Blood Pact: Leveling up through the Dungeon Finder tool

Over the months, we have looked at the leveling process from a warlock's point of view. Mostly we looked at new talents and abilities, with a few glimpses at key quests. Today, Blood Pact has a look at one of the ways of getting your hands on the XP: the Dungeon Finder.
A lot of attention gets paid to using the Dungeon Finder (DF) at 80 to collect and farm emblems. For sure, this is a great way to get your fresh level 80 character some gear that will enable you to raid. But you can use DF right from level 15 (by which time you should have learned how to curse properly and figured out which end of a Shadow Bolt does the damage). It's a powerful tool for covering the rest of the distance to 80. You can even use it to get into RFC and Stocks, which previously tended to be out of bounds for one faction or the other.
As expansion packs have been released and level caps increased, there have been many changes that have sped up the leveling process. This is all for the good, though it does mean that you find yourself with a bunch of gray quests sitting in your log and half a ton of items that you've forgotten who you collected them for. This is never more true than when you supplement any questing with regular trips into the dungeons of Azeroth. These places are total XP-fests, with loads of elite mobs and bosses to kill and a bonus for having used the DF. You're gonna be clearing out grays while cackling your way into the next zone.
It's not all about the XP, of course. There's gear to be had, too -- not only the drops you can get from the bosses, but each time you use the DF to complete a dungeon, you will receive a Satchel of Helpful Goods containing a blue item. These goods will often not be overly helpful (except to enchanters; shards, ahoy!), since they are randomly enchanted (meaning they have stats that are as likely to be aligned to sword-swingers as to you). On the other hand, if you get lucky (or farm them a lot), you can get some very nicely itemized items. They will also always be cloth, so even if they aren't exactly the stats you are looking for, you can at least wear them.
The sort of stats you are looking for doesn't vary too much throughout leveling. You will always get a nice boost from spellpower. Haste and crit are also decent stats for improving the damage you can deliver. Spirit was preciously more useful when Life Tap scaled on it, but now it only really helps when you have GoLT. Stamina and intellect are also prized stats for the leveling 'lock; not only do they help with your survivability out in the world, they help with your mana efficiency in groups, as well.
Inside the random dungeons
So what's it like in these dungeons? Well, when I was leveling my first 'lock through vanilla content, these places were hard (queue generic "old guy" music). They required co-ordination and awareness of the various mob and boss abilities, and they typically took a load of time to get to them. These days all that has all but gone. For a start, the DF takes away the need to travel to the dungeon; once the group is set, you get to teleport right there. A part of me feels this is a shame, as the whole thing feels less like an event -- but on the other hand, who cares, since we're here for the XP, loot and the killing of stuff, right?
You will also find that there is almost no need to know what is going on with the mobs and bosses you come across. There are exceptions, without doubt, but most are simple tank-and-spank affairs. That said, being someone that appreciates these things, I would have to suggest at least a little research into the bosses you will face and what tricks they do have. If you don't and you're going somewhere new, then it might be wise to ask your group if there's anything you need to know. Generally, they will make you aware of anything particularly nasty.

As with any random group, you probably need to get a feel for them to know what you can and can't get away with. When I say this, I don't mean "Can I go on follow while I make a cup of tea?" -- I mean things like the tank's threat generation or the healer's ability to cope with a self-harming warlock. Generally, the tanks will be of the sort to grab as much as they can and let the DPS AoE the lot while the healer keeps everyone topped off. In this case, the XP will really flood in (every elite mob bringing a group modified XP gain of about the same as you killing a non-elite on your own). Other times, the tank or healer can't support this approach and you need to be a bit more careful.
If you are pulling entire rooms, then break out your Rain of Fire. It can take a little while for your tank to stop running about the place, so while he runs, you can drop a few instants (a curse or Corruption), then place that big green reticle and let the fire fall. The way threat works (read about that in the voidwalker article), you are least likely to pull aggro from the tank if you are at range. However, if you find that you often have one wander over to you at some point, then it might be wise to stand with the tank when you AoE. The benefit of this is that while you may still get hit, the tank has a better chance of grabbing the mob back (if he notices) and the mob will still be in the pile of AoE and so not last too long.
If you are having to take things a little more slowly, you can still do significant damage. You could follow the tank's target and just throw Shadow Bolts at them or, if the chance comes along, you can drop CoA and/or Corruption on each mob they grab. This can become as dangerous as Rain of Fire, so you have to play it carefully, but it sure works when done properly. As with any situation, you need to determine whether your DoTs will run their full course on a target. If they don't, then they might not be worth casting. Pretty much all bosses are worth putting all DoTs up on, however, as DoTs will typically run their course and it helps the tank keep hold of them.
