Class Guide: Warlocks - Guide for World of Warcraft
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******************************************************************************* WW WW OOOOOOOO RRRRRRR LL DDDDDD OOOOOOOO FFFFFFFF WW WW OOOOOOOO RRRRRRRR LL DDDDDDDD OOOOOOOO FFFFFFFF WW WW OO OO RR RR LL DD DD OO OO FF WW WW OO OO RRRRRRR LL DD DD OO OO FFFFFF WW WW WW OO OO RRRRRR LL DD DD OO OO FFFFFF WWWWWWWW OO OO RR RR LL DD DD OO OO FF WWW WWW OOOOOOOO RR RR LLLLLLLL DDDDDDDD OOOOOOOO FF WW WW OOOOOOOO RR RR LLLLLLLL DDDDDD OOOOOOOO FF WW WW AA RRRRRRR CCCCCCCC RRRRRRR AA FFFFFFFF TTTTTTTT WW WW AAAA RRRRRRRR CCCCCCCC RRRRRRRR AAAA FFFFFFFF TTTTTTTT WW WW AA AA RR RR CC RR RR AA AA FF TT WW WW AA AA RRRRRRR CC RRRRRRR AA AA FFFFFF TT WW WW WW AAAAAAAA RRRRRR CC RRRRRR AAAAAAAA FFFFFF TT WWWWWWWW AAAAAAAA RR RR CC RR RR AAAAAAAA FF TT WWW WWW AA AA RR RR CCCCCCCC RR RR AA AA FF TT WW WW AA AA RR RR CCCCCCCC RR RR AA AA FF TT ******************************************************************************* World of Warcraft: Warlock Guide Version 1.50 (4/18/10) Written by Travis Stauffer Version 1.50 (4/18/10) - Added PvP section 6 and Patch 3.3.3 updates Version 1.20 (9/23/09) - Added minion details and glossary Version 1.01 (8/19/09) â Patch 3.2.0 updates Version 1.00 (7/22/09) â General Guide ***************** Table of Contents ***************** 1. Foreword 2. Class Details 3. Soul Shards 4. Minions 5. PvE Basic Strategy 6. PvP Basic Strategy 7. Spell List 8. Talents 9. Glossary 10. Legal 1. ***FOREWORD*** I wanted to write this guide because there arenât too many Warlock guides out there. The ones that I did find were outdated. It seems that Blizz likes to change things up frequently. This started out a as a basic guide but I have continued to add more detail. I have tried to include things that will be useful to rookies and those just starting with the Warlock class. This guide was originally written from a PvE perspective only. I have added a section to deal with PvP specifically and have sprinkled tips throughout. 2. ***CLASS DETAILS*** Warlocks have a couple of characteristics that distinguish them from the other classes. First is the ability to summon and control minions. The various minions that you are able to summon allow for flexibility in play style. The second distinguishing characteristic is hard hitting spells with a large mana pool. This allows Locks to keeping dishing out the pain for a relatively long time. A disadvantage is definitely the lack of anything but cloth armor. If a group of enemies starts beating on you, you are going to be visiting the graveyard in a hurry. This makes leveling a bit difficult at the beginning. If you can find a group to help you with questing when first starting out, by all means do so. Choosing between the different races for your toon wonât make any difference in the long run. The base stats only vary slightly and by level 80 wonât amount to anything. So choose the race that you like the best! Stamina is all important for a leveling Warlock. More stamina means more health, and the Life Tap ability can be used to convert health into mana. While leveling, look for items that give + stamina. Secondarily, look for items that give + intellect. Intellect translates directly into mana. A larger mana pool means continued spell casting for a longer period of time. The Warlock receives a free mount at level 20 after paying for riding training. The epic mount can be obtained for free at level 40 although you still have to pay for the riding training. There is an optional quest chain that can be done at level 60 to obtain the epic mount. This was originally designed as a way to get your mount a little bit early at level 60, before Blizzard lowered the riding level requirements. It is expensive and very time consuming. Unless you are feeling nostalgic, don't bother with the quest. 3. ***SOUL SHARDS*** Soul shards are unique to the Warlock class. They are required to cast many of the powerful spells and to summon minions. They take up one space each in your inventory, are soulbound, and donât stack. Soul shards are collected by using the Drain Soul spell. I usually try to keep at least three soul shards with me at all times. In case of death, you will need a few to get your minion, Healthstone, and Soulstone back. 4. ***MINIONS*** Many summoned demons are available to the Warlock. They all have different abilities that play well in certain scenarios. This section includes general information followed by specifics. Every minion has controllable functions that are similar to those of the pets for Hunters. You can click the commands with your cursor or use CTRL + (# key) to issue the commands. The first set of buttons give direct commands to the minion. Attack - The minion will attack your target. Follow - The minion will stay by your side. It will leave your side to attack based on the attitude setting. This is the setting I typically use. Stay - The minion will drop anchor and stay put. The next set of buttons to the right will control the minionâs special abilities. These abilities are unique for each minion and will be discussed in detail in the following