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Beating a warlock?Follow

#27 Jan 20 2008 at 11:46 PM Rating: Decent
39 posts
Quote:
I have only met two players as of yet who can beat me two consecutive times, but I'm hoping to find more in the arena ^^


OveliaLethon: You can be assured to find more players when you enter arenas. One of the main reasons being that you can't use nets in arenas. Maybe you should give *huntards" and rogues more difficulty points than 8/10?

#28 Jan 21 2008 at 10:53 AM Rating: Decent
No, they're both an 8/10. Once I got some practice, *with net use*, I'd only give them a 6/10.

I'm affliction, so I can only speak out for a 45/5/11 build.
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For hunters, once you cow and siph the pet off the bat, you really don't have to worry about it: the pet dies when the hunter does, and if the hunter is red, so is the kitty. Just focus on keeping the hunter occupied and your two dots will minimize the damage from the pet (it doesn't eliminate the damage, but mitigates it to a reasonable level).

As snake traps not only ruin your cast sequence, but also your targeting (feign death), and your iHoT - the only thing to do is pop your vw and keep clicking (manually) over the hunter. If you're in melee range, and the pet is siph+CoW, a vw bubble should last until the end of the snake trap; depending on the hunter, you might want to toss out a d/c for insurance.

The only other trap you'll see would be an ice trap; this requires a bit of rearrangement from the default key setup. Change your A and D to sidestep instead of turn - so you can run at an angle around the trap ( you'll lose less distance than running sideways). You also want to keep a bit of space between you and the hunter so you'll have reaction time (about 1/2 a second or so) - then again, a well played hunter won't let you be on top of them, so it works itself out.

If you can't use nets, the only thing that changes is that you have to make the most out of your trinket; also take a beating for the cast time of a normal fear (you'll have to also pop your healthstone because of the extra damage you'll take). You really don't use the nets other than to keep them in melee range long enough to cast a fear, so without it, you just take a bit extra damage (healthstone generally makes up for it). You also have to do more chasing - when they're feared, run to where you expect them to be. Once fear ends, you'll be back in their melee range; depending on your comparative hps, it might be smart to d/c immediately after fear ends, then recast (assuming you didn't d/c during the snake trap). Otherwise, you'll open yourself up to all the goody "shots" that destroys your cast or gives them a chance to put more distance between each of you.

When you get better at this, you don't even need pvp gear - I've done most of my pvp in raid gear (because that's what I use for regular grinding). *shrugs*
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Rogues on the other hand, definitely go to 9/10 without a net - simply because you don't have that time to force a cd out of them, stay out of melee range, and cast a full-length fear. One thing to do is to cast fear during the iHoT, and catch them immediately after they've popped their trinket. Depending on how close they are to you, you might benefit from +haste gear, as well as pvp gear that will reduce your fear cast time - 1.5 seconds is usually too long to pull off (again, depends on when the rogue pops their trink).

Also, when you're running (after the drop), the rogue will be right behind you. If you move in 90 degree angles, the rogue will be able to easily catch up - instead you should run in gentle arcs. Running in this way will maximize the time it takes a rogue to catch up to you. Also, when you're turning back to make sure the rogue doesn't 2v1 your partner, jump in the air then do a quick spin with your mouse; doing so will minimize speed loss. I wouldn't suggest altering your camera as it might disorient you *shrugs*.

Then again, your partner should also use some of their gcd's to impair the rogue's movement - just as you should be iDoTing your partner's opponent. As I really have only played "team" pvp in bgs and world pvp - I'm not amazing at arena strategy: I only know solo. I do know that playing with a friend helps greatly, because you can coordinate your impairment effects. *shrugs*.

Finally, without nets, I would put warriors at 10/10 for difficulty. Just research other people's strategies like crazy, lol.

#29 Jan 21 2008 at 12:39 PM Rating: Default
i have a destro warlock and ive never been beaten in a duel...and ive only died twice in my whole arena career so if u need advice im here =D
#30 Jan 21 2008 at 12:41 PM Rating: Default
But BM hunters used to give me problems but since i switched from Aflliction to Destruction i have had no problems
#31 Jan 22 2008 at 5:36 AM Rating: Decent
In response to ecirphsoj

I said while getting hit I'd cast searing pain. Say from a hunter and pet attacking you. And Daze helps slightly but i dont depend on it to save me at all but it's nice when it procs. Plus im fire destro not shadow. So CotE isn't going to do much for SB. Incinerate yes. And I said I'd cast incinerate over searing pain if I had the distance like you said from death coil. Learn to read before you attack someone. There are time's when a 2.5sec cast isn't going to happen.

And 3 points in searing pain outweighs 5 points in imp SB when your fire.
P.S. I no longer have instant corr sorry if that confused you but there's a lot of runners in my battlegroup.


Edited, Jan 22nd 2008 9:04am by DanteAkeldama
#32 Jan 22 2008 at 6:19 AM Rating: Default
As a palladin I can't really tell you what class give's a warlock a hard time but as a lv 70 pally vs. 70 lock I take them down fairly easily as I did in the lower lv's as well. So I do think that pally's give a lock a difficult fight as well.
#33 Jan 22 2008 at 9:08 AM Rating: Decent
Not especially - even shockadins don't really hold up against a lock. A lot of it comes down to simply outlasting the pally, which is very possible even as deep affliction. A lot of it comes down to switching to CoT, timing your fears to interrupt their bubble/heals, and having a large enough mana pool (dark pact + any pet) to keep casting iDoTs. Drain-mana also is a nice touch, although you shouldn't base your attack on only draining mana - drain-life always comes first.
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