Mage vs Warlock
Thursday, February 14th, 2008 - 4:48pm
I have one of each both at level 29 now and i'm i have a couple of questions regarding the 2 classes.
They're both have similar gear... semi twinked but nothing outrageous. My mage seems be able to do more DPS than my warlock, but with the pets the warlock defnitely has more sustainability and less down time. I have to pretty much unload with everything i have if i have 2 or more mobs with my mage.
At level 70 equally geared which one is capable of more DPS?
I've seen both warlocks and mages get 3-4k hits, and this was before BC.
Which class is easier to gear?
Gamer Tag: Rantyr



From what I've seen on our runs up to SSC mages and locks can both put out some big numbers but mages have the edge in total dps. It's my understanding that Locks with T5 and above gear that spec Destro are putting out some crazy big numbers and actually passing the mages. Our destro spec lock is now critting in the 4-6k range with CoS up.
When we first started running Kara I was a full Affliction build with about +900 shadow damage. I never finished out of the top 3 in total dps and even finished 1st a couple of times. Then the hunters got geared and now they destroy everyone on the meters. Affliction locks are boss killers!
I play a warlock, and have never played a mage. I don't think you can really make a direct comparison between warlock and mage as each serves its own niche in a raid/group and can each put out the damage. I've seen the warlocks on the higher end of the damage meters than mages in the raids I've been on but of course, that is compromised by need to cc and simply the type of fight. You'll even find dps variability within a warlock's different talent specs.
The crits should not really fascinate you as crits are not reflective of overall damage done which is what you should care about on a boss. If anything, they sometimes cause you more headache as you land a series of unfortunate crits too early in the fight.
In terms of gear, they both are the same at 70. Tailored items are the way to go when initially gearing up and in raids, you'll be competing with them (and shadow priests) for the majority of drops.
Typically destro spec does not surpass affliction spec until ~T5 but it is skill and raid dependent (numbers to shoot for such as crit, +hit, +dmg, are harder to achieve early on to make destruction viable on boss encounters). I've also seen Demonology spec shine at this stage too. Affliction suffers at the higher end because of limited debuffs and the higher end items that give substantial +crit and +haste have lower value for affliction.
I think warlock's the better choice honestly. Basically, the game's balanced by morons. There's a great deal of PvE balance when it comes to raid/group utility between hunters, locks, mages, rogues, feral druids, etc. So all of those classes can put out damage. But when it comes to pvp and the *defensive* end of things, one class gets mail, a pet, a few thousand more hp, etc and the other class gets a god damn T-shirt to wear into combat.
My mage's PvE bread and butter is Fireball. It takes three whole seconds to cast, during which I'm boned if: I take damage, the target breaks LoS, I get interrupted/stunned/feared. My hunter's damage is similar (he's 6 levels lower and not kara geared, so it's obviously less, but its near what my mage's was at his level), and his toys are Autoattack, Steady Shot (which is I think at somewhere around 1.5 sec. cast time for me), and pushing the pet attack button. So the two classes are equal for PvE, but when it comes to PvP balance between them, well...
WoW Blackhand Alliance
70s: Nukanatrix (M), Braun (P), Boreali (War), Heckfire (Lock), Jergen (Pal), Erissar (D)
Grumbar - 65 Hunter
I have a 68 hunter and before BC used him specifically for pvp so i understand that. I also have seen the gear that's available to hunters...
Still my questions are for the lock and mage. I'm having a hard time deciding between the 2 (most likely will stay pvp oriented), and thought i'd ask around. Till i decide i'll just take turns swapping back/forth between them.
Gamer Tag: Rantyr
Lock
WoW Blackhand Alliance
70s: Nukanatrix (M), Braun (P), Boreali (War), Heckfire (Lock), Jergen (Pal), Erissar (D)
Grumbar - 65 Hunter
Warlock's are vastly more versatile if you're thinking of focusing on PvP. I hate to put it this way, but a mage's main defense is to "not get hit", which really doesn't work very well since we lose all mobility while casting our best spells. Either you're going to spec in a way to get high crits (fire, Arc/fire), or you'll spec for kiting and slight damage mitigation (frost). Either way, the main strategy is the same... kill them before they can hit you.
