There are some minor mistakes about warlocks worth noting:
[The note for Warlock's Fear] there is a very tricky thing to say, because while technically true, practically it's not really applicable in dungeons. When you glyph fear to make it a cower, it also makes it so that fear has a 5 second cooldown. So yes, fear has no natural cooldown, but it's extremely unlikely to be used without the glyph and risk the mob aggroing other groups.
Nope, you're absolutely right. Fears shouldn't be used in most cases without the cower-glyphs. The note was a bit extraneous anyway, I updated it with the correct information.
howl of terror has a 40s cooldown, though it can be glyphed down to 32.
Second, (also the biggest difference from psychic scream), it has a 1.5 second cast time. It can be talented to be instant in the affliction tree, but that's rare in PvE specs.
For this, and the note below, I'll humbly claim that while it could have been a typo on my part, wowhead has little bits of old information in some parts. I checked now and it is updated and correct, and now my guide is too.
Pursuit use to do this pre-Cata, but now pursuit doesn't do anything to the target (besides damage), and instead increases the felgaurd's speed by 30%. As such, it's not an interrupt at all.
Nice to know! On this I'd guarantee that it was misinformation from wowhead, now updated, because I, hehe, didn't even know about the spell before assembling this guide.
And lastly, it's worth noting that the demonology move Hand of Guldan (if talented) apply a 3 second root in a 4 yard radius, and 3 seconds after that (6 seconds since cast time) an aoe stun for 3 seconds.
This isn't much of a CC, but it means that if the lock is casting it on cd at the tank's target (which he should, as it's a demo lock's main damage dealer), then all mobs stacked on the tank will get a 3 second stun every 12 seconds. Sometimes it interrupts, sometimes it doesn't, but it always makes for a consistent release on the pressure that's on the tank and healer.
Yeah, seems about as useful as glyphed psychic scream/intimidating shout which is quite useful. Most boss's adds are nothing more than typical elites of the dungeon and so things like glyphed PS, IShout, this are nice to know. This spell would be intensely nice on Setesh adds towards the end of the fight. (Of course, technically cower glyphs aren't as important in boss staging areas as there's a lot of room to work, but when everybody goes fleeing, the tank won't appreciate you on caster/hunter adds).
You're the type of dps I like to have in my groups. I will research official (wowhead lol) description of this spell and add it.
Sorry to give you so much of a hassle, you've really done an amazing job with this guide, and I hate to see these minor things mar the near-perfectness of it all.
The compliment is appreciated and honestly, most of this has come from searching the internet--wowhead and wowwiki so there's a fair bit I don't have first-hand experience with. I can't thank you enough, like others in this thread, for not just reading the thread, but proofreading it.
I want players to be educated so they know what is available to their group, the last thing I want is to misinform and have people arguing when a player at the helm of a class clearly knows that a spell does not do something even if my guide says it does.
P.s. Wtf? "Perfectness" is a word according to spellcheck??
I run into a lot of words that just can't possibly be words but the spellcheck thinks it is =p. Embarrassments to the English language.