to save your trinket for the kidney shot, then immediately Shadowfury and Fear (you need to be quick on this to prevent crippling poison from being reapplied). Even with a Succubus out, you don’t want to use seduce until the rogue pops his trinket, Fear will put some distance between you and the rogue. Then start nuking the rogue, as this is a DPS race.

    When Cloak of Shadows is popped start running away from the rogue, if you’re spec’d for it, pop out a VW as it is actually the most ideal pet for this fight, as a shield will often give you the pushback resistance and time to finish off the rogue. Remember that the more distance is between you and the rogue, the more damage you will do vs. his damage. After Death Coiling, be sure to run in the opposite direction the rogue is running. This is because there is a GCD right after Death Coil, where you can’t cast any spells anyways so might as well put some distance for 1.5 seconds.



    Warriors-

    Quite possibly the most hardest fight without a succubus or a VW. Until WotLK, where it has been leaked that the warrior ability Death Wish will no longer cause Fear immunity, warriors have so many ways out of Fear it’s almost not worth it to cast it. If you see that the warrior’s reflexes don’t seem to be too good, then go for a Fear, otherwise you‘re better off spending that time Immolating. Upon seeing the warrior, try to put him in combat (using your pet while running the opposite way is a good idea). This is because warriors can’t use Charge in combat. If you have a succubus out, immolate then set up a seduction combo.

    If the warrior intercepts, then immediately trinket and Death Coil for distance. After this, if the warrior uses intercept every time it’s up the stun DR will make the duration shorter each time. As with most melee fights, there’s no way to reliably control the warrior, so it’s another DPS race. When you see Spell Reflect come up, use Curse of Elements to get rid of it.




    Arenas



    “Flail, Destro isn’t viable for arenas GG!”
    Despite many saying that Destruction isn’t viable for arenas, this is only due to the superiority of the Soul Link spec. Destruction is actually highly competitive in 2v2. In 3v3 and 5v5 it is much less viable due to most teams stomping on you after seeing that you don’t have soul link in your buff bar. Line of sight is also a big issue, but adapt your play style to stopping your opponents from abusing it.


    For 2v2, your best arena teammate is a Holy Paladin. With Concentration Aura, there is no pushback at ALL on your destruction spells. Combined with Blessing of Protection against melee and BoF against mage/rogue teams, the Destro lock/ Holy pally team is one of the best setups against double DPS teams.



    -Strategies-
    :



    *Always* use the felhunter.
    Have a macro that targets your teammate with the Devour Magic, and always keep the Devour and Spell Lock off of autocast (there can be exceptions against resto druids, this is just generally speaking.) Your paladin has limited ways out of CC, and with your healer CC’d double DPS teams can easily burst you down. So be sure to keep the dispel on yourselves!


    Abuse Shadowfury.

    It is very useful for stopping a healer from LOSing you around a pillar. It can also be used to stop casts and can be combo’d with many spells.


    Abuse Fear
    If you’re a warlock, this doesn’t need explaining


    Be aggressive against Line of Sight.
    Drain Life and Drain Mana are channeled spells and can go through pillars. Additionally, have your paladin use HoJ to stop LOS. The player attempting to LOS will most likely be a healer running away from YOU. Have your pally go the other way around the pillar to head him off and use Hammer of Justice to hold him in place while you set up your nukes.

    During a stun, note the direction the stunned player is facing. That is the direction that they will most likely run in after the stun wears off, be sure to head him off.


    Abuse Line of Sight yourselves.
    With 100% spell pushback resistance, you can cast freely. Your DPS will be extremely high because of this. Against a DPS/healer team, lure the DPS to a pillar and pull him out of LOS from his healer, which can be assisted by your paladin holding him there with repent/HoJ. Your damage output will most likely be higher than his, and with the DPS down the healer is easily taken out.


    -Match-ups-


    There’s too many variables in match ups and it mostly depends on how you play. Currently (as of the end of season 3) me and my paladin teammate are only rated at around 1950-2000, with 2094 being the highest we’ve ever reached, so we may not be able to show the strategies against the most competitive teams, but if you have any match-ups that you feel are hard feel free to ask (on this thread, no PM’s in case others were wondering the same thing).



    Well, that’s the end of this guide, and thank you for taking the time to read it. I do hope that this has shed some light on how destruction PVP works, and show that it can be a powerful spec. This is my first guide, so I apologize if it's a little long, and any comments on how to better this guide is welcome. If I’ve left anything important out, feel free to point that out and I will try to add it in. If you have any questions feel free to ask and I will do my best to answer.




    - Destruction Warlock PVP Guide -
  2. #2
    Obama's Avatar Legendary
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    well this isn't a repost or anything.

    Donator 6/2008.
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  3. #3
    geenstijled's Avatar Member
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    I just want to add one thing, what many destruction warlocks forget; get your damn spell hit rating cap. really

    The world calls.. and I answer.

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    herbaltylenol's Avatar Member
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    Why the **** would you cap 202 hit rating for pvp? The guide is titled PVP GUIDE.

  5. #5
    rellikx's Avatar Member
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    who said 202 hit?
    besides noone i mean

  6. #6
    geenstijled's Avatar Member
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    Because of retards like you without zero hit rating will make shadowfury resist thousand times in a row in pvp, it's not even 202 for pvp, its waaaay less.

    Said this many times before; ''Hai thar, you must be new to world of warcraft''

    The world calls.. and I answer.

  7. #7
    Opey's Avatar Active Member
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    nice one gonna try some of this

  8. #8
    wiselunatic's Avatar Member
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    nice guide
    tho it could've been better if you'd give itemset names

  9. #9
    Jadedknight's Avatar Member
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    So this is a pretty awesome bunch of info then bro keep it up. Too bad I'm a mage

  10. #10
    Maxused's Avatar Member
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    Nice + all rep I can! if i can..

  11. #11
    Simey's Avatar Active Member
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    Think it's time for my warlock to get some better gear and start owning in Goldshire
    Thanks for the guide!
    +Rep
    -removed by staff, too large.

  12. #12
    Silentino's Avatar Active Member
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    Mhhh.. could be interessting if i play my warlock again +rep!
    ('''''\( ;....: )/''''') RAWR Laggbear!!

  13. #13
    Flail's Avatar Member
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    Its 202 spell hit needed for PVE to cover a 3 level difference (raid bosses are counted as lvl 73) but in PVP you only need to cover the base resist chance, which is 3% that you can improve but there is always a 1% chance to miss with a spell on any mob/player.

  14. #14
    Flail's Avatar Member
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    Bumped through the night.

  15. #15
    Narudan's Avatar Banned
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    Do you really need a guide for warlocks

    Anyway, nice, detailed and loong guide, +rep

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