Warlocks can at least soak up a bit of damage, keep a lot of their mobility while fighting, and have a pet to keep the person busy. Not to mention, fear. The warlock's main goal is to outlast the person while the DoT's are ticking. It's a much easier game to play.
The big things that the mage does have in it's favor, is that gear isn't real hard to find, you don't have to pay for food/water, and you don't spend nearly as much time in the air as anyone else by teleporting to the major cities. I enjoy playing my mage, but it is a more challenging class to get the hang of, especially in PvP.
IronClad Online: PurEvil
If you're going to PvP then there is no question that the Lock is the better path. Mages can do some crazy damage in the BG's and sheep can come in hand but they're very very squishy. A SL/SL Lock is a freaking nightmare to take down. When I've spec'd Akula SL/SL I have almost 12,000 HP and a pet that can just shut down a caster. It's not the most exciting thing running around spamming SL, CoA, Corr and Immo but when you get 5-6 SL's ticking it's like pocket healer that can't be killed. Having 3 fears is pretty nice too.
It depends on what you're fighting too though. Every class has their nemesis. My lock has alot of trouble with rogues (go figure) and warriors (fury or arms). Either one can basically cut me to peices. As affliction you're only real option with them is to CoX, DOT, and run. They both shrug off fear like it's a joke (warriors are practically immune to it if played correctly). Rogues just CoS out of everything then tear you apart. You pretty much won't win against a rogue as a warlock and you will generally loose to a DPS warrior as well.
However, I have to admit there is a certain evil pleasure in DOTing something up and watching it die slowly. It's even funny getting killed by someone then getting a killing blow on them while you're rezzing because they couldn't get your DOT's off them.
I don't have first hand experience playing a mage in PvP. I have alot of experience fighting them. On my warrior I don't even bother anymore. Mages are the anti-warrior. In a straight-up fight they beat me everytime. One of the reasons I rolled my warlock was so I could inflict vengeance on mages (and it's worked out well). Frost Mages can be tough to fight sometimes in PvP.
I think it's a toss up frankly. If you like seeing big numbers pop up on your screen the mage is the way to go. If you like a little more durability and steady killing go warlock.
One other thing that may influence your decision is the downtime factor. Locks are farming/grinding machines. They can just go on killing forever without stopping to drink/eat by making use of their drains effectively. Mages have a repeptitive kill/drink routine that can get annoying.
"Fault always lies in the same place...with those foolish enough to lay blame"*
-Cort
*Unless you're Amazon or Funcom, in which case, SCREW YOU.
I was going to say that this time is balanced by the fact that once you can teleport, you spend a lot less time in the air while doing PvE stuff (especially going from one continent to another). However, with the upcoming 2.4 nerf to drinking, the downtime for mages is only going to get far worse, since you don't really want to jump into tough fights with even a little mana missing unless you have to.
IronClad Online: PurEvil
I echo DeepSea's comments.
I would say it is a DPS scratch between a lock and a mage in PVE. The utility advantage may go to the mage but a slight DPS advantage may go to the lock. So much of it depends on spec and skill. From a leveling standpoint, the lock is easier.
From a PVP standpoint, as a general rule, you will see locks do better in arena and BG's, mostly because they have more tools at their disposal. You will rarely see a fire mage do well in PVP but I have seen good frost mages completely own in PVP. When a lock owns, people just say they are OP; when a mage owns, you take notice because it isn't as common.
Bottom line, play the one you have the most fun with.
I like them both
Gamer Tag: Rantyr
I have trouble seeing any sort of mage "own" in Battlegrounds without a team of people who are finely tuned into playing support specifically for them.
We had one that was pretty powerful even after the (ice lance?) nerf and i've seen some Horde mages also just as powerful. Still it was in bursts; it was like every 2 minutes waiting for cool downs then they run through and wipe out 1/2 of the other team.
