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Unread 11-25-2006, 09:21 AM   #1
SkeletonShe

 
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I'm a little uncertain on what a warlock's role is in the group. Yes, DPS I know. But how do I go about giving the most DPS? I don't want to be JUST LIKE a wizard where all I do is huge nukes, right? Are warlock's main source of DPS in the DoT's? I find that most of the time a mob is dead before the DoT has time to get more than two or three ticks off. I know that this case is different in the labs or something where a mob can take a minute or more to die, so I'm wondering if warlocks only shine in the end game? Or do warlocks debuff mostly? I just don't know. I'm only level 17 right now so it's kind of hard to tell right now, but I want to know what kind of Master II's to get while I play. Probably for the time being I'm going to get the big nukes because when in groups killing heroics that seems to be the most effiecent. All tips appreciated.
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Unread 11-25-2006, 09:45 AM   #2
Niun01

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At 20 you will start getting your class defining spells. AoEs and DoTs are your friend. the more the merrier and use your deaggro buffs.  Your job as a warlock is to burn down groups of mobs before you die.  Each tank is different so find your limits each group and go to town.  We dont have utility spells and debuffs in regular groups are worthless when you could be nuking.  The only reason to really cast the debuffs in a group situation is to farm Nil Crystals.  Enjoy the most volitile class in the game.
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Unread 11-26-2006, 02:01 PM   #3
Jayad

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Warlocks are DPS, specializing in group encounter/AOE dps.  You also get a little utility in the form of some group buffs, procs, debuffs, power transfer.  The more mobs you can get, the more damage you'll do.  On the downside, most tanks can't handle a lot of mobs well and especially have issues keeping aggro against a warlock.  Warlocks do decent single target damage, and the debuffs are quite useful on harder mobs.  If you have single mobs dying fast, then you'll never really get to do the best damage you can do.   You also can't just hit the "big nuke" button over and over and do the best dps.  It requires a little ordering.  At the lower levels you don't have a lot of options yet, but they'll come. 

Try to get your INT up, it'll make a big difference, if you haven't already.

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Unread 11-26-2006, 05:48 PM   #4
Phineus
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 Group ae's are our specialty. Nice group stuns or interupts for pvp with a couple dazes. Get some crazy pve dps above 50. Had two warlocks parse 5,600 damage per second over a 30 second fight. Few classes can put out that kind of dps.
 
 On the depressing side I get out dpsd by some chain and plate wearers and I have the good spells. Swashies and Zerkers own lvl 70.
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Unread 11-29-2006, 12:41 AM   #5
AikonHalcy

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Being a level 50 Warlock now..
 
When grouped, I've found out that nuking is bad until you are sure the person holding the mob has a good grip on them.  Some mobs obviously go down faster then others, but when grouped, hopefully you still aren't going after the easy things and are going after things where you can get more xp.
 
So, for about the first half of the fight, I am debuffing and planting DOT's on the target and landing a DPS spell here and there.  The latter half of the fight, I begin landing more of my DPS spells because by then, if the tanker is good or otherwise asked not to, it's safer to nuke a little.  Usually fights against heroics can last from 10 to 30 seconds roughly (from my experiences so far), so you do have enough time to land spells once you get better and are learning to play your spells.
 
Of course, it's a bit better playing it out in a group and seeing what you can do and what you shouldn't do, and know what is safe and what isn't.
 
I agree that you should be keeping your stats up such as Intelligence.  Also, upgrade your gear and spells when you can.
 
I've enjoyed playing a Warlock since I begun playing EQ-2 about 3 months ago and it's only been getting better and better as I've been gaining levels and have been understanding how to play my class.  I hope that if you enjoy it now, you'll also find yourself having more and more fun as you progress.  It also helps knowing good people.  I've found people and made friends with those who have helped me out, which I have been very lucky to meet.
 
Hope that helps a little.  It only gets better.
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Unread 11-29-2006, 07:03 AM   #6
SkeletonShe

 
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yea i have a 70 warden which ive had for awhile, so he has some money. so my warlock will be twinked all the way up.thanks all for your input SMILEY
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Unread 12-05-2006, 11:05 PM   #7
Shipwreck_GPA

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This is what I do in groups, and I get few complaints.

