Zurven 0 Report post Posted March 19, 2017 (edited) Hello all! I've played WoW since launch but never have played a warlock before... ever. Since I joined here I've been looking to make a lock for world PVP and some battlegrounds. I've always loved the draw of Demonology and wanted some feedback on a build I came up with. http://db.vanillagaming.org/?talent#IN0i0obZbLVuMgotZh Thoughts? Edit: I am a horde undead warlock, my wife is an undead rogue. Hope to run into some of you Alli folk in the future Edited March 19, 2017 by Zurven Forgot info 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 19, 2017 Spec makes no sense. If you want SL NF spec then use this http://db.vanillagaming.org/?talent#IA0bVRbZbxhkgxot 0 Share this post Link to post Share on other sites
Zurven 0 Report post Posted March 19, 2017 Cool! Thanks for the link! I'm still wrapping my head around using the talent trees again. 0 Share this post Link to post Share on other sites
Aethelwulf 12 Report post Posted March 20, 2017 (edited) For SL/NF I would sooner do it like this: http://db.vanillagaming.org/?talent#IV0icRbZbxhkgxot Interrupts aren't much of a threat to channeled spells, since at worst you will only lose duration rather than DPS, so you can just recast it a little sooner, and a lot of the time you will drain enemies while they are feared, so it's better to have a heavier hitting drain than some more casting loss avoidance. And for a PvP build capping hit should be easy enough that suppression is a waste of talent points. Edited March 20, 2017 by Aethelwulf 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 21, 2017 Are you kidding? Channeled spells get push-back all the time. 70% pushback resist is going to do a lot more than 10% increased damage. Just think about hunter fights or warlock fights where you have a pet constantly attacking you plus the master. 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 21, 2017 Also I'm assuming that OP plays on Elysium. There's no hit gear prior to BWL. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 21, 2017 No point taking a 3rd point in suppression, you only need 4 hit in pvp 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 21, 2017 Because you need to get to the next tier and 2% imp drain does nothing to improve its damage. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 23, 2017 (edited) 2% more drain or nothing is what it comes down to, in terms of pvp. Feel free to take nothing. Edited March 23, 2017 by Agnome 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 26, 2017 Go ahead and see the effect a .02 modifier has on a spell that is already low damage per tick. It's literally nothing. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 29, 2017 On 3/26/2017 at 4:03 PM, Lifealert said: Go ahead and see the effect a .02 modifier has on a spell that is already low damage per tick. It's literally nothing. Seriously dude, go ahead and take 0 gain over however marginal gain you can get, it's dumb. How hard is it to do that math? nothing < something ALL DAY EVERY DAY 0 Share this post Link to post Share on other sites
Magrim 0 Report post Posted March 29, 2017 10 hours ago, Agnome said: Seriously dude, go ahead and take 0 gain over however marginal gain you can get, it's dumb. I've posted this a bunch of times but nobody pays attention. The extra +hit helps your binary so spells hit and stick, fear is a binary and therefore I recommend 5/5 suppression, it's all about the fears. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 29, 2017 3 hours ago, Magrim said: I've posted this a bunch of times but nobody pays attention. The extra +hit helps your binary so spells hit and stick, fear is a binary and therefore I recommend 5/5 suppression, it's all about the fears. In pvp? Please elaborate how going over 99% hit chance works 0 Share this post Link to post Share on other sites
Magrim 0 Report post Posted March 30, 2017 (edited) Binary spells combine +hit and resistance in a multiplicative way in a single roll thus spell hit will always help with that. even if they don't have resistance, there's still the rolls to break early and break on damage which spell hit is calculated into that as well. My opinion the difference is quite noticeable. Try for yourself. Edited March 30, 2017 by Magrim 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 31, 2017 On 3/29/2017 at 1:22 AM, Agnome said: Seriously dude, go ahead and take 0 gain over however marginal gain you can get, it's dumb. How hard is it to do that math? nothing < something ALL DAY EVERY DAY I'm a bis pvp geared warlock and 2% imp drain life does literally nothing to its damage lol. You're having such an autistic rage that you won't even go out and test it yourself to find out the truth. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 31, 2017 1 hour ago, Lifealert said: I'm a bis pvp geared warlock and 2% imp drain life does literally nothing to its damage lol. You're having such an autistic rage that you won't even go out and test it yourself to find out the truth. 2% hit does literally nothing whereas 2% improved drain life does something is my point, it's seriously laughable that you can't understand that those 2% hit are literally wasted. It's 0>almost 0 is what you're saying. I'm saying 0<almost 0. Math so hard. On 3/30/2017 at 11:16 AM, Magrim said: Binary spells combine +hit and resistance in a multiplicative way in a single roll thus spell hit will always help with that. even if they don't have resistance, there's still the rolls to break early and break on damage which spell hit is calculated into that as well. My opinion the difference is quite noticeable. Try for yourself. Hit doesn't help with that. Or well, it shouldn't. Idk how they mathed everything out on this server. Only spell penetration helps with spell resistance/early breakage and the likes, given you've reached the hit cap, which is 4% for pvp. 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 31, 2017 Drain life has a low modifier. Adding .02 to that does nothing. Show me evidence countering my point instead of having an autistic fit. 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted March 31, 2017 (edited) Evidence that a 2% gain on a drain life is more than nothing? What kind of evidence do you need? 100+2 is better than 100+0??????? A this point you're just trolling me, so I'll go ahead and ignore w/e you have to say on this subject. Edited March 31, 2017 by Agnome 0 Share this post Link to post Share on other sites
Lifealert 19 Report post Posted March 31, 2017 You're arguing with someone who actually has put a point in the talent and saw no results. You haven't even tried it. You're trolling ME lol. 0 Share this post Link to post Share on other sites
Magrim 0 Report post Posted April 3, 2017 (edited) @Lifealert Max drain at 60 before gear is 44 per tick x5 =220x.02 =4.4. so you should see a 1 PT increase for all 5 ticks half the time and 4 ticks the other half. @Agnome Please learn how spell hit works before trying to argue something you don't know very much about. Edited April 3, 2017 by Magrim 0 Share this post Link to post Share on other sites
Agnome 0 Report post Posted April 3, 2017 (edited) 2 hours ago, Magrim said: @Agnome Please learn how spell hit works before trying to argue something you don't know very much about. Quote me something, ELI5. Because, as far as I know, you reach 99% hit on lvl 60 enemies with 4% bonus hit. Anything above that, does literally nothing for you, as far as lvl 60 enemies go. Spell penetration will, but hit won't help with partial resists / spells breaking earlier or whatever. Quote Spell resistance is the second of two rolls to determine whether or not a spell is resisted. (Spell hit is the first roll.) The spell resistance roll will calculate in one of two different ways: one way for Binary Spells, another way for non-Binary spells. Non-binary spells are spells which only deal damage (like Fireball or Shadow Bolt). Binary spells are spells which deal a debuff (like Frost Nova or Vampiric Embrace) or, for some other reason, must take full effect or no effect at all. Resistance reduces the chance for the binary spell to land by a certain percentage. Spell hit will not reduce this chance. It is assumed that this percentage is exactly the damage reduction percentage given above. I can only quote wowwiki since that's all the info I can find on it, maybe I misremember from EJ forums or warlock's den. But ofc, if you find a more reliable source and quote me how it works rather than having wild theories, enlighten me. Thaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaanks Edited April 3, 2017 by Agnome 0 Share this post Link to post Share on other sites