Affliction Warlock PvE Guide (WoW Legion 7.3.5)
- Main abilities
- Artifact and Relics
- Netherlight Crucible
- Set bonuses
Basic information on the spec:
An Affliction Warlock utilizes 2 key resources – Soul Shards and Mana. There are always 3 Soul Shards when out of combat. You can have the max of 5 of them. They are spent on strong spells and on summoning pet demons. Mana is used as a resource on any spell.
Let’s take a closer look at the weakest and the strongest aspects of this specialization:
The strongest aspects:
- Nice damage on a single target due to secondary targets’ deaths.
- Nice constant damage in multi-target combats due to multidotting.
- Nice mobility, the damaging model may not suffer much from numerous relocations if you’ve got some specific talents.
- Nice AoE damage, especially if your targets die out constantly due to the golden trait Soul Flame.
- Many strong legendaries.
- Nice scaling on the equipment.
- Great self-healing.
- Demonic Gateway can be of great use to the raid if additional mobility is needed.
The weakest aspects:
- Rather weak burst.
- Poor switching to a priority target, especially if one appeared a moment ago as you need some time to kick up your damage on it.
- Rather average damage in a single-target combat with no additional targets.
AoE (Area of Effect) is basically the area where this of that effect is actuated regardless of whether its damage or healing. This command is usually used to act in a team/raid on several targets. It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect. Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do – in multiple ways – massive damage within a short period of time.=
GCD (Global Cooldown) is the overall ability recovery time.
Debuff stands for negative effect. By default, it’ reflected to the left of the mini-map by its lower edge.
DoT stands for Damage over Time.
DPS (Damage per Second) is a measure that reflects the damage done within one second.
Cleave is an ability to damage secondary targets through damaging the main one with no (or minor) loss in the damage done to the main target.
Cooldown (often CD) primarily refers to the ability recovery time. Can be often applied to bursts and various protective abilities.
Melee and Range. Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone. Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that do effective damage remotely.
Trait is a name for the ‘talents’ your artifact has.
Agony is one of Affliction’s two key DoTs. Deals dark magic damage. Base duration 18 secs (with Pandemic – 23.4 secs). Each teak empowers the DoT giving it a new stack (max 10 stacks). Each teak has a chance of creating a Soul Shard which makes Agony your main resource maker.
Corruption is your second DoT; simply deals shadow damage.
Unstable Affliction is a short powerful DoT, demands 1 Soul Shard. No more than 5 DoTs of the kind are possible on 1 target. If the target dies during Unstable Affliction, you get 1 Soul Shard back (if there are more than 1 Unstable Afflictions on the target, you still get 1 Soul Shard because what’s important here is the presence of the effect, not the amount of it).
Seed of Corruption is your second spender. You apply this effect on your enemy for 14 secs. It deals no damage on its own until the effect wears off or until you deal some minor damage to the target causing the effect to blow up. The explosion deals nice damage to all the enemies around the target. It also infects all of them with Corruption. If you use Seed of Corruption on a target already infected with it, the nearest target will catch it. If there is no secondary enemy in close proximity, you’ve wasted a Soul Shard and just renewed the effect of Seed of Corruption without blowing the previous one.
Drain Soul is a channeled spell dealing nice damage over the time it’s on a target. Apart from dealing damage, it restores Health, 28% of the damage dealt this way. If the enemy dies during Drain Soul, you restore 1 Soul Shard.
Summon Demon allows you, for 1 Soul Shard, summon one of the demons you can control:
– Felhunter can interrupt castings of spells and block the magic school for 6 secs once every 24 secs. It can also alleviate positive magic effects off your enemies once every 15 secs.
– Succubus allows you to paralyze your enemies for 30 secs. It can throw your enemies away within a 5-m range. It can also become invisible out of combat, and attack your enemy suddenly.
– Imp can lift the negative magic effects off your allies one every 10 secs. It can instantly turn up near their master bypassing any barriers. It can provide a slight heal, too.
