1. General Rambling about Demonology. (Don't need to read if you don't want.)
3. Secondary Stats/Gems/Reforging
5. Cooldown Management
6. Single Target Rotation/Priority List
7. 2-4 Target Rotation/Priority List
8. 4+ Target AoE Rotation
9. Random Tips for different encounters
10. Affliction vs Demonology
11. BiS List (From SimulationCraft.org)
12. Suggestions to Warlocks/Demonology
1. General Rambling about Demonology. (Don't need to read if you don't want.)
First, if you want. http://www.wow-heroes.com/ (US-Ner'zhul // Pyru)
I've been seeing too many threads where people are saying that demo is clunky/weird. While I will agree to some extent, the people judging it are playing it 100% wrong. Demonology is actually a very viable spec. It might not do the same damage on single target as affliction, but it offers burst and very good multi-dot/aoe. I prefer it on many fights. Lei Shi is a great example of how Demonology burst will help your guild out over affliction. ex:(The quicker you break out of Get Away on heroic, the better you will be off)
You can skip this if you want, just my thoughts on why I feel like demonology is 10x better than the !@#$storm it was in cata. >>
Demonology has changed alot since Cata. And when you see people saying they liked it better, they either didn't play it much/correct, or they are just into some weird %^-*. Demonology in cata was one of the most unfun/RNG-based specs I've ever had the pleasure of being forced to play for my guild. Impending Doom ruled your dps more then people remember. (15% static chance to lower CD on Meta, which was a 3 minute CD, on the casting of SB and Incin. It didn't include Soul Fire till a later patch, so the execute did not lower your meta cd.) Meta in cata was ALL your damage. You just kinda hit with a plastic sword until it came back up. This was a decent thing on some fights where burst AOE was needed. (Maloriak) But for most other fights, was very annoying if Impending Doom didn't proc. Not to mention, our felguard did !@#$ dps and we actually used a felhunter for single target. Demonology got some love due to a completely overpowered trinket that lined up mastery every 2 minutes. (Made demo one of the best specs in firelands, but it was still very unfun.) My guild had no ele shaman and 3 warlocks. Our warlocks actually had a roll-based way of seeing what unlucky bastard had to go demo. They would actually pay me to go demo sometimes because they hated it so much. History lesson over.
Dark Regen/Soul Leech: This is up to you as both are good. Soul Leech is for fights with steady/ongoing damage. Dark Regen is better for fights where aren't taking constant damage. (example: Take Soul Leech on H Will, take Dark Regen on Blade Lord)
Harvest Life: I actually think this talent is complete trash for all 3 specs. I will explain why in the AoE section. The only time it would ever be used is if you had to AoE and you couldn't be within 25 yards of the boss. (Not common at all)
Howl of Terror: Not a very good talent for raiding. I'm sure it could be used for some "oh-%^-*" cc moments, but there are generally better ways to CC than to fear. Only fight I'd ever consider it would be Lei Shi to help the elementals not %%*%%%@% your raid.
Mortal Coil: Actually a very-useful talent for raiding. It's a 15% instant cast heal on a 45 second cooldown. I generally take this 95% of the time. I wouldn't use it on CD even if you aren't at 100% HP, but I would use it if you feel in danger of dying or if you think your healers need help. A little trick: When you are working on Garalon/ H Garalon, you can shoot it out as he is in the air about to Crush, and the heal will go off right after the damage if you time it right. (Very useful on H Garalon as Crush damage+Pheremones is insane damage to heal)
Shadowfury: I'm not gonna call this talent bad, because it's not at all. If you feel it will help your raid, take it by all means. I don't use it much just because there are longer/better AoE stuns your raid has access to and I would use the longer stuns first. (Leg Sweep/Shockwave) If your raid needs it, take it! It's a very fast, decent sized ranged-AoE stun.
