Best PvE Spec For The Affliction Raid Warlock
Posted on July 4th, 2009 by Shadowcaster under Alliance, Build, General Tips, Horde, Instances, PVE, Raiding, Spec, Warlock, World of Warcraft, WotLKAffliction 101 For Patch 3.1 Gear & Spec For Raiding
Warlock’s motto: “We’ve been to Hell and back. While we were there, we stole their cookies.”
Warlocks are a pure Damage per Second class. We can’t heal anybody but ourselves, and we only do that by hurting others. Makes me chuckle every time I think about it. In fact, as an Affliction Lock I’m sometimes near the top of the charts on over-healing, and its all healing I do to myself by killing mobs. (I run with good healers…and its always good to give props to the guys watching your back.)
Some folks don’t like Affliction, often citing it as having a more complex rotation than other specs. To that let me say, “pffft”! An affliction Lock does have different tools at his disposal than Destruction Warlocks, Mages, and Hunters, for example. While these DPS classes generally rely on big hitting spells for burst damage, Affliction Warlocks kill mobs in a more insidious manner, by putting up a series of Damage Over Time spells (DOTs). However, this is far from death-by-inches. A well-geared Affliction Lock can often lead the DPS ratings in boss fights and buff the entire raid in several ways at the same time.
Think Affliction if complicated? Well here’s all the highlights in two columns written with the assumption you’ve never played a Warlock before. Hopefully, there’s plenty in here for the nooby and maybe a nugget or two for experienced Locks who haven’t tried Affliction yet. This is meant as a primer…there’s always more to learn. In the remainder of this one, we’ll take a look at a common Affliction talent assignment (“spec”), picking gear, and what glyphs to use. In the next column, I’ll make fun of people that think Affliction is complicated some more and discuss the rotation.
Talents and Pets – PvE Affliction Spec
After hitting level 80, here is a fairly standard looking Affliction spec as of the 3.1 patch. There is some amount of play in the talent tree now for Affliction that allows you to put points where you like without seriously nerfing your DPS.
Before I go through the tree, here are the abilities we’ll be buffing and a brief description. Virtually all of the Affliction Lock abilities do Shadow damage now (since in patch 3.1 they took immolate away. Another nerf…sigh). Cast times are with no Haste figured in, but I’ll show you how to calculate them with the Haste included a little later. In parentheses are abbreviations I’ll use occasionally below.
- Corruption (Corr)- This spell should always be up on the bad guys. It is instant cast and ticks every 3 seconds.
- Curse of Agony (CoA) – Important DOT that is instant cast and ticks every 2 seconds.
- Unstable Affliction (UA) – Another DOT that has a 1.5 sec cast time and ticks every 3 seconds.
- Haunt (H) – This one has a base 1.5 sec cast time and does some damage when it hits the target. Then, more importantly, it buffs your DOTs 20% or more (the more coming with Glyph of Haunt) for 12 sec. As a result, you always want this one up as well.
- Life Tap (LT) – This is instant cast and trades Health for Mana. On the surface, that may sound like a bad trade. However, if you go Out-of-Mana (OOM) while fighting mobs you’re probably good as dead anyway. In addition, you have a lot of ways of healing yourself as I mentioned above.
- Shadow Bolt (SB) – This is basically a big nuke with a relatively long cast time of 3 sec. It is also shadow damage, but you buff it in the Destruction tree.
- Drain Soul (DS) – This a major damage spell when the mob goes below 25% with a 3 sec tick time. Soul Shards get generated as a by-product.
Here are where the points are assigned and why in the spec above.
Affliction Tree
- Improved Curse of Agony (2/2)– Increases damage by this DOT by 10%.
- Suppression (3/3 or less depending on gear and raid make-up) – Increases hit chance on spells by 3%.
- Improved Corruption (5/5) – 10% more damage by one of your most important DOTs. This also buffs Seed of Corr, which we’ll talk about a little in the next article.
- Improved Life Tap (2/2) – Makes regenerating mana easier. Depending on your play you could pull 1 or even 2 points out of this one. It just depends on how likely you are to go OOM with your play on long boss fights.
- Soul Siphon (2/2) – Buffs an import spell for regenerating health (Drain Life) and knocking down mobs (DS). Its based on number of DOTs on the mob.
- Amplify Curse (1/1) – Lowers the global cooldown on curses. This ones debatable, but I think its worth its point.
- Nightfall (1/1) – Corr and Drain Life occasionally give you an instant cast SB. Not a huge boost in DPS, but it’s a boost.
