The most important stat to first get for PvP as a Warlock
is Spell Penetration up to 70. Spell Penetration offsets the target's Resistance. Why 70? Because this is enough to offset buffs like Shadow Protection
from a priest or Shadow Resistance Aura
from paladins or to off-set another SLSL Warlock using Felhunter in combination with Master Demonologist
. The last thing you want is for your Fear
or other crowd control to be resisted.
Just as you do not want your spells to be resisted, you also don't want to actually miss them. As such you will need also a bit of Hit Rating on your gear to offset the 4% miss chance versus same level targets. This comes down to 38 Spell Hit Rating. Resulting in a 1% miss chance which is unavoidable.
Resilience reduces the chance of a critical hit is landed on you and reduces its damage if it does land. At 493 Resilience there is a "soft" cap. There is a 12.5% Crit Chance reduction and 25% Crit Damage reduction. Gaining more resilience will still increase the Crit chance reduction but not the Crit Damage reduction that is capped at 25%.
- 38.4 Resilience results in 1% Crit Chance Reduction
- 19.7 Resilience results in 1% Crit Damage Reduction
Besides the stats you want to aim for there are also general items that will add to your toolkit. Some you might have already obtained in Classic such as Linken's Boomerang
or Tidal Charm
. Most warlocks will also want to keep a Master Spellstone
close for dispelling harmful magic effects. The Unyielding
gives a solid amount of Resilience especially if you have both for the set bonus. Powerful Earthstorm Diamond
helps versus all those stuns from pesky rogues. You will also want to get an on use trinket such as Icon of the Silver Crescent
for burst and a PvP freedom trinket.
Rogue / Mage is one of the most powerful team compositions in the 2's bracket, because of how strong both classes are. Both Rogues and Mages have potent crowd control abilities such as Sap
, Kidney Shot
, and Polymorph
. Both classes have interrupts with Kick
, as well as insanely strong defensive abilities such as Cloak of Shadows
, and Ice Block
Both Rogue and Mage also have the ability to quickly swap targets and pump out major burst damage. Mages have the ability to control when a Shatter
combo goes off, by using Summon Water Elemental
and using the Pet's Freeze. On top of that burst damage, the Mage has the ability to use Spellsteal
to take away protective buffs from the target, such as Power Word: Shield
or a Druid
's Healing Over Time buffs.
A Healing class can easily be swapped to once a Trinket has been burned from getting out of a Sap
, or Polymorph
. Once the Rogue swaps to the Healer and begins stacking Wound Poison
, if a five point Kidney Shot
connects to the Healer without any defensive cooldowns, that Healer can die in 1 Shatter combo from the Mage. Because of this massive burst, swap potential, and potent crowd control, the Rogue / Mage composition is extremely dangerous in 2's.