minion specific sections. Your minionâs special abilities are normally set to automatic. This means that the special abilities will automatically execute when they are available. You will notice that these special abilities have cool down timers in the same way that your own abilities have. It is possible to manually control the minion abilities instead. Right-clicking on the ability icon will remove the auto- execution. You will notice that the yellow, dancing border on the outside of the icon stops, meaning that auto-execute is off. It is then possible to click the icon or use a hot key to use the ability manually. Personally, I normally leave the minion special abilities on auto-execute. Trying to control the abilities manually is usually way too much micromanagement. However, there will be times when this type of in-depth manual control is needed. The group of functions to the far right of the toolbar control the minionâs attitude. Aggressive - The minion will attack anything that it can when you walk by. I like to use this setting when I am escorting lowbies to help them quest. Be aware that if your minion gets the kill, and you put no damage on the mob, you will not be able to loot the corpse. Defensive â The minion will only attack if you are attacked or if you initiate a fight. This is my standard setting. Passive â The minion will do nothing. Useful when you want to pull a mob to you without having the minion meet them and stop them before they get to you. Also useful for getting the minion to return to you and pull mobs with them. As a final note, keep in mind that if you run too far away from your minion it will despawn. A soulshard will be returned to you if appropriate. This can happen sometimes if you are getting pounded and have to run away from the fight, leaving the minion behind. Imp-This is your first summoned demon; a cute little guy that helps by dealing damage with its fireballs. It has a decent mana pool but canât take very much punishment. It does not require a soul shard to cast, so youâll use it exclusively at the beginning of your career and possibly again as you approach level 80, depending on your talent build. Blood Pact - Increase party and raid members' health. Firebolt - Shoots fire balls at target. Phase Shift - Makes the Imp invisible and unattackable. Fire Shield - Increase fire resistance of party member and deals fire damage to any attacker. Voidwalker-Your second demon has a lot more endurance. It is able to tank for you. This goes a long way in helping you to get through fights. The disadvantage of this minion is the lack of attack power. This thing hits with the strength of kitten farts. However, you may find yourself using this demon for quite a while. I found that the combination of my attack power with its damage absorption made a great team. Taunt - Keeps aggro on the minion. Sacrifice - Sacrifices some minion health to give you a 30 second shield. Consume Shadows - Recovers minion health and increases stealth detection of party. Suffering - Keeps aggro on the minion and reduces enemy chance to hit. Succubus-The third minion has decent attack power but is not very tough. Her strength is her Seduction ability which allows her to stun a target for several seconds. She is fun and useful for a short while when you first acquire the ability to cast her, but her usefulness will soon fade as you progress through the game. Soothing Kiss - Lowers minion aggro and reduces enemy melee attack speed. Lash of Pain - Shadow damage attack. Seduction - Stuns humanoid target. Lesser Invisibility - Uh,.. not as good as regular invisibility? Felhunter-This demon has some unique abilities that are ideal for fighting casters. The special abilities of this minion can wipe effects from enemies and party members. This is a very specialized minion that wonât be used very often. Devour Magic - Removes a harmful spell from a friendly target or removes a helpful spell from an enemy target; also heals the minion. Spell Lock - Blocks an enemy spell cast attempt and prevents that spell school from being used for 6 seconds. Fel Intelligence - Increases party intellect and spirit. Shadow Bite - Shadow damage to the enemy. Feguard-This minion is summoned through a talent learned in the demonology tree. I love this demon for solo questing. He hits hard and is able to take lots of punishment. He is able to hold aggro in most situations. The drawback is a small mana pool. Intercept - The minion will rush out to meet the target. This will also stun the target for a couple of seconds. Cleave - A sweeping attack that damages the target and another target nearby. I would say to turn this off if the minion is only fighting one mob to save mana. Taunt - Keeps aggro on the minion. Infernal-He hits hard, usually holds aggro, and can take a beating. The drawbacks are that it requires a special infernal stone to cast and only lasts one minute. The infernal stones can be purchased from certain vendors. Good to use if you are in long fight and your minion goes down. Doomguard-A very special minion. There are two ways to summon this demon. You must have the Curse of Doom or Ritual of Doom spell. Curse