Gamer Tag: Rantyr
Have played both into the higher ranges, and here's my thoughts. At the higher end, dps is darn near the same. I was destro before, and went affliction on the lock. Before that, the only players I fell behind on the damage meters when I tried were Shank and Vall, and could match Cope and Sigs. Since going Affliction, I now can equal the latter two in the raids since the dots over time proc so well. I've pulled away from the crits noting that pure damage will outdo a crit focused lock/mage almost every time. I see my damage really outdo my heavy destro spec by a lot.
From a pvp instance, I think its been covered that lock's are one of the better classes, so if thats the focus, go lock.
From a full utility, above it was mentioned mage - I go the exact opposite. Mages have the lovely mana food, sheep, and can freeze things in place - and the portal is still handy. Locks have - soulstone, healthstones unlimited, see invisibility, succubus for seduce, imp for hp buff, felbeast for silences mages, summon, and if you go destro, I think shadowfury doesn't get the credit it deserves to stun mobs (and proc SoC) - that 2-3 seconds is 2-3 seconds the mob just sits and gets beat on, AND, can interrupt explosions and casters.
Play what you enjoy is the best advice given...but I'm a 'lock man.
Unless you're running out of mana overhealing is the most worthless stat in the game. Underhealing is effectively known as "wiping".
so sayeth the Bear...
Shadowfury gets no credit because it's a horrible group tool for PvE. When tanking mechanics are ALL built around the tank getting beat on, something that prevents that isn't wanted much.
wordsmythe wrote:
Podunk on Jessica Alba wrote:
If it is for PVP, I woudl say go lock.
I totally SUCK at PVP, yet as a lock, i can still manage just fine.
I woudl not be able to with my mage I am sure.
I have a cute squeak
I've found that people that say that, generally don't think outside the box honestly or have put any effort into seeing what Shadowfury is good for. Using it every 30 seconds is wrong, but let me show you how wrong you are.
Take Kara for instance, and again, I understand if someone doesn't see putting the points to get shadowfury, that may be valid based on preference, but saying it gets no credit shows poor knowledge of it.
The mobs after Aran...the ones that explode if you don't stun them...well, shadowfury does, so it gives you a good stun in there to hold the mob from exploding.
Illhoof - never wiped on him...and never died...credit the healers and group, but i toss about 3-4 SoC out, then shadowfury - boss ignores...but remember, in this fight, the lock is the second tank, and the mechanics are NOT build around me getting pounded. Shadowfury proc's all the seeds at once, and the 2-3 sec stun allows me to then pick up with another seed on any imps that remain.
Same tactic on the group right before Illhoof, and the same with the group that has 3-4 imps and 3-4 casters, where the lock controls one, banishes one, seed two more, and then shadowfury, and its all cleanup.
Next - caster mobs - they aren't beating on the tank, they are targetting and summoning. Yup, shadowfury stuns em mid-cast, so its a nice interrupt.
Aran - allows control of the elementals. Fear one, banish a second, stun a third and have him dotted before he's back up and harassing the others.
ALL mobs - when the mob is down about 10% in the raid, if SF works, do it...and the mob will die before he's back up.
Other instances/runs - fleeing mobs, yup...SF em, and the 2-3 sec hold will allow the dots to proc and you to hit one more shadowbolt. Buh bye.
Used as the seed proc, and for holding up whole mobs when the tank is almost down, and you see the healer trying to catch up...that 2-3 sec will prevent a wipe, and is very effective with the short 3 sec fear for gaining control of a situation.
Did I mention it healing powers? A mob aggro's to the healer, you see it...toss shadowfury, and that gives the tank or second tank time to get to the mob, one good hit, and regain the aggro from the healer.
Controlling mobs - stun em allows for targeting more effectively and managing your mobs when solo'ing (I recognize you said group...but show's its utility). PURE pve magic.
I can go on for pages on the uses of shadowfury...didn't even touch its pvp uses.
Guess summary is - you do your job...I'll do mine.
Unless you're running out of mana overhealing is the most worthless stat in the game. Underhealing is effectively known as "wiping".
so sayeth the Bear...
Outlining a few, select, very specific situations that it does extrodinarily well in doesn't make it a good overall spell. That's not 'thinking outside the box', as you put it, it's taking the situations where it's actually useful, and pointing them out.