While you may have rolled a 'lock for the solitary lifestyle, I strongly recommend using Dungeon Finder as a means of gathering a group of saps you can use to gain your power more quickly. The lack of need to travel, coupled with the Luck of the Draw buff and all the other benefits, make the DF a really powerful leveling tool. Just remember that if you zone in having just cleared out a cave of mobs, the chances are that they will have respawned when you zone out. Might be worth summoning that voidwalker before you leave.

Filed under: Warlock, (Warlock) Blood Pact
Reader Comments (Page 2 of 3)
Dominic Hobbs Apr 5th 2010 7:26PM
Mages, SPriests and "single-target-only-please" tanks.
Where are all the warlocks?
jerdthewarlock Apr 5th 2010 7:28PM
Busy removing mages from existence.
poissondemer Apr 5th 2010 7:29PM
@Hobbs
Perhaps they took one of my convenient portals elsewhere.
JUST KIDDING!
.../cough
Kyol Apr 5th 2010 8:36PM
And how. I had a warlock explain that he was using Hellfire to pump out more DPS than Rain of Fire. I only healed him because I'm nice, but oy. From the perspective of a healer who is leveling up through random dungeons, some suggestions:
1) Use your imp. I'm frankly ambivalent about imp vs chickieboo vs doggie (around level 40 anyhow), but for god's sake not your blueberry. If you don't like managing your minion, just put the little beggar on Defensive and pew pew the tank's target.
2) Don't use hellfire. It's really annoying to heal you through and makes us wonder how you managed to pull aggro when you did. And if you do manage to peel the mobs off the tank, you are probably going to die, which annoys your healer. The DPS difference is marginal compared to going on the healer's shitlist.
3) If you remember to apply your Soulstone to your healer/rezzer, it is appreciated, but hasn't been much of an issue in the dungeons I've run.
4) Let the tank get aggro before you bust out the rain of fire. Heroic tanks at 80 seem to be able to get mobs by their short and curlies almost instantly, but they don't have all their abilities at lower levels. And the more the aggro is spread around, the more aggro your healer will generate, and the easier it is to go pear shaped from there.
5) Tap after fights. Try to avoid tapping during fights. If it's a boring normal pull, I have the cooldowns to spare. If it's "interesting" and you managed to get into combat nearly OOM? Use your wand, punch 'em in the face, or tap just enough to get a few shots off. Don't go down to 20% health and stare at your healer.
All that said, it's definitely possible to level in the dungeons. And you'll learn your class abilities better in the process.
Hollow Leviathan Apr 5th 2010 10:40PM
By all means, use Rain of Fire, but don't Hellfire. Hellfire is like Divine Intervention, in that it's proper use is avoiding repair bills during wipes.
@Where are all the warlocks: My first love was a Legionnaire affliction warlock who could hold Lumber Mill against any 2 would-be assassins.
tom Apr 6th 2010 1:40PM
hellfire rules if you have a good healer, if not then just rain of fire everything.
Jay Apr 5th 2010 7:32PM
Having taken a druid healer from 15-80 just through the LFD tool and now in the process of doing the same with my lock, from 15-43 so far with a tiny bit of questing thrown in this is a fun way to level, especially if you have someone to duo it with.
There are some real obnoxious and nasty jerkwads you will be grouping with, but the trick is to know that they have the issue not you, even if your DPS is low or your pet control isn't great... you are not the problem. And well, they only account for maybe 5% of everyone you group with, 95% are wonderful people.
SS the healer, *always* ikeep your pet on passive and pretty much run just with your Imp for the lower levels.
If you wipe in RFC or Stockades, and it's not your home city version, you will be in for a very long run.
paul Apr 5th 2010 9:42PM
defensive not passive. I think when players say 'pet on passive' they actually mean pet off aggressive, which isn't the same thing. (Passive won't attack anything without telling you to, Defensive attacks anything you attack or attacks you, Aggressive attacks on sight). The only issue with Defensive is the possibility of chasing after ranged mobs or runners, which isn't much of a problem in levelling dungeons, and as the imp is a ranged attacker he won't go far anyway.
Kyol Apr 5th 2010 9:00PM
I've had fairly decent success with both my hunter and warlocks with a starting macro that is something like this:
/petattack
/castsequence Hunter's Mark, Serpent Sting, Arcane Shot (etc)
On my warlock, I think I swap those out for an instant cast DoT and jump in to the shadow bolts pretty quickly. The only real hitch with defensive is if you body pull a pathing mob (o hai!), your pet will make it a bit harder for the tank to pull it off, but that's why I take advantage of the relatively open view of the fight afforded to the ranged classes. *shrug*
So long as the pet isn't on Aggressive. That's a recipe for pain.