of Doom will summon the Doomguard if you are fighting an enemy that is a high enough level to grant XP and if the curse runs through its 1 minute cycle to deliver the killing blow. Once summoned this minion will be very agitated and will want to kill something. He will probably come after you first! Be prepared with Curse of Elements to help the enslave stick and follow up with Enslave Demon. Be aware that this minion can break the enslave and begin beating the tar out of you again. Also note that repeating the Enslave Demon procedure will cause the enslave period to become shorter each time. Overall, fun to try once but not very useful. Despawns after 5 minutes. Ritual of Doom requires a special demonic figurine as a regent and a group of 4 other party members to help summon. Summoning in this way will result in a friendly minion. Lasts 15 minutes before despawn. This minion is a punisher. He deals big damage and has decent hp. The most powerful minion. The Ritual of Doom spell may be acquired in two different ways. You can kill Doomguard Commanders and Dreadlords in southwest Blasted Lands for the Grimoire of Doom item. This is a rare drop and is BOP, but will teach you the spell. I believe that the faster way to acquire this spell is to perform the three step quest chain that begins with Daio the Decrepit in western Blasted Lands. He will give three quests that involve killing level 61 and 62 elites. Help for this quest chain is nice but not required if you are Demonology spec. Rain of Fire - Similar to your own spell, an AOE that damages nearby enemies. Dispel - Like the Felhunter's Devour Magic in that it either removes a harmful spell from a friendly target or one beneficial spell from an enemy. Cripple - Slows enemy movement and increase time between enemy melee and ranged attacks. War Stomp - Stuns and damages nearby enemies. 5. ***PVE BASIC STRATEGY*** A Warlockâs advantage lies in the ability to dish out massive amounts of punishment. I like to start a typical fight with Immolate. It normally has a few seconds casting time, so best to use this one first and at a distance before the enemy starts dealing damage to you. I follow with an instant cast Corruption. I then follow up with a scenario specific curse: Curse of Weakness if you are low level and have nothing else, Curse of Tongues against a caster, Curse of Agony for DPS, or Curse of Elements. Remember that you can only have one active curse on a target at a time. I have found wands to be the best weapons for Locks. You are able to deal damage from a distance which helps to avoid enemy AOEs. Locks can also use daggers, staves, and one-hand swords. If you find a weapon with stat boosts that you are able to use, by all means hold onto it, even though you probably wonât use it for fighting. When first starting out, it can be difficult to quest by yourself. One on one fights are hard enough, and a group of 2 or 3 enemies can mean a visit to the graveyard angel. Some quests will require that you take on a group, however. I found myself in situations where I was outmatched often early on. An effective, but not at all glamorous strategy is to concentrate all of your attacks on one enemy, as opposed to using AOEs or casting spells on each enemy. This way, you can hopefully take down at least one baddie, resurrect, and get back to fight another before they start to respawn. Like I said, not glamorous, but effective. The better strategy is to try and pull just one enemy out of the group. Set your minion on passive if needed, and find the maximum distance that you can stand from the enemy while still being able to cast a spell. Cast the spell, wait for the enemy to approach, and then set the minion to defensive. If you accidentally draw the whole crowd, refer back to strategy one. Once you are able to summon the Voidwalker, I would recommend using it full time for a while as you level up. It can tank for you, which makes things much, much easier. It recovers health rather quickly, and can handle a mob smacking it around for quite a while. This can be your go to minion for most of the game. As you progress, you may find that your play style is better complimented by another minion. I eventually moved to a demonology spec for solo questing. The Felguard is great for this. He burns mana quickly, but you can give him more with Life Tap if you have the Mana Feed talent. A couple of Life Taps, 8 seconds of first aid bandaging, and youâre back in the fight. When you eventually acquire Fel Armor, you virtually become a zero downtime grinding machine. I toyed with the Succubus and Felhunter. I like the Succubusâ Seduction ability, but she doesnât last very long in a fight and canât hold aggro like the Voidwalker. The Felhunter is ideal if you are fighting a caster, but it is very specialized. You will probably be best served by an affliction or destruction talent spec as you start your career. When you reach level 51 and can go all the way through the demonology tree to get the Felguard, I would recommend paying the 1 gold to reset your talent points and switch to a demonology spec. Solo questing becomes much easier. You can take on equal or higher level