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LeveL 90 Demonology Warlock - Mists of Pandaria PvP Guide 5.1 [Archive](已归档)
来自 Ult1mat3X
[Last Updated]:
2013/01/17
补丁:5.1.0
评分:4.4/5
(
12
投票)
Staff note: This guide is outdated but kept up for Archival purposes due to the positive feedback it received when it was relevant.
This is my first guide. So I ask reader's don't judge me strictly.
If you find this guide useful, please click the stars so others can find it more easily. --->
Table of Contents
Stats
Stat Priority
Talents
Glyphs
Gems
Enchants
Professions
Staff vs Main Hand/Off Hand
How to Damage
Spells
Cooldowns
Utility Spells
Utility Cooldowns
Tips and Tricks
External Links
Stats
Here is a list of stats that you will encounter as a Demonology , and how they will affect you.
PvP Power - increases all of your damage against other players. This additional damage increases
linearly
and does not fall subject to diminishing returns, making this stat more and more effective as you gear your character. We won’t get into the calculations, but PvP Power is point-for-point better than any other stat you can get in terms of damage output in WoW PvP’s current state. Each point of PvP Power will grant you approximately 0.0037% more damage to other players. This stat grants more damage than Intellect.
Intellect - increases your spell power and chance to Crit. In previous expansions, Intellect also had the added benefit of increasing your mana pool, but mana levels are now static in Mists of Pandaria.
Some top warlocks prefer Intellect over Resilience because they are very comfortable with avoiding damage, and prefer more raw damage output. If you are comfortable with utilizing your skill-set to stay alive, you may choose to prefer Intellect over Resilience when applicable. Each point of Intellect will grant you 1 Spell Power and 0.0185% Critical Strike chance. This stat is found on all gear, and is one of the main stats you should gem for.
Mastery - Demonology Warlocks gain access to the
精通:恶魔学识大师
specialization, which increases damage – most importantly our demon form damage dramatically. Heavy burst damage is very important in the current PvP state.
gives Warlocks access to
, by far our largest burst damage ability. Stacking Mastery will increase the damage of this ability dramatically. Each point of Mastery will grant you approximately 0.002% mastery bonus (482 mastery rating = 1% mastery bonus). The Demonology Warlock mastery is Master Demonologist, which increases your damage done in caster form, Metamorphosis form, and the damage done by your pet by 8% plus the amount of mastery you have.
PvP Resilience - reduces the damage your opponent does to you. In a PvP scenario, increasing your damage is amazing, but decreasing the amount of damage you take can dictate how a PvP scenario plays out. You can’t do damage if you’re dead! Some Top warlocks actually prefer Intellect over Resilience. They prefer the raw damage increase over the added survivability PvP Resilience provides. Warlocks have exceptional defensive abilities such as
黑暗再生
,
黑暗契约
, and
. When used correctly, these abilities can be utilized to reduce or mitigate an enemy’s damage output. Demonology Warlocks also have very strong Crowd Control mechanics, such as various
恐惧
mechanics,
死亡缠绕
or
暗影之怒
, with
巨斧投掷
and
from the Demonology specialization. Each point of PvP Resilience will grant you a certain amount of damage reduction against other players (see external link).
Critical Strike Chance - increases the chance that our damage dealing abilities will do double damage. Since burst damage is so important in PvP, Crit is very appealing for a Demonology Warlock. When
crits, it is very possible to take away greater than 50% of your targets health bar! Increasing Spell Critical Strike will increase the probability of that happening. Each point of Critical Strike chance will grant you approximately 0.0016% critical strike chance (600 critical strike rating = 1% critical strike chance. All damage, meaning direct damage, DoT damage, and pet damage are capable of a critical strike, which deals 200% of normal damage.
Haste - reduces the cast time of your abilities and also increases the attack speed of your demons.
is generated via your damaging spells, along with your Demon’s special attacks. The faster your attack speed, the more
will be generated. Each point of Haste will grant you approximately 0.0023 haste (425 haste rating = 1% haste). Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your DoTs tick.
When you choose the
被烧毁的雕文
, Haste also reduces the cooldown of the learned ability
召唤恐惧猎犬
. This is a great
generator and also adds a decent amount of damage! I adviсe to use it on the bust stage, becouse it gives extra
generation and you may stay in
a little bit longer => do more damage.
