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The Warlock: -Last
Updated 3-28-2004
|
Available to: Human, Gnome, Undead, Orc,
Troll Best For: Undead, Orc,
Human Primary Attribute: Intelligence Skills Require...
Spirit
Allowable Armor: Cloth
Allowable Weapons: Daggers Wands, Staff (After
Training) The Warlock is a devious caster, who
survives on cunning rather than pure arcane power. In terms of
brute damage, the Warlock's arsenal of spells is limited, even
feeble when compared to that of the mage. Yet, with a demonic
companion, and devious curses, a Warlock can be just as
formidable. |
The Warlock is perhaps the most involved
class to play, and should perhaps be reserved for experiences
players. He's spells work the best, and one can sometimes argue,
only work, when used in unison. A warlock who casts only one spell
is dead Warlock, a Warlock who casts only two spells might live
for a few minutes longer.
The Warlock has very few direct damage spell is his possession.
Instead, he has a repartee of debilitating enchantments and damage
over time spells. While these spells are very effective, they are
only good over a duration of time. The Warlock is also physically
the weakest class, their only starting weapon proficiency being that of the
dagger and wand, and only the former is available for quite a while. Lacking in any instant damage spells, Warlocks are very
vulnerable in melee combat.
To make up for this, Warlocks are the best class at keeping emmies
way from themselves. Any Warlock over Level 2 will always have his
minion around. The minion keeps the enemy distracted, while the
Warlocks works on his curses, enchantments and other nasty
spells.
Spells Mechanics: The spell system
of the Warlock works in a very similar fashion to that of the
mage. Instead of allocating skill points to spells at each level,
the Warlock purchases his spells from Warlock Trainers. This
ensures that a player is not penalized for casting a wide range of
spells over specializing in a certain type. Indeed, it would
be extremely foolish to do the latter. Each school of magic for
the Warlock is designed for one special purpose. For example,
Demon Magic is all about buffs, and specializing on only that
would mean absolutely no offensive power.
Hidden Trainers Warlocks, being
followers of demonic magic, are scorned upon by the world. Thus
their trainers are located at far less than obvious places.
Where's Warrior Trainers stand n the Warrior's Hall, and Mage
Trainers in the Arcane Tower, a new player would have very little
idea where the Warlock Trainer would be.
In Northshire, it was the graveyard, in Golshire, the cellar, and
in Stormwind, the back door of some tavern. Thus, if you are
playing, be prepared to spend a few minutes searching for your
trainer in each city you visit.
Spell Types The Warlock has
several schools of magic, with effects far ranged and varied.
However, their offensive spells basically boil down to the
following categories:
Channelling Spells: No casting time, no
cooldown, but the caster is disabled for the duration of the
spell. If the caster is hit during this time, the spell is
disrupted. Channelling spells should never be used when the caster
is under attack. They're best used when in a party, or attacking
melee characters from far away who're slowed from your frost
spells. Eg: Mana Siphon, Drain Soul
Sorcery Spells: Take time to cast, but
have no cool down. They can be used as much as casting time
allows. However, if the caster is struck while casting the spell,
the casting time increases and the spell may be disrupted
altogether. Thus casting sorceries while under attack is
questionable. Any sorcery with over 2.5s casting time should not
be used in melee. Eg: Shadow Bolt, Immolation
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note
that, different instant spells have separate cooldown timers, so
you can cast two different instant spells one after the other for
brutal damage. Eg: Life Tap, Demon Skin
Compared to the Mage, the Warlock has almost
no offensive instant spells, and is thus much weaker in melee
compared. To make for this, the Warlock has the ability to summon
a pet, which can help absorb damage and keep the enemy away from
the fragile player.
Pets: The Warlock would be a weak
character class if not for their ability to keep a permanent
'pet'. Unlike conventional spells, a player cannot purchase Pet
Summoning Spells from Warlock Trainers. Instead, whenever the
Warlock reaches a certain level, he will be given the option to do
a quest, which upon completion, gives him the ability to summon a
new pet.
