I've only recently focused on getting better at arena, so I may think differently after this months rating push or be off base but I have had a differnt experience when it comes to being trained and/or survivability.
First, on being trained:
(1) the consensus in most teams I run ith is that the team is better off when I am trained because: (a) I can get my maximum damage up on a all targets despite being trained (SB:SS as I run, and haunt whenever port and/or cc's have opened up enough space for me to haunt; (
my portal allows me to kite in a controlled manner, out to range, back to port and out, making me easy to heal/dispel and making enemy dps easy to damage and cc; © I can work my talents /glyphs to provide damage reductoin; (d) dark regeneration may be all I have, but it is a reset button other classes do not have; (e) play is predictable b/c I have set run patters that abuse terraine--e.g., in Ruins of L my portal sits at one side of stairs, and I kite the alley extending from other side of stairs (to boxes and back--hugging the inner wall to LOS ranged form above (forcing them tto drop down to target me and heal, allowing quick dot swaps onto all targest); (f) eventually they start to make desperate hard swaps onto healer or other dps; and (2) Becasue of this, a lot of my dueilng is focused on long survivability rather than 1v1 dominance.
In that regard, and on the advice of an affliction mulitglad--I do run soulink and grim of sac, not b/c they are the most synergystic talent choices. Specifically, I run sac for the health boost provided by shadowb bulwark and I will go sofar as to soul burn summon the void walker just to sacrific it and reset my health. Again from dueling, I have gotten in the habit of ranging port and postioning so I can SB/teleport behind my oppoent , and sprint at them from behind, using HOT when I am in their midists, into a shadown fury with fears/haunt into a port or run up the stairs and back, depnding. I am the only class that can put up maximum damage, force trinkets and defensive CD.
In sum, I think the guide above is on the money in most cases. I only take issue to the extent thte giuld suggest or outright concludes t hat afflictoin lacks the tools and mobility to turn "sit on the lock," into an act of futiltiy or an outright death sentence for the opposing team. I do agree that affliction will not survive for long if trained in empty room by burst dps. Warlocks cannot expect to trade blows with an unholy dk,and come out vidtorus based on his or her talent tree alone. Terraine is involved, teams are involved--the lock must use his abiltiies to abuse the provided arena maps ad exacerbate the vulnerabilities of opponent classes. So maybe success isn't something found in the lock spell book alone. Agreed.
But successful an affliction warlock can be. I usually surprise the teams I run with b/c they don't expect my the damage output and they further remark that they have never seen a warlock survive like I do. While flattering, I am sure what they see for the first time from me is commonplace up the ladder. I don't think I am a dynamo or anyhing--most of what I do I have learned from other locks or other classes workinng whit me to discovery what an aff lcok can do to coutner their class/spec in pvp--it's been a group exploration.
I think the big difference is that I enter pvp's with the notion (perhaps deluded, perhaps justifiefd, and maybe both) that I can win any fight if play right. Approaching the battlefield thinking otherwise, is a sure way to lose and to lose in the very way convince yourself and everyone arround you that the loss was the only possible outocme.
Give yourself some wiggle room. At the every least, cheer up, it might not happen.