1) Nuke. Solo target nukes when solo mobs are incoming, group nukes when multiples come. Never use group nukes for solo mobs unless it's disaster time, since they are inefficient. This is the primary reason you exist, so this is almost always my main concern. These are always my top concern when upgrading spells, because groups invite you looking for nukes first and foremost.

2) Stuns. I trot these out whenever someone (usually me) pulls aggro, to slow the DPS spikes until the tank taunts it back off. I also use them when the tank is taking a beating and the healer falls behind in heals to lessen the incoming damge and help the healer catch up.

3) Debuffs. Especially against heroics, debuffs can help a bunch. Add up your debuffs and stuns and you can lessen the incoming damage a lot. You need to maintain your nukes for damage output, but when awaiting refresh a stun or debuff will help a lot.

4) Buffs. The proc buffs you can put on tank and dps members can give a decent boost to overall DPS. Don't overlook them.

5) Root. I don't often use it, but on rare occasions I can root off an incoming add to give the group time to finish what was pulled. Usually best left to Enchanters if they are in the group, but on rare occasions it can be useful.

If I do those things and keep an eye on my aggro so I don't peel from the tank much (tough, I know), groups are generally quite pleased with my performance. And anything else I do is just value added. Just know your spells, understand which ones have stuns or other side effects for example, and use them wisely.

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Unread 12-06-2006, 08:00 PM   #8
Sesskia

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GPA_Shipwreck wrote:

This is what I do in groups, and I get few complaints.

1) Nuke. Solo target nukes when solo mobs are incoming, group nukes when multiples come. Never use group nukes for solo mobs unless it's disaster time, since they are inefficient. This is the primary reason you exist, so this is almost always my main concern. These are always my top concern when upgrading spells, because groups invite you looking for nukes first and foremost.

2) Stuns. I trot these out whenever someone (usually me) pulls aggro, to slow the DPS spikes until the tank taunts it back off. I also use them when the tank is taking a beating and the healer falls behind in heals to lessen the incoming damge and help the healer catch up.

3) Debuffs. Especially against heroics, debuffs can help a bunch. Add up your debuffs and stuns and you can lessen the incoming damage a lot. You need to maintain your nukes for damage output, but when awaiting refresh a stun or debuff will help a lot.

4) Buffs. The proc buffs you can put on tank and dps members can give a decent boost to overall DPS. Don't overlook them.

5) Root. I don't often use it, but on rare occasions I can root off an incoming add to give the group time to finish what was pulled. Usually best left to Enchanters if they are in the group, but on rare occasions it can be useful.

If I do those things and keep an eye on my aggro so I don't peel from the tank much (tough, I know), groups are generally quite pleased with my performance. And anything else I do is just value added. Just know your spells, understand which ones have stuns or other side effects for example, and use them wisely.


Generally good advice, but forgot to mention Dots.I normally cast Dots at the start of the fight...they are low initial aggro while the tank increases his hold on the mob, and u can do a lot of extra damage with dots which you may not expect. The Pyre line Dot in particular is handy.Don't bother using AOE spells on single mobs, like the above poster says...they generally have longer cast times, and use more power.  Accept you aren't meant to be amazing against 1 target.If you solo, then you will use roots ALL the time.  I rarely use them in groups, except to mez adds if the tank is struggling.Buffs...always use these without fail, it's free damage that you dont have to think about once cast.  Consider who best should have these.  If a buff is triggered by taking damage, cast it on the tank.  If a buff is triggered by giving dmg, cast it on a scout, or failing that the tank.  Use up all your concentration slots, and don't use those buffs on yourself unless you plan on meleeing SMILEY
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Unread 12-06-2006, 10:53 PM   #9
Shipwreck_GPA

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Yeah, I had a category for DOT's and forgot to add it.
 
I only use them against heroics usually, because normal mobs die so fast (always excepting Devastation). And even on heroics, some groups kill so fast that they are not effective. But if your tank is having trouble holding aggro, then a few dots can let you start doing damage without the huge aggro punch of a big nuke, so he can build his aggro before you open up on the mob with big nukes.
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