*Note – The benefits gained from Crit and Haste are VERY close, to the point where some top Warlocks choose the increased
regeneration from Haste over Crit. This will purely be a play style decision and you should choose whichever stat appeals to you the most!
Spell Power - is only found on weapons, it increases the damage of your spells.
Stamina - each point of this stat grants 10 health. Ignore this stat entirely, as it is found on all gear, and other stats are far more important as there will never be a situation where Stamina is better than any of these stats. Thus, you should never be Gemming or Enchanting Stamina on your gear!
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Stat Priority
6% Spell Hit (2041 Hit rating) > PvP Power > Intellect > Mastery => Critical Strike Chance > PvP Resilience > Haste
Spell Penetration has been removed from the game entirely, meaning you only have to cap your Spell Hit to guarantee hits from your spells.
PvP Power is more valuable than Intellect because it increases your damage by a large amount.
I like to put Mastery and Critical Strike Chance ahead of PvP Resilience just because of how much burst is in the game at the moment, I like to kill enemies before they kill me.
Mastery is slightly better than Critical Strike Chance, but your Chaos Waves are extremely hard to counter when they crit, so I like to keep a healthy balance between the 2 stats.
Haste is a generally useless stat, however it does lower the global cooldown. You won't be hard casting spells at all unless you chose Unbound Will over Blood Fear in your talents.
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Talents
Level 15
黑暗再生
- Restores 30% of you and your pet's maximum health and increases all healing received by 25% over 12 secs.
This is your best talent choice in an Arena setting. This can turn the tide of an Arena because it not only heals you for a lot of health over time, but also increases ALL healing done to you by 25%, meaning a healer's healing, Healthstone healing, and Mortal Coil healing.
灵魂榨取
- Your Shadow Bolt, Soul Fire, Chaos Bolt, Touch of Chaos, Incinerate, Haunt, Drain Soul and Malefic Grasp spells heal you and your pet for (?)% of the damage dealt.
This is a practically worthless talent. It doesn't supply nearly as much healing as Dark Regeneration and Harvest Life.
- Drains the life from all enemies within 15 yards of the target, causing (?) Shadow damage and restoring 3-4.5% of the casters health every 1 sec. Lasts 6 secs.
This is possibly the best spell to use in an RBG setting. While you are in a group of enemy players, you can channel this to generate Demonic Fury and restore your health very fast.
My pick:
黑暗再生
Level 30
恐惧嚎叫
- Howl, causing 5 enemies within 10 yards to flee in fear for 8 secs. Damage caused may cancel Howl of Terror. When hit by a damaging attack, the cooldown on Howl of Terror is reduced by 1 sec.
This is a good spell to use in an RBG setting, since there can be many enemies to Howl at once, and the cooldown can be lowered very fast. This is very powerful when you need to drop a Fear bomb to peel your flag carrier or get to the enemy flag carrier. It has a Diminishing Return with Fear and Blood Fear, so it is not recommended in an Arena setting.
死亡缠绕
- Causes the enemy target to run in horror for 3 sec. The caster restores 15% of their maximum health.
Ideal for an arena setting, as the only spell that shares a Diminishing Return with this is Psychic Horror from Shadow Priests, and can also save your behind in a critical moment. Can also be used to follow up with a hard casted Fear.
暗影之怒
- Shadowfury is unleashed, stunning all enemies within 8 yards for 3 sec.
This talent is not ideal, as it shares a Diminishing Return with many types of stun, for example Shockwave, Deep Freeze, etc. However, it can be used to set up a hard casted Fear, and can interrupt casts on a shorter cooldown than Mortal Coil.
My pick:
死亡缠绕
Level 45
灵魂链接
- When active, all damage and healing you and your demon take is shared, but your demon's health is reduced by 50%. Recasting this spell cancels the effect. Replaces Health Funnel.
This is not an ideal choice, as it halves all damage AND HEALING that you take, and sends it to your pet. You could cancel the spell after taking a large hit and then heal yourself, but that requires a lot of timing and just isn't worth it compared to the other 2 choices.
If you take this talent with
牺牲魔典
, it gives you additionaly 20% hp boost.
