Here's a short analysis of Phoenexis' list. I will do a comparison, based on the talents and glyphs I would take for arena, of the effectiveness of all the abilities by category, based on how often they can be used, and their efficacy when cast.
CC:
Full Single Target CC
Frost Jaw (or RoF), Deep Freeze, Combustion, Poly >
Fear ~
Cyclone (lasts 6s btw, or 8s if cast instantly), Pounce
Hex, Capacitor Totem >
Psychic Horror*
*Psychic Horror lasts up to 4s, but in truth is a horrid mechanic, and the only thing I really hate about Spriests, though it does have the potential to be very powerful (rarely).
Result: Mage > Warlock = Druid > Shaman > Spriest
AOE CC
Psyfiend*, Psychic Horror >
Thunderstorm** >
Dragon’s Breath ~
Typhoon >
Shadowfury***
*Or Void Tendrils, which is a really nice spell since Psyfiend clashes with Psychic Scream, especially if you have a warlock in the group
** Probably the best CC/Gap opener/Survival CD (can be used while stunned) spell in the game. This is less than the priest comparative only because the priest has two of them on a 30s CD, vs 23s (not 45s) for Thunderstorm.
*** Shadowfury is less than DB and Typhoon only because its CD is 50% longer.
Result: Spriest > Shaman > Mage = Druid > Warlock
Silence/Interrupt
Solar Beam* >
Counterspell >
Spell Lock ~ Axe Toss** ~
Silence >
Wind Sheer
*Solar Beam when glyphed is the most powerful healer (or any spellcaster, or even some melee) lockdown in the game. When used in conjunction with their amazing movement control spells (Entangling Root, Typhoon (or God forbid, Mass Entanglement), Ursol’s Vortex, Nature’s Swiftness, Nature’s Grasp), this spell can lock someone down easily for 15 seconds. It’s a game winner. In fact, I think it’s broken (with glyph).
**Axe Toss lasts 4s (not 5s) and is spec specific, so I clumped it here, because you can’t have both, and will most certainly have Spell Lock in arena in the current state of warlocks.
Result: Druid >> Mage > Warlock > Spriest > Shaman
Gap-Openers
Snare
Wild Mushroom, Typhoon ~
Cone of Cold, Frost Armor, Snare on main spell >
Earthbind Totem, Frost Shock ~
Mind Flay >>
Warlock spec specific snares
Result: Druid = Mage > Shaman = Spriest >> Warlock
Roots
Entangling Roots, Nature’s Grasp >
Frozen Power >
Frost Nova >
Void Tendrils* >>
No warlock root
*This low only because it was already mentioned under CC category (Psyfiend)
Result: Druid > Shaman > Mage > Spriest >> (or =) Warlock
Movement Ability/Speed Increase
Shapeshifting, Dash, Travel Form, Wild Charge (or Displacer Beast), Stampeding Roar >
Blink, Mirror Images, Scorch* ~
Ghost Wolf, Spirit Walkers Grace >
Body and Soul, Inner Will, Dispersion >
Demonic Circle**, KjC***, Burning Rush***
Result: Druid > Mage = Shaman > Spriest > Warlock
*Included here because it makes you never have to stop moving to do a little less than full damage
** Demonic Circle might have moved warlock up on this list, if the CD wasn’t so much longer than all other casters similar abilities, or if the warlock had more than one ability…
***Almost certainly not taken in their current form.
Survivability
Passive
Shadowform ~
Moonkin Form ~
Mail Armor + Shield, Nature’s Guardian >
Mage Armor ~
Fel Armor
*For a warlock that sits in DA form all the time, this moves up to the top. This will likely never happen in arena
Results: Spriest = Druid = Shaman > Mage = Warlock
Healing
FDCL, Spectral Guise, Cascade (et al), Flash Heal, Glyph of Dark Binding, Devouring Plague, Renew, Prayer of Mending, Power Word: Shield >
Healing Touch, Rejuv, Nature’s Swiftness, Dream of Cenarius (or Heart of the Wild), Glyph of the Moonbeast ~
Healing Surge, Healing Totem, Healing Rain >
Glyph of Evocation, Ice Barrier >>
Drain Life, Twilight Ward*
*For Destro, this becomes about equal to mage (if you give up the capacity to do burst).