– Voidwalker can provoke your targets to attack it, maintain the received aggro, decrease the incoming damage and heal itself a bit through stealing Health from the enemies around.
Even with no demon, you do have the Command Demon ability that transforms depending on which demon you summon. This ability is one of the demons; specials:
– Felhunter, interruption;
– Succubus, throwing away;
– Imp, healing the master;
– Voidwalker, taunt,
– Doomguard, interruption,
– Infernal, AoE stun.
You get the Felhunter by default if you lack the talents providing endless Doomguard and Infernal.
Reap Souls is your artifact’s active ability. When you’re equipped with Ulthalesh, the Deadwind Harvester, your attacking abilities may summon souls that are close to you. Also, when you kill an enemy (it’s not necessary that you deal fatal damage to them; it would suffice if you deal amy damage to it over the time of combat) they leave behind their souls. The quantity of souls available for your use is indicated in your buffs as Tormented Souls. You can have the stock of no more than 12 souls. Each soul exists for about 2 min after you’ve received it, and if you haven’t used it, it goes away. When you use Reap Souls, you consume all the stacks of the Tormented Souls receiving 5 secs for each soul. This is, in fact, quite a strong buff: the damage dealt goes up 10%, and what’s important is that all the trait of your artifact double in their power (exceptions: Soulstealer increases the whole damage dealt by 5%; the buff of Concordance of the Legionfall does not double up, either).
Summon Infernal allows you, for 1 Soul Shard, to summon an Infernal. Indicate the area you want to summon the infernal to, and it will fall down from the sky into that area, stunning all the enemies in the area for 2 secs and dealing moderate Fire damage. After that, the Infernal exists for 25 more secs and deals minor Fire damage around it. CD 3 min. Shares CD with Summon Doomguard. Your pick for 2+ targets in the same zone.
Wrath of Consumption (trait). Despite the fact it is your artifact’s trait, we’re mentioning it here because it is a really important passive effect. In combat, if you hit an enemy with any of your spells, their death grants you the effect of Wrath of Consumption which increases all the damage dealt by 1% for 20 secs, and adds up – up to 5 stacks – making the max bonus 5%. But don’t forget that, after you’ve used Reap Souls, your artifact doubles this trait thus making the max damage bonus 10%. This is the mechanics due to which Affliction is a very powerful specialization in multi-target combats. This means that it’s crucial to watch the time this effect is active on you but also facilitate prolonging it finishing any enemies.
Soul Flame (trait) is also your artifact’s trait but it can’t be overlooked here, either. When an enemy you’ve dealt any damage to in the course of the combat dies, they blow up dealing dark magic damage to any enemy near them.
Unending Resolve decreases the incoming damage by 40% and makes you resistant to numbness and interruptions. Action time 8 secs, CD 3 min.
Soul Leech transforms 10% (14% with 4/4 traits of Shadows of the Flesh) of the incoming damage into a damage-absorbing shield for 15 secs. Max value of the shield can be 15% of your max HP.
Unending Breath allows a friendly target of yours to breath underwater for 10 secs and swim 20% faster.
Demonic Gateway. You create 2 portals linking 2 spots within 40 m of each other. The first Gate is created where your character is located, the second ones – wherever you choose. Once you or tour allies utilize one of these gates, they get moved straight to the door2. You can only use them once every 1.5 min. This CD time can be traced by the debuff applied after using the Gateway. Remember that when you fly over different dangerous areas, you’re exposed to their effects.
Life Tap transforms 10% (of max stock) of your Health into 30% (of max stock) of your Mana.
Banish helps you deactivate for 30 secs a Demon, an Aberration or an Elemental. A Banished target cannot take any actions, but it also gets immune to all kinds of damage and various control effects. If cast upon the Banished target again, the spell cancels the effect. You can only Banish one enemy at a time.