elites by yourself with the demonology spec. You will laugh at quests that say, "Suggested number of players [#]." Turn off the Felguard's Cleave ability to save mana. Make sure your Felarmor is up. Drop a couple of spells like Immolate, Corruption, and a curse. Then just hit Health Funnel. Rinse, reapeat. It takes a little bit of time, but it is almost too easy. I have used this strategy to take down 95% of the world elite mobs solo. There are exceptions, but by and large you can do it all by yourself. With the latest patch updates, Affliction has become the clear choice for max DPS. The Felhunter is now the pet of choice to pair with this spec. Basically, spirit has been made into a valuable stat again. Through the Affliction talent tree, you are able to convert spirit into spell power. The Felhunterâs Fel Intelligence ability boosts spirit. In a group setting, the Warlock role is typically going to be straight DPS. An ideal group usually has at least one tank. If you are in a small group without a tank, your minion can serve as a tank. The Voidwalker and Felguard are great for this. If your group does have a tank, you may want to turn off your minionâs taunt abilities, if applicable, to prevent the minion from pulling aggro off of the tank. Warlocks are able to deliver mass damage in a short period of time. Sometimes this can cause too much threat and pull the mobs from the tank to you. If this happens, donât panic! The worst thing you can do is run away. Stay put, stop casting, and let the tank pull the mob back. If the tank somehow doesnât notice or canât come to you, run to the tank and tell them, âaggro.â I have mixed opinions about using CC. There are times when you will be asked to Fear mobs. But for the most part, you should not be using CC unless required. Donât use CC to get a mob off of you who is not on the tank. Instead, refer to the section above. You may want to use your soulstone on someone other than yourself. It may be a good idea to use it on someone in your group who has rez abilities. This way, you have a better chance of keeping alive the one person in your group who can bring you and everyone else back to life. Minion choice may vary depending on your group makeup. The Imp provides a health boost while the Felhunter gives an intellect and spirit boost. 6. **PVP BASIC STRATEGY** Warlocks have a lot of utility spells that make them a useful addition to a PvP situation. The most useful of these functions is CC. In most situations your responsibility will be CC. Letâs get some of the obvious things out of the way first. Locks wear cloth âarmor.â Youâd almost be better running around naked. At least that way you might buy some extra time by confusing the enemy. The armor value of cloth is very low compared to other armor types even with rare armor items. Be concerned with the bonus stats when choosing armor and do not concern yourself with the armor values. This being said, you will not win a straight up toe-to- toe fight against anyone. Your strongest advantages in PvP rely on spells that you donât commonly use in PvE. CC spells and teleport are basically worthless in PvE. However in PvP, these will move to the top of your list. Always have a healthstone ready. Always have your best armor spell up. Always watch your back! Everyone loves to pick on cloth wearers, especially Warlocks. Look behind yourself every chance you get. The general rule for every fight is that Fear is your best friend. A Fear spell will last until a certain amount of time has elapsed or until a certain amount of damage is done. Fear can be used three times in a row against an enemy before they become immune. The duration of Fear becomes shorter with each use. When fighting one-on-one, you will want to keep the enemy feared for as long as possible while laying down DOTs. Donât bother with you wand or staff. Break out you hardest hitting spells and spam them to oblivion. When fighting with a group, you should keep as many targets feared for as long as you possibly can. Rotate your Fear spells between enemies and watch the durations for each. Try to re-apply as soon as the effect wears off. DOTs are an afterthought here. Keep the targets feared and let you allies do the damage. Howl of Terror is a second to last resort or can be used when multiple enemies are nearby. The normal 30 second cooldown on this spell could mean that it wonât be ready again when you need it. There is a glyph available that can shorten this cooldown. Death Coil is your ace in the hole. Perfect for those situations when you can actually see a rogue coming or when you just need to regain the upper hand. The long cooldown on this spell is the thing to watch. I would recommend that it is saved until necessary. The spec that you choose for PvP is really dependent on your personal style. All specs are viable for PvP. The Demonology Soul Link is quite useful for the damage absorbtion. Affliction and Destruction can bring the pain in a hurry. In short, there is no âbest specâ for PvP. Your minion choice is largely open as well. The only minion that should be avoided is the Imp. He has no business being out for PvP. All others provide abilities