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    Warlock Guide by entropy86

    Version: 1.50 | Updated: 04/19/10 | Search Guide | Bookmark Guide

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    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)  – Patch 3.2.0 updates
    Version 1.00 (7/22/09)  – 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 aren’t 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  The ones that I did find were outdated.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
    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
    Choosing between the different races for your toon won’t make any difference in
    the long run.  The base stats only vary slightly and by level 80 won’t 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 don’t 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 minion’s special
    abilities.  These abilities are unique for each minion and will be discussed in
    detail in the following minion specific sections.
    Your minion’s 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 minion’s
    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 – The minion will only attack if you are attacked or if you initiate
     a fight.  This is my standard setting.
    Passive – 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 can’t take very much
     punishment.  It does not require a soul shard to cast, so you’ll 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
    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 won’t be used very
    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
    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
     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
    War Stomp - Stuns and damages nearby enemies.
    A Warlock’s 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
    won’t 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 you’re back in the fight.  When you
    eventually acquire Fel Armor, you virtually become a zero downtime grinding
    I toyed with the Succubus and Felhunter.  I like the Succubus’ Seduction
    ability, but she doesn’t last very long in a fight and can’t 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
    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 Felhunter’s 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
    minion’s 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, don’t 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 doesn’t
    notice or can’t come to you, run to the tank and tell them, “aggro.”
    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.  Don’t 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.
    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.
    Let’s get some of the obvious things out of the way first.  Locks wear cloth
    “armor.”  You’d 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 don’t 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.  Don’t 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
    won’t 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 “best spec” 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
    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 don’t have any
     other curses.  But it won’t 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 didn’t 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 won’t 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 don’t 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 don’t want to fight if you don’t 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 target’s 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 enemy’s 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
    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.
    Talent-Max ranks  Description (Some of the talent names are self explanatory)
    Tier 1
    Improved Curse of Agony-2
    Suppresion-3  Increases chance to hit with spells and lowers affliction casting
    Improved Corruption-5  Improves Corruption and increases critical strike chance
     of Seed of Corruption
    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 target’s 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 target’s movement speed
    Tier 6
    Improved Felhunter-2  Regains its mana with Shadow Bite and increases Fel
    Shadow Mastery-5  Increases damage from your Shadow spells
    Tier 7
    Eradication-3  Hitting with Corruption gives you a chance to increase casting
    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
    Death’s Embrace-3  Improves Drain Life and Shadow spells
    Unstable Affliction-1  Causes Shadow damage and will harm anyone who dispels
    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
    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
    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
    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.
    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
    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
    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
    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***
    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.

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