Soulstone is a slightly modified combat resurrection with a mechanics similar to that of all the spells of the kind available to other classes. Outside a raid combat, CD 10 min. In a raid, the restoring speed depends on the number of players in the raid (90/x=CD per res; x – number of people in the raid). The modification is that you can apply this effect on one of your allies in advance. The effect remains for 15 min. If this ally dies when the resurrection is on CD for the raid, the effect wouldn’t work.
Health Funnel is a channel spell that can transport up to 24% of your max Health to your summoned Demon. The Demon, in their turn, would restore twice the Health.
Eye of Kilrogg allows you to summon the Eye under your control for 45 secs. It’s third-person control, and you can explore the environment. The Eye is very fragile, but it does help you detect invisible targets.
Enslave Demon. You can gain control of an enemy Demon up to Lvl 111 for 5 min thus replacing your constant pet Demon. You can only control 1 enemy at once.
Ritual of Summoning is Warlock’s unique ability to create a Summoning Stone wherever you want. To install it, however, you would need 2 more souls… two players =) After you’ve installed it, you can summon your allies the same way you’d do it with a regular Summoning Stone near dungeons and raids.
Create Healthstone. You can create a Healthstone. Its use would recover 25% of your max Health. One stone has 3 charges Together with the trait Sweet Souls, the stone would recover 50% of your Health. If your allies use the stone, your Health would get restored, too.
Fear is a regular control spell making your target run away in panic for 20 secs. Damage dealt to the target can cancel this effect. Only one enemy can be subject to the spell at a time.
General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.
Tier 1. Lvl 15
- Haunt. Deals average dark magic damage to a target. After that, any damage dealt to the target by Warlock goes 15% for 10 secs. If the target dies during this effect, Haunt restores immediately. CD 25 secs.
- Writhe in Agony. Agony now stack up to 15 times.
- Malefic Grasp. Increases all your DoT damage by 25% when Drain Soul is maintained.
* In a single-target combat with min relocations, Malefic Grasp is 4-6% better than Writhe in Agony. Once you have two and more frequenting targets, Writhe in Agony becomes a lot more powerful. Haunt is a rather occasional talent. It’s not bad for Open World and gearing up, in a raid, it can only be of use if you’re not interested in the total dps but need damage on a particular target.
Tier 2. Lvl 30.
- Contagion. Targets with Unstable Affliction receive 15% more damage.
- Absolute Corruption. Corruption now has no active time. Now it sticks to you enemies like an aura, and also deals 25% more damage. The effect of Corruption used against players lasts 24 secs.
- Empowered Life Tap. Using Life Tap increases the outgoing damage by 10% for 20 secs.
* Contagion is good for combats with 1-3 enemies, or with more if the secondary targets die out quite quickly and are not suitable for multidotting. For 4+ long-living targets in a combat use Absolute Corruption. It also is good for encounters like Consuls (with a boss represented by several big fat targets). Empowered Life Tap can look good only if you need to deal damage very quickly off pack mobs with Seeds of Corruption.
Tier 3. Lvl 45.
- Demonic Circle. For 15 min, you create a portal under you. The second cast relocates you to the portal and cancels any movement-impairing effects. Action radius – 40m. CD for teleportation – 30 secs.
- Mortal Coil. You can make your enemy run away for 3 secs thus restoring 20% of your max Health. Action radius – 20m. CD 45 secs.
- Howl of Terror. Instantly scares 5 enemies within a 10, range from you for 20 secs. Damage dealt to those targets may cancel the effect.
* All the talents in this Tier interact differently with the control mechanics. Demonic Circle is your default choice as it provides extra mobility and can cancel any movement impairing. Mortal Coil can be considered for rather steady combats with little fuss. This way you could use it as an additional healer. Howl of Terror is very unlikely to be of any use to you ever, but it can activate the proc of Sephuz’s Secret.
Tier 4. Lvl 60.
- Phantom Singularity. You apply Singularity on a target dealing damage to all the enemies within a 15-m range of the marked target. 20% of the damage dealt this way comes ack to you as Health. CD 40 secs.
- Sow the Seeds. Now Seed of Corruption is also applied on two enemies closest to the initial target.
