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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.

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.
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 ?

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

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.

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

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

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

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

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

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

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.

Ritual of Summoning -Ritual Sorcery
No of Warlocks Required: 3
Reagents: Soulshard
This powerful spell warps space time so that it brings a summons member of the group regardless of his original location. Thus, it can provide instant travel from Khalimdor to Azeroth. Do not expect to summon someone in the midst of battle however, the ritual requires the participation of two others within the party.

Rank Required Level Cost Mana Casting Time
1 20 30 300 5.0s

Eye of Killrog -Sorcery
Cooldown: 0
Target: Self
A spell more for interest than necessity. Eye of Kilrog summons a eye in which the player can control. Using it, the Warlock may fly around the land, scouting out enemies, herbs, mines and whatever else he is interested in. May need a fast computer to use propoerly!

Rank Required Level Cost Mana Casting Time
1 28 70 100 5.0s

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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