Second, you aren't a tank class. There are a few specific encounters where you are unavoidably going to wind up on top of the aggro table. This is not tanking.
Third: There is a better tools to prevent mobs from fleeing than Shadowfury; it's called Curse of Recklessness, and it even reduces armor, which gives it more utility than SF.
Fourth: A good healer isn't going to be anywhere near the top of the aggro list unless the tank is stunned.
Fifth: SF, and stuns in general, are a crappy method for CC, and should be used as a last resort tactic, not a standard tactic.
Guess a summary is learn to play.
wordsmythe wrote:
Podunk on Jessica Alba wrote:
What a nice non-personal attack post...
What PP said is all completely true. In Illhoof the warlock IS a tank because they are taking the imp aggro and soaking up the damage. As for the CoR, yeah that works, but most of the time other curses are far more important. Oh, and a good tank can have a bad luck in a moment when tanking multiple mobs..and the healer MAY get focused so..yeah.
As for stuns not being a good CC tactic, I disagree. There are times when it IS the CC tactic, such as in kara with the exploding mobs. Other times there are better ones, but that doesn't negate the usefulness of SF.
Those few select very specific situations ARE valid because it DOES work.
Lastly, last time I checked GWJ isn't a place that tolerates personal attacks you know.
Unfortunately, if I slash my wrist with my lightsaber it cauterizes instantly. - PurEvil on emo Star Wars plots.
AnimeJ, with all due respect...you said it had no credit. I didn't say its the most useful spell in the game, or something a lock will use in every battle or instance...but I easily disproved your theory with the number of issues.
Never said i was a tank class, but on illhoof, the lock in effect becomes the second tank. And not sure what you are playing, but ending up on the aggro table has no application to a lock being a tank, never inferred that.
Pally's and warriors and rogues and hunters all have tools to keep a mob from fleeing, but if they are focused, and a mob starts walking, having another tool in the bank is just that. And yeah, CoR is there, but generally, unless its specific need, CoA, CoS, CoS, and CoE all get tosses before it. And while it reduces armor, it increases damage...not something you always want on tough mobs.
Guess you called all our healers out...eh? good on ya. Everyone of them at some time or other has hit the top of the list...a failed sunder, a couple of healing crits, or hey, how bout when the MT dies and the second tank needs a sec to get the mob under control? Maybe you haven't seen a wipe, but I've seen this happen, and we have about the best group of healers I know of...
I believe I stated your 5th point. These are situations...nothing more. Now, you are wrong on the stunning the exploding mob...dead wrong. But as a standard CC means, SF is not the way to go.
As far as learning to play, guess you think I don't know what I'm doing. Thanks on that man. I won't say the same about you, because honestly, you do a heckuva job at your class, but what gets me is you speak with authority on ALL classes so frequently...and in cases like this, you are simply wrong, but can't admit it. That's all there is to that.
Unless you're running out of mana overhealing is the most worthless stat in the game. Underhealing is effectively known as "wiping".
so sayeth the Bear...
Nope, it's not. Tell that to Pigpen.
Personal Side Note: I respond inflammatory when I feel it's been directed at me.
Edit - Read back through his post, and look at it from where I'm standing. I offered what I felt was good, constructive criticism, and he threw down the 'I know way more than you, shut up' card. I responded in kind.
wordsmythe wrote:
Podunk on Jessica Alba wrote:
Go read EJ; on mobs that flee, the extra damage(roughly 1%, if that) is going to be more than easily healed through. As such, CoR is far better than SF. Math wins on this one.
Nope, because last night I was there on Moroes. My @$$ was dead on the floor before he hit 50% because Zel was blinded, Smithy was gouged and the DPS was trying so hard to keep their aggro down(which they did a damn fine job of, I might add), that chain heal spam from me kicked me up the chart. Stuff happens, and you'll never see me deny that(nor did I). But in general, those situations are VERY rare, especially if everything is clicking perfectly.
I'm well aware of the mobs that explode. But 2 seconds doesn't give a large enough window to kill the mob in; I prefer rogues stuns, Hammer of Justice, Bash, some other longer term stun. Simply put, there are far better tools for dealing with that than SF.
