What? I play the classes which are the epitome of evil. Death Knight, Warlock, Shadow Priest... what would I possibly consider worse than that?
I spent some time over the weekend on a long-abandoned toon, on the server where D and I keep our small, low-level Alliance toons. Here's a confession: I actually have a Night Elf Druid. Yup - I'm not proud of it, but there it is. Colbi managed 4 levels over the weekend, from 26 to 31. She's now the proud owner of a Striped Nightsaber mount, which imho is totally worth all the pain.
I'm leveling her Feral, since my leveling buddy is a Disc Priest, but I'm also compiling a set of healy / boomkin gear just in case. It really has been pretty fun and interesting to see the game from the other side. I have to say, though, after 3 years it's really hard for me to be comfortable walking around inside Southshore. I keep looking over my shoulder. And everytime I see a Gnome, I shudder. I hear that's common even with people who always play Alliance, but I'm hoping to be able to overcome that panicky reaction.
There should totally be some kind of counselor this. You know, there's grief counselors, and marriage counselors, and those who deal with addiction and troubled teens, and gender issues... where is my cross-faction counselor? WTB WoW-Yellow Pages so I can look one up.
Wednesday, May 27, 2009
Exploring my dark side
Tuesday, May 26, 2009
Managing Your Minions - the Bonus Pets
What are these 'bonus pets' of which I speak? Ah... those would be the minions that you can only control briefly. And not by giving them wedgies. Ba Dum Shhhhhh.
Enslave(d) Demon
The spell becomes available at level 30. For the cost of a Soul Shard, you can appropriate just about any demon you like of appropriate level as your own personal minion for up to 5 minutes. Your new friend will replace any existing minion you have out and comes with his own ability bar (leash not included).
Pros: The spell is introduced right about the time a young Warlock will be visiting Desolace, making her visit to Mannoroc Coven a much more pleasant experience. For some odd reason, the Maraudon instance is also located in this zone. Although you won't be back for it until the high 40s - early 50s, Enslaving in Mara is also a real blast. You'll also enjoy this spell in Felwood and Blades Edge, but don't expect much use for it in Northrend.
Cons: While Banishing works for both Demons & Elementals, that's the not case for Enslave. Your target must be a Demon. When the spell breaks, you're going to have to deal with it. If you've Enslaved an elite, just banish it while you re-summon your Void, Sac for the bubble, and run.
Infernal
Speaking of Felwood, level 50-ish 'Locks should seek out Niby the Almighty while exploring the zone. He will start you on your quest to receive the Inferno spell. Back when Mal did this, D was for some reason not available to help me. I can't remember why. What I DO remember is that the end boss of the quest chain was an Elite and a total PITA for a nublock like me to kill. IIRC, it took me a good 5-6 tries, using techniques like 1) enslaving a nearby Infernal to tank for me, 2) Fearing, dotting, fearing - dying, and 3) slowly funneling the Infernal while keeping only one DoT on the boss.
However - this was by and large one of the most hilarious things I've ever seen in WoW, and you do not want to miss it. If you're looking for some background on why this quest exists, make sure to read the comments on Wowhead and watch the video.**
Pros: Primary use is to drop an Inferno on the boss when he's got about a minute or so to live for extra dps. You can also summon them in lowbie starting zones to watch the newbies freak out, but really, that's about it.
Cons: Unlike Enslaved demons, the Infernal will simply go "poof!" when his spell wears off. He will, however, still leave you without a pet.
Doomguard
There are two different ways to get a temporary Doomguard of your very own; both require you to be at least level 60. The easy way is by using the Curse of Doom spell. If a mob dies from the damage of that curse, a Doomguard will spawn (when that mob gives XP, that is). Note that the mob must die from that spell - easiest way to accomplish this is to apply the curse to a demon or elemental and then immediately use a 30-second Banish. As soon as the Banish wears off, hit it again, this time with the 20-second version. Your mob will break free just in time to die of the Curse.