that are viable. Highlights include the Voidwalker Sacrifice and the Felguard Intercept. Dropping the Infernal has its use as well. It has a short life span, but hurling it into a large group of combatants in a battleground can turn the tide. If it distracts enough enemies for a few seconds then it is mission accomplished! Always be on the move! A stationary Lock is a dead Lock. Certain spells of course do require that you stay still to cast or channel. As soon as this is done you need to start moving again. Using teleport effectively can be a great advantage. It has a limited horizontal range, so it is most useful in vertical situations. Perfect examples are towers and cliff edges. One scenario involves dropping the summoning circle at a high altitude to begin. You will have the opportunity to drop spells on the enemy as they work their way up to fight you. When they get to the top, drop down to the ground. They will probably have to jump down to follow. When they do, teleport back to the top. Now you start to understand why everyone hates Warlocks. In general, you will always want to drop a teleport circle when you reach a new area. You never know when you will need it! 7. ***SPELL LIST*** Below is a list of the different spell types and their functions. Note that there are multiple levels to most spells. These added levels are not listed below. I simply note the level when the spell is first acquired. Typically, new spells can be learned at all even numbered levels. Also note that talents and glyphs can be used to augment the spells. LEVEL 4 Corruption-The bread and butter spell. Good mana to DPS ratio. There is no reason not to cast this spell in almost every fight. Curse of Weakness-Useful when you are first starting out and donât have any other curses. But it wonât be long before you do acquire new curses and this one is obsolete. LEVEL 6 Life Tap-A unique feature of Warlocks is that they can tap into their HP pool and convert it to mana. Useful for long fights when you run out of mana but still have plenty of HP. A quick way to regenerate your HP and mana is to Life Tap a couple of times to refill your mana and then slap on a bandage to recover the HP. A lot faster than sitting down to eat and drink. Shadow Bolt-I have mixed feelings about this one. It was very useful at the beginning when I had no decent wands and no other spells to supplement my regular attacks. But toward the end, my particular build didnât leave this spell as being very useful. There are talents that can spec for Shadow and this spell in particular. Unless you are using that build, this spell may become useless halfway up the leveling ladder. However, for a level 80 Affliction DPS build, this spell becomes the go to spam button. LEVEL 8 Curse of Agony-I use this in almost every fight. This DOT deals less damage at the beginning and builds up for more DPS at the end. So for weaker enemies it can be overkill and a waste of mana. Fear-Your first crowd control spell. It affects only one targeted enemy, causing them to flee the scene for a few seconds. Beware that if they run into other mobs they will bring them back too, which can make things even worse. Also note that if you attempt to use it repeatedly on the same enemy it will become less effective each time. Useful if you are in PvP or in a no win fight as a last ditch effort. But for the most part in PvE, I have seen this spell do more harm than good. In PvP, this spell is your number one best friend. Use it always and often. LEVEL 10 Drain Soul-This is the spell that gives you soul shards. It is a channeled spell that randomly places soul shards in your inventory. You will always receive a soul shard from an enemy if the enemy dies while the Drain Soul spell is active. You can only receive soul shards from enemies that grant XP. So just going out to the woods and putting the spell on a bunny wonât work. With the right talents, this spell becomes another must use spell for a level 80 Affliction DPS build. Create Healthstone-Always have one of these with you. It restores a chunk of your health instantly. It requires a soul shard to generate. Demon Skin-Your first armor spell. It gives you a + armor bonus. No reason not to have one of these spells on at all times. Immolate-Another bread and butter spell. It puts a large burst of Fire damage on the target at the beginning. It then continues to deal Fire damage for a few more seconds. Another spell that I use in almost every fight. Summon Voidwalker-Requires a soul shard. LEVEL 12 Health Funnel-Takes HP from you and channels it to the minion. Can be used in or out of combat. LEVEL 14 Drain Life-A channeled spell that takes HP from the target and gives it to you. For the amount of life that you gain versus the casting cost, I donât like this spell. Useful if you are going to try to drain tank. LEVEL 16 Unending Breath-Lets you stay underwater without the need for air for 10 minutes. Can also be applied to friendly targets. LEVEL 18 Create Soulstone-Requires a soul shard. Can be applied to yourself or a friendly target. Stores the target soul for resurrection. Only one soulstone can be active at a time and there is a 15 