黑暗契约
- Your demon sacrifices half its current health to shield its master for 200% of the sacrificed health. Lasts 10 secs. If you have no demon, your health is sacrificed instead.
This spell is basically a gigantic absorb shield on a relatively short cooldown for its potential. It's recommended to pair this talent with the Glyph of Demon Training and have your Felguard out, as this will make your shield even bigger. Another powerful trait is that your pet casts the spell, so you can use this while your are CCed, as long as the pet is not CCed.
- Prevents all damage for 8 secs. When the shield fades, 50% of the damage prevented is dealt over 8 secs.
This seems powerful, but is inferior to Sacrificial Pact just because it simply delays the damage that you take. However, you can use this spell to negate all damage and let a healer bring you back up to full health. If you don't have a healer with you, Sacrificial Pact is much better to take.
My pick:
黑暗契约
Level 60
- Instantly strike fear in the enemy, causing it to flee for up to 8 secs. Replaces Fear.
This is a powerful talent that can be used to get enemies off you or your teammates, and can be used to set up a lot of damage. However, it has its flaws. It costs 10% of your entire health pool, and has a 10 second cooldown, meaning that you can't cast this when near death, and you can't cast it twice to predict a trinket.
爆燃冲刺
- Drains 4% of your maximum health per second to increase your movement speed by 50%. Lasts until cancelled.
Not a very good talent in PvP at all. It increases your run speed, but while you are running you take a lot of damage per second. If a Warrior with Second Wind can survive forever, this does the opposite, only faster. I can't picture a single setting where this could be more useful than Blood Fear or Unbound Will.
- Purge all Magic effects, movement impairing effects and effects that cause loss of control of your character.
This is a powerful talent, albeit costs 20% of your health, but is well worth it. You can use this talent as a second PvP Trinket, and to wipe out any and all Magic effects, such as a Fire Mage Combustion. Taking this also gives you the benefits of regular Fear, rather than Blood Fear.
My pick:
Level 75
- You command stronger demons, replacing your normal minions. These demons deal 20% additional damage and have more powerful abilities.
This is a decent talent, replacing your Felguard with a Wrathguard. The Wrathguard doesn't give any additional abilities compared to the Felguard aside from extra damage.
侍从魔典
- Instantly summon a second demon, who fights for 20 sec.
This talent allows you to summon a second demon of your choice, as well as your regular demon. You could use this for a double stun by summoning a second Felguard, or for a clutch silence by summoning a Felhunter, or a long CC by summoning a Succubus. This talent has a lot of flexibility, but a long cooldown.
牺牲魔典
- You sacrifice your demon to gain one of its abilities, increase the power of many of your single target spells by (?)% and regenerate 2% of your maximum health every 5 sec. Lasts for 1 hour. Summoning another demon cancels the effect.
This is not the best choice for Demonology. Your pet gives you a lot more utility by being able to cast while you are CCed. The spells that are increased in damage just aren't worth the loss of utility. Using this will cost you your pet utility while bursting.
My pick:
侍从魔典
Level 90
- Causes an enemy to suffer 25% of all damage you take. Lasts 8 sec. Passive: Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown.
This is probably the best choice in an Arena setting, however Demonology Warlocks don't get attacked very often. However, it is very powerful when you do start getting attacked.
- You can cast and channel while moving for 6 sec. Passive: You can cast and channel while moving, but doing so reduces your movement speed by 15%, stacking up to 2 times. The effect is disabled while on cooldown.
This is worthless as Demonology, as most of your spells are instant cast.
- Increases the area of your area of effect spells by 500%.
This is probably the best choice in RBGs. While in a group of enemies, you can channel Hellfire, generating a LOT of Demonic Fury. This can also be used in Arenas to reveal stealthed players.
My pick:
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Glyhps
Major
被烧毁的雕文
- You will be using the Felguard most of the time, so it will get 20% more health. The benefit to this is when you activate Sacrificial Pact you will get a bigger shield.
被烧毁的雕文
- Picking this glyph will teach you Imp Swarm (see Imp Swarm in the Cooldowns section).
