5 locks, 5 instant aoe fears, still lots of mobs immune to itOriginally Posted by pomo
5 locks, 5 instant aoe fears, still lots of mobs immune to itOriginally Posted by pomo
If done correctly you don't need any fear or healing I think. As long as you can keep aggro off for 8 seconds then you win. And almost everything in the blast radius will be dead, the only thing that will live are shadow immune mobs and stuff with more than ~33K HP. And the only 5-man mobs I know of with more HP than that are bosses and the single pull mobs like Fel Overseer in Shadow Lab, or the bog giants in Steamvault (which you wouldn't be hitting with this anyhow).
Here is how I envision this working...
Pre-target 5 mobs and pull with pet on each one. Each warlock will cast 4 Seed of Corruption on 4 different mobs, so that each mob gets 4 seeds. They will be cast so that each mob gets 1 seed, then 2, then 3, then 4. This will allow the 4 seeds to stack up before the explosions start going off, to hopefully keep aggro on the pets as long as possible. If done correctly then each mob will take the explosion damage from 16 Seed of Corruption. The fight would last <10 seconds, I'm not sure if the pets + warlocks can all stay alive but it seems likely to me... a Voidwalker can handle several hits from a single mob even in Heroics before dying.
Here's a timeline...
T=0 Pet attacks, taunt, start casting Seed #1
T=2.0 pet on passive, finish cast Seed #1, start casting Seed #2
T=4.0 finish cast Seed #2, start casting Seed #3
T=5.0 Seed #1 ticks
T=6.0 finish cast Seed #3, start casting Seed #4
T=7.0 Seed #2 ticks, might get aggro
T=8.0 seed #1 ticks, finish cast Seed #4, cast Curse of Shadows, might get aggro
T=9.0 Seed #3 ticks and explodes Seed #1, definitely get aggro
T=9.5 cast Shadowburn to explode the remaining seeds, everything dies.
T=10 collect loot
Damage calculations...
Seed of Corruption damage: 1044/18, 1200 average AoE
Spell damage coefficient: DoT effect 150%, AoE effect 22%
Curse of Shadows: +13%
Shadow Mastery: +10%
Contagion: +5%
Seed of Corruption DoT damage needs to stay below 348/tick to to enable us to land 4 seeds. This is around +500 spell damage including Shadow Mastery and Contagion:
((1044 base + (500 damage x 1.5 coefficient)) x 1.1 shadow mastery x 1.05 contagion) / 6 ticks = 345 damage per tick.
Explosion damage with +500 damage, Curse of Shadows, Shadow Mastery, Contagion, arbitrary 20% crit rate: ~1710 average
(1200 + (500 x .22)) x 1.13 x 1.1 x 1.05 x 1.2 = ~2052
Each mob will take the damage of 16 explosions, which is ~32800 damage. Additionally the Seed-ed mobs will take ~2000 from the SoC DoT damage and Shadowburn.
One more interesting thing is the 4 piece bonus from Oblivion set which adds 180 to the explosion damage, assuming it's added to the base damage so that modifiers affect it then it is ~282 per explosion (~4500 in all). This would push the total over 40000 damage.
It is possibly better to go with higher spell damage which will only allow for 3 seeds, I'll rework the math for that later on.
The problem with glass cannon groups like this is if something goes wrong, your options are kind of limited.
Here's a few things to consider...
What if you get a few unlucky resists?
What if your party members get feared / slienced / MC'd?
How would you handle groups that include casters (who will stand still) and melee mobs (who will follow you around).
You're also looking at significant downtime if someone dies more than one every 30 mins, or with any wipe - having a soulstoned priest really makes a difference here...
Also, you're basing your calculations on having 5 mobs, the mob "carrying" the seed won't take the explosion damage, only mobs around it, so, 5 mobs with 5 seeds on each, each one will receive 5 seeds from 4 mobs. Or less if less are cast.
What about pulls with 2-3 mobs? There won't be enough seeds or AoE, and AoE is a waste on single or double mob pulls, and could cause you problems. IMO rolling 5 locks for SoC is misplacing your faith in the spell ^^
Stab nice calculations i mean you ahve it worked out nice.
but there is 2 many things that could go wrong.
you got runners
additional adds
Resists \immunes
to worry about
i did a botanica yesterday with 3 locks and a shadow priest+ pally ( tank) the 3 locks decimated everything and the tank had no chance for any aggro gain . but even on some of the AOE pulls one lock would die just for the fact healing will be a pain when you get 3 or more mobs attacking you .
we got to the 3rd boss ( the demon dude) in under 30 mins while still keeping our +dmg buff from the menders.
grinding to 70 though on 5 chars just to use one spell is a nice idea but from 1-69 for instances before you will have to Void tank and then dot up +fear and aggro bounce.
it will be a nice challenge but throw in a shadow priest just for off heal and rezes and you will find life alot easier.
I'll try to respond to the past few posts here, thanks for the comments guys keep it coming !
Stealthy:
"What if you get a few unlucky resists?"
With the proper spell hit gear you have 99% chance to land a spell on a mob with 0 resist, it's unlikely that you'll have more than one spell get resisted in a pull.
"What if your party members get feared / slienced / MC'd?"
Yep that would suck
"How would you handle groups that include casters (who will stand still) and melee mobs (who will follow you around)."
LOS pull, or just clump them where the casters are.
"You're also looking at significant downtime if someone dies more than one every 30 mins, or with any wipe - having a soulstoned priest really makes a difference here..."
Sure, but isn't that the same as any other group where the rezzer dies?
Shogun:
"Also, you're basing your calculations on having 5 mobs, the mob "carrying" the seed won't take the explosion damage, only mobs around it, so, 5 mobs with 5 seeds on each, each one will receive 5 seeds from 4 mobs. Or less if less are cast."
Actually its 4 seeds from 4 mobs = x16, not x20. Also any extra mob above 5 will eat 20 seed explosions...
"What about pulls with 2-3 mobs? There won't be enough seeds or AoE, and AoE is a waste on single or double mob pulls, and could cause you problems. IMO rolling 5 locks for SoC is misplacing your faith in the spell ^^"
With 2-3 mob pulls I'd just pull 2 groups ^.^
pomo:
"but there is 2 many things that could go wrong.
you got runners additional adds Resists \immunes to worry about"
Since all the seeds go off at once, which should be more than enough damage to kill everything in range, it's unlikely that there will be any runners. Additional adds just get blown up, as long as they are kept off long enough to land the seeds its not a problem. Resists shouldn't be a problem since the damage is overkill I can afford 1 or 2 seeds to be resisted, and I can't think of too many shadow-immune mobs -- they would be a problem for any warlock-heavy group anyhow.
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