- Soul Harvest. Increases the damage dealt by you and your pets by 20% for 12 secs. The effect duration increases by 4 secs per each target hit with Agony. The duration is calculated the moment the Soul Harvest is used. Max duration – 36 secs. CD 2 min
* Phantom Singularity and Soul Harvest are more or less equal on single target. If you have ore targets, Singularity would provide more damage to the additional, the Harvest, in its turn – to the main target. The Soul Harvest is significantly better if you manage to use it on top of 5 stacks of Wrath of Consumption and increase its duration with Agony. Sow the Seeds is nice for stable AoE cases and Mythic+.
Tier 5. Lvl 75.
- Demon Skin. Soul Leech now restores by 1% of your Health every second, and the max value of the shield is now 20% of your max HP.
- Burning Rush. Allows you to increase your running speed by 50% but in return, it takes 4% of your max Health every sec. Movement impairing effects can’t push your Haste below 100%. Active until cancelled or until your current HP stock is less than 4%.
- Dark Pact. You can sacrifice 20% of your Demon’s current Health to get an absorbing shield for 4 times the HP you sacrifice, for the next 20 secs. If you don’t have a Demon while using it, you’ll sacrifice your own Health.
* The pick is yours. You need mobility? Pick Burning Rush. You’re not running but rather getting regular damage? Then, Demon Skin. You’re facing surviving burst damage no oftener than once a min? Dark Pact is your choice.
Tier 6. Lvl 90.
- Grimoire of Supremacy. Now you can summon Doomguard and Infernal as constant pets and gain complete control over them.
- Grimoire of Service. Allows you to summon a second Demon to deal 100% more damage over the next 25 secs. After utilizing this ability, the Demon instantly uses their special ability.
- Grimoire of Sacrifice. Sacrifice a Demon so tha your Command Demon uses the special ability of the Demon you’ve eaten. As a DPS bonus, your spells will sometimes deal additional damage to the target and all the enemies within the 8-m range. Active for 1 hour or until you summon a Demon.
* Grimoire of Supremacy is you default choice for any type of combat. Grimoire of Service can be utilized only to get higher burst to a certain point at a certain time. In terms of overall dps, it loses to the Supremacy by about 4-5%. Grimoire of Sacrifice is nice for quick AoE combats like those in Mythic+, with 4+ targets.
Tier 7. Lvl 100.
- Death’s Embrace. This one is a peculiar progressing execution. Starts working when your target has 35% HP. The lower the Health the higher the damage bonus. So when the HP is close to 0, the bonus will be at its max of 50%.
- Siphon Life. Additional DoT by dark magic for 15 secs. Demands no Mana which is extremely important for multidot encounters. 60% of the damage deals by it comes back as Health.
- Soul Conduit. Gives you a 20% chance of not spending a Soul Shard on casting a spell that demands this resource.
* Soul Conduit is by default your best option on a single target and for AoE combats to be able to use Unstable Affliction and Seeds of Corruption more often. Siphon Life becomes default choise after equiping 4t21 + Hood of Eternal Disdain. Death’s Embrace is appealing when the dps you get by the end of the combat is crucial. The longer this phase lasts the higher this talent’s efficiency. Due to Soul of the Netherlord this talent can be used for free combined with Soul Conduit which is a very powerful combo. This talent also looks fine in combats on multiple talents with equally low HP over a long period of time like the Desolate Host.
So, we can boil it all down to the following builds:
1. Standard build on a single target: 3113213
2. 2 targets: 2213211
– if there is a particular, prioritized target, use this: 21132113(1)
3. 3 targets: 2213211
4. For Mythic+: 311223(1)3 (In case you have Tyrannical Affix you can keep the Grimoire of Supremacy).
Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.
this spec uses 1 Blood and 2 Shadow relics.
