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Warlock Strategies Guide 1/3

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Alliance 1-60 (Mythrid)



SUMMARY:

  • Stamina is your primary Attribute.
  • You are the master of DoT spells (damage over time), having the ability to stack multiple DoT's on a single opponent.
  • In PvP, you have the dreaded 'FEAR' spell, loathed by all players.
  • Skip the Demonology Talent spec.  Your best PvP line is Affliction with enough points in Destruction to get Shadowburn.
  • Manna Drain mages, pallys, priests, shamans.  Get improved Manna Drain in Affliction as this spell is extremely useful in PvP.
  • Fear and DoT other classes, using your pet to distract. 
  • You have a superb ability to tank in PvE as a great solo player.   Your minion pets are excellent tanks.
  • Choose a 1-H weapon and a wand in your off hand.  Dump staves.

Basics:  The warlock class like the hunter has the benefit of a "pet" (demon) he can use to tank mobs.  But instead of supplementing with arrows or bullets, he uses spells.  Warlocks get the following pets:

  • Imp at level 1.
  • Voidwalker at level 10
  • Succubus at level 20
  • Felhunter at level 30.
  • Infernal at level 50
  • Doomguard at 60

Warlocks are fabulous tanks, able to take on mobs solo.  Utilizing their 'pet minions' well, a Warlock will find that, just like the hunter, he can get more XP alone than in a group.  The Warlock's primary damage output is via the DoT (damage over time).  A Warlock, in PvP needs to be able to survive the initial onslaught.  In the long-term, the warlock is perhaps the most powerful PvP'er.  The more time a player gives a warlock in a PvP duel, the stronger the warlock becomes.

Attributes:   Stamina is supreme for the Warlock.  Here are the reasons why:  1) Agility grants an enhanced chance to critically hit in mele, and has nothing to do with your spells chance to crit, so dont even think it.
2) Intelligence increases the chance to get critical hits with spells, BUT DoT's (Damage over Time spells) DO NOT crit ever (exception:  Immolate can crit with its initial blast).  And since your primary source of damage is DoT spells, it just doesn't make sense to put high investment into INT.  Strength is of no use.  Only Spirit would seem to have good use here as it increases your manna regen rate.  But consider also that a warlock has the ability to convert Health into Manna, so it makes yet even more sense to buff up that Stamina.

Weapons:   Warlocks should go for a one-handed weapon, stick with daggers, so that you can equip with a wand in your off hand.  Right now, wands in the off hand do as much damage as they would in the main hand.   Utilizing this method gives simulates 'dual - wielding'

Talent Build

9/10 warlocks agree:  Demonology is crap.  No PvP'er puts points into it.  Perhaps Blizzard will ramp it up eventually, but as of now 12/2004, its crap.   Demonic Embrace?  Bah, forget about it.  Why spend precious talent points to drop a stat in order to raise another one?  Just don't like it.  My recommendations:

Manna Burn is just so useful in PvP- especially while FEAR is on.  Improved Corruption to instant cast is also mandatory.  Don't think about not getting it.  My recommendation for PvP: 

 

 

 

 

 

Improved Drain Life - 3/5 points
Increases the Health drained by your Drain Life spell by 6%.

Fel Concentration - 5/5 points
Gives you a 70% chance to avoid interruption caused by damage while channelling the Drain Life, Drain Mana, or Drain Soul spell.

Amplify Curse - 1/1 point
Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%.

Improved Drain Mana - 2/2 points
Causes the Mana drained by your Drain Mana spell to damage the opponent.

Nightfall - 2/2 points
Gives your Corruption and Drain Life spells a 3% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

Grim Reach - 2/2 points
Increases the range of your Affliction spells by 20%.

Siphon Life - 1/1 point
Transfers 13 health from the target to the caster every 3 seconds. Lasts 30 seconds.

Curse of Exhaustion - 1/1 point
Reduces the target's speed to 90% of normal for 12 seconds. Only one Curse per Warlock can be active on any one target.

Improved Curse of Exhaustion - 4/4 points
Increases the speed reduction of your Curse of Exhaustion by 20%.

Shadow Mastery - 5/5 points
Increases the damage dealt or life drained by your Shadow spells by 10%.


In this line, the warlock gets extra range with Grim Reach (highly useful in PvP, esp when you lay down a fear.  While they run, you can continue to pound them- also very useful vs. melee class).  Of course Improved Manna burn rocks, and Curse of Exhaustion has numerous uses.  Fel Concentration is extremely useful in PvP as it allows you to remain undisturbed while channelling.

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