被烧毁的雕文
/
被烧毁的雕文
- If you pick Demon Hunting, you get a new spell called Dark Apothesis (see Dark Apothesis in the Utility Spells section). If you prefer not to use Demon Hunting, you can use Glyph of Healthstone instead, which makes your Healthstone heal for most health, but as a HoT. Combined with Dark Regeneration, you will receive a lot of health back, however some situations call for burst healing rather than HoT healing.
Minor
被烧毁的雕文
(RBG Mandatory) - If you use Demonic Leap while falling, you slam into the ground rapidly and will not die from falling damage.
The tooltip is somewhat accurate. If you use Demonic Leap from a position on a cliff, you will turn into a meteor at the peak of the jump and take full fall damage, however you will be left at 1 health if you would normally take fatal damage. This is not very helpful when you have DoTs on you. However, if you use Demonic Leap when you are about to hit the ground, you will turn into a meteor right there and then and you will take minimal fall damage.
被烧毁的雕文
(Do not take) - Your Eye of Kilrogg is no longer stealthed and can now place your Demonic Circle. In addition, the movement speed of your Eye of Kilrogg is increased by 50% and allows it to fly in areas where flying mounts are enabled.
It's a neat sounding glyph, but really it's got limited use. In RBGs you can't summon an Eye of Kilrogg and then fly it to your specified position in order to place the Demonic Circle unless you or your allies aren't currently battling, and even then the regular Demonic Circle would be better. This glyph is not recommended.
被烧毁的雕文
(RBG Mandatory) - Your Felsteed and Dreadsteed can cross water while running and leave a trail of flames.
Being able to run across water on your Dreadsteed is very nice in RBGs like Arathi Basin and Twin Peaks where water will slow you down.
被烧毁的雕文
(Do not take) - This glyph is even worse than Eye of Kilrogg. Having to target the ground for your Hand of Gul'dan spell might be fun while hanging somewhere alone or with friends, but in battle this pretty much cripples your damage and Demonic Fury generation. Ground targeting the spell does not always hit the target. You could misclick somewhere and that cast would be useless. Even if you target directly above a player, Hand of Gul'dan has a delay and enemies can move out of its path before it hit them. Do not take this glyph.
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Other Minor glyphs are cosmetic. Do what you want with them.
Gems
Meta
-
燃烧之源钻
(+216 Intellect and 3% Increased Critical Effect)
Red
-
神秘皇紫晶
(+80 Intellect and +160 PvP Power)
Yellow
-
光辉之荒玉
(+160 PvP Power and +160 Mastery)
Blue
-
风暴河心石
(+320 PvP Power)
Prismatic
-
风暴河心石
(+320 PvP Power)
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Enchants
Shoulders
-
强效鹤翼铭文
(+200 Intellect and +100 Critical Strike rating)
Cloak
-
附魔披风 - 超强智力
(+180 Intellect)
Chest
-
附魔胸甲 - 超级护甲
(+200 PvP Resilience)
Bracers
-
附魔护腕 - 超级智力
(+180 Intellect)
Gloves
-
附魔手套 - 超强精通
(+170 Mastery)
Belt
-
活化钢带扣
(extra Prismatic gem socket)
Legs
-
强效蔚蓝魔线
(+285 Intellect and +165 Critical Strike rating)
Boots
-
附魔靴子 - 熊猫人步法
(+140 Mastery and 8% extra run speed)
Main Hand
-
附魔武器 - 玉魂
(chance on +1650 Intellect when damaging or healing)
Off Hand
-
附魔副手 - 特效智力
(+165 Intellect)
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Professions
Our goal is to give you the absolute best gear set up you can achieve as a demonology warlock in Season 12, and part of that is choosing the right professions. Before we tell you what the best professions are, we should note that when comparing professions, there is a very marginal benefit to your overall gear set, and you should not sacrifice a profession you really enjoy for the sake of a minor stat increase. Leveling a new profession can be costly!
That being said, here are the best professions for a demonology warlock in Mists of Pandaria PvP:
锻造
This is the best Profession for a demonology warlock because of the two extra gem slots that can be used to refine your stats. Blacksmithing offers you the best customization, as you are able to increase primary stats, along with the freedom to choose various secondary stats, such as Mastery, Crit, or even PvP Power and PvP Resilience! Other professions simply do not offer this much customization for your character.
The next two Professions were a split decision between our pros, and are totally up to what you want to do.