Affliction’s traits are quite costly so sometimes you’ll need to wear a relic with lower ilvl for a stronger trait. In the list below, the relics will be accompanied by the equivalent of weapon’s ilvl:
- Perdition 6.5
- Shadowy Incantations 4.5
- Winnowing 3.9
- Inherently Unstable 2.9
- Inimitable Agony 2.2
- Hideous Corruption 1.8
- Drained to a Husk 1.3
- Seeds of Doom 0
If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out this sort of problems.
Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.
Tier 2. Here you face your first crucial choice between Light and Dark. Basically, the values of Tiers 2 and 3 are equal if you get something in between high single target performance and encounters with additional targets. That’s why you need to choose your own way gaining the max sum of weapon ilvl equivalents or % to DPS.
- Torment the Weak 4.2
- Shadowbind 3.9
- Infusion of Light 3.7
- Secure in the Light 3.6
- Chaotic Darkness 3.5
- Master of Shadows 3.4
- Shocklight 3.3
- Light Speed 3.2
- Murderous Intent 3.1
- Dark Sorrows 1.8
Tier 3. Similar to relics raiting
- Perdition 6.5
- Shadowy Incantations 4.5
- Winnowing 3.9
- Inherently Unstable 2.9
- Inimitable Agony 2.2
- Hideous Corruption 1.8
- Drained to a Husk 1.3
- Seeds of Doom 0
If you are using CrucibleWeight you can import this string into the game:
cruweight^128942^ilvl^1^238072^3.85 6:3.88 7:3.86^199120^1.42 6:1.38 7:1.47^252799^3.33^252922^1.87^252875^3.71^199158^6.58 6:8.6 7:6.5^199111^2.13 6:2.3 7:2.15^199112^1.89 6:1.92 7:1.74^199152^2.84 6:2.98 7:3.0^199153^0.01 6:0.19 7:-0.07^199163^4.4 6:4.46 7:4.58^253070^3.56^252888^3.42^252091^3.41^252191^3.05^252906^4.15^252088^3.36^253093^3.75^end
An Affliction Warlock has access to 14 Legendaries + Demonology’s Legendary bracers.
Let’s single out the best and the good Legendaries:
The Master Harvester is, in general, a very powerful Legendary but quite unpredictable, too. Gives you a 9% chance that on using Soul Shard you get Soul Harvest for 8 secs. Awesome for Mythic+ with Seeds of Corruption spam.
Soul of the Netherlord gets you a free execution without losing the Soul Conduit on the Tier. In vacuum, the ring loses a bit to the aforementioned items, but its value grows together with the execute phase – the longer the phase the more targets to execute over that time.
Sacrolash’s Dark Strike is a wonderful Legendary for specific encounters where multidotting is of great importance and a slowdown could come in handy.
Streten’s Sleepless Shackles is basically worse than the aforementioned Legendaries, but if utilized wisely, it can perform really well on multitarget.
Prydaz, Xavaric’s Magnum Opus loses to the top-3 Legendaries by only 1-2% of dps, but it does provide a nice survival option which is often needed while exploring.
Reap and Sow is still a nice Legendary on a single target, but it is significantly worse than all the previous ones.
Insignia – increases the effects of tier 2 traits granted by Netherlight crucible by 50%. If you have strong traits this legendary becomes very strong but not the best one.
Sin’dorei Spite is a set of bracers you can only get when set at Demonology, but they do work in any spec, though.\ In theory, these bracers can play their role in the encounters where you need your burst here and now.
If you’ve got different Legendaries out of the first list, and want to figure out which one of them would be better for you, we recommend you use Simcraft.
Damaging patterns strongly depend on the talent you pick on the first Tier.
With this talent, your gameplay style is a set of cycles of Unstable Affliction and maintaining Drain Soul to maximize the damage dealt within this interval until the last Unstable Affliction ends. Part 2 is accumulating Soul Shards, artifact’s Tormented Souls, renewing your DoTs and refilling Mana. Now, details:
- Before entering the cycle of Unstable Affliction, it’s crucial you renew all your DoTs in order not to abrupt Drain Soul. It is strongly recommended that you renew all the DoTs considering the mechanics of Pandemic (max DoT duration without teak loss can be 130% of the base duration; this can be reached by renewing the DoT before it’s over), or as follows:
For Agony it will be 5.4 secs.