minute cool down. I keep one of these on at all times. If you are with a group, you may consider putting the soulstone on one of the group members instead of yourself. Searing Pain-Basically an Immolate spell that costs half the mana and does half the damage. I just assume use Immolate. LEVEL 20 Demon Armor-A beefed up version of Demon Skin. Again, no reason not to have this on at all times. Rain of Fire-A very useful AOE spell. It allows you to focus damage to all enemies in a wide area. It consumes a lot of mana though. But when you need to take down a large group of enemies, this is the way to go. Ritual of Summoning-Requires a soul shard. Lets you open a portal that can summon other party members to your location. The catch is that you must already have two other party members with you to complete the summon. Useful for picking up the stragglers. Summon Succubus-Requires a soul shard. LEVEL 22 Eye of Kilrogg-Creates a giant green eyeball that you can use for scouting purposes. Useful for seeing around corners and checking down long corridors past mobs that you donât want to fight if you donât have to. I have also used this to lure enemies away from their posts allowing you to then sneak past without resistance. LEVEL 24 Drain Mana-Similar to drain life. A channeled spell that returns mana to you from the targeted enemy. For the casting cost and the amount of mana returned, I deem this spell to be worthless. Sense Demons-Shows demons on the minimap just like you would use it to track other items. Useful for finding demons to apply Enslave Demon. LEVEL 26 Curse of Tongues-Slows the casting time of enemy casters. Most times I like to use this curse when fighting an enemy caster. It can slow them down just enough to keep them from healing themselves at the last second before you finish them. Detect Invisibility-Allows you to see invisible enemies. Does not allow you to see stealthed enemies. LEVEL 28 Banish-Binds an enemy minion so that it can not attack. The caveat is that you are unable to attack it either. Useful when you are fighting an enemy caster sans minion. Hit the minion with banish and take out the caster. By the time that is accomplished, the banish spell will wear off and you can finish off the minion. Always easier to fight one enemy at a time instead of two! This is also useful in PvP for banishing those pesky healing druids in tree form. Apply again as soon as it breaks to keep them out of the way. Create Firestone-Requires a soul shard. Creates a 5 use stone that gives you a small spell buff. Lasts one hour. It is cool if you want to do this once to try it out, but it is totally worthless. The Master Conjuror talent does add a bonus that makes this better, but still not worth it. LEVEL 30 Enslave Demon-Requires a soul shard. Allows you to take control of a demon and make it do your bidding. Used to control the Doomguard when summoned via Curse of Doom. Hellfire-Basically an AOE self-destruct spell that hurts you and does equal damage to all surrounding enemies. I do not understand this spell at all. Unless you are fighting low level mobs and want to impress your friends, just stick with Rain of Fire. Summon Felhunter-Requires a soul shard. LEVEL 32 Curse of the Elements-Reduces the targetâs resistances to elemental damage. Shadow Ward-A buff that absorbs Shadow damage. If you see a Shadow Priest in PvP, use this to help fend off some of the damage. LEVEL 36 Create Spellstone-Requires a soul shard. Similar to Firestone. Adds haste. The Master Conjuror talent adds a bonus that makes this better. However, this does add a small amount of haste and is useful once you hit level 80. Anything that can help you to cast more quickly can only help your DPS. LEVEL 40 Howl of Terror-A more useful Fear spell that affects a group of enemies surrounding the caster. This is great when you are getting pounded by a group of enemies and need a few seconds to regroup or cast. LEVEL 42 Death Coil-Fears one enemy and deals damage to that enemy. Like the Fear spell, be aware that the enemy may run into others and bring them back to you. However, mobs don't run as far away as they do with Fear. This is a lifesaver in PvP. As an instant cast, this will get someone away from you in a pinch. The long cooldown means you should save this for an emergency though. LEVEL 48 Soulfire-Requires a soul shard. Delivers a fireball that takes a chunk of one targeted enemyâs HP. Has a long cast time. This spell can be very powerful when augmented with talents and glyphs. LEVEL 50 Inferno-Requires an infernal stone. Summons the Infernal minion. LEVEL 60 Curse of Doom-Puts a curse on one enemy. After one minute, a heap of damage is unloaded on the target. If the target is killed by the curse, the Doomguard will be summoned. Cannot be used in PvP. Ritual of Doom-Requires a demonic figurine and 4 additional party members to cast. Summons the Doomguard. A quest chain is required to obtain this spell. LEVEL 62 Fel Armor-Surrounds you with fel energy that grants health regeneration and increases your spell power. The benefit of the HP regen is great. I recommend using this instead of Demon Armor once you get it. LEVEL 64 Incinerate-Has