工程学
This is our second favorite profession solely because of the glove enchant
that will increase your Intellect by 1920 for 10 seconds. Great for that big burst window you set up when going for a kill. Note –
cannot be used in conjunction with
恶毒角斗士的统御徽章
, as use of one or the other will invoke a short cooldown. Utilizing both On-Use procs does, however, allow for stronger burst attempts while your PVP trinket is on cooldown.
Oh, and
氮气推进器
are the greatest things since sliced bread, but unusable in Arenas or Rated Battlegrounds.
裁缝
Tailoring is an excellent profession for Demonology Warlocks. The Intellect proc from
can add significant damage, especially if you are able to take advantage of the On-Use spell power (
恶毒角斗士的统御徽章
) and the proc from your weapon enchant (
附魔武器 - 玉魂
). If all three damage buffs are active at the same time, you’ll be doing some MASSIVE damage! The drawback, however, is the fact that the damage buff is a proc and can sometimes occur when you are playing defensively or unable to take full advantage of the damage increase. Another benefit of having Tailoring is the very cheap leg enchants!
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Staff vs Main Hand/Off Hand
Using a Main Hand/Off Hand weapon set is much more effective than using a Staff, as you can get the Off Hand Intellect enchant, bringing your damage higher as Main Hand/Off Hand.
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How to Damage
Sustained Damage
The main goal of Demonology sustained damage is to build Demonic Fury to a point where you can burst with Metamorphosis (800+ Demonic Fury). To do this you will use the following spells:
- Corruption (4 DF per tick)
- Keep this spell up at all times to maximise Demonic Fury generation.
- Hand of Gul'dan (2 DF per tick)
- Doesn't look like it generates much Demonic Fury, but it ticks faster than Corruption.
- Fel Flame (15 DF per cast)
- This will be your filler spell. Use this whenever you have nothing else that can build Demonic Fury better.
- Hellfire (AoE) (3 DF per tick)
- In RBGs, using this in a crowd will build your Demonic Fury 10 times faster than any other ability.
- Shadow Bolt (25 DF per cast)
- Don't use this in an Arena environment, you will be open to interrupts, locking you out of most of your utility. In RBGs, if you remain unnoticed, you can build Demonic Fury rather quickly.
- Soul Fire (30 DF per cast)
- Don't use this. The Demonic Fury generation is high, but so is its mana cost. You will be forced to Life Tap your mana back, which is what you don't want.
Burst Damage
When you reach about 800 Demonic Fury and cloack/weapon enchant proc, activate Metamorphosis,
恶毒角斗士的统御徽章
+
and start your burst damage.
I always use this macro on burst "
/cast Grimore: Felguard
" (pet instatnly use
巨斧投掷
on your target and then start
魔刃风暴
). Works with
侍从魔典
talent only.
Also use
when you become demon, it helps to generate some
extra Demonic Fury
when you in demon form.
This is your burst phase, which involves using Metamorphosis to deal a lot of damage. Your rotation will look like this:
Doom x1 (better to cast before burst phase!) > Chaos Wave x2 > Soul Fire (if stacks are presist) > Touch of Chaos x9001
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Use Chaos Wave again whenever it comes off cooldown to keep up the damage.
Spells
暗影箭
Cost: 5.5% of base mana
Cast time: 2.5 seconds
Use: Shadow Bolt is fired at the enemy, dealing high damage and generating 25 Demonic Fury. It is not ideal to use this spell in an arena environment, because you can get interrupted and that will cripple your damage and utility. However, it can be used in RBG settings quite easily, as there are more important targets to focus on other than your Shadow Bolt casts.
腐蚀术
Cost: 1.3% of base mana
Cast time: Instant
Use: Corruption places a DoT on the target that does small damage and gives you 4 Demonic Fury each time it does so for 18 seconds. Try to place this on as many targets as possible to increase your Demonic Fury generation speed. Fel Flame increases the duration of Corruption to a maximum of 28 seconds. Gets replaced by Doom in Metamorphosis.
