Warlock arena teams..

#0 - May 23, 2008, 9:19 a.m.
Blizzard Post
Is there actually any decent setups for a warlock anymore in arena?

Melee seems to rule the lands these days. Any arena teams consisting of one of these classes Rogue / warrior / ret paladins will completely destroy you.

I have 400 resi / 12.2k hp and SL/SL spec and healer cant seem to keep up.

No way of getting fear off because of kick / pummel / pushback / stuns bla bla etc.

I hope blizzard pulls some balance out of there ass it would be nice for a change, excuse the language.

#3 - May 23, 2008, 10:39 a.m.
Blizzard Post
I think that there are plenty of viable class setups for a warlock. Based off of personal experience, I think that the following combinations are some of the most common ones:

Warlocks in 2v2:

Warlock/Restoration Druid: This team relies on the longevity of the class combo, often outlasting all the opponents manawise. Also, when combining the powerful crowd control abilities of both the druid and warlock, this formation has the opportunity of taking one of the opposing team players "out of the fight" for a relatively long amount of time.

Warlock/Rogue: This team relies on the tacting "kill before being killed". Between the utilities of the Rogue and stealth detection from the warlocks felhunter, this combination allows the rogue to very often get the opener on a stealthed target. Combining the warlock's survivability and CCs with a well timed rogue blind, this formation is considered one of the most potent "double dps" 2v2 teams.

Warlock/Discipline Priest: By combining the healing power and survivability of a Discipline priest with the mana draining capabilities of both the priest and the warlock, this formation can put an end to the opposing teams healing capabilities very quick. When adding both defensive and offensive dispels to the mix, coupled with the priest and warlock CC abilities, this combination has the possibility to do very well if played right. If the priest is specced with Reflective Shield, it can prove very difficult for your opposing healer to keep up on both the damage and mana fight while eating mana drains at the same time.

Warlock/Holy Paladin:
Combining the mana efficiency of a paladin healer with the survivability of both classes and mobility thanks to cleanse and blessing of freedom, this combination can be particularly hard to run into when played well. Given the mana efficiency of paladin heals and the crowd control and kiting abilities of the warlock (doing damage on the run), any healer/dps combination where the damage dealer relies on mobility to keep the pressure up will find this combination a challenge.

Warlocks in 3v3

Warlock/Warlock/Restoration Druid:
This composition can be particularly tough to come up against. All three classes have reliable, ranged crowd control abilities. Couple this with the druid's naturally high survivability against melee teams, the warlocks function as an excellent support mechanism for eachothers' and the druid's survival. Adding a double mana drain and cyclone to the mix, this combination can easily run an opposing team out of mana while CC'ing one or more people at any given time.

Warlock/Rogue/Restoration Druid:
This composition, while similiar to the previous in the fact that all three classes have powerful CCs at their disposal, trades some of the draining power of a second warlock with the "lockdown and control" abilities of a good rogue. Use of coordinated CCs is a bit more required in this setup, but used correctly (after an opposing healer trinkets), a fear -> cylone -> blind -> sap combination is more than enough time to kill any player. Coordination and execution are keys for this combination.

Warlock/Warrior/Discipline Priest:
This team, basically adding a warrior to the Warlock/Disc Priest 2vs2 combination, can be a strong force when dealing with opposing melee teams. The warrior having the ability to keep opposing rogues and warriors snared at all times, combined with both offensive and defensive dispells and double mana drains, can make this combination hard to beat when played correctly.

Warlock/Hunter/Discipline Priest:
The traditional "drain team", where all three players have a mana drain of their own, can empty an opposing healer's mana bar in the matter of seconds. Combined with the hunters DPS, CC abilities and "Mortal Strike" shot, outlasting this combination is almost impossible. Opposing teams will have to kill quickly or face a loss. With two pets at your disposal, it will be extremely difficult for the opposing teams healer to get out of combat to drink.

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That being said, I will leave it to others to fill in other viable combinations for 2v2/3v3/5v5s, but suffice to say - I believe that there are plenty of very viable team setups for a warlock to take part in for all brackets.

I hope my opinions have been of any value to you, and I welcome discussion around them :)
#100 - May 28, 2008, 12:47 p.m.
Blizzard Post
Q u o t e:
For all the people flaming the blue poster, go hide under a table or something, the man said "from my personal experiance", thus he says what he knows and thinks is good, he never at any point say "this is it, these are all the combos". Secondly, i wouldnt know personally, but obviously by the posts some of those setups are quite a tad bad, so perhaps he should not have posted them as viable, HOWEVER, is he not allowed to be wrong because he is a blue?


First of all, allow me to clarify something;

At no point did I state that only the combinations that I listed were the only viable setups to use. In fact, I did state in my first post that I would leave it up to the rest of you guys to fill in other viable setups and welcomed discussion around it. After all, I find reading constructive discussion and theorycrafting a breath of fresh air when compared to the "usual" trolling and "nerf x" posts that we so often see by this forums populace. Don't you? :)

Secondly, in this case - what determines right and wrong is predefined by your personal definition of 'viable'. For example, I am sure some of you will think and state that only the very top FotM teams are 'viable', whereas others will feel and claim that a less popular composition - while perhaps not the very strongest - is still viable to play with for them.

The argument, in this case, boils down to the semantics of what 'viable' means to you as a player, and what you expect out of your gameplay.
#104 - May 28, 2008, 2:20 p.m.
Blizzard Post
Constructive disagreement: fine.
Swearing, however masked: absolutely not fine!
Post deleted.