Sacrificial Pact/Dark Bargain: Realistically, Sacrificial Pact is the better choice as it will prevent more damage over the course of the fight. However, Dark Bargain is a good idea to have on most fights as it works as a good "OH-!@#$" button. If you feel confident in your raid awareness 100% of the time, I would take Sac Pact. Some fights you will need Dark Bargain though, just make sure you SCREAM at your healers when you use it because most of them don't have the debuff on Grid yet, and if there is on-going damage during the DoT, you are in some real trouble. However, if you are being used to absorb very high damage, Dark Bargain works VERY well with Unending Resolve. (ie: soaking sparks on Will)
Random Tip for Affliction: If you have sacrifice and are in a Mind Control effect that breaks on a certain % of your health (Vizier/Sha of Anger), you can hit this and it will nuke half your current health which will usually instantly break you out. And you get a HUGE 400-500k shield for 20 seconds!)
Soul Link: The talent itself is useless, the only reason you see people take it is if they are soloing old content or they are using Sacrifice pet. (Sacrificing a pet with soul link gives you 20% bonus HP) <<Mostly for affliction.
This tier is very underwhelming and I wouldn't mind removing/redoing all of the abilities.
Blood Fear: Strictly an over-powered PvP talent that is getting changed next patch. If it stays the way it is on 5.2 notes, you will never see a warlock use this talent ever again. Due to the extreme lack of other options in Tier 4, I could see it being ok to use if you want a quick-instant CC (Lei Shi). Once again, they're better CC options your raid will definitely have access too, but if they want you to have it, take it. It costs 10% of your hp, don't forget that.
Burning Rush: Seems useful, and is what you take 70% of the time, but is actually very underwhelming. I honestly use this spell to get back from wipes faster. Yes, it has it's uses during mechanics but it's very clunky. Not only does it cost a GCD to activate it, but if you forget to turn it off, 10 seconds of BR on is 40% of your HP. That's extremely dangerous. If you feel you need to get somewhere faster, or you want to negate the slow from Kil Jaeden's Cunning, go for it just remember to turn it off! It does come in handy on H Blade Lord during Blade Tempest if you don't feel like you are gonna make it out.
Unbound Will: I actually really like this talent, and it has quiet a few uses this tier. It works like the human racial/PVP trinket and it also removes all magic effects on you. It's on an extremely short CD for the effectiveness of it too. Just be careful, as it does have a pretty high health cost. If you think you will be ok, use it. You can always mortal coil after too, but it usually shouldn't be too much strain on your healers. Definitely grab this on Wind Lord to break out of Amber Prison. It doesn't debuff you. I would consider this on Spirit Kings, (Heroic Spirit Kings you might want Burning Rush if you are learning the fight, there is lots of running). Shek'zeer to break out of fear. I would be careful about using it on H though, as your healer should be able to dispel you, but just in case it's ok. Sha of Fear in case you get feared by dread spray. (I would learn how to dodge it though, as it will be required for the achievement/heroic) I don't think it works for the H Elegon stun from soaking the Annihilation, but you should be affliction for that fight.
Grimoire of Supremacy: As you can see, Grimoire of Service is slightly ahead of Supremacy. If you use this for whatever reason, use the Wrathguard. There's not much to say about this, as I never use it. It's not really bad though, I just take service because it is slightly better.
Grimoire of Service: This is just slightly better than Supremacy, but I really like it. You get another cooldown, which adds to the whole feel of Demonology. I play demonology for the burst damage it brings, and this does just that. This is the primary talent for single target and AoE. You want to prioritize using this when there is burst AoE, but you want to keep it on cooldown. I'll explain how to use this later.
Grimoire of Sacrifice: This does exactly what it says. It sacrifices your pet. You are a DEMONOLOGY warlock. Besides it making no sensem this is actually a huge DPS loss under service/supremacy. I literally see no point to ever taking this. The only point I'd ever take this, is to feel like a warrior and Sac a felguard and charge a target dummy? Idk. Affliction/Destro talent.
Archimonde's Vengeance: This talent makes me very upset. It was 25% on the beta. They said it was too weak, so they buffed it to a higher %. They called it OP when it was around 40%, so instead of putting it somewhere in between 25-40%, they put it back to 25%. Makes sense right? Technically, on a Patchwerk fight with NO movement, this is the *cringe* highest DPS gain. I say that lightly, because for a 90 talent, this is absolute garbage. There are also no fights this tier I would take this over KJC/MF. If you MUST use it, make sure to actually use the activation effect during heavy raid damage. (As a warlock though, you should never use this just so blizzard gets the point that it is total trash and eventually removes/changes/buffs it.)