- Empowered Corruption (3/3) – Another buff to Corr. This one’s based on your Bonus Spell Damage (Spell Power) directly.
- Shadow Embrace (5/5) – Add a debuff to the target increasing damage and decrease its ability to be healed. Automatically placed on target with SB and H…this ones a no-brainer even at 5 talent points.
- Siphon Life (1/1) – Another increase for Corr and also for UA. Also heals the caster a little. Definitely worth its 1 point.
- Shadow Mastery (5/5) – Another 15% on all shadow damage…oh yeah.
- Eradication (3/3) – Corruption has a chance to increase your cast speed.
- Contagion (5/5) – Increases damage by CoA and Corruption again.
- Malediction (3/3) – Increases your spell damage slightly and increases the crit chance of Corr and UA.
- Death’s Embrace (3/3) – Increases your Siphon Life effectiveness when you need it most and increases your damage to the target when their low on life. Like I said, insidious.
- Unstable Affliction (1/1) – Gives you this DOT.
- Pandemic (1/1) – Lets Corr and UA crit for 100% more damage…sweet
- Everlasting Affliction (5/5) – Increases Corr and UA scaling with your Spell Damage. It also resets Corr automatically when you cast H simplifying the rotation. Even at 5 talent points it a bargain in my opinion.
- Haunt (1/1) – The must have spell for an Affliction lock. It does it all. It does a little damage directly, heals you, and it makes your DOTs tick a lot harder.
Destruction Tree
- Improved Shadow Bolt (5/5) – Increases damage by Shadow Bolt and also increases Spell critical strike chance on the target. It also adds a debuff to the target increasing the crit chance of every caster in the raid. Mages will /love you for it.
- Bane (5/5) – Decreases the cast time of Shadow Bolt by 0.5 to 2.5 seconds base cast time.
- Ruin (5/5) – Doubles your critical strike bonus damage on Shadow bolt.
In this spec there are 3 points left. Personally, I would put 2 of them in Demonic Power and run with the Succubus as a pet (tier 3 of Destruction tree). Succubus does slightly more damage than the Felhunter. I also find her annoying, but my game sound is usually pretty low anyway.
The last point could go in Fel Synergy to increase your pet’s survivability, Demonic Embrace or Improved Healthstone to increase your survivability (your raid-mates get better cookies too), Fel Concentration to reduce cast times when your being hit, Grim Reach to increase the range of your Affliction spells, or other places really depending on your preference. None of these will increase your DPS directly but may improve your game play depending on your play style and the situation.
Glyphs
Glyphs for the Affliction Lock are pretty obvious. To maximize DPS there are at most four realistic choices for major Glyphs. In order of importance they are Glyph of Life Tap, Glyph of Haunt, Glyph of Curse of Agony, and Glyph of Corruption. In fact Glyph of Life Tap and Glyph of Haunt are so obvious for the Affliction Lock you should wonder about the sanity of any Aff Lock using anything else. Glyph of Curse of Agony increases the duration of this DOT. If you usually use CoA, this is the glyph you should have. If you are usually the one putting up Curse of Elements (discussed in Part 2) on your runs, Glyph of Corruption is the best choice for you, which gives the extra occasional instant cast SB.
Picking Gear
There are great websites, forums, articles, etc. for this. My favorite at the moment, which is also a great general Affliction Warlock thread, is at elitistjerks.com by Namnalia. The short version is:
Hit Rating > Spell Power > Haste Rating > Crit Rating ~ Spirit > Intellect
The numbers below are approximate, especially in ‘real’ raid fights, but they give you a point of reference for choosing gear. These are the numbers from Namnalia, and they are pretty consistent with what I’ve seen since the last major patch. They may come out a bit high for you due to his assumptions (perfect execution and zero lag). In a 25 man raid, in other words with the buffs assumed in the calculation, my DPS is pretty much the calculated ±5%, okay mostly minus, in a tank-and-spank fight involving few interruptions and moves, e.g., Patchwerk. Neither my lag nor probably my execution is ever “perfect”, so being somewhat lower is to be expected. Again, the main point is you can use these to decide which gear and enchants are for you.
Also, Spirit may be overestimated in importance a bit. You get additional Spell Power from LT based on Spirit with Glyph of LT. This buff lasts for 20 seconds currently. However, unless you need the mana, it isn’t an overall DPS boost to LT every 20 seconds. As a result, I just LT when I’m replacing nothing but part of a SB and need the mana boost, and the Glyph buff is not always up. Spirit is devalued somewhat as a consequence, I suspect because the usually assumption in the calculations is that the Glyph buff is always up. (However, the rumor is that in the next patch the Glyph buff will increase to 40 seconds, which will likely make Spirit scale as below and probably as intended.)
