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 3 of 3)
Jay Apr 5th 2010 10:39PM
If you don't want Omen, which is a great thing to have, another tool very worthwhile looking at is Tidy Plates with the threat plates extension.
http://wow.curse.com/downloads/wow-addons/SearchResults.aspx?q=Tidy%20Plates
Omen is good but I find this a little easier.
Kyol Apr 5th 2010 11:41PM
Yeah, I think even without Omen or any external threat monitor, having the built in threat percentages turned on on the nameplates helps a ton. If the mob's nameplate goes yellow you're pushing it, if it goes red you've gone too far and it's time to hug the tank.
Threat used to be confusing and unpredictable, now it's right there in front of you. Learn it and love it
Jeff (Not that one ^ ) Apr 5th 2010 8:33PM
"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)."
LOL My only 80 is a Warlock but I'm working on leveling a priest. Since level 18 or so I've done pretty much nothing but random dungeons. The thing that I've noticed is this: several lower- and mid-level warlocks (and mages) that I've wound up playing with don't seem to understand that they have spells at all. All they do is wand things to (not) death. No shadowbolt. No curses or Corruption. No firebolts (or whatever mages do) and definitely no AoE.
Valt Apr 5th 2010 8:38PM
It was fun leveling thro dungeon system.
Until I got to northend and realised "I have to" do all those dungeons I do everyday on my main as heroic but those normals will take 4 times more time.
Now its questing only.. geez.
Also theres something I dont understand. I ask a lot of locks why are they destro? leveling as destro is weird cos of no proper spells and downtime is huge. They all said "I only do dungeons".
Kinda like those mages who are arcane specced dungeon runners (lvl 64?) because "arcane does most damage I hear" (yeah at 900 haste.. and endgame spells). Locks, dont be like mages. Dont use "top damage spec" even if you only do dungeons.
Affli is pure awesomeness low level and at endgame raids too..mostly..with gear..
Viper007Bond Apr 5th 2010 8:48PM
Never life tap more than once in a row in combat. The healer has enough to worry about without you trying to kill yourself. Just tap enough to have enough mana to cast a spell and enough to keep the glyph up (if you have it).
Once the fight is over, then tap away.
Hal Apr 5th 2010 9:02PM
My problem that I've had using LFG for leveling has been tanks who pull too fast (warriors and bears are the worst about this). As long as the healer is keeping them up, they'll chain pull the entire instance, never stopping, despite pleas of "OOM! OOM!" I've had many times when halfway through the dungeon I was reduced to wanding because I was completely tapped out.
Life Tap is nice, but I get yelled at by healers all the time for using it. "I have potions, I have Life Drain, I have bandages for between pulls." They don't care. Which is ironic, because I've gone into dungeons where I had as much health as the tank. Geared warlocks are fun!
Jay Apr 5th 2010 10:48PM
Not all healers mind lifetap, there are some healers who get offended by it, like a jerkwad I got last night who refused to throw me a single heal... but 99% I would guess actually prefer it if you do life tap as lon as you are not silly.
A lock having lots of mana is far more useful to the party than one without. Healers are built around having a ton of mana. It costs next to nothing for my druid to top up a lock when he taps between fights and as long as it is just one or two taps very little to worry about him during even a hard fight.
Don't ever let this myth about healers hating life tap put you off it. The few who do are just terribad healers who should move to an easier game.
SS them as a reward for being your battery.
Kyol Apr 5th 2010 11:49PM
Yeah, as you get up in the levels, you'll start to run into druid healers who will hit you with a rejuve right after a fight ends. This is your hint to tap. I've been on both sides of it, and it's still sort of weird feeling. But as long as you aren't outpacing the freebie heal they're throwing on you, you aren't being a huge drain on the healer's mana.
Lugh Apr 5th 2010 9:08PM
I have an 80 gnome raiding warlock, but due to guild drama and guilds breaking up, I have been leveling a horde warlock on a different server via the dungeon finder. I have learned some things that may be useful and thought I would share what I've learned.
- OOM! I don't remember the mana being such an issue leveling my gnome, but this time around it seems I deplete my mana pool every pull. It's just the way warlocks work. It's a pet peeve of mine when healers won't heal me from life taps. I always bring food/bandages/healthstones and even hit the occasional pot. I also try to not over life tap during fights. I'm all for doing my part, but heals are appreciated. Things just go faster.
- How awesome are warlocks? I am top damage almost every instance. Partly because I've raided as a warlock (cheating, I know) but mostly because warlocks can do great damage in single target, small group, and large group pulls. I usually hit a few corruption dots while the tank is grouping up mobs, then rain of fire with an occasional shadow bolt when I get a Nightfall proc. Drain the stragglers as they flee. Full dots on boss fights. In small groups or when things get out of control (like a warrior tank casting fear), dots can do massive damage and you and an awesome healer can prevent a wipe by masterfully sustained dots.
- Pet selection. Imp is popular for the stam buff and does fair damage. Use him over the VW until you get the Succubus at 20. I have used the succubus since I got her. She can out-damage the imp, but if you are going destruction, imp is always minion of choice. Felhunter at 30 is nice against casting mobs but is low in dps. Affliction locks, save him until 42 when he learns shadow bite. You will have points buffing him by this time anyway. Demo 'locks will obviously use the felguard as soon as possible. Probably succubus until then. Know your minions' abilities so you can make a substitution where necessary.
- Glyphs. Glyph of Life Tap is awesome at low levels. You will notice the difference. Glyph of Corruption is a good second glyph for affliction warlocks. Extra instant shadow bolts is nice, especially since you are watching for Nightfall procs anyway. Quick decay would be nice, but no haste gear at low levels, so don't bother until Outland, probably. No warlock minor glyphs really stand out. Choose your favorites.
zappel Apr 5th 2010 10:44PM
never depend on your healer to save u when u cast hellfire. do your own analysis first.
if tank can hold mob aggro and mob does not have aoe properties (like whirlwind or flamestrike), run in and hellfire away. pop out when half life and cast drain life.
otherwise, SoC then rain fire from far.
malaki Apr 6th 2010 6:36AM
hehe only problem when leveling a toon that can wear more than just cloth is you always get the wrong stats on the gear my resto shammy keeps getting ench gear :( and im sure pallys have the same probs maby other classes but not sure but for lock its ok i gess inless u get strength or somethoing stupid on it
Loclay Apr 7th 2010 1:54PM
little warlock dudes...
don't be afraid to life tap. seriously. for healers, these old world dungeons are pretty easy. Too often i see the wee warlocks running around with half-full mana bars. it makes me cry. just life tap. i'll top you off. it'll give me something to do.
Tsorania Apr 11th 2010 3:43AM
oh i know. i play clothis period ('lock lvl49, mage lvl47, priest lvl25) and while on my 'lock i notice that only about 1 in 20 healers complain that i actually use Hellfire. i usually get complaints that i'm not doing enough dps and to switch... o.0 and on my priest all the old world dungeons are simple healing. Power Word: Shield(with glyph that makes it heal you for each hit) and Renew on DPS and same for tank unless they're taking more damage then renew can keep up with then i break out the Flash Heal. other than that i sit back and joke with my guildies about how easy healing in the lowbie dungeons is.