Affliction Warlock Talents & Build Guide – Legion 7.3.2
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.
7.3.2 has returned
to being a mostly useless spell.
is more than likely going to be the best option in almost all circumstances, except for stand still pure single target. Affliction's Tier 21 set bonus also improves this talent's potency.
hasn't been significantly reduced in this patch, so it still ends up being slightly ahead of the other two talents on pure single target.
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.
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 is pretty cut and dry. In any situation where you would even consider taking
ends up being flat out better.
is currently only useful for sustained 3 or more target cleave, especially used in high level fortified Mythic+ keys, or any pure AOE situation.
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.
is almost required for high end Mythic+ pushing to deal with potential one-shot mechanics.
: 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
. Generally speaking, if you aren't using
, you'll want to be talented into
anyways. Otherwise, use
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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:
The only real distinction to be made on single target is whether or not there's enough movement to justify talenting into
. Essentially, if you can guarantee you'll have 50% or more uptime on
, then it should be a single target increase to talent into
. Otherwise, play it safe and play
Optimal Mythic + build for Tyrannical:
In Mythic+, your damage role varies based on what you need to do damage to most. In Tyrannical dungeons, you'll need to focus on doing as much damage to bosses as possible. This spec is currently the best spec for pushing high end Tyrannical keys.
is taken despite being a single target damage loss from
, due to it being better for trash damage in general.
is incredibly important for absorbing potential one-shot mechanics from difficult bosses, such as
Optimal Mythic + build for Fortified:
In Fortified dungeons, your damage will generally need to be more focused on trash, meaning AoE. For this build the main differences you'll see are
. Essentially speaking, if you're ever talented into
is the only talent in that tier that will increase the damage of your many
s. You're still taking
for potential oneshot mechanics, or just to let your healer catch up on damage in general.
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