Kil'Jaeden's Cunning: This was recently buffed in 5.1 to basically make warlocks 100% mobile. There are very few fights where the 30% slow actually will hurt/kill you. I would be careful on H Vizier/H Blade Lord. I would also never use the active unless you KNOW you wont be moving for a minute. A very amazing talent though. It's more attractive for Affliction because demonology is a very mobile spec due to ToC and leap. Still worth taking on fights you don't need the AoE Range on Carrion Swarm/Hellfire.
Tip: If you start a non-channeled spell while not running, you can actually move while casting and you won't get a stack of the slow debuff. I wouldn't worry about managing this too much, but it can help a tiny bit on some fights to not be slowed. (This is fixed on the PTR)
Mannoroth's Fury: Ahh, the talent that makes your whole realm/raid want to turn down their spell effects. I love and hate this talent at the same time. There is not much to say, it does exactly what it says. Take this on fights where you will be casting Hellfire/Void Ray/Carrion Swarm even once. You be the judge if it's worth dropping KJC for. This makes Carrion Swarm absolutely huge. It does not increase HoT/Shadowfury. I will explain in the suggestions what I don't like about this talent.
Tip: Obviously, this is very helpful on Lei Shi. On Normal, you shouldn't have much trouble getting him out of Hide quickly, but on Heroic it can make or break the attempt. What I would suggest doing to help your guild is to stand in the middle of the room, aim towards one side of the platform, cast carrion swarm. If you don't see numbers/vapor trail, run to the side you didn't check with hellfire on. You should be finding it the majority of the time. Don't forget to save Felstorm for helping damage! Demonology warlocks are huge for breaking Hide!
Glyph of Imp Swarm: Instead of getting an Imp every 20 seconds, you get 5 imps instantly. The cooldown scales with haste. The downside to this is that you don't get the imps every 20 seconds while it is on CD.
This glyph used to be under discussion because people thought over longer fights, this was a DPS loss compared to just not using it. This glyph is actually a DPS increase in every situation. Not only is it a fury-generating cooldown, it does TONS of burst damage! The way you wanna use this glyph, is everytime it comes off cooldown, you want to wait 24 seconds for the passive effect to come up.
TL;DR: Cast it, when it comes off CD, wait for the Demonic Calling buff (I track this with Tellmewhen), then cast it again. You get 6 imps every 1:50ish minutes.
Glyph of Shadow Bolt: Separates your Shadow Bolt into 3 smaller bolts. It does the same damage. You take this for the sake of higher uptime on your intellect procs. It's a small dps gain, but since it's a minor glyph, it's worth taking!
I'm going to list some you should consider using, and some you should NEVER use.
Glyph of Demon Training: Gives your felguard 20% more hp. Good for keeping him alive, but it also gives you more of an absorb on your Sacrificial Pact.
Glyph of Healthstone: Raises your healthstone healing from 20%-40%, but makes it a HoT over 10 seconds. I feel this is very useful. It just increases your overall healing done, and the 5 seconds it takes to 20% should never be a life or death issue.
Glyph of Siphon Life: Useful for all 3 warlock specs, it's better for affliction, but it's still worth taking on fights where healing is an issue.
Glyph of Soul Consumption: Whenever you get a kill while in Demon Form, you get 20% of your health back. If you want insta-22 stacks of the buff on H Gara'jal, I'd take this for all 3 specs! Can be useful on some other fights, it heals for ALOT of mobs are constantly dying.
Glyph of Soulstone: I feel like warlocks should never be the ones to battle rez, but if your raid needs you to, this is the glyph you are gonna want to take. Try to push the fact that it's much better for a Druid/DK to do because it's instant!
Glyph of Life Tap: This glyph can be useful, but can also be dangerous. The only reason to take this glyph is to stop the over-healing you receive from life tapping on fights where there isn't much raid damage. Think about it, when you life tap when everyone besides the tank is at 100%, 5 healers are gonna all try to heal you at once. If you have this glyph, your health doesn't go down, you just soak up the overhealing you would already be taking from AoE raid heals. Careful though, it can kill you if you aren't careful, it stacks up to about 2.7 million healing absorb if you want to troll healers.