For example, at Level 1, a Human Warlock would be given a mission
to retrieve a stolen spellbook from Defias Thugs. Upon completing
this, they will be able to the summon the Imp.
Each type of summoned creature is of the same level as that of the
caster, and hence improves in combat ability as the Warlock
improves. You can bring you pets to special trainers who can train
them with new abilities. For instance, the Imp can learn higher
levels of the Firebolt Spell. Pets can be given basic commands
such as attack, as well as specialized commands to use their
spells.
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Imp:
Level Required: 1 Class: Mage Requires: Nothing Spells: Firebolt
The Imp acts as supporting caster, able to
hurl firebolts at the enemy. Firebolt acts as a weaker version of
the mage's fireball spell, doing the same damage of fireball of 1
level lower. Physically, the Imp is very weak, and does not serve
well as a Meat Shield. The Imp is the only pet that does not
require a Soul Shard to summon, and is thus useful even to higher
level players, when they're running low of the commodity
|
|
Voidwalker: Level
Required: 10 Class: Warrior Requires: 1 Soulshard Spells: Torture
The Voidwalker is built to be a meat wall,
with far more hp than the Warlock. Torture is an extremely
ability, causing the target creature to attack the Void Walker.
This give the warlock ample time to cast his spells without fear
of being disrupted. However, Voidwalkers deal very little damage,
so don't expect it to actually kill any tough enemies.
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|
Succubus: Level
Required: 20 Class: Rogue Requires: 1 Soulshard Spells: Sinster Strike, Evicerate
Succubus' are the exact reverse of the
Voidwalker. They're not that great at soaking damage, but can deal
it in excess. Sharing many abilities of the Rogue, they are able
to sneak behind the enemy and mortally wound them outright.
|
|
Felhound:
Level Required: 30
Class: Priest
Requires: 1 Soulshard
Spells: Mana Burn
Felhounds are strong fighters designed
especially to counter enemy spellcasters. They're heavily magic
resistant, and have the ability to turn the enemy's mana against
themselves. |
The Use of Souls Many of the High
Level Warlock spells and nearly all summoning spells require soul
shards to cast. Soul Shards cannot be bought in stores, and must
instead be crafted by the player himself. At Level 10, the Warlock
is able to cast the 'Drain Soul' spell, a weak Channelling spell
that deals very little damage every second. In order for the
Warlock to obtain a soul, he must be casting Drain Soul on the
target when it dies. Due to the fact that Drain Soul can be
disrupted if the Warlock is hit, this can be quite tricky.
The School of Soulcraft deals especially with the use of these
souls, using them to create powerful items.
|
Drain
Soul: -Channelling
Casting Time: Instant
Cooldown: None
Target: Enemy
This is an essential spell, and the Warlock's
only way to create soul shards. In terms of damage dealt, it is
very weak for spell that require channelling, and therefore
unlikely to kill all but the weakest monsters. Note that the
player gains a soul provided the Monster dies while this spell is
in effect, thus it is best to reduce the target monsters to very
low life, cast a Damage Over Time spell, before using Drain
Soul.
| Rank |
Required Level |
Cost |
Mana |
Range |
Damage |
Damage/Mana |
| 1 |
10 |
7 50 |
50 |
30 yrd |
50hp over 15s |
1.00 |
| 2 |
24 |
50 |
130 |
30 yrd |
160hp over 15s |
1.23 |
| 3 |
38 |
1 70 |
215 |
30 yrd |
300hp over 15s |
1.40 |
|
|
Create Bloodstone:
-Sorcery Cooldown: None Target: Self Reagents: Soul Shard
Creates a Bloodstone that can be used to
instantly restore life. This is a great way to use excess soul
shards, and encourages the Warlock to drain as many souls as he
can. Bloodstones have 2 a minute cooldown, that is, a player
cannot consume two Bloodstones within 2 minutes of each other.