a cast time of a couple seconds. Lay this on an enemy who already has an Immolate spell applied for extra damage. LEVEL 66 Soulshatter-Requires soul shard. Reduces your threat to nearby enemies. LEVEL 68 Ritual of Souls-Allows you to create a soul well that lets party members take healthstones. Requires 2 other party members to cast. LEVEL 70 Seed of Corruption-Inflicts Shadow damage to one target for up to 18 seconds, or until maximum spell damage is achieved. When the timer expires, Shadow damage is inflicted on all nearby enemies. This spell creates mass destruction. LEVEL 75 Shadowflame-Instant cast that starts with shadow damage and then flame DOT, hence the name. It hits enemies in front of you in a cone-shaped area, meaning that enemies behind or to the side will not be hit. LEVEL 80 Demonic Circle-A two part spell: Summon and Teleport. Basically a short range teleportation spell. Useful against bosses to escape certain effects. Many great PvP uses. 8. *** TALENT TREES*** Like all classes, the Warlock class has three talent trees available. It is fun to play with different trees and build combinations. I would say to not worry too much about the talents at the beginning of the game. Have fun and do some experimentation. It only costs 1 gold the first time to reset the talents and start over. As you approach level 80 you will probably want to invest the 1000 gold into dual talent specialization. This will allow you to have one spec for raiding and another for soloing. The tree names are pretty much self explanatory. Affliction focuses on DOTs and curses. Demonology focuses on augmenting minion powers. Destruction focuses on critical hits. Affliction seems to be popular for end game raid builds. I have used Demonology and Destruction builds for my solo questing. Destruction worked well, but I prefer Demonology for solo. Legend: Talent-Max ranks Description (Some of the talent names are self explanatory) AFFLICTION Tier 1 Improved Curse of Agony-2 Suppresion-3 Increases chance to hit with spells and lowers affliction casting cost. Improved Corruption-5 Improves Corruption and increases critical strike chance of Seed of Corruption Tier2 Improved Curse of Weakness-2 Improved Drain Soul-2 Returns mana if target is killed with Drain Soul and causes Affliction spells to generate less threat Improved Life Tap-2 Soul Siphon-2 Improves Drain Life spell Tier 3 Improved Fear-2 Causes Nightmare Effect that slows targetâs movement speed. Fel Concentration-3 Reduces pushback when casting Drain Life, Drain Mana, Drain Soul, Unstable Affliction, and Haunt Amplify Curse-1 Reduces global cooldown of curses by .5 seconds Tier 4 Grim Reach-2 Increases range of Affliction spells Nightfall-2 Gives Corruption and Drain Life spells a chance to put you in a Shadow Trance that lets you cast an instant Shadow Bolt. Empowered Corruption-3 Tier 5 Shadow Embrace-5 Haunt and Shadow Bolt spells increase target damage and reduce target healing Siphon Life-1 Corruption, Seed of Corruption, and Unstable Affliction damage is increased and Corruption heals you for a percentage of the damage dealt Curse of Exhaustion-1 Reduces targetâs movement speed Tier 6 Improved Felhunter-2 Regains its mana with Shadow Bite and increases Fel Intelligence Shadow Mastery-5 Increases damage from your Shadow spells Tier 7 Eradication-3 Hitting with Corruption gives you a chance to increase casting speed Contagion-5 Increases damage of Corruption, Seed of Corruption, and Curse of Agony and reduces the chance of you Affliction spells being dispelled. Dark Pact-1 Takes mana from your pet and gives it to you. Tier 8 Improved Howl of Terror-2 Reduces cast time Malediction-3 Improves damage and critical strike chance of Corruption and Unstable Affliction Tier 9 Deathâs Embrace-3 Improves Drain Life and Shadow spells Unstable Affliction-1 Causes Shadow damage and will harm anyone who dispels it Pandemic-1 Give Corruption, Haunt, and Unstable Affliction the ability to crit for 100% damage Tier 10 Everlasting Affliction-5 Corruption and Unstable Affliction gain power and Drain Life and Haunt have a chance to reset the Corruption duration Tier 11 Haunt-1 Shadow damage and weakens Shadow resistance of target and also heals you for the damage amount done to the target DEMONOLOGY Tier 1 Improved Healthstone-2 Improved Imp-2 Demonic Embrace-3 Increases your stamina Fel Synergy-2 Heal your pet for a percent of damage caused to the enemy Tier 2 Improved Health Funnel-2 Increases HP flow and lowers damage taken by minion during Demonic Brutality-3 Improves Voidwalker and Felguard Fel Vitality-3 Increases stamina of minion and improves your HP and mana Tier 3 Improved Succubus-3 Soul Link-1 Transfers 20% of damage taken by caster to demon Fel Domination-1 Reduces cast time and mana cost of next summoned minion Demonic Aegis-3 Improves Demon Armor and Fel Armor Tier 4 Unholy Power-5 Improves minion attack power Master Summoner-2 Reduces cast time and mana cost of next summoned minion Tier 5 Mana Feed-1 Drain Mana and Life Tap also give mana to minion Master Conjuror-2 Improves Firestones and Spellstones Tier 6 Master Demonologist-5 Different buffs given for each