Jay Apr 5th 2010 10:26PM
No, not defensive. That is for solo only in my opinion.
It is far better to manually control your pet, With something like bartender you can map a key to your pets attack, I chose Z to send him in and x to bring him back. Although you can macro .
So many times you want your pet on another mob to your own, and sometimes, you don't want your pet (especially if not the imp but a mellee pet) anywhere near the mobs.
So many times as a healer in heroics I have seen a defensive pet almost wipe the group when some AOE attack from the other side of the room sets him off when it shouldn't have. Manual control is the best way in my experience. Passive pet, send him in when needed and definatley have a key/macro to call him back if he starts running away from you.
Kyol Apr 5th 2010 11:08PM
True enough - I have my pet/minion send and return commands (attack and stay? ctrl-1 and 2, anyway) bound to my mouse horizontal scroll, so if sparky goes running for the hills I can yank him back before he digs up the neighbor's roses. As it were. But I'm BM, my pet is basically extra DPS on my target almost all the time. (And I'm very very very cautious when I see the mob is about to die so I don't accidentally send him over to the next mob on my own. One only makes that mistake a few times. :) But I can certainly see an argument for more directly controlling a succubus or felpuppy for CC or debuff duties. It hasn't been a big issue in Wrath, but I remember having a few macros set up to seduce mobs in BC.
Kuro Apr 5th 2010 7:41PM
Out of boredom, or something. I've been doing this on ~5 toons who are in the 60's level...
Hunter, Shammy, Lock, Priest, Druid. I cycle between to get the best out of rested XP and they share heirlooms.
I like pugs, but I have such interesting and varied experiences with em. You get the asshats who complain about gear and dps. The meter posters. The wonderful group that you accidentally stay up to 3 am with chain running stuff. (Done that twice now. -_-;;;)
The other day I got 3 folks my while I was on my healy Druid who'd never-ever- seen Utgard Keep before and were totally amazed by all of the little things that I'd grown used to on my 74 runs through the place. (Yes, I just coutned. 74 runs over three toons.) Except for the tank the group was very..umm low dps? The lock dropped because we were taking too long. The paladin who was auto-swinging was doing more damage than the super-amazed DK. I explained each of the fights.
We got through it somehow. A few wipes... and I'd never ever seen the enrage timer on Ingvar. It one shotted the poor bear tank, but Ingvar died eventually. I had fun though.
I need to work on DPS for the others... still trying to break 600 on the dps with the lock :P need better gear. One day, I'll get brave and start with the tanking classes again... one day.
George Apr 5th 2010 7:44PM
Oh God I hate being the bearer of corrections:
GoLT is usable at 15 (I know, my lowbie 'lock is using it). It's ITEM LEVEL is 45.
And as far as I can tell, even without a lot of Spirit on gear, it's a helluva glyph to have while leveling :)
Dominic Hobbs Apr 5th 2010 7:49PM
You're not wrong, something felt wrong when I wrote it but tired eyes don't see well enough.
Will correct with thanks.
Looks like I need to go through the lowbie process once again.
Cliffbar Apr 5th 2010 7:47PM
Glyph of Lifetap only requires level 15. The item level is 45, but it can be used as soon as glyph spots are available
Suinimtao Apr 5th 2010 7:52PM
Can I suggest "Wayward Son" By Kansas as your old man music?
Tom Apr 5th 2010 8:01PM
KANSAS is NOT "old man music"!
... damn kids.
/glare
Vitos Apr 5th 2010 8:06PM
My lv 22 aff lock seems to have a very simple rotation.
AOE pull?
If Yes, Rain of Fire.
If No, Spam Shadowbolt
At this point it seems that I can get a tick or two out of my dots- which doesn't seem to be mana efficient at all.
verdian Apr 5th 2010 8:26PM
Please note that if a tank is being kind enough to pull a couple of packs or entire rooms so you can mindlessly Rain of Fire, DO NOT throw dots up on targets they are body-pulling. Tanks at lower levels do not have all the tools they do at 80, and generally 'pulling an entire room' = running into lots of mobs.
Pro tip: hold off on the dps until you clearly see the tank drop consecrate/mangle/thunderclap/D&D.
Ringo Flinthammer Apr 5th 2010 8:27PM
If you are going to level this way, warlocks, PLEASE download Omen and learn it. I leveled my tankadin via the dungeon tool, and there were many nice, well-mannered warlocks who nonetheless had huge problems with aggro since this was, for many of them, the first time grouping extensively.
That said, the warlocks were all nice players, as opposed to those death knights ...