Higher ranks of of the spell creates more powerful Bloodstones.
| Rank |
Required Level |
Cost |
Mana |
Bloodstone Type |
HP restored |
| 1 |
10 |
7 50 |
85 |
Minor Bloodstone |
100 |
| 2 |
25 |
50 |
245 |
Lesser Bloodstone |
300 |
| 3 |
38 |
1 70 |
490 |
Bloodstone |
? |
|
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Create Soulstone:
-Sorcery Cooldown: None Target: Self Reagents: 2 Soul Shards
Creates a Soulstone that can be used to
automatically resurrect the player once his dead (subject to
resurrection sickness). This spell is a great time saver. This
spell has a huge casting time, and cannot be used in battle to
save one's life.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Soulstone Type |
| 1 |
18 |
25 |
85 |
10s |
Soulstone |
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Create Spellstone:
-Sorcery Cooldown: None Target: Self Reagents: Soul Shard
The spell stone is the Warlock's ultimate
anti-caster ability.
When equipped, it gives the Warlock 50% chance to reflect an enemy spell back at
its caster.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
| 1 |
36 |
1 50 |
140 |
5s |
|
Shadow Magic: Shadow Magic contains
what little direct damage spells the Warlock have, as well as many
that convert damage to life. Most of the spells are very combat
oriented, and essential for survival in battle.
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Shadow
Bolt: -Sorcery
Cooldown: None
Target: Enemy
The staple attack spell for the Warlock, which
should only be used once all curses and enchantments have being
cast. At lower ranks, it deals comparable damage to that of fire
bolt of the mage, but soon loses out on Casting Time, Damage and
Range.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
25 |
1.7s |
30 yrd |
16-20 |
0.72 |
| 2 |
6 |
2 |
40 |
2.2s |
30 yrd |
25-29 |
0.68 |
| 3 |
12 |
10 |
65 |
2.8s |
30 yrd |
48-56 |
0.8 |
| 4 |
20 |
30 |
105 |
3.0s |
30 yrd |
90-104 |
0.92 |
| 5 |
28 |
70 |
160 |
3.0s |
30 yrd |
157-174 |
1.03 |
| 6 |
36 |
1 50 |
205 |
3.0s |
30 yrd |
223-251 |
1.16 |
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|
Corruption:
-Sorcery Cooldown: None Range: 30 yards Target: Enemy
Corruption is the first exclusively damage
over time spell available to the Warlock, and is thus
indispensable. This spell should always be cast upon tougher
opponents just before battle. Like all Damage over Time Spells, it
it extremely nasty when used in combo with Fear. Cast this first,
then make the enemy run away in fear... it's so effective that it
is almost cheap.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
| 1 |
4 |
40 |
80 |
2.0s |
20 yrd |
60hp over 30s |
| 2 |
16 |
80 |
18 |
2.0s |
30 yrd |
117hp over 45s |
| 3 |
28 |
155 |
70 |
2.0s |
30 yrd |
270hp over 45s |
|
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Life Tap
-Instant
Casting Time: Instant
The instant conversion of mana to life should
only be used in emergencies, for generally a Warlock has much more
life than mana. Being instant, it is useful, normally for getting
just enough mana to cast an escape spell such as fear. This is one
spell that you might like to keep several different ranks
hotkeyed. Converting more Life to Mana is not always a good
thing!