As to you not knowing how to play, I felt flamed, I flamed back. You do a good job at what you do, no doubt. But you responded badly to what I put forth as constructive criticism, and came down on my head like a ton of bricks full of arrogance about how SF was so useful and good. And you know what? The two of us can continue being tools to each other, pissing back and forth about how much it sucks or doesn't suck. It will, as I'm sure we both realize, do nothing but piss each other off, and that though in and of itself pisses me off even more. I hate being angry.
I speak with authority on classes often because I spend a LOT of time learning about them. I know most cookie cutter spec's by heart. I know DPS rotations for nearly every DPS class in the game. I know preferred stats, and what I don't know, I can find. I pride myself on that knowledge, and live to share it. However, as we have learned here, and many times in the past, I don't always share it well.
wordsmythe wrote:
Podunk on Jessica Alba wrote:
I don't think this is why shadowfury does not receive any credit. It would be of great utility in multiple situations, as outlined by Pigpen. It's like Hammer of Justice in the hands of a Healadin in terms of frequency of use.
It doesn't get credit because it's a 41 point talent. That's why it gets no credit. Most raiding destruction locks will go 0/21/40 because the 21 point talent in demonology, the sacrifice pet skill, will be utilized more frequently than shadowfury and at the same time, allows the warlock some flexibility that is sacrificed when compared to an affliction lock (primarily soloing for me). So it's not that Shadowfury is a horrid talent. I'm sure if was higher up, more people would spec in it. It's just that it is useful in certain PvE circumstances whereas the sac skill is utilized throughout the raid duration (outside of being on imp duty).
Also Tibbsy, why don't you just cast SoC on Illhoof? The wave of imps drop down in ~2-3 casts and it saves you the hassle of switching targets. Yes, they'll aggro on you, but the pushback isn't too bad. That's just my personal preference.
I've played a mage up to 67, so while I'm far from an expert, I have a pretty good feel for the class.
In PvP, a warlock beats most classes, both in group PVP and individual dueling. Mages can be deadly, but most classes, well-played, can make their lives at least somewhat difficult. Mages eat feral druids and warriors, and have a 50/50 chance against a rogue if the rogue gets the first attack. But hunters, resto druids, and warlocks will all beat them. Mages are warlock food. A frost mage is very survivable, but overall, locks have a big edge. As far as I know, the only class that really makes locks miserable is a beast mastery hunter.
PvP magery also takes very fast reaction times and extremely quick, correct decision making. From what I can see, locks don't suffer nearly as much from a bit of inattention or a slightly wrong call. With a mage, you have to execute absolutely perfectly or you will die. If, however, you DO execute perfectly, you will get many kills. Mages are definitely a good class if you think very fast, but if you're aren't really, really quick, you will find them frustrating in PvP.
For raiding, mages are a little better for utility (food and crowd control) and for AOE stuff. Warlocks are much higher damage against bosses, where their DoTs and curses have time to tick. Personally, I don't consider a raid complete unless there's at least one of each.
As far as gearing goes, I think it's pretty similar for both. Take that with a grain of salt, though, as I haven't geared either class for raiding.
Edit to add: yeah, more downtime on mages. They're slower to level, particularly solo. They're much easier to level with a group.
I've not played either a mage or a warlock"”I'm pretty much a dedicated tank. But I can tell you that both of them can bring some serious DPS at high levels for PvE. For PvP, both of them are able to lay the smack down as well. It's really a matter of slightly different play-styles. If I were you, I would take a look at the discussions in the Elitist Jerks Class Mechanics forum to get a feeling for the different ways the two classes work. This is a great location to look for serious info about the game's mechanics at the highest levels of skill and gear.
The notes about how to optimize mages and warlocks at 70 won't probably help you directly at a lower level"”things are too different before you hit the end game. But it will let you see how the classes differ once everything else balances out.
†_† *_*
Wrong. You've mistaken this for an unmoderated public forum where this kind of petty sniping back and forth is tolerated.
Both of you; start acting like adults who can keep in mind that this is a video game, and keep your tempers in check.
"I think Elysium has the right of it" - Certis