minion Molten Core-3 Gives Shadow spells and DOTs a chance to increase damage from Fire spells Tier 7 Demonic Resilience-3 Reduces chance of you being critically hit and reduces damage taken by minion Demonic Empowerment-1 Grants a different temporary buff for each minion Demonic Knowledge- Increases your spell damage based on a percentage of your minion's Intellect and Stamina Tier 8 Demonic Tactics-5 Increases melee and spell critical hit chance for you and your minion Decimation-2 Shadowbolt or Incinerate on a target below 35% HP gives a 10 second buff that reduces cast time of Soul Fire and the Soul Fire does not cost a soul shard Tier 9 Improved Demonic Tactics-3 Increases minions critical hit chance Summon Felguard-1 Nemesis-3 Reduces cooldown of Demonic Empowerment, Metamorphosis, and Fel Domination Tier 10 Demonic Pact-5 Minions critical hits give 12 second buff to party members that increases spell damage Tier 11 Metamorphosis-1 Transform into a demon with increased armor and damage dealing, and reduces stun and snare effects. You also get new abilities in this form: Immolation Aura damages all nearby enemies, Challenging Howl taunts all nearby enemies, Demon Charge dashes toward and stuns an enemy, and Shadow Cleave does melee damage to nearby enemies. DESTRUCTION Tier 1 Improved Shadow Bolt-5 Bane-5 Reduces cast time of Shadow Bolt, Chaos Bolt, Immolate, and Soul Fire Tier 2 Aftermath-2 Increases damage from Immolate and gives Conflagrate a chance to stun Molten Skin-3 Reduces all damage taken Cataclysm-3 Reduces mana cost of destruction spells Tier 3 Demonic Power-2 Improves Succubus and Imp Shadowburn-1 Gives you a spell that hits with a burst of Shadow damage. Costs a soul shard. If the target dies within 5 seconds, you get the soul shard back. Ruin-5 Increases critical strike chance of Destruction spells Tier 4 Intensity-2 Reduces pushback while casting Destruction spells Destructive Reach-2 Increases range and reduces threat of Destruction spells Improved Searing Pain-3 Tier 5 Backlash-3 Increases spell critical strike chance and gives chance when hit with physical attack to reduce the cast time of next Shadow Bolt of Incinerate by 100% Improved Immolate-3 Devastation-1 Increases critical strike chance of Destruction spells Tier 6 Nether Protection-3 After being hit with spell, gives chance to reduce all damage from that spell class for 8 seconds. Emberstorm-5 Increases Fire spell damage and reduces cast time of Incinerate Tier 7 Conflagrate-1 Consumes an Immolate or Shadowflame effect to instantly deal damage Soul Leech-3 Gives Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain, and Conflagrate a chance to return HP to you Pyroclasm-2 A critical hit with Searing Pain or Conflagrate give Shadow and Fire spells a damage increase for 10 seconds. Tier 8 Shadow and Flame-5 Bolsters Shadow Bolt and Incinerate Improved Soul Leech-2 Soul Leech give mana to you and minion and has a chance to restore mana for all party members Tier 9 Backdraft-3 Casting Conflagrate gives improved global cooldown to all Destruction spells for 15 seconds Shadowfury-1 An AOE that causes Shadow damage and stuns enemies Empowered Imp-3 Tier 10 Fire and Brimstone-5 Increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate Tier 11 Chaos Bolt-1 Fire damage that can not be resisted 9. ***GLOSSARY*** Yes, we were all new to this game at some point. So this section is dedicated to helping new players with the terms used in this guide. aggro - threat; aggression AOE - Area Of Effect Blizz - Blizzard, maker of the game. BOE - Bind On Equip. These items are not soulbound until equipped. BOP - Bind On Pickup. Becomes soulbound as soon as you loot it. buff - A helpful spell applied to a character caster - magic user CC - Crowd Control; spells like Fear, Death Coil, and Howl of Terror. cooldown, CD - A waiting period that prevents something from being used again right away. critical strike - An attack will randomly do extra damage. despawn - disappear DOT - Damage Over Time DPS - Damage Per Second HP - Hit Points; Health Points Lock - short for Warlock lowbies - low level players mana - Your magic points. The blue bar under your green health bar is your mana gauge mob - enemy or monster mount - The various rides that you are able to summon. raid - A large group of up to 40 players that go into a dungeon together. respawn - reappear rez - ressurect soulbound - A soulbound item can not be given to another player. If an item is soulbound it will be noted in the item description. stack - Some items can be placed in a single item slot multiple times. These items are considered stackable. But other items, like soul shards, each take up one item slot. talent - Starting at level 10, you get 1 talent point per level that you can use to augment your character's abilities. tank/tanking - Typically in a group of players, you want to have one player that can stand in front of the enemy and take a beating. For Warlocks rolling solo, this will be your minion. toon - One of your playable characters. XP - eXperience Points 10. ***LEGAL*** COPYRIGHT 2009-2010 TRAVIS STAUFFER This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.