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Warlock 3.1 Tanking Guide
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Post by
104412
This post was from a user who has deleted their account.
Post by
asakawa
um... why?
i mean, sounds great, give it a go and let us know how it goes but... why bother?
Post by
104412
This post was from a user who has deleted their account.
Post by
Infleto
Just a update. After patch 3.32
This is the new
Warlock tanking set and spec
it is not best in slot but the best you can get with a ok 3v3 team a normal 10 ICC
Shadow bolt should be more threat than Searing Pain after the buff to imp SB. With the Glyph it cost 15.3% base mana Vs the 8% base mana cost of Searing Pain. ( there may be better glyphs aka Glyph of Immo )
Demonic pact is worth getting after the 10% Spell damage buff to you with out pet criting. (VW can't crit with an ability)
Taking the Felgard give you the option for high threat or using the VW for high survivability.
Demonic Resilience is not needed do to the about of Resil available on gear to reach crit immunity
Self Buffed stats,
Survivability
33k HP
5.7k Armor ( with Demo Armor and
Elixir of Protection
)
57 Mp5 - ( less LTing = more survivability )
956 Resil
Threat
17% Hit cap
2.4k SP
32% Crit ( with Fire Stone )
Note:
AoE Pulls out side of meta is done by SoC spam not RoF. For Snap AoE threat for adds is done with Shadow flame.
For AoE pulls that you just need more threat on you can use the Felgaurd. Using the Felgaurd over the VW give you 5% more damage and a raid on proc SP buff from him criting.
On Boss fights use the VW. The VW give you 5% more DR, a 10k shield and, an AoE -13% chance to hit debuff.
Post by
asakawa
small thing: DP is a 10% damage buff not a 10% SP buff.
also a note to readers, don't think this spec/gear should be used if your guild has asked you to tank keleseth. demo may be better than other specs if your healers struggle but it's fine to use your normal spec for that fight.
Post by
Infleto
Thanks as all ways asakawa,
/fixed.
AoE aggro is the thing most people seem to have trouble with.
To start a pull with say 4 mobs in the pull.
Target skull and cast SoC from range then tab to a new mob and cast SoC again as the group of mobs runs to you. When Skull gets in melee range cast Shadow Flame. Shadow Flame will set off one or both Seeds and you now have a AoE threat lead.
You should let people know when they see Shadow Flame used in an AoE pull that it is safe to start DPS. Other tanks have abilities that let the group know it is safe to DPS / heal. Warrior's thunder clap, Pally's consecration, DK's DnD all are a signal to the group that you are done "pulling".
Most people do not know what to look for when a lock is tanking and when they pull off you it opens the door to drama in the form of the blame game and gives Warlock tanking a "bad rep".
I have make macros explaining Warlock tanking for any new people who I have never tanked for.
Post by
104412
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Post by
asakawa
no to dodge (trinket)
no to tanking necklace because we need SP but also... a heroic 277 drop? you think the first one of those to drop is going to a warlock?!
infleto is clearly basing the profile on the idea that someone realistically could collect the gear in question. you're dreaming... and dreaming of strength gear. at that!
Post by
104412
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Post by
390620
This post was from a user who has deleted their account.
Post by
104412
This post was from a user who has deleted their account.
Post by
Infleto
Sorry I may have put out bad info.
SoC is the best AoE. but when you take push back in to account it may fall to RoF do to RoF being affected by Intensity.
asakawa! what is better DPS, SoC with full push back or RoF with Intensity?
Post by
asakawa
good question.
warlock tanking will be heavily reliant on concentration aura (imporoved) so that may make SoC viable but you're likely correct that RoF will be capable of doing more.
Post by
493945
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Post by
eliannadownunder
I was idly looking at whether locks can tank as well.
For instance, metamorphosis bumps up armor from items by 600%. There's also an emblem of triumph trinket "glyph of indomitability" which gives you an extra 1700 odd armor - effectively adding 75% to my current armor (2200) and sending it up to around 26,000 after the +600%.
According to the damage reduction formula I think that puts DR at around 65% versus a level 80 (effectively making you look like you have 70,000 hit points).
Now, what I was wondering is the ORDER in which damage is subtracted from you if you have other effects on. The one I'm thinking about is the Voidwalker's sacrifice. This makes you immune until around 8,000 damage has been inflicted upon you. What I want to know is whether that 8,000 is BEFORE your DR kicks in or AFTER.
If before then it's just 70,000 + 8,000 - not much cop. A few hits from a big mob will take the shield down and you're back to standard DR. However, if it's AFTER it's a lot more useful as effectively your 65% DR applies to the shield (the mob has to take down 22,000) and that's going to take more than a few seconds while you're unmolested, can taunt / otherwise to your hearts content. That's looking very attractive, especially as with Fel Discipline you can drag another voidwalker up in no time if needed and makes you tanking more than a stop gap should your tank die towards the end of a fight / loose agro to DPS people around you.
I had wondered whether this tactic would also work in Arena PVP? I usually get wasted before I've had a chance to do anything. The void walker shield in this way would give a few seconds of immunity to get a fear off and concentrate on the second assailant.
Anyone know which is correct ?
Elianna
Post by
Fingulfin
Pretty sure absorbs are calculated after damage reduction talents/buffs/whatever. Like, 95% sure. Disc Priests would be a lot less effective if it was just straight up damage.
Post by
asakawa
all bubbles work after other damage reduction.
don't try to use this stuff in arena.
edit: damn you fin! i've lost my mojo
Post by
285678
This post was from a user who has deleted their account.
Post by
asakawa
IT WAS NEVER
VIABLE
!
Post by
Razmortis
asa, please.. don't feed the troll. :P
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