Glyph of Fear: Decent for Challenge Modes if you have to be CCing where you can't have the add fleeing.
Demonology has a lot of fun/useful minor glyphs.
Glyph of Carrion Swarm: This should really be required, but since some raid groups might want the knock back, I'll leave it here for now. I use this 100% of the time though since there are better knock-backs your raid can have, and I use Carrion Swarm VERY often. (I'm not saying it's bad to use it for the knockback, I'm just saying the knockback is weak compared to others but if your raid needs it, ie H Tsulong, then by all means take it!)
Glyph of Falling Meteor: Very interesting glyph, if you use leap while falling, you turn into a meteor, and you fall much faster and take close to 0% fall damage. Not very useful for this tier, but it's awesome!
Glyph of Felguard: I love this glyph! Let's you transmog your felguard's weapon! It doesn't offer any DPS increase and it's purely cosmetic, but it's still awesome! Oh, it picks a RANDOM item in your "backpack." Not the whole 5 bags, just the default 16 slot bag you've had since level one. If you want to use a specific weapon, make sure it's the only one in your 16 slot default backpack. It has to be in your backpack to work. This also works with the Wrathguard, and he will dual-wield!
Glyph of Hand of Gul'dan: This makes does exactly as it says. I feel like it actually increases the radius of HoG, but I'm not 100% sure on that. I personally don't use this because it can feel clunky when you have 2 charges and the green circle doesn't go away. I feel it's a DPS loss to use on single target because it will probably slow you down a little bit. But if you feel you can do it perfectly, use it! I would consider it on when you are using your HoG strictly to AoE though.
Glyph of Health Funnel: Your pet will either die in like half a second, or stay at 100%. If you feel your pet staying at low HP, you can always take this, but beware, it does cost a GCD and will eat some of your health. Healers should be keeping your pet up, but if they aren't and you are using Sacrificial Pact, by all means, take it.
Glyph of Soulwell: Purely cosmetic, but awesome, and somewhat helpful. Leaves a huge green circle, so don't cast it where you will be during the fight.
Glyph of Demon Hunting: I feel bad putting this here because of how awesome it is. This pretty much turns you into a Demon Tank and gives you wings! I rock this while I'm questing just because of how cool the wings look, but as for raiding, it's a huge DPS loss. If you feel like tanking a 5 man heroic though, this will totally work. You will take less damage than some under-geared tanks actually, and the physical part scales with your mastery. The reason you can't use this while raiding is because it gives you 500% bonus threat. You will pull in 1 HoG and be miles over the tank. Not to mention, like stance dancing, this resets your fury to 200. I'm working on a way for this to work as a type of cooldown during some fights. The idea I have is that if you are under 200 fury, you can pop in this, use your Q 3 times, and pop a fury ward, then hop back out. This is totally just theorycraft I've been working on, don't actually do it! Discussion welcome though.
Glyph of Dark Soul: What this does, is nerf your active Dark Soul stats by 10%, and gives them to you passively. That sounds like it might work, but the only way you get the passive is if Dark Soul is OFF cooldown. Not only do you lose 10% of the active effect, but you won't gain the passive because Dark Soul should never be off CD for more than 10-15 seconds. NEVER TAKE THIS UNLESS YOU ARE DOING DAILIES IN DREAD WASTES WITH LUCIDITY BUFF!
Glyph of Everlasting Affliction: I'm not going to get into the math of this glyph, but the -20% damage, isn't worth the 50% bonus duration. Corruption is easy to keep up most of the time with Touch of Chaos, and Doom is a minute-long dot. Don't even consider this glyph!
Glyph of Shadowflame: Basically, you lose out on SO much damage if you take this glyph, and the gain is so minimal. Shadowflame from HoG is 60% at 2 stacks. You basically gain a 10% slow, for half as long as the 60% slow, and you lose HALF of the damage from HoG/shadowflame and HALF the fury gain. It's TERRIBLE.