- 1 Hit rating point = 1.6 DPS
- 1 Spell Power = 1.4 DPS
- 1 Haste rating point = 0.9 DPS
- 1 Crit Rating point = 0.7 DPS
- 1 Spirit = 0.7 DPS
- 1 Intellect = 0.2 DPS
Hit rating is the most important stat on gear up until your character is “hit capped”. No matter how much you may want to or how much your gym teacher tells you to give 110%, you can’t hit something 110% of the time, so don’t go over 100% anymore than you have to. In Burning Crusade days, you could only get to 99%, but the great and powerful Blizz changed that so that you can make sure you hit with every cast. If at all possible you should.
On bosses, which are considered to be 3 levels higher than you are, you need 17% hit to reach the cap. A Gear Hit Rating of 26.23 is equal to 1% additional chance to hit a target. So, for bosses you need a hit rating of 445.91 from somewhere.
You get 3% from the talent tree listed through the tier 1 Affliction talent Suppression. So, you need 14% more, a rating of 367.22, not counting any of the various buffs/debuffs that may or may not be flying around in a particular raid that affect spell hit.
The most common Hit buff, if you’re alliance, is a 1% additional hit from having a Draenai within 30 yards, Heroic Presence. Consequently, as alliance you’ll only ever really need 13%, a rating of 340.99, with 3/3 in Suppression…there are plenty of Draenei around.
If you have choices in gear on the spot with respect to hit, you can ask your raid what hit related debuffs they are casting. If you have a Battle Chicken (Balance Druid) in the group, they will likely be putting up Improved Faerie Fire, which will give an additional 3% Hit on the target. As a result, you could swap out +hit gear for more Spell Power, Spirit, etc. gear if you have it. Just keep the priorities above in mind. After you get to the “hit cap”, whatever you decide that is for your situation, gear for as much Spell Power, then Haste, then Crit, etc. as possible.
Haste increases the speed that your spells cast. A Haste Rating of 32.78 decreases your cast time by 1%, and it makes your DOTs tick faster by the same 1%. To calculate your cast times with added Haste Rating, the formula is below.

In other words, if your Haste Rating = 500 from your gear, then a Haunt cast (base cast time = 1.5 sec) will take the time as shown below.

A Critical Strike (Crit) dramatically increases the damage done by a spell. With the spec above, many of your spells have a chance to Crit, including SB, Corr, UA, and Haunt. These DOTs have a chance to Crit on every tick.
A Critical Chance Rating of 45.91 is equal to an additional 1% chance to Crit. Intellect also increases your Crit Chance slightly.
When choosing between Haste Rating and Crit Rating, Haste is slightly better, but Crit Rating is definitely a good thing for an Affliction Lock as well.
The easiest time, from personal experience, to identify yourself as a noob is during the loot handout. If it doesn’t say “Cloth” at the top right and has stats in white other than Stamina, Intellect, and Spirit its not for you. The secondary stats like spell power, hit rating, haste, etc. are generally near the bottom on the item.
One secondary stat that really doesn’t help Warlocks much is Mana Per 5 Seconds (MP5). There is no best-in-slot gear for Warlocks with MP5 on it, and since Ulduar was released there may not be many top 20 items for Locks with MP5. Personally if a Lock with a green or blue item in that slot wants to roll on the epic with a bunch more Spell Power but also some MP5, I have no problem with it. The item would be a big upgrade for them. If you already have an iLevel 200 or more item in that slot, let the healers fight over it. Naturally, that’s up to the leaders for your raid.
Follow the above and you’ll be dressed and specced for Dominating success as an Affliction Lock. Next time we’ll talk about killing stuff.



















My lock has been Affliction for like ever, my girlfriends lock is destruction. We both top DPS charts on the but the biggest difference is she has a lot of down time due to having to heal all the time or be healed. Her life drain radically reduces her dps so she doesn’t use it, mine however, maintains my dps and i am always at full health at the end of a fight and with full mana.
Glyph of lifetap…and put a lifetap in her rotation…problem solved
Just wondering, im doing a lock now and i was wondering do u have any tips like best spec for lvling up or anything like that?
I’ve leveled as affliction and demonology, and both are good. Affliction, when paired with a Voidwalker, is a great way to maintain your health and mana while taking little to no damage at all. Demonology, you start with the VW, and get your Felguard later.