Results: Spriest > Druid = Shaman > Mage >> Warlock
Utility
Mass Dispell >
Cleanse Spirit, Earth Shock, Purge >>
CoE >
Remove Curse >
No Druid Spells
Results: Spriest > Shaman >> Warlock > Mage > Druid
Active Survival CDs
Cold Snap, Ice Block, Evocation Glyph, Invisibility, Alter Time >
Barkskin (glyphed), Tranq, HotW, Renewal, Frienzied Regen ~
Dark Bargain, Unending Resolve, Healthstone (glyphed) + Dark Regen ~
Dispersion, Void Shift, Vampiric Embrace ~
Tremor Totem, Healing Tide Totem
This category was a little more difficult for me to quantify, and I may change it at some point. The one thing that stands out, is how powerful Ice Block + Cold Snap is. I haven’t really used Alter Time much, so my opinion on that might change, but at the moment, it’s only mildly useful as a defensive CD. With more practice, it might become my most powerful Def. CD. Nevertheless, mages are on top of this one (in my short assessment), but its close between them all.
Results: Mage > Druid = Warlock = Spriest = Shaman
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Perhaps a little later I will do numerical analysis on the cooldown timers of abilities vs. the number of CDs, i.e. what the probable maximum time is that a spec will have nothing it can do to survive, because this is one of the biggest problems I have playing a warlock compared to druid, mage, spriest or hunter.
---------- Post added 2012-09-17 at 01:09 PM ----------
He obviously doesn't play a warlock. IF (big if) he is not a troll, he is a very bad mage who has only ever fought a warlock in duels when they have all of their CDs up, and doesn't yet know how to deal with them. His assessments are not overly constructive, and are very fact light, while being opinion heavy. They do sound to me exactly like what I just said. A mage who has not learned how to deal with warlock CDs in duels (i.e. spec greater invis...).
Being able to act offensively is so minor most of the time. Duels are not won when you are under substantial melee fire for the most part. Ice Block (x2) serve to eliminate you as a desirable target (unless you are a warrior, once per arena). I have said this before, but I can not stress enough the efficacy of a defensive CD for a caster that makes people not want to attack you.Keep in mind, Pheonix, that chart is very useful, but it needs to take into consideration the POWER of each ability as well.
Evocation and Ice Block serve as powerful survival abilities, but you *cannot act offensively* while using those abilities. Warlocks don't have any buttons like that.
Being able to live (most likely CC'ed the entire time) is powerful, but the chance to cast during that time is not as powerful as you might think in practice. If it provided immunity to CC (like bubble) then it would be very powerful, but a simple sheep/fear/silence/cyclone/etc, ad naseum is sufficient to cancel out that part of its effectiveness.
Believe me, when I see the very visible DB go up, its either ignore it, and keep blasting away, because, why not? It will make the warlock much easier to kill in 8 seconds, or, I can just sheep the lock and be on my way.
My perspective is I have played both 2200+, as well as substantial beta play time on both, so mage/warlock comparisons are very easy for me. DB's ability to live for a while while casting is nice, but I used to be able to do that 100% of the time prior to MoP, with my passive 20% DR and substantially more healing. DB allows me to do it for 8s out of every 180s, and makes me easier to kill right after.
Sorry, but no, no comparison in actual game play.
Nevertheless, I do a comparative analysis of each category and rank the classes, as you suggested (though before your suggestion, even though it appears after your post )
Edit: I would like to note: if say, a destro warlock had sufficient survivability to build up 4 embers and popped UR and DB together along with Dark Soul (+ Havoc), it could be extremely powerful; almost a guaranteed kill if no LoS or sheep, etc. is available (both unlikely, but possible if timed properly). It is God Mode for 8 seconds out of every 3 mins, but the ability to get there does not exist, so it's a hypothetical not worth worrying about. Not to say it could never happen, but I doubt the likelihood of someone being able to pull it out often enough to make it into the bracket I will be playing in, so I am not overly concerned.