For Corruption – 4.2 secs.
For Siphon Life – 4.5 secs
- Use Unstable Affliction 1-3 times one after another. 3 is the optimal number. If, after having used 3, you still have 4 and more Soul Shards, continue using Unstable Affliction until you have 3 Soul Shards.
- Reap Souls (3+ Tormented Souls in stock are preferable).
- Drain Soul, until the last Unstable Affliction ends.
This is the base of the Unstable Affliction ‘s cycle. There is a couple more rules to remember:
- Life Tap should be utilized before you enter the cycle so that you don’t have to suddenly refill your Mana while it’s active. It would be even better if you catch a moment while running to refill your Mana.
- Reap Souls should always be used after you’ve entered the cycle. Exceptions: your Soul Harvest is about to recover, you’re about to receive any damage in the encounter, or you’ll just need max dps on a certain target in the combat.
- Maintaining DoTs on a target is more important than Unstable Affliction cycles.
- Avoid Soul Shards overcap. Never collect 5 Shards. If you have 4 Shards during the cycle, break it and use Unstable Affliction.
- Playing with Malefic Grasp means you’re focused on damaging one particular target and you’re not really concerned about any dealing any damage to the secondary ones. But still, if you have any important targets in the encounter, break up the cycle for maintaining the DoTs on no more than 2 additional targets.
- Contagion usually implies max uptime for 15% damage bonus, while the Malefic Grasp gameplay is focused on maximizing dps particularly during the Unstable Affliction cycles that’s why spending Soul Shards in order to maintain Contagion is worse than letting it accumulate for the cycles.
The gameplay with this talent concentrates on maintaining DoTs and increasing their damage dealing due to Contagion if the talent is in stock. If you’re playing with Absolute Corruption, things get even easier.
- Soul Harvest should be used any time there is Unstable Affliction on targets, or you have some bonus damage, e.g. Reap Souls or many stacks of Wrath of Consumption.
- Keep Agony on all your short-living targets.
- Do not accumulate 5 Soul Shards. Once you’ve reached 4, do start casting Unstable Affliction or Seed of Corruption.
- Maintain Siphon Life on all the targets.
- Maintain Corruption on all the targets. Keep in mind that sometimes you can do it with Seed of Corruption which can help you save a ton of GCD.
- Life Tap on low Mana.
- Drain Soul.
Now, let’s speak about Contagion in detail:
- Try using your Unstable Affliction for maintaining max active time of Contagion instead of casting it in packs like we do it with Malefic Grasp. This approach facilitates maintaining Contagion on several targets at a time.
- If you have no additional targets at a certain period, use Unstable Affliction and try to sync it up with Reap Souls as much as possible.
- Using Soul Shards should be synced with various enhancements like Soul Harvest, Soul Leech, Wrath of Consumption stacks, trinket procs, Concordance of the Legionfall and other mechanics on + damage encounters.
- If you don’t have any of the listed above, use Unstable Affliction syncing it up with Reap Souls as much as possible.
- Don’t forget to use Drain Soul on the targets that are about to die to collect more Soul Shards. This is pretty easy to carry out as this talent leaves you with enough free GCDs.
Afflictions can make you at least two teaks, meaning they will work at least half of their duration.
- The gameplay involving this talent implies that you understand the encounter really well. Meaning if you know that within about 20 secs there will appear an enemy that could die during Haunt, you keep the Haunt until this add appears.
- Keep in mind that Haunt also increases the damage dealt by Soul Flame which can be used in combats like Skorpyron in the Nighthold.
By Bursts we mean, in this case, talents, race abilities, pushable trinkets, rings etc.:
- By default, you use all the bursts immediately after they become available for use, BUT! There will be – quite often – situations when you need to hold on to them for various mechanics in the encounter to deal more damage to the priority targets or get + damage in the encounter; to hold them for the execute phase, or for situations when you’re about to face frequent relocation which would just keep the burst from working full span.