The more difficult option involves a quest. In order to get started, you must seek out Daio in the Tainted Scar area of the Blasted Lands zone. He will offer you two quests: The Prison's Bindings and The Prison's Casings. Neither are particularly easy for a level 60 'Lock to complete, but with the help of just one high-level friend (and the key to Dire Maul) you can reasonably expect to knock these out in short time. Return to Daio to receive the Suppression quest. Make sure to pick up the item near your entrapped Doomguard - without it you won't receive credit!
Pros: You only get the little guy for 15 minutes, so make good use of him! He will substantially increase your dps in dungeons, so it's definitely worth it. Plus, he's so just so damn cool. His abilities include a Stomp and a Rain of Fire, so he offers some great AoE potential.
Cons: He's temporary. /sad face. Also, you need to make sure you're carrying around a supply of Demonic Figurines if you choose to summon him via Ritual; since bag-space is a premium for 'Locks, that's a consideration.
**There is an encounter in Molten Core where one member of the raid becomes "the bomb." One Warlock, Biny, received that debuff on his minion. He promptly dismissed the minion. This did not, however, remove the debuff. When he resummoned his minion, it blew up causing massive AoE damage to all players in the vicinity. He then began using this trick to blow up players hanging out in Stormwind, which is actually pretty hilarious when you think about. /salute Biny, now THAT's evil.
Thursday, May 21, 2009
Malarea tries out the new 'Sacrifice' spell; merriment ensues
So, if you haven't heard, Patch 3.1.2 brought a rather shocking change to the familiar old Warlock standby, the Voidwalker. His Sacrifice ability was once saved for the squeamish, looking for an easy way to run from danger. No more - 'Locks everywhere are laughing in the faces of their enemies - for 30 seconds or until they have absorbed ~8k damage, at least. And then they are running.
I really had not paid any attention to specifics behind 3.1.2, and was only directed there this morning by my AzAdv editor on an unrelated matter. Imagine how my little black heart leapt when I saw the Warlock section of the patch notes! My supply of Mage Tears has been running a little low, so this looks like an awesome re-stocking opportunity. I adjourn now to Arathi Basin to try this out.
Attempt #1: Okay - it appears my bubble isn't strong enough to hold up through 5 attackers at once. I shall be more crafty in the future.
Attempt #2: Hiding in the bushes, I'm able to pick off 2 or three. Until, that is, I screw up and use a Drain. /stupidlock
Attempt #3: I &%$ing hate Rogues.
Attempt #4: I achieve some marginal success. My purply-green bubble isn't made of steel, that's for sure. And it appears that I can still be stunned while wearing it which doesn't seem fair at all. In a one-on-one confrontation, I'm loving it. I think with some practice, and carrying around some Free Action pots, I could just about be a forced to be reckoned with. Sure.
*Definitely do check out the amazing blogs linked above - Mages or not, these are some awesome bloggers who really know their poop.
**Who knows the last time the word "poop" was used here? 50 dkp to the first correct commenter.
How To Set Up Equipment Manager
For fun and profit.
So patch 3.1.2 is now live and appears to be functioning rather well. At least, my home server is finally back up and running. While dual-specs brought a great deal of functionality to the game, something was still missing. No longer - we now have the Equipment Manager!
How to set it up, step by step
- Log on to any character with more than one piece of gear for a certain slot. This character does not have to have a complete 'set' of gear, you can set up your EM to switch as few or as many pieces as you like.
- Hit the ESC key, or click the computer icon for your Game Menu.

- Click 'Interface;' of the two tabs on the left, make sure 'Game' is selected. Select the 'Controls' option. At the bottom of this pane, click the box for 'Use Equipment Manager.' Click the 'Okay' button.
- Hit your C key, or click the 'Character Info' icon to bring up your character pane. You'll now see the Equipment Manager icon in the upper right corner. Click it.

- Clicking the 'Save' button at this point will save your currently equipped gear as a "set." Give your set a nice, short name and a relevant icon. For instance, on my Druid I named her usual set of gear "DPS" and chose the icon for Cat Form.