古尔丹之手
Cost: 5.0% of base mana
Cast time: Instant
Use: Hand of Gul'dan falls from the sky and deals damage after a short delay, placing the Shadowflame debuff on the target an all enemies within 6 yards, dealing small damage and slowing the affected by 30%. The slow effect stacks up to 2 times, but the damage doesn't stack. Shadowflame generates 2 Demonic Fury every time it deals damage. Try to keep the debuff up as long as possible, don't just use them both instantly. Gets replaced by Chaos Wave in Metamorphosis.
Cost: 5.0% of base mana
Cast time: Instant
Use: Fel Flame deals decent damage instantly, and increases the duration of Corruption. Also generates 15 Demonic Fury. Use this as a filler spell. Gets replaced by Void Ray in Metamorphosis.
灵魂之火
Cost: 15.0% of base mana
Cast time: 4 seconds (2 seconds with Molten Core)
Use: Soul Fire is a decently hard hitting spell and generates 30 Demonic Fury, but it isn't very reliable due to how much mana it costs. Don't use this in Metamorphosis, as it costs far too much Demonic Fury to use Chaos Wave and Touch of Chaos as well.
地狱烈焰
Cost: 2.0% of base mana per second
Cast time: Channeled
Use: Hellfire isn't very useful for single target fights, so cut this out of Arena settings. However, when combined with the Mannoroth's Fury talent, this can increase your Demonic Fury very fast in an RBG setting. Generates 3 Demonic Fury per target every time it ticks. Gets replaced by Immolation Aura in Metamorphosis.
Cost: 40 Demonic Fury
Cast time: Instant
Use: Touch of Chaos is the spell you will be spamming in Metamorphosis when Chaos Wave is on cooldown. It hits very hard for an instant cast spell.
Cost: 60 Demonic Fury
Cast time: Instant
Use: Doom is not very powerful. It ticks for very little, and ticks once every 15 seconds. Don't bother with this spell.
Cost: (?) Demonic Fury
Cast time: Channeled
Use: Immolation Aura deals very little damage to enemies, and is basically a waste of Demonic Fury.
Cost: 120 Demonic Fury
Cast time: Instant
Use: Chaos Wave is your hardest hitting spell as Demonology. It has the potential to kill enemies very quickly. If there are targets sticking together in one spot, Chaos Wave will damage all of the enemies for the same amount. Use this whenever it's off cooldown.
Cost: 40 Demonic Fury
Cast time: Instant
Use: Void Ray is a laser-like spell which deals damage to all enemies in a line in front of you, and increases the duration of Corruption. Don't bother using this, as it deals minimal damage and is much weaker than Touch of Chaos, which costs the same amount.
魔刃风暴
Cost: None
Cast time: Channeled
Use: Felstorm is used by your Felguard pet. It deals a decent amount of damage per second. and is on a 45 second cooldown. Use this whenever you need to generate extra pressure.
Cooldowns
Cost: 5.0% of base mana
Cast time: Instant
Use: Dark Soul: Knowledge is your main DPS cooldown that increases your Mastery by a whopping 18000 (37.34% damage bonus for both you and your pet). Couple this with Metamorphosis at 800+ Demonic Fury. Note that this can be dispelled, so try not to use this against Mages unless they are outside your Line of Sight, as they can Spellsteal it and gain the Mastery buff for their own Mastery bonus (Frost Mages get increased damage against frozen targets, Fire Mages get increased DoT damage).
召唤恐惧猎犬
Cost: None
Cast time: Instant
Use: Imp Swarm is used as a DPS cooldown that generates Demonic Fury fast. These imps have low health and can be CCed, but your enemies will be more scared of you when you use Metamorphosis to worry about your imps. These imps do a lot of damage on their own.
Cost: 0 Demonic Fury, plus 6 per second
Cast time: Instant
Use: Metamorphosis isn't really a cooldown, but it is only really effective when you have high Demonic Fury. If you try to use Metamorphosis at the regular 200 Demonic Fury, you will only have enough for 1 Chaos Wave or 2-3 Touch of Chaos casts. I prefer to save the 200 for when I need to use Demonic Leap.
召唤地狱火
Cost: 25.0% of base mana
Cast time: Instant
Use: Summon Infernal cannot be used in Arenas. However, it is a powerful cooldown against multiple targets in RBGs. It is ground targeted, and stuns all enemies in range of impact for 3 seconds before the Infernal starts attacking. It shares a cooldown with Summon Doomguard.
