- 13/0/38 PvP - This is pretty simple.
- 14/0/37 PvE (Dungeon) - I would recommend this for dungeons.
- 20/0/31 PvE (Raids) - This is the recommended PvE Raid spec because certain spells are removed for raids.
- Why Spirit Tap over Blackout? They're both fairly useless, but if you can time Mind Blast just right on an add, you can reap the benefits of Spirit Tap on bosses. I only really use this on infernals/constructs on Nef. Choose Blackout if you ever want to pvp; you're not losing hardly anything here dps-wise.
I find that it also procs from killing players, even though the tooltip doesn't have the "or honor" addition on it from later patches.
- Why 5/5 Improved Mind Blast? Ideally in your rotation you want to be able to cast 2 Mind Flays then a Mind blast. On some fights your Mind Flay is pushed back, so I've found that it's actually really nice to have 5/5 Improved Mind Blast. After trying it out, I definitely think it's a bigger overall dps increase than the regen gained from Mental Agility.
- Why no improved Vampiric Embrace? Since there are only 16 debuff slots available in raids, there really isn't room for VE on bosses. Also, it causes a TON of extra threat (especially when combined with MB).
- Why no points into Shadow Affinity? There's absolutely no need for the 3 points in Shadow Affinity, as Silent Resolve affects spells from every school of magic, and you have Fade. You don't need a 45% reduction in your Shadow threat, that's absurd.
I know this is really complicated so I am going to write this down. SW:P-MF-MF-MB-MF-MF-MB-etc. Refresh SW:P as soon as it ends then continue the rotation. If you're running low on mana, skip MB and just use SW:P and MF. If you're oom, just use MF when you can to keep up your debuff for the warlocks.
What about mana control? Pop a Demonic Rune as soon as you have ~1500 mana from your max. After that, use a Major Mana Potion when you are ~2500 mana from your max. Continue using these on CD until the boss is dead.
In general, Hit (to 6% cap from gear)>Spellpower>mp5>Int>Crit>Spirit
Why did I place hit over spellpower? If you can't hit, you can't Crit! With hit cap you should only miss about 1% of the time.
How much spellpower is equal to 1% hit? It depends on your dps. If you're doing 300 DPS, 1% more missing will result in a 3 DPS loss on average. 3 DPS is roughly equivalent to 6 spellpower, so at 300 DPS 1% hit is approximately equal to 6 spellpower. At 600 DPS, 1% more missing will result in a 6 DPS loss. At 600 DPS, 1% hit is approximately equal to 12 spellpower. As you can see, hit becomes more valuable as you get more gear. This is purely from a DPS loss standpoint too; you also lose precious mana when you miss.