| Rank |
Required Level |
Cost |
Cooldown |
Life Converted |
| 1 |
6 |
2 |
3.0s |
20 hp to 20 Mana |
| 2 |
18 |
25 |
3.0s |
55 hp to 55 Mana |
| 3 |
30 |
80 |
3.0s |
120 hp to 120 Mana |
|
|
Fear:
-Sorcery Casting Time: Instant Cooldown: 0s Target: Enemy
One of the mots useful solo spells for the
Warlock. Fear instantly causes an enemy unit to flee for the
duration of the spell. Not only is it great for crowd control and
escaping battles, it is also the ultimate combo when used with
damage over time spells. The favorite Level 6 Combo would be
Corruption, Immolate, then fear... the poor enemy runs around till
he dies, and you don't even get wounded! It's quick casting time
means that you'll be able to cast it in melee.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Duration |
| 1 |
6 |
3 50 |
35 |
1.5s |
20 yd |
10s |
| 2 |
24 |
50 |
50 |
1.5s |
20 yd |
15s |
| 3 |
40 |
2 |
65 |
1.5s |
20 yd |
20s |
|
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Health Funnel:
-Channeling Casting Time: Instant Cooldown: 0s Duration: 10s (Channeling) Target: Pet
This spell is extremely useful, considering is
the only method for the Warlock to directly heal his pet. It is
very effective when used together with the Void Walker, Succubus
or Felhound, who, being melee attackers, usually take a lot more
hits than the Warlock.
The spell does not heal fast enough to counteract the damage your
minion takes if he is under attack. Thus, this spell is useful
only out of major battles. It drains a significant amount of
health from Warlock, and thus should only be cast is quick means
of healing is available.
| Rank |
Required Level |
Cost |
Hp Cost |
Range |
Hp Healed |
| 1 |
12 |
10 |
9 + 5hp/s |
20 yd |
13hp/s |
| 2 |
20 |
30 |
19 + 9hp/s |
20 yd |
24hp/s |
| 3 |
28 |
70 |
30 + 15hp/s |
20 yd |
41hp/s |
| 4 |
36 |
1 50 |
36 + 21hp/s |
20 yd |
59hp/s |
|
|
Life Drain:
-Channelling Casting Time: Instant Cooldown: 0s Range: 20
yrd Target: Enemy
A great way to gain life, though its low range
and channelling nature makes the spell difficult to execute in
combat. It is useful in parties, where the enemy is distracted, or
when used in conjunction with Punishment from the Void Walker. If
unsupported, casting fear followed by Life Drain straight after is
a powerful combo. In terms od Damage/Mana, this spell is actually
quite effective, the problem is that it simply doesn't do much
damage. It's best used after the you're confident the battle can
be won, and just want to gain back the life that you've lost.
| Rank |
Required Level |
Cost |
Mana |
Range |
HP Drained |
Duration |
Damage/Mana |
| 1 |
14 |
13 |
55 |
20 yd |
10hp/s |
5s |
0.91 |
| 2 |
22 |
40 |
90 |
20 yd |
18hp/s |
5s |
1.00 |
| 3 |
30 |
80 |
140 |
20 yd |
30hp/s |
5s |
1.07 |
|
|
Detect Lesser Invisibility:
-Instant Casting Time: Instant Cooldown: 0s Duration: 10 Min Target: Self or Ally
Designed to Detect Stealth and the Mage's
Lesser Invisibility Spell. It's instant casting time means that
you won't be penalized too much if you forget to cast the spell
before an enemy encounter. However casting it before battle is
always better, since the spell lasts for a significant amount
time, during which the enchanted player can always detect
invisibility.
This spell does not have improved ranks.
| Rank |
Required Level |
Cost |
Mana |
Range |
| 1 |
26 |
60 |
50 |
20 yd |
|
|
Mana Siphon:
-Channelling Casting Time: Instant Cooldown: 0 Target: Enemy
Operates exactly like Mana Siphon in the
Frozen Throne. The player stretches out his hands, and drains the
enemy of his mana. We note that despite the fact that the spell is
suppose to give the caster mana, it does have a huge mana cost in
itself. Therefore this spell should only be used if you're
confident that you won't be disturbed for at least 3 seconds. Note
that Mana Siphon is channelling spell, and is disrupted if the
caster gets hit.