召唤末日守卫
Cost: 25.0% base mana
Cast time: Instant
Use: Summon Doomguard cannot be used in Arenas. However, it is a powerful cooldown against a flag carrier/orb carrier in RBGs, or just for some extra on demand damage. It shares a cooldown with Summon Infernal.
Utility Spells
Cost: 1.0% of base mana
Cast time: Channeled
Use: Drain Life simply isn't worth the healing. On top of that, you have to stand still in order to heal yourself. Don't use this spell unless you specced into Harvest Life.
制造治疗石
Cost: 5.0% of base mana
Cast time: 3 seconds
Use: You need to get yourself a Healthstone before the battle. If you are forgetful in RBGs (like I am), you can Fear the enemy and conjure yourself a Healthstone to use so you don't get interrupted. Use your Healthstone in conjunction with Dark Regeneration, glyphed or unglyphed.
生命通道
Cost: 6% of maximum health per second
Cast time: Channeled
Use: Don't let the health cost fool you, it's not that big. You can use this to heal your pet behind a pillar to set up for a big Sacrificial Pact.
Cost: 50 Demonic Fury
Cast time: Instant
Use: This is basically a Hunter Disengage, but going forwards. You will leap in the direction you are moving, meaning if you're strafing left, you will Leap to the left. This is a good tool to use while kiting. It's on a 10 second cooldown, meaning you will be able to Demonic Leap a second time before any melee class' mobility tool comes off cooldown again.
恐惧
Cost: 4.0% of base mana
Cast time: 1.7 seconds
Use: Simply stated, it makes the target run in fear for 8 seconds. It will break when the afflicted takes enough damage. This CC shares a Diminishing Return with other Fear effects, such as Psychic Scream.
生命分流
Cost: (?)% of maximum health
Cast time: Instant
Use: You should have a lot of mana at your disposal, but if you manage to run out (e.g. too many Soul Fire casts) you have to use this to get your mana back at the cost of your health. Be careful when you use this, you want to use this when you are not being attacked.
Cost: 4.0% of base mana
Cast time: Instant
Use: This is better to use than Curse of the Elements when building Demonic Fury against melee classes, and caster classes that don't have many instant cast spells (Elemental Shaman).
灵魂石
Cost: 5.0% of base mana
Cast time: 3 seconds
Use: Soulstones cannot be used in arenas. However, you can use a Soulstone on yourself as a nasty surprise to the opposing team in the form of utility. After death, if you press Release Spirit instead of using the Soulstone, the buff will vanish. If you press Use Soulstone, you will come back to life with 60% health and 20% mana, enough to use 1 or 2 instant utility spells to mess up the enemy team, e.g. Blood Fear, Howl of Terror, Carrion Swarm off the edge of LM, etc.
Cost: 30 Energy
Cast time: Instant
Use: Disarm is a spell used by your Voidwalker. You should rarely ever use your Voidwalker over your Felguard, but summoning the Voidwalker with Grimoire of Service and using it is powerful against melee.
基尔罗格之眼
Cost: 4.0% of base mana
Cast time: 2 second cast
Use: The Eye of Kilrogg is a nice scouting tool to safely look at an area in RBGs, but when glyphed, will be able to place your Demonic Circle (but will be easily noticed and taken out).
诱惑
Cost: 20 Energy
Cast time: 1.7 seconds, channeled
Use: Seduction is used by the Succubus pet. You won't use the Succubus instead of your Felguard, but you can summon it with Grimoire of Service to gain the effect. Seduction shares a Diminishing Return with Fear effects.
放逐术
Cost: 3.0% of base mana
Cast time: 1.5 seconds
Use: Banish will target Demons or Elementals (and after 5.1, Aberrations), meaning all Warlock pets and Frost Mage pet (and after 5.1, Psyfiend and Shadowfiend). You can use this on a Felhunter to stop it from using Spell Lock (and after 5.1, Psyfiend to stop its fears, making Banish extremely useful versus Shadow Priest comps).
Cost: 4.0% of base mana
Cast time: Instant
Use: A nifty shield. The tooltip says it only absorbs Holy and Shadow damage, but with the 4 piece PvP set bonus it will absorb all magic.