- Now, make your gear switches. For this example, I switched out to the Druid's basic set of cast-off cloth garb for a healing set.
- When you have made all changes, click the 'Save' button again, name your set, and choose an icon. I named my set "Healz" and chose the icon for Healing Touch.
- Click the icon for your first set again - your character switches gear!
Note that the equipment manager operates independently from the dual-spec interface. I'm actually thrilled about that, since I'm not springing for DSs on all my toons. Another great aspect of the EM is that if you keep your spare sets in the bank, you simply open your bank, open your character tab, click the gear set you want, and not only does your gear switch - your original set is placed in your bank, exactly where the secondary set was!
The only thing that the manager didn't solve for us is the need fill up so much storage space with gear sets. Unfortunately, those pieces of gear are still going to take up bank and bag slots. The ability to switch out on the fly, however, is an awesome utility. Especially for people like Tehrawr who often hearth at the end of a dungeon to discover that they're still wearing dps bracers, or something. Hey, she's Undead - we're lucky she remembers her name, for god's sake.
My full take on Patch 3.1.2, including the changes to one very dear-to-my-heart Warlock skill, is up on my Examiner page, be sure to check it out and tell me what you think!
Thursday, May 14, 2009
Meta Lock
Just did a post for the Examiner that detailed a sample Demonology spec. I'm thinking of doing a weekly spec kind of thing, touching on sample specs for Locks, DKs, SPriests, etc... What are some really fun specs? They don't have to be the best at what they do, but they should have some type of fun mechanic, like combining Nightfall with a Glyph of Corruption for all those insta-Shadow Bolts.
Monday, May 11, 2009
Managing Your Minions - the Felhunter
This is the 4th article in this Warlock series about the care and feeding of one's summoned minions. For previous articles, see the Imp, the Voidwalker, and the Succubus.
Welcome to your 30th season, young instrument of doom! This is when your ability to summon the adorable Felhunter blooms. The minion of choice for Affliction Warlocks, the Felpuppy is really handy to have around in most situations. Upon visiting your trainer, you'll receive the quest to speak to Strahad Farsan in Ratchet. Luckily for you, you can also train for your mount at this level so that will save you a bit of time in completing Strahad's tasks.
Your shiny new minion arrives with the Devour Magic ability. Remember how I said that every Warlock needed to have macros for 3 of her minions' abilities? Devour Magic is macro #2.
Unlike a Shaman's Purge, Devour can remove good stuff from bad people AND bad stuff from good people. Where does this come in handy? Well, your 'puppy enjoys a rich diet of enemy HoTs, Polymorphs, Entangling Roots, and other Magic effects. He turns up his nose at curses and poisons, so it's important to get a good grasp of what type of mechanic each effect is. The easiest way to do this is just to mouse over the buff / debuff icon and check it out.
What you're looking for is the word, "Magic," in the upper right-hand corner. Now that looks yummy to him! Go ahead and target the player wearing the effect, then click the button to activate his ability. Poof - polymorph dissipates. This, my darling, is why Mages hate you. There are other reasons, too, but we'll get to those later.
That seemed easy enough - so why do we have to macro it? What if you're dpsing away on a mob, and your party member gets poly'd? Without a macro, you'd have to A) target the party member, B) Click the Devour Magic ability, and then C) regain your primary dps target again. Not only is that cumbersome, but it causes considerable delay in your response which lowers the dps and utility of both you and your afflicted party member.
