Affliction Warlock Talents & Build Guide – Legion 7.3
Welcome to the Affliction Warlock Talent guide! This guide provides an overview of all Affliction Warlock talents, information on which talents work well in different situations, and popular Affliction Warlock builds in Wowhead's talent calculator. This guide was originally written by
, and is now being maintained and updated by
. You can check out my
page where I frequently stream anything to do with WoW. If you have any questions, it's best to PM me on discord @Xyronic#3576. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
Intro to Affliction Talents
Patch 7.2.5 patch has really turned our talents up and over, but for the better. Many talents have been pulled down in power to the levels of others in its row, and other talents have been pulled up in power. This has opened up many new and exciting Affliction Warlock builds!
: A basic nuke that deals damage, has a cooldown of 25 seconds, and amplifies damage you deal to the target over the duration of a debuff. If your targets dies within the 10 second duration, the cooldown is reset. Strong in situations with constant swapping of burn targets.
stacks up to 15 instead of 10. This makes it even more important not to let it fall off. Exceptionally strong in multi target situation.
: Amplifies your dots on the target by 25% while draining. Strong in situations where you can plant and drain on a single target.
7.2.5 has returned
to being an actually useful spell.
to hit just as strong as it did pre 7.2.5, but a base level
is much stronger now with the 20% buff we are getting to all basic spells.
has been significantly reduced in power compared to its 7.2.0 level, but it will still be winning out in pure single target situations where you can safely plant and maintain 50% uptime on
increases all damage you deal to the target by 15%.
is now permanent and deals 25% more damage.
:Your lifetap now increases the damage you deal by 10% for 20 seconds.
For pure single target situations,
is always the best talent, as well as for 2 target. Above 3 targets,
starts to pull ahead due to the GCD saving that it provides, as well as the extra damage corruption will deal.
is only useful for silly things like super aoe heavy situations, but even then it’s really not recommended in any practical situations.
is also going to be extremely strong with our new Tier 20 2piece set bonus.
lets you place a circle that allows you to teleport to the same location again.
: Horrifies the enemy and heals you for 20% of your maximum health.
: Fears 5 targets within 10 yards for 20 seconds. Damage on these targets cancels the effect.
is the clear winner of this tier.
can be used to proc
does not share the DR with stuns, so both have uses in Mythic+, with
much more so than any. Note: Nether will proc
if the target was immune to the fear / horror effect.
: Excellent for adds that come in waves every 40-60 seconds to add damage to burst them down. Great for situations like during Guldan to help with his eyes.
uses it to embed 2 additional seeds to nearby enemies, 3 total, making seed of corruption extremely strong for sustained AOE.
is a cooldown that increases you and your pet's damage by 20%. The baseline duration is 12 seconds and each target affected by
will gain you 4 seconds more, up to 36 seconds. The base with 1 target active will be 16 seconds, and quickly rises from there.
This row has been heavily altered with the 7.2.5 updates. For now, both
are close to equal on pure single target, with
pulling slightly ahead, and
having some promise in raids to help burst aoe packs down.
will shine in M+ situations for the sustained AOE it provides.
shield by 1% every second.
sacrifices 4% of your health every minute and in exchange you gain 50% movement speed. While
is active you can't be slower than 100% of your normal movement speed.
sacrifices 20% of your demons or your health if you have no demon and grants you a 400% shield of the sacrificed health for 20 seconds. Its cooldown is 1 minute.
This row completely depends on you and what your encounter demands. I typically prefer
to end movement as quickly as possible and get back to casting, and use
whenever there is a soaking mechanic that is needed.
: Allows you to use a permanent Doomguard or Infernal. You lose your 3 minute cooldown in exchange.
: Summons a second demon which fight for you for 25 seconds and does 100% increased damage. The cooldown is 1.5 minute.
: Sacrifices your demons and in exchange it sometimes deal around 22,000 damage to the target and all enemies in a 8 yards radius.
For single-target and multi-target
is the winner due to more shards to be used on Drain Cycles. The damage from
is never enough to make it worth, and
causes too many issues with shard usage and GCDs.
This is a ramping damage buff that starts at 0% at exactly 35% HP on the target, and ramps to 50% when it is at 0%hp. This talent is extremely strong on progression and on bosses that have enrages based on an execute range phase (such as star augur). This ability is our legendary ring talent ability, and
will not affect siphon life when the ring is equipped
is an additional dot that does a moderate amount of damage and heals you for 100% of the damage dealt.
: Every Soul Shard you spend has a 20% chance to be refunded.
are approximately equal on sims, with
being about 2-3% behind. However, due to its strength on phased enrage timers,
will definitely see a lot of play for those who are not lucky enough to get
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Explanation for each choice is given below in the descriptions for all talent options in each tier. Many of these talent builds will have tiers 45 and 75 missing, because these are mostly flavor talents and have little to zero impact on actual damage, and are interchangeable with primary damage specializations as the encounter demands in terms of mitigation and movement.
Pure Single Target Spec:
There are two primary single target specs to be considered involving ether
. A thing to note, is that
are within the simc error in %difference, but
will provide more consistent damage, which is why it’s recommended. The two specs are the exact same in damage, but
allows for more opportunities of burst aoe on some fights, while
allows for more single target burst, and is typically harder to min/max for newer players.
Optimal Mythic + / low level dungeon / AoE spec:
This spec allows for optimal AOE with
, as well as still maintaining solid single target with
can be taken over
if the extra consistent single target is really needed, as well as stronger 2-3 target damage, but it's not a terribly high gain, and you sacrifice a lot of both AOE and burst potential.
High end Mythic +:
This spec is specifically going to be for higher end M+ where you can consistently aoe with
. It's almost exactly like the pure single target spec, which will allow you to maintain a solid amount of single target with minimal loss, while maintaining excellent sustained aoe.
I have included a small discussion on ToS talents to help those who aren't sure what to do. More information will be published as more data becomes known about both the fights, our specs, and our roles in these fights. Things to highlight is our single target, while nerfed some, is still incredibly strong in cases where you can maintain
. I will release a full MToS Build ideally the week heroic opens up.
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