The key to both is curses and drain life. When fighting, immediately drop your curses on the target, than either nuke them with shadowbolts or incinerates, or drain life and feed it to your pet.
I think Demonology would be best, because when you use it right, you can take down elites alone, making leveling easier, and all quests available to you.
You have my character name, and realm, so pop in for questions. =)
Actually when i leveled up i read that affliction was the best to level with until around 60 then use a demo build since the felguard is available mid 50s and i must say that felguard works great for survivability when questing.
To Mh about leveling a lock
locks are one of if not the fastest levelers even when compared to a hunter. At lower levels affliction is usually a very good choice to level with as you can DOT up to 3-5 mobs at once and stay alive if you kite them around and in any trouble use the sheild thing from the void walker. When your about level 50 you may want to start thinking of changing to demon as you can get the felguard who is a god for leveling as it can easily handle many mobs at once and keep the agro. Either one is good affliction probably has less down time if you wanna level fastest. Hope this helps a little.
I have a 64 Lock that I have been working on for about 4 weeks now. I love Affliction. Haunt (first mob) COA / Corr, rinse and repeat. Up to 5 mobs, then stop and drop Rain of fire loot and repeat.
I find that Afflic is the best lvl spec due to multi-mob handling and random PVP encounters. Afflic give you 2 instance fears plus movement reducing for your main fear.
I find that a well placed Howl of Terror can clear the area while you DoT up your new friend.
Howl, Fear, CoA, Corr, Unstable afflic, searing pain, SB,
I save my Death Coil till after I life tap to take advantage of the healing.
Thank you for the article!!
Did not realize the DS was so powerful, I will work that into my rotation.
to Mageblade.
by hitting haunt on a mob with no dots on it you are actually hurting your DPS. if you read the spell description it states that it increases the dot affects on the target.. but the way it is designed is that the dots need to be on the mob to make it effective. so therefore if no dots are on… then no bonus us given.
with regards to leveling. i leveled to 55 with aff as it was easy mode ftw. then switched to demon for the felguard. from that point on i could pretty much solo any quest thrown at me as it was a case of put pet in..dot up mob and then just keep pet healed. at 80 i switched over to destro for raids and saw my dps fly through the roof..
the best thing i can see for playing an aff spec loc in a raid is that in the majority of fights in litch king you dont get the chance to be a static cannon.. so u need ot be able to keep your damage up while moving.. that is what aff is all about..
i am duel speccd as affliction / destruction so i can pretty much change my play style depending on the fight.
hope this helps..
Haunt buffs every tick so having it on the target before the DOTs is exactly what you want. You never want a DOT to tick without it already there. Next post is on mechanics.
Speaking as someone solo leveling a Warrior at the moment, Locks are a piece of cake to solo level with any reasonable spec. The differences are basically whether you like chocolate, cream cheese, or strawberry icing on your cake.
They should just increase the bonus granted by Fel Armour to +50% of spirit and ditch glyph of Life Tap. They should also make glyphs of corruption and unstable affliciton viable options. UA glyph is totally crap. And destrolocks should be rocking conflag, immolate, incinerate or imp … they shouldn’t have to only take 2 of those because glyph of life tap is so damn necessary to all locks. If there isn’t enough incentive to take spirit as a stat without GoLT (which there isn’t) then they should fix that, not rob us of a glyph slot.
Thanks for all of this – I’ve been looking for something like it for the last 73 levels. I am addicted to Affliction but I have respecced 11 times because I keep second guessing myself and going demonology (the massive boost to SP + Crit is very seductive) but I always go back to Affliction because I simply enjoy it more.
I think the important thing is to understand exactly how your spells and talents interact (unfortunately not so easy lots of it is rather ambiguous). However, with that knowledge the argument over which spec is better is moot.
This is my first toon so I have no raiding experience and have mostly solo’d my way (done barely any instances). IMO for solo leveling Affliction is quicker than Demonology even after level 50, particularly with Improved Felhunter and Dark Pact so that you have two ways of recovering mana. Downtime is literally non-existant except when unexpectedly mobbed in which case the down time is ususlly limited to a few Dark Pact taps since he’ll restore his mana with each bite in the next fight anyway.
I love the fact that when you are on low health as an Affliction lock you don’t avoid a fight – you seek one out. I could start a bottle shop with all the potions I’ve never used.
Thanks again for the great info.