| Rank |
Required Level |
Cost |
Mana |
Range |
HP Drained |
Duration |
| 1 |
26 |
60 |
95 |
20 yd |
42mp/s |
10s |
| 2 |
38 |
1 60 |
165 |
20 yd |
73mp/s |
10s |
|
|
Banish:
-Sorcery Cooldown: 0 Target: Enemy Reagents: Soul Shard
Similar to the Blood Mage spell of the same
name, Banish is a crowd control spell that takes a targeted unit
out of battle for 30s. The only difference is that Banished units
are totally invulnerable. In practice, however, the necessity for
a Soul Shard makes this spell useful only in very occasional
circumstances where low casting time is essential. Usually, fear
is a sufficient and adequate replacement.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Duration |
| 1 |
28 |
70 |
100 |
1.0s |
30 yd |
10s |
|
|
Holy Ward:
-Instant Casting Time: Instant Target: Self
Protects the user from Holy Damage by
absorbing the first x amount of damage. This spell is very useful
when facing enemies that wield Holy Magic, or when Dueling Priests
and Paladins.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
| 1 |
40 |
2 |
100 |
10s |
1 Min |
|
Curses: Curses are enchantments
that hurt the opponent rather than buff the player and operate
much like the curses used by the Necromancer in Diablo II.
Compared to other spells, they have short casting costs, are are
very useful at the beginning of battle.
Only one curse may operate on a creature per Warlock, thus you'll
need to decide which curse is best for a given encounter. A lot of
curses are good only in combination with spells that the Warlock
can't cast, and are thus best used in party situations.
|
Curse
of Weakness: -Sorcery Cooldown:
None Duration: 2 Minutes
Drains the strength of the enemy, causing them
to deal less damage with each blow. The damage reduction is not
significant for the Warlock who wears very little armor and thus
the spell is really only meaningful when you have a highly armored
Warrior of Paladin ally.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage reduction |
| 1 |
4 |
70 |
30 |
1.0s |
30 yrd |
2 |
| 2 |
14 |
13 |
70 |
1.0s |
30 yrd |
5 |
| 3 |
24 |
50 |
70 |
1.0s |
30 yrd |
8 |
| 3 |
34 |
1 50 |
150 |
1.0s |
30 yrd |
11 |
|
|
Curse
of Agony: -Sorcery Cooldown:
None Target: Enemy
A damage over time curse that has perhaps the
best Damage/Mana ratio of enemy Warlock Spell. However, it also
deals the damage over the longest period of time. The spell is
ideal against tough bosses who take a lot punishment, or when used
in conjunction with fear. Recklessness is cumulative with other
Damage over time spells such as Corruption.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
8 |
30 |
40 |
1.5s |
30 yrd |
1hp/s for 60s |
1.50 |
| 2 |
20 |
30 |
120 |
1.5s |
30 yrd |
2.4hp/s for 90s |
1.80 |
| 3 |
32 |
1 |
225 |
1.5s |
30 yrd |
5hp/s for 90s |
2.00 |
|
Curse of Tongues:
Cooldown: None
Casting Time:
Causes the enemy to speak only demonic,
increasing their casting time for spells. An excellent curse to
use against spellcasters. It is also the only offensive instant
spell that Warlock's have, allowing you to cast it in the middle
of combat.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Casting Time Increase |
| 1 |
22 |
40 |
65 |
5.0s |
30yd |
15s |
+50% |
|
|
Curse of Recklessness:
Cooldown: None
Duration: 2 Minutes
Target: Enemy
Targeted enemy gets a large penalty in armor,
but a small boost to damage. Since spells ignore armor, this spell
should not be cast when the Warlock is Soloing. In parties,
Warriors will revel in the extra damage they can do. Cursed
monsters will not flee from battle.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage Increase |
Armor Decrease |
| 1 |
12 |
10 |
40 |
1.0s |
30 yrd |
3 |
45 |
| 2 |
26 |
60 |
65 |
1.0s |
30 yrd |
5 |
90 |
| 3 |
40 |
2 |
100 |
1.0s |
30 yrd |
8 |
135 |
|
|
Curse of the Elements:
Cooldown: None
Duration: 2 Minutes
Target: Enemy
Increases the damage the target enemy takes
from Cold, Fire and Nature spells. This spell is excellent in
combination with Immolation or Hellfire, which will do 20 more
damage every second (due to their damage over time nature!). It is
also great to use when parties with mages or druids.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Elemental Damage Increase |
| 1 |
32 |
1 |
50 |
1.0s |
30 yrd |
20 |
|
|
Demon Mastery: Demon Mastary
contains a limited assortment of support spells for the Warlock.
