What warlocks are good for ...

Jan 08, 2008 16:26

(About my pixel doll) (And I still don't wanna know what this says about me ...)

Generally, a Warlock's role in Warsong Gulch is to sow chaos and wreak havoc, two things they do extremely well. It is difficult to execute a cohesive escort run when half of your team is running around horrified. More than Rogues and Mages, a Warlock's ability to kill things -- particularly the method by which they do it -- are key to flag retrieval. Stacks of damage-over-time spells can, and often will, finish off a flag carrier even if he has eluded your entire team across the field. Fear everyone and DoT [inflict Damage over Time] everything is a good motto.

Unlike other classes that have specific utility spells that aid in slowing down teams, Warlocks only have the Affliction talent Curse of Exhaustion and the 2-second mass stun of the Destruction talent Shadowfury. What Warlocks have in abundance, however, is a plethora of fears that can break the flow of an escort run. A Succubus works well to keep healers in check, but so does a Felhunter's Spell Lock. Soul Link Warlocks make resilient flag carriers because of their high HP and mitigation, but are still less than ideal.

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