Your macro will look different based on whether you're a keyer or a clicker. For instance, a simple "clicker's" macro could look like this:
#showtooltip
/cast [button:2,target=player] Devour Magic; Devour Magic
Left-clicking the macro (Left-click is Button 1 on a mouse) will cause the Fel to Devour from your existing target, while right-clicking (that's Button 2) will ask him to Devour from you, the player. Easy enough, right? If you prefer to keybind your abilities, you can get a lot more functionality from a Mouseover macro. Look at this:
#showtooltip
/cast [target=mouseover] Devour Magic
Mousing over your intended Devour target (whether that's yourself, your party member, an enemy player, mob, or just some guy next to you in Wintergrasp) and then hitting the key to which that macro is bound will allow your minion to target and cast independent of your own targeting! You've just eliminated all that cumbersome action from our original scenario. You don't have to mouseover the actual avatar; you can just mouseover the party-panel portrait. Note that those who must click their spells cannot, by definition, use Mouseover macros. It is possible to create a clickable macro using modifier buttons like Shift or Ctrl to give a few more options, but it's still more complicated and cumbersome with less functionality.
While the spell is designed to heal your Fel with each effect devouring, you can appropriate those heals for yourself by using the Glyph of Felhunter. If your focus is on PvP, you may choose that glyph and set the ability to auto-cast. Your Fel will probably find plenty of Magic to eat on his own, keeping you topped up, but the 8-second cool down will also probably keep you from having it at your disposal when you really want it. For all other uses, leave Devour Magic off of auto-cast so that you have it when you need it.
Fel Intelligence: Gained at level 32, this buff effectively replaces the Priest's duties in parties while providing some synergy with your own Life Tap and the Fel Armor you'll get at level 62. This ability should be set as "always on."
Level 36 brings access to Spell Lock, which is 'required Warlock-minion macro #3.' If the ability to Devour a Mage's poly didn't provide you with a sufficient supply of delicious tears, then adding a silence effect certainly will. Facing a Mage in the Battleground? Start casting an Immolate: if you're lucky, she will decide that you're Destro-specced and Counterspell it in hopes that she'll lock you out of your preferred school. Now she's confident that she has the upper hand and will hopefully go for her own major school. When you Spell Lock that - and you can, because it's your Fel's ability, not your own - you're now back on an even playing field and able to Death Coil, wind up a Fear, and start DoTting. She will not just hate you, but HATE you.
Here - have a straw.
Your basic Spell Lock macro for keyers and clickers looks like this:
#showtooltip Spell Lock
/cast Spell Lock
/y Silence! I kill you!
I'm compelled to yell the final line along with my 'Lock in my best 'Achmed the Dead Terrorist' voice. You can, however, take that part of the command out if you'd rather. If you're a keybinder AND situationally-aware enough that you notice some Mage in the back of the pack casting, you always use the Mouseover macro above, edited for the correct spell.
Finally, Shadow Bite becomes available at level 42. This is your 'Puppy's additonal dps ability. Mind you, it's still not great and won't come close to out-dpsing a Succubus, talented Imp, or FelGuard. I'm of the opinion that a Warlock is her own best dps-provider and minions are just there for the extra utility and the company. That having been said, extra dps IS extra dps so go ahead and leave that ability set to "auto-cast."
One interesting thing about Shadow Bite is that it contributes bonus dps based on how many DoTs you currently have ticking on your target. This is why the Improved Felhunter talent is in the Afffliction tree, and why he's the best minion for that spec.
This part of the series took some twists and turns, touching on some limited PvP strats, glyphing, keybinding and macros. The higher you level, the more you will find yourself needing this additional information and the more opportunities you will have to try out some of the cooler abilities. Be sure to check back often; the next part of this series discusses the Felguard, Infernal, and Doomguard!!
**Many thanks to Caitlynn of [Goddess of the Horde] for allowing me to test mouseover macros on her. She wouldn't accept payment for her time, so I gave her a Duel-icious achievement instead.
Wednesday, May 6, 2009
Preaching to the Choir - why seasonal PvP achievements were a VERY bad idea
PvPers: I am sorry.
You all don't want us there - we don't want to be there. The reward for the meta-achievement is not useful in PvP, and it makes no sense why players pursuing a PvE- and / or RP-based set of titles and achievements should have to ruin the PvP experience for those of you who actually enjoy (shudder) it.
I have nothing more to offer on this than just to point to
Euripedes
Elleiras
Nibuca
Spicytuna
and many others and say, "Yah! What they said."