They improve the Warlocks basic statistics, and thus improve his
chances for survival.
|
Demon
Skin: Cooldown: None Casting Time: Instant Target: Self Duration: 30 Minutes
The Warlock's counterpart to Frost Armor. It
increases the armor and health regeneration of the Warlock
significantly. Lasting for half an hour, this spell should always
be in effect. With such a long duration, it's casting cost becomes
irrelevant.
| Rank |
Required Level |
Cost |
Mana |
Armor Boost |
| 1 |
1 |
0 |
50 |
20 |
| 2 |
10 |
7 50 |
120 |
40 |
|
|
Demon Breath:
Cooldown: None
Casting Time: Instant
Target: Self or Allies
Duration: 10 Minutes
Gives the Warlock the ability to breath water.
While novel, this spell has little practical use other than
convenience when mining underwater (so you don't have to waste
time coming up to breath). There are no advanced ranks of this
skill.
| Rank |
Required Level |
Cost |
Mana |
Range |
| 1 |
10 |
18 50 |
50 |
30 |
|
|
Demon Armor:
Cooldown: None
Casting Time: Instant
Target: Self
Duration: 30 Minutes
Should really be considered as the Rank 3+
versions of Demon Skin. Demon armor grants all the bonuses of
Demon Skin, in addition to Shadow Resistance.
| Rank |
Required Level |
Cost |
Mana |
Armor Increase |
Shadow Resistance |
| 1 |
22 |
30 50 |
320 |
60 |
+5% |
| 2 |
34 |
1 20 |
620 |
90 |
+10% |
|
|
Sense Demons:
Cooldown: None
Casting Time: Instant
Target: Self
Duration: 3 Minutes
Shows the Location of Demons on the Minimap
for 3 Minutes. This spell operates much like Sense Minerals and
Sense Herbs, in that it costs absolutely no mana. As long as you
remember to press the button every 3 minutes, you'll always know
the location of demons near you.
| Rank |
Required Level |
Cost |
Mana |
| 1 |
24 |
50 |
0 |
|
|
Enslave Demon:
Cooldown: None
Target: Enemy Demon
Duration: 5 Minutes
target Demon becomes an ally of the player,
and will do the player's bidding as if he were a pet. Remember
though, once the spell's duration is up, the Demon will turn on
the player! Excellent crowd control spell, but make sure to cast
it at the start of battle. You're unlikely to get it off during
melee combat.
| Rank |
Required Level |
Cost |
Mana |
Duration |
| 1 |
30 |
80 |
250 |
5 Minutes |
|
Fire Magic: While its of the same
name as that of the mage, don't expect any identical spells here.
The Warlock has a much limited selection of fire spells, none of
which are equivalent to the staple fireball used by mages. They
offer the ability to deal significant extra damage, though its
never instant damage.
