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Warlocks on movement heavy fights
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Post by
MegaVolt
After reading the stickies and a few other guides I think I got the basic rotation but I'm still not sure what to do on a movement heavy fight. Let's take Putricide for example: Between switching sides, grouping up on the guy who got the green ooze on him, dodging puddles and kiting brown ooze there is rarely any time to stand still.
When a DoT is about to run out it's refreshed obviously but that doesn't happen too often. What to do while running around? There aren't really that many instant casts to chose from. Life Tap is nice and might be enough for many fights but e.g. for Putricide there is just way too much movement to fill it all with tapping.
Related to this I'm wondering if picking up
Shadowburn
might actually be worth it for movement fights to have an additional instant cast.
Post by
104412
This post was from a user who has deleted their account.
Post by
MegaVolt
Thanks that helped a lot. I wasn't really looking for advice on Putricide specifically, that encounter was just an example for one with very heavy movement. But at least in 10man it's also not that hard to get there ;)
But I'm still a bit at a loss regarding spell selection. It's kind of obvious that while moving as many instant casts as possible should be used.
The first priority is refreshing instant cast DoTs. If one happens to fall off while moving it can easily be reapplied, awesome.
The second priority is Life Tap. It has to be used eventually and moving around is the perfect opportunity to get back to full mana. The problem is there is a limit to how often LT can be cast, after all you don't want to give your healers a heart attack and they are probably moving around, too. And you can end up with full mana, making any more LT useless.
So what would be the cast priority when no DoTs need to be refreshed, I already LTed myself to full mana but I still have to move?
Post by
356172
This post was from a user who has deleted their account.
Post by
MegaVolt
LT anyway. This basically refreshes your buff and gives you a longer time before needing to cast it again.
Hm I don't really see the point in that. Assuming I know that I will be moving for the next 5 seconds (switching sides on Putricide or kiting the red ooze or something like that) it makes sense to cast a LT right before the movement ends to extend the buff as long as possible but not in the middle of it (if already at full mana).
There is also a point at which healers (who will most probably also have to move) will rage at me for LTing too much. Taking Putricide as example again: LTing all the time during movement would be suicide there.
I was thinking about what would be useful to cast on the move. Basically the choices are Shadowburn, Shadowflame, Shadowfury and Death Coil (when all DoTs are up and LTing is impossible due to low health or because movement will last a few seconds longer so there is still plenty of time to refresh the buff later). I know their damage is really bad and nobody would normally cast them but the choice of instant spells is pretty limited so that those might be a valid option, right? What would be the priority there?
Post by
104412
This post was from a user who has deleted their account.
Post by
Fingulfin
Also, drain life refeshes corruption, so if you dont have enough time to cast SB or Haunt, simply connecting with drain life (you don't need to wait for it to tick) refreshes corruption.
why
Recasting Corruption itself costs less mana than drain life, and you can't cast drain life while moving anyway. Recasting corruption isn't the end of the world... The point of abilities that automatically refresh it is simply to save GCDs and keep rolling Crit going.
Post by
73066
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Post by
Fingulfin
Also, drain life refeshes corruption, so if you dont have enough time to cast SB or Haunt, simply connecting with drain life (you don't need to wait for it to tick) refreshes corruption.
why
Recasting Corruption itself costs less mana than drain life, and you can't cast drain life while moving anyway. Recasting corruption isn't the end of the world... The point of abilities that automatically refresh it is simply to save GCDs and
keep rolling Crit going
.
Only relevant if you have an Ice Crystal.
Post by
asakawa
you don't need the crystal to pre-pot wild magic ^_^
it's been mentioned but i'll just add intelligent use of teleports.
knowing the fights well in advance and thinking about how teleports can be used to save valuable seconds is one of those 'differences between good and great' things.
Post by
73066
This post was from a user who has deleted their account.
Post by
MegaVolt
Rolling crit will probably be fixed just like rolling haste. Blizzard doesn't seem to like those rolling mechanics so in the long run I wouldn't count on Corruption rolling to stay a priority.
Life Tap rank 1 is of course always possible on the move - but what's the point?
Let's say I know I have to run from one side of the room to the other. I know this will take me ~10 seconds. I have plenty of time on the LT buff left and I'm at full mana. It's totally sufficient to just LT rank 1 at the very end of the 10 seconds of movement to extend the buff as much as possible, casting it in between is completely pointless. Yes, it's possible to do it with rank 1 but there is absolutely zero benefit to it. I could just as well sit around not casting anything.
So my question is: What to do in those 10 seconds? No point in LTing and there are not enough DoTs to refresh to keep you busy for so long.
As I said, there are basically only 5 options:
- just run, don't do anything
- Shadowburn
- Shadowflame
- Shadowfury
- Death Coil
I have to admit I have never used any of this in an actual progression raid. My own Warlock is not even 80 yet so this is pure theorycrafting (though I have played a Warlock on the PTR and a RL friend of mine has a Warlock which I can play occasionally).
That's why I'm asking: Is any of those spells a good filler for movement? I'd imagine DC to do some pretty significant damage. Might picking up Shadowburn be worth it? Both Shadowflame and Shadowfury seem kind of weak.
Post by
asakawa
teleport in the middle so wherever you are and wherever you need to get to, you can do half of it in one GCD.
after that the trick is to get spells off while moving. taking putricide again, the only time you NEED to move constantly is running from the gas (even then you may be able to get a cast or two off depending on how confident you are in your group). if you're running from side to side then it's fine to stop to get haunt up or reapply UA. you really only lose out of SBs.
Post by
104412
This post was from a user who has deleted their account.
Post by
MegaVolt
Anyway, why LT while running?
Assuming in any period of running you wont have time for anything except instant casts, even if you have 35 seconds remaining on lifetap buff, renew it. You bought another 10 seconds where you don't need to waste a global reapplying it at no health cost.
I completely agree with this but as I wrote before it is only a reason to LT
at the end
of the movement phase,
not
in the middle of it. LTing in the middle of movement is pointless since your buff will be overwritten by your LT at the very end of it. Finishing any movement with a LT makes sense, using LT during movement (if at full mana) is pointless.
Guess the best thing to do is work on smart portal placement so that it never comes to such long movement phases.
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