Affliction warlock counter?

Seems like every melee class, besides rogue and feral, and tanks hard counters affliction lock.

Warrior, stun, enrage, bladestorm, kick, leap. You will die before doing much damage. Will not get a fear off and half your health will be gone before the stun is gone.

Monk, slow, kick, roll/torpedo. You will be interrupted and you cannot kite because it has a huge slow and 2x torpedoes. You will be half health before the interrupt is gone and he will out heal your burst to full if he los.

Paladin, freedom, divine shield, kick, slow, lay of hands. He will take half your health with one interrupt and then lay on hands before dieing. Then divine shield before dieing and flash heal to full.

Is there any way to beat that? Even rogues, the lock down specialists aren’t very scary because if I dont die during CC its basically a free kill. Those 3 classes just have way too much of a lock counter kit.

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The game isn’t balanced around 1v1 situations. :woman_shrugging:

I think he’s pointing out the lack of lock escapability not strength 1v1

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Lock has gate, coil, port, corruption leggo with slow is extremely good. There are plenty of things.

If you play night fae like I do, then you also have soulshape for added mobility.

The reason I mentioned 1v1 is because every argument he made was in a 1v1 scenario.

You’re right. Its very unbalanced. Decent warriors, paladins, and monks all ironically can 1v2 quite easily.

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Warlock is still pretty squishy and I typically play a healer. But if you have someoen who can keep you alive to get out all your globals, you will absolutely out damage, and melt people.

As someone mentioned above, all the warlock leggo’s kinda suck so pretty much everyone is running the Sacrolash one that slows all those melee.

In pvp, every afflock anyway should be Night Fae for the soul shape. And if you’re being trained that hard (and you probably are) then you might have to take Howl of Terror to get some breathing room (along with the conduit that gives higher dmg threshold to break fears.)

I just started playing my afflock in 2s yesterday, and I’m playing a terrible comp with a MW buddy. It seems that I just gotta get a coil on someone into a fear, or howl them and get a paralysis etc and get the enemy to separate their burst.

After the first 15-20 seconds of an arena game, I have a chance.

In bg’s, yea it seems we are better to just hold a node with our gate and ports etc, unless we have a pocket healer that’s helping us. If we go out to mid without our escapes (gate, port) and no dedicated heals, we’re just gonna be trained into the ground by the mongo melee.

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I’d say warrior is more equal at high skill level, counter at mid to low skill level.

Paladin is probably not a counter. 2 (3) mobilities versus their one freedom and one divine shield. More like a heavy threat, but Ret’s hate warlocks from what I can tell due to permaslow.

Other than that, I’d say you are pretty spot on.

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It’s not balanced for any scenario honestly. Maybe 10v10…

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Warrior has always countered lock whenever they are good.

WW is just insane right now with their uptime which is tough on pretty much any caster.

Amplify curse is a good honor talent though for some help.

I’m not saying the balance is good, but the Dev’s have stated that PVP balance revolves around 3s. In every scenario that was mentioned you’d typically have support by heals and peels from the second DPS of your comp for you to live.

I didnt think about that conduit thing for the fears. Ill have to give that a shot. I’ve noticed fears break extremely easy.

Yea. Chanimal (and Maldiva) both have very good guides on Youtube. They are more directed towards arena, but alot of the logic behind their decisions is still applicable to battlegrounds.

Melee go so hard on warlocks. I give them thorns and it’s all good times.

Play with a Holy Paladin healer and your Afflock will survive.

I like playing with a Disc because UA keeps the mindgames on.

I get that, it’s a strong duo indeed.

locks are just not that fun in PVP unless its bigger crowed where you can get some defense and help, there lack of mobility and ability to defend against melee attacks, heavy CC etc has always been a problem. Stupid portals etc dont make up for it, yeah they work but still dont even come close to all the abilities melee get against casters and even mages etc have better escape and defense…

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