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The Best Warlock DPS Build Guide for WoW Classic

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The Best Warlock DPS Build Guide for WoW Classic

In-depth guide on becoming a DPS Warlock in WoW Classic

Warlock

You can find all our Pocket Guides for other WoW Classic Classes builds right here: Best WoW Classic Builds

If you have just started leveling your Warlock, you may want to check out our Warlock leveling Guide first

Changelog
  • Added Phase 2 BiS Equipment
  • Added Phase 3 BiS Equipment
  • Reviewed Talent Builds, Consumables, and Rotations

 

Overview

In WoW lore, Warlocks derive pleasure from cursing and hurting their enemies. They are masters of the Shadow and Destructive magic and can bind powerful demons to their will. In WoW Classic, they are versatile Damage Dealers who suffer a bit from limited debuff slots. Despite that limitation, they are still very popular as a Class thanks to their grim flavor, great utility spells, and the ability to humiliate inexperienced enemies in PvP. Their second main limitation - the fact that pets take 100% damage from AoE abilities, is countered by the most popular Warlock DPS build, that sacrifices a pet in exchange for increased Shadow Damage.

When in a Raid or a Dungeon group, Warlocks provide Soulstones that allow an in-Combat resurrection of a pre-designated party member, Healthstones that work like Health Potions, and the Ritual of Summoning that makes assembling a Raid much, much easier. Contrary to what their lore background might suggest, Warlocks are best friends of any Player that likes to run through any kind of group content. They also provide various powerful debuffs that come in handy in a multitude of situations. Moreover, they don't have any Sustain problems, thanks to their Life Tap ability which allows them to perform at the highest level even during long encounters.

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The Best Race Choice

Note: Here, we will point you only towards the best PvE DPS Warlock Race. If you'd like to know more about other race picks, please check our WoW Classic Beginners Guide, where we dive deep into all available Mage's race choices for both factions.

Alliance
Alliance

Human racials do not boost Warlock's PvE capabilities at all. This makes Gnome the best choice if you want to capitalize on every minor advantage available. His Intellect Racial is very strong as it provides additional Mana and Spell Critical Strike Chance. Engineering Specialization is surprisingly valuable because Engi is a go-to PvE profession, and Escape Artist will allow you to escape death from AoE damage from time to time.

Horde
Horde
Both Horde Races that can choose the path of a Warlock are pretty much equally good for PvE, so the choice is purely up to one's preference. If you want to have some more utility in a form of Cannibalize and Will of the Forsaken, go for Undead. If you want to pursue DPS at all costs, Orc will be the best choice for you, thanks to his Pet Damage increasing Racial (this will not matter if you pick the DS/Ruin Build, however).

The Best Professions Choice

There are two professions that make a real impact in Raids and they are Engineering and Tailoring (Alchemy is also a decent option, but you can buy Flasks, Elixirs, and Potions from other players, which makes it much less impactful). Engineering gives you access to powerful explosives that increase your AoE and Single-Target DPS. Moreover, Engi gadgets come in handy in many back-to-the-wall situations. The fact that Engineering is also considered the best PvP profession is an added benefit to its power in PvE environment. Tailoring, a seemingly mediocre PvE profession, gives you access to a powerful Bind on Pickup Robe - Robe of the Void which is a pre-Raid BiS that is great during phase Phase 1 and stays competitive in Phase 2. Getting it will definitely raise the power level of your character during the first few Phases of Classic.

At the start, you should pick Mining to supplement your Engineering Skill, you should also stock up on Cloths instead of vendoring/selling them. After you max out Engi, you should switch Mining to Tailo, as it can be easily (and rather cheaply) leveled without a supporting profession.

Note: If you want to know more about all available professions and secondary skills, please check our detailed WoW Classic Professions Guide.

Statistics Priority

  1. Spell Damage/Shadow Damage - Increases your Damage done with Spells. The damage bonus from Spell Damage is calculated differently for different Spells and their Ranks, but in general, this is the best statistic for Warlocks.
  1. Spell Critical Chance - Gives you a chance to do additional (Critical) Damage with your offensive Spells. This statistic has a lot of value for Warlocks thanks to Talents, like Improved Shadow Bolt and Ruin, which are staples of competitive Warlock builds.
  1. Spell Hit Chance -  Increases your chance to hit with all your offensive Spells. You need a total of 16% Hit Rating. Getting Hit-Capped should be your one of your priorities while gearing up for Raids.
  1. Spell Penetration - Allows your spells to bypass some of the Target's Spell Resistance. This statistic allows you to deal more damage against Shadow-resistant Bosses.
  1. Intellect - Increases your total Mana Pool and provides you with additional Spell Critical Chance (59,5 Int = 1% Spell Critical Strike Chance).