- On single target, you utilize your bursts after you’ve stacked at least 2 Unstable Affliction on it.
- Due to its mechanics increasing the duration depending on the number of active Agony, Soul Harvest has a special place here. Hold your Soul Harvest for the adds spawn.
- Like it said before in the talents’ section, Phantom Singularity should be used on a big fat talent with mob spawns in order to deal damage to them rather than to the main target. Unlike Soul Harvest, this talent requires that secondary targets are close to the main one. Hold it with regard to the timing of your enemies’ appearance corresponding the condition.
* Holding the bursts means that you would hold them for less than their CD. Otherwise it’s one burst use wasted in the combat.
- Use it in two cases. Without the talent, you use it to renew Corruption on 3+ targets, spamming it instead of Unstable Affliction makes sense on 5 and more targets but for this occasion, it’s better if you have the talent Sow the Seeds. Otherwise it’s quite inefficient.
- You can effectively utilize Seed of Corruption together with Sow the Seeds on three and more targets if all of them are of equal value.
Mythic+ combats mean encounters with more enemies, so:
- Use and maintain Agony on 2-5 enemies with the highest HP. This number depends on the expected combat time with this pack. Maintaining more than 5 DoTs like this makes no sense as you’d end up spending more GCD; there should be enough Soul Shards to spam Seeds of Corruption that would deal most of the damage.
- Reap Souls.
- Seed of Corruption.
- When several enemies die, renew the remaining Agonies and move on to Unstable Affliction + Drain Soul on the fattest target.
- In Boss encounters, follow the regular priorities.
* Once the combat starts, your goal is to blow the first Seed of Corruption as soon as possible. This is why you first use one Agony, then Seed of Corruption on the same target, and then blow it up which brings Drain Soul sooner. After the first Seeds of Corruption is blown up, use Agony on other targets. After that proceed to spamming Seeds of Corruption.
This is what any combat starter looks like if it demands no burst hold:
- Prepot in 1-2 secs
- Siphon Life (if available);
- Phantom Singularity (if available);
- Unstable Affliction, min x2, or more if you have over 3 Soul Shards;
- Reap Souls + vatious bursts in stock (Soul Harvest, race abilities, pushable trinkets/rings, all of it can be put together in a single macro);
- Drain Soul.
The basic priority rating for the characteristics is as follows:
Haste = Mastery > Crit > Intellect = Versatility
Affliction Warlock’s characteristics shift extremely depending on:
- your ilvl;
- your gear’s stats (the amount of this or that stat in general);
- Set Bonuses;
That’s why it is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.
Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.
4. Flasks and Potions
- 2 pieces: Your Unstable Affliction ‘s periodic damage increases by 10%.
- 4 pieces: The probability of creating a Soul Shard while using Agony grows 1.10 times.
- 2 pieces: Corruption has a certain probability of creating a Soul Shard every time it deals damage.
- 4 pieces: Spending a Soul Shard gives you a 25% probability of increasing your Haste by 15% for 8 secs.
- 2 pieces: When Agony deals damage, there is a 8% chance to increase the duration of Unstable Affliction on the target by 2.0 sec.
- 4 pieces: When you cast Unstable Affliction or Seed of Corruption, all targets within 60 yards suffering from your Agony take 15% increased damage from your Corruption, Siphon Life and Agony for 8 sec.
Often in Mythic+ you need to call your pet off in order not to pool more than you need (when you’re on mount, your pet pools nothing).
For the Demonic Circle, you need to have 2 macros:
One that cancels the current spell and employs the ability (if you’re within the range of that effect)
#showtooltip /stopcasting /cast Demonic Circle
And one macro to cancel the installed circle:
/cancelaura Demonic Circle
Soulstone at cursor’s position:
#showtooltip /stopcasting /cast [target=mouseover] Soulstone