|
Immolate: Cooldown: None Target: Enemy
The basic offensive fire spell that's a cross
between a direct damage and a damage over time spell. A player
should cast this no more than once every 20 seconds, so that its
damage over time portion takes full effect. So, no replacement of
Shadow Bolt here! However, when used in conjunction with fear, it
is quite effective. The spell is available right at the start, and
should be purchases immediately.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
10 |
25 |
2.0s |
30 yrd |
11 + 14hp over 21s |
1.00 |
| 2 |
10 |
10 |
50 |
2.0s |
30 yrd |
22 + 42hp over 21s |
1.28 |
| 3 |
22 |
40 |
105 |
2.0s |
30 yrd |
55 + 112hp over 21s |
1.59 |
| 4 |
34 |
1 20 |
185 |
2.0s |
30 yrd |
116 + 210hp over 21s |
1.76 |
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Rain of Fire:
Cooldown: None
Casting Time: Instant
(Channeling) Target: Enemy
Similar to Warcraft 3 Spell of the same name
causing fireballs to fall from the sky. Left unchecked, this spell
can deal a huge amount of damage to a group of creatures. However,
it's channelling nature makes it difficult to execute this spell
unless well protected by party members or the priests, Holy Word:
Shield Spell. The huge casting cost of this spell makes it useful
only when the spell can affect 3 or more opponents.
| Rank |
Required Level |
Cost |
Mana |
Range |
Damage |
Damage/Mana |
| 1 |
20 |
30 |
315 |
30 yrd |
20hp/s for 9s |
0.57 |
| 2 |
40 |
2 |
775 |
30 yrd |
58.7hp/s for 9s |
0.86 |
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Hellfire:
Cooldown: None
Casting Time: Instant
(Channeling) Target: Self +
Enemies
Ignites the area around the caster dealing
damage to both the caster and enemies. This spell has a short
casting time, deals massive area of affect damage, and isn't
channelling... only drawback... you'll probably die too. Use this
only when severely outnumbered by weaker creatures. Keep yourself
alive using Bloodstones and Lifetap.
| Rank |
Required Level |
Cost |
Mana |
Area of Effect |
Damage |
Damage/Mana |
| 1 |
30 |
80 |
315 |
15 yrd radius |
50hp/s for 8s |
1.27 |
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Summoning: The School of Summon is the
one that allows the Warlock to Summon his pets. In addition, it also
has a few other useful spells. They're generally high leveled, and useful
for some very specific purposes.
Talents: The warlock, like all
character classes, gain the basic talents that improves one of
their attributes or increases the damage of of a chosen weapon
type by 1. In addition, the warlock is able to opt to spend 10
talent points boosting the attack damage of their shadow or fire
skills.
In practice, a player should avoid upgrading their spell damage,
as 1 damage means nothing when each spell deals at least 20.
Worthy talents are those that increase mana, health or
regeneration.
Trade Skills: A Warlock has many
methods of generating mana, in fact, life tap gives them unlimited
mana provided they have the health. A warlock is able to create
bloodstones as soon as they hit level 10, which are basically
health potions. Therefore, they really do need Trade Skills that
provided instant health.
Useful trade skills include:
Tailoring: Make your own robes and
clothes armor. Enchant: Enchant your equipment, being cloth, they need
it. Alchemy: Brew instant
mana/healing potions. Cooking: Allows the Warlock to gain health quickly outside
battles, without the need to buy food from shops.
Herbalism: So that you can collect your
own ingredients for Enchant.
In addition, avoid skills that create items
you can't use, such as Leather Working or Smithing.
Basic Strategies: Remember to buy
all the spells available to you, and don't specialism to a
particular school of magic. The Warlock is most powerful when he
has a wide variety of spells. Once you reach level 10, it is
essential that you keep a cache of soul shards. It is much easier
to get soul shards when you have a good pet, and if you end up
with no shards and just an imp at higher levels, you might be in
trouble.
In combat, avoid melee at all costs, even more so than the mage.
The warlock has no instant cast damage spell, and is thus
extremely vulnerable in melee. Use your minion to distract your
enemy and avoid casting spells that make monsters hate you unless
absolutely necessary.
When soloing, start off by casting all your available Damage Over
Time spells, ending with Immolation. Once the enemy reaches you,
cast fear to send him running, and barrage him with Shadowbolt
while he flees. Use your minion to engage the enemy, and repeat
the above cycle if necessary.
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