Cost: 50 Demonic Fury
Cast time: Instant
Use: A knock back spell that targets anyone in front of the Warlock. Can be used in RBGs to push people off cliffs, interrupt casts, or just a simple gap opener. My favorite is pushing people off cliffs. Who doesn't love doing that.
法术封锁
Cost: 20 Energy
Cast time: Instant
Use: This spell is used by your Felhunter pet. Silences the target for 3 seconds, if used on someone who is already casting, will interrupt the cast and lock them out of that school for 6 seconds. I don't use the Felhunter over the Felguard, but I do use Grimoire of Service to summon it for a quick Spell Lock.
混乱烙印
Cost: 4.0% of base mana
Cast time: Instant
Use: A curse spell that increases Spell Damage done to the target. This spell is not recommended, as you cannot apply this spell and Curse of Enfeeblement at the same time.
巨斧投掷
Cost: None
Cast time: Instant
Use: Stuns the enemy for 4 seconds. It has a relatively long range (doesn't say in the tooltip, but I would say about 20 yards), so it is good for healer CC in arena as well as regular CC in RBGs and duels. However, it shares a Diminishing Return with many different stuns, such as Shockwave (Warrior) and Deep Freeze (Mage).
灼疗主人
Cost: 40 Energy
Cast time: Instant
Use: Your Imp pet uses this spell. Damages yourself for a minimal amount (nothing to worry about at all) and heals you for 12% of your health over 12 seconds. You won't be using this ability at all as Demonology, as you won't be using the Imp pet, and this won't be used by Grimoire of Service if you summon the Imp that way.
鞭打
Cost: 40 Energy
Cast time: Instant
Use: Your Succubus pet uses this spell. This is a ground targeted spell that knocks back anyone in range. You won't be using this at all as Demonology, as you will stick to the Felguard pet, and Grimoire of Service doesn't give you its use if you summon the Succubus this way.
烧灼驱魔
Cost: 40 Energy
Cast time: Instant
Use: Your Imp pet uses this spell. This ability targets either an ally and removes a magical debuff, or targets an enemy and removes a magical buff. You won't summon the Imp pet, but you can target an enemy with Grimoire of Service and use this.
恶魔法阵:传送
Cost: 10.0% of base mana
Cast time: Instant
Use: Teleports you to wherever you placed your Demonic Circle, and removes all snare effects. This doesn't include effects like Frost Nova and Entangling Roots, those are root effects. Snares are effects like Hamstring and Crippling Poison.
恶魔传送门
Cost: 10.0% of base mana
Cast time: 5 seconds
Use: Creates a portal on your current location, and wherever you targeted on the ground. Walking through one portal takes you to the other. The 2 portals can be places up to 70 yards away from each other, which is huge.
Cost: 100 Demonic Fury
Cast time: Instant
Use: This spell puts you in a special tanking form that has a lot of defensive tools. However, your damage is crippled, and any Demonic Fury you gain while in Dark Apothesis will be lost when you leave the form.
Talents were explained. (
,
恐惧嚎叫
,
死亡缠绕
,
暗影之怒
,
)
Utility Cooldowns
不灭决心
Cost: 10.0% of base mana
Cast time: Instant
Use: Reduces damage you take by 40% and makes your spells uninterruptible for 8 seconds. This is used often by Destruction Warlocks to get a Chaos Bolt off, but for Demonology you will only be using this as a damage reduction tool as most of your casts are instant.
Talents were explained
. (
黑暗再生
,
黑暗契约
,
,
,
侍从魔典
,
)
Tips & tricks
spam macro
#showtooltip Carrion Swarm
/stopcasting
/cast !Metamorphosis
/cast Carrion Swarm
/cancelaura Metamorphosis
External Links
This Arena Junkies link
shows you how PvP Power and PvP Resilience works.
DOT/HOT Haste Calculations 5.0.5
for
Affliction
/
Demonology
/
Destruction
/
Everlasting affliction
(glyph) /
Druid
(balance) /
Mage
/
Monk
(Mistwalker) /
Paladin
/
Priest
(shadow) /
Shaman
(flame shock) hot'n'dot ticks and debuff's times.
This guide is unfinished due to some unknown values. If you have spotted any mistakes or know of something that can be improved, leave it in the comments!
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Geekzoid
Would love to see a destruction guide
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