Statistic Priority for a Warlock:

Spell Damage/Shadow Damage Spell Critical Chance Spell Hit Cap Spell Penetration Intellect

Note: Because of the Life Tap ability and the Demonic Embrace Talent, Stamina is more valuable than Spirit, but these stats should not be prioritized.

 

The Best Talent Builds

Proper Talent allocation is essential for maximizing Damage output. Here, we will describe the most optimal spec and lead you through the Talent Trees level-by-level to explain some choices.

There are two competitive Warlock DPS Builds to choose from if you are DPS-oriented:

  • Demonic Sacrifice + Ruin Build (DS/Ruin) - By far the most popular build. It utilizes the Demonic Sacrifice Talent from Demonology Tree to provide +15% Increased Shadow Damage at the cost of sacrificing a pet. Despite the fact that all Demonology Talents up to DM are rather mediocre (and some are straight-up useless because they boost Warlock's pet that gets sacrificed anyway), the build is considered as the best when it comes to raw DPS numbers. The fact that Demo Talents other than DS are not that useful allows you to tinker with the build and adjust it to your liking. We feature a version that gives you an additional defensive option, thanks to Fel Domination, Improved Voidwalker and Master Summoner Talents (the idea is that, in a case of emergency, you quickly summon your Voidwalker and sacrifice it immediately to shield yourself from incoming damage).
  • Shadow Mastery + Ruin Build (SM/Ruin) - The less popular, but still competitive build that doesn't force you to sacrifice your pet. The build provides 5% less bonus Shadow Damage than the DS/Ruin variant, but it lets you take advantage of your pet's buffs. You can be sure than at least one Warlock will be forced to run this build in the Raid environment to provide Tanks with Imp's Blood Pact Stamina buff. Your Damage output with this build will rise considerably if you meet two conditions. Firstly, you have to be allowed to cast Corruption (to take advantage of the Nightfall Talent), and secondly, you have to keep your Imp alive. If you manage to meet these two conditions, you might even deal more DPS than DS/Ruin Warlocks.

DS/Ruin Warlock PvE DPS Build
Talent allocation for DS/Ruin Build

Affliction Tree:

  • 2/5 Suppression - Provides you with 4% additional Affliction Spell Hit Chance. Ideally, you'd want 6%, but other Talents are more important.
  • 5/5 Improved Corruption - This makes your Corruption instant-to-cast. Even if you won't be allowed to cast Corruption on bosses, this Talent will make your AoE/trash mob rotations smoother.
  • 2/2 Improved Life Tap - This is a must-have Talent as Life Tap is your main Sustain source. Note: Just remember that Healers don't like it when you use Life Tap too liberally (during an AoE damage-heavy phase, for example...)

Demonology Tree:

  • 2/2 Improved Healthstone - 20% extra Health from a Healthstone can save your life. Pretty much every Raid member will want an Improved Healthstone, so be prepared.
  • 5/5 Demonic Embrace - Extra Health at the cost of decreased regeneration. Worth it as it allows you to use Life Tap more.
  • 3/3 Improved Voidwalker - As previously mentioned, we take this to make Sacrifice shield stronger. 
  • 1/1 Fel Domination - A component of DS/Ruin Warlock's defensive shield combo.
  • 5/5 Fel Stamina - Treat these 5 points liberally.
  • 2/2 Master Summoner - Another component of DS/Ruin Warlock's defensive shield combo.
  • 2/5 Unholy Power - Another 2 points that can be placed liberally. Putting them here is good if you farm/grind solo from time to time.
  • 1/1 Demonic Sacrifice - The only reason you go this far up the Demonology tree. It allows you to sacrifice your demonic pet to gain a pet-specific buff. You will want to sacrifice a Succubus to receive a 15% Increase in Shadow Damage dealt.

Destruction Tree:

  • 5/5 Improved Shadow Bolt - Your rotation consists of, well... only a Shadow Bolt and this Talent makes it better.
  • 2/5 Cataclysm - Makes your Destruction spells more efficient. You might consider putting 4 points here (at the cost of Suppression), but Life Tap should be enough to sustain you without that.
  • 5/5 Bane - Faster Shadow Bolt casts = more DPS.
  • 5/5 Devastation. 
  • 1/1 Shadowburn - Gives you an Instant-cast damaging Spell that can be used when you are relocating to optimize your DPS by minimizing downtime.
  • 2/2 Destructive Reach - More range on your Shadow Bolt will provide you with additional room for maneuvers.
  • 1/1 Ruin - Makes your Destruction Spell Critical Strikes deal 200% instead of standard 150% Damage.