Also I am currently using the Glyph of Corruption and Glyph of Unstable Affliction. I’ll think I’ll swap out GoC for GoLT for the obvious reason that I was very, very wrong. I am used to the shorter cast time of UA tho so that might be harder to part with…
Changes from Patch 3.2 for Affliction were pretty minor and don’t really effect the outcomes above much. The main changes were an extension of the Glyph of Life Tap buff from 20 sec to 40 sec, which will make Spirit scale a little better I believe. Also, the talent Pandemic doubles the crit bonus for Haunt.
Gear ratios of course change continuously with your exact stats. Like most things in WoW, the factors for spell power, spirit, etc aren’t really linear. Simcraft is the most reliable way to see if a piece of gear is really an upgrade. However, the order generally doesn’t change. Gear for hit to the hit cap. Then Spell Power > Haste Rating > Crit Rating > Spirit > Int.
Have fun in ToC!
Hiya, just saying thanks for the info above. Really helped make my mind up on going to Affliction from Demo. Only question is, what rotations would you use for the build mentioned above?? Also interested on views about Warlock Conqueror gear? Not to sure whether to go for Conqueror set or individual gear items from Triumph and conquest emblems?
I am kinda new to the whole gearing up side as have not been playing WoW for to long, so plz be gentle
Thanks
Hey Plankie,
The rotation is described in the next article by the same author on this site. Uh…I just noticed that it says it was written by Law. Anyway, it’s called “DoT Spells and Warlocks”. Just type it in the search box at the top right on this page. Its all there in probably more detail than you ever wanted.
The obvious answer to your gear question is both, but I would get your 2pc T8.5 from Conquest emblems ASAP, which you can get from just running heroics, Naxx, or whatever. The 2pc set bonus is the best bonus on gear to date…with the possible exception of the 4pc T9. In addition, before the Triumph level gear started coming out, I had the T8.5 chest available from Conquest emblems as best-in-slot.
Stuff that hands out lots of Conquest emblems like heroics, Naxx10, and most other things are your friends until you get the neck, belt, and 2pc T8.5 at least. Then go from there, but the 2pc T8 is definitely worth the time in my opinion. This is especially true considering the T9 2pc bonus pales by comparison and triumph badges are only now really beginning to come in bunches.
How’s that for gentle?
In the guide you said:
“A Haste Rating of 32.78 decreases your cast time by 1%, and it makes your DOTs tick faster by the same 1%.”
Both of these statements are false.
Haste does NOT decrease your cast time. It increases your cast speed. To put it another way: 100% haste does not render all spells instant, but rather doubles your cast speed. This is a widely misunderstood mechanic.
****DoTs DO NOT tick faster due to haste.****
A Warlock’s DoTs will ALWAYS tick every 3 seconds (2 for CoA).
The ONLY way haste benefits dots is by making their initial cast faster.
Yep. That was a poor paragraph. I’m not sure the mechanic is all that misunderstood as you suggest, at least I hope not. However it is easy to word wrong as I did concerning haste. That paragraph started off fine (”Haste increases the speed that your spells cast.”) then went terribly wrong.
Yes, most DoTs don’t tick faster with haste. Haste only helps cast times for the majority of spells. Where haste helps tick times is on channeled spells, which may have been sneaking into my thinking at the time. Definitely wrong as written.
Thanks for the comments! I’m thinking of doing an update around when Icecrown opens and would welcome any further comments to make the guide better.
I’ll put it this way. I’m in a pretty hardcore raiding guild (working through TotGC 25 currently), and when someone said they were haste capped, I asked how much haste they had. 30something percent with talents and whatnot. I told them the cap was actually 50% for instants and 1.5 second spells, and was immediately laughed at.
“Can you do math?” Le Sigh.
Anyway, I think I came across a bit too strongly. You are NOT the only one to confuse “Faster cast rate” with “reduced cast time”. (D2 references WOO!) And that part about dots ticking faster? I WISH! Affliction would be so OP.
This discussion of making regular DoTs, e.g. Corr, tick faster with haste seems to come up a lot. For some reason you can look on the forums and find folks who don’t want it. It would mess up their rotation or something. Sounds sweet to me. Affliction would be OP is exactly right. I suspect I could work out the rotation with the haste on DoTs if they’ll let me keep the extra damage.
Haste ofc reduces your GCD which ofc can go no lower than 1 second so thus haste comes redundant to any spell with a cast time lower than 1 sec
so what approx. haste raing we talking about here for an afflciton lock and crit as well ? I feel that bopth of these stats are very important however i wanna now how much of each i will need !