Realm
Forums
NPC's
Maps
Spirit Vs. Int
Strategy Guides
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock Warrior
New Players
Starter Hints
First Few Levels
Secrets & Tips
Powerleveling
Insider Tips
Strange Areas / Bugs 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.
NEXT -->
1/3 |