SM/Ruin Warlock PvE DPS Build
Talent allocation for SM/Ruin Build

Affliction Tree:

  • 5/5 Suppression.
  • 5/5 Improved Corruption.
  • 2/2 Improved Drain Soul - treat these two points liberally; you can allocate them to Improved Curse of Weakness if needed.
  • 2/2 Improved Life Tap.
  • 3/3 Improved Curse of Agony - good Talent if you are allowed to use CoA.
  • 1/5 Fel Concentration - treat this Talent point liberally. You can transfer it to the Improved Curse of Weakness Talent if needed.
  • 1/1 Amplify Curse - a handy tool that improves your next Curse cast. This will definitely find a lot of uses in a Raid.
  • 2/2 Grim Reach - additional range on your spells is always welcome.
  • 2/2 Nightfall - this Talent will visibly increase your DPS if you are allowed to use Corruption, that is.
  • 1/1 Siphon Life - Solid damage over time effect that also heals you. It increases the build's PvP viability by a lot.
  • 1/1 Curse of Exhaustion - useful for kiting adds, especially when combined with Amplify Curse, but there are must stronger slow effects out there.
  • 5/5 Shadow Mastery - Increases damage dealt by your Shadow spells by 10%; 5% less than Demonic Sacrifice, but you are allowed to keep your Pet.

Destruction Tree:

  • 5/5 Improved Shadow Bolt.
  • 5/5 Bane
  • 2/2 Improved Firebolt - Increases your Imp's DPS; if you manage to keep it alive which is quite a feat in some engagements.
  • 5/5 Devastation. 
  • 1/1 Shadowburn.
  • 2/2 Destructive Reach.
  • 1/1 Ruin.

 

Where to get Pre-Raid/Raid BiS Gear

In order to maximize your DPS, you should aim to assemble the best possible Gear. This applies to both Pre-Raid and each of the Raid Tiers/Phases.

Note1: The list will be updated with new items concurrently with the introduction of new Raids/Phases, so remember to visit this page after a new Raid opens for an update on what current best Warlock items in each lot are.

The Best Warlock Items
Main Hand
  • Pre-Raid - Dire Nail of Shadow Wrath (Drop from Shade of Eranikus, Sunken Temple)
  • Phase 1 - Azuresong Mageblade (drop from Golemagg the Incinerator, Molten Core)
  • Phase 2 - High Warlord's Spellblade (Rank 14 PvP Reward)
  • Phase 3 - High Warlord's Spellblade / Staff of the Shadow Flame (Drop from Nefarian, Blackwing Lair) / Shadow Wing Focus Staff (Drop from Flamegor, Firemaw, and Ebonroc, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Off-Hand
  • Pre-Raid - Drakestone of Shadow Wrath (Drop from Weaver, Dreamscythe, and Hazzas, Sunken Temple; note: The item has a Random Enchantment)
  • Phase 1 - Drakestone of Shadow Wrath
  • Phase 2 - Tome of Shadow Force (Alterac Valley Reputation Reward - Exalted) 
  • Phase 3 - Tome of Shadow Force / Master Dragonslayer's Orb (Quest Reward from "HordeThe Lord of Blackrock" / "AllianceThe Lord of Blackrock", Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ranged
  • Pre-Raid - Lunar Wand of Shadow Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Skul's Ghastly Touch (Drop from Skul, Stratcholme) 
  • Phase 1 - Lunar Wand of Shadow Wrath
  • Phase 2 - Lunar Wand of Shadow Wrath / Skul's Ghastly Touch 
  • Phase 3 - Lunar Wand of Shadow Wrath / Skul's Ghastly Touch 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Trinket 1
  • Pre-Raid - Eye of the Beast  (Quest Reward from "HordeFor the Horde!" / "AllianceGeneral Drakkisath's Demise", Upper Blackrock Spire)
  • Phase 1 - Eye of the Beast
  • Phase 2 - Briarwood Reed
  • Phase 3 - Neltharion's Tear (Drop from Nefarian, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Trinket 2
  • Pre-Raid - Briarwood Reed (Drop from Jed Runewatcher, Upper Blackrock Spire)
  • Phase 1 - Talisman of Ephemeral Power (drop from Baron Geddon, Gaar, Golemagg the Incinerator, and Magmadar, Molten Core)
  • Phase 2 - Talisman of Ephemeral Power
  • Phase 3 - Talisman of Ephemeral Power
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Neck
  • Pre-Raid - Star of Mystaria (Drop from Balnazzar, Stratcholme)
  • Phase 1 - Choker of the Fire Lord (drop from Ragnaros, Molten Core)
  • Phase 2 - Choker of the Fire Lord
  • Phase 3 - Choker of the Fire Lord
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ring 1
  • Pre-Raid - Songstone of Ironforge (Quest Reward from "AllianceThe Princess's Surprise", Blackrock Depths) / Eye of Orgrimmar (Quest Reward from "HordeThe Princess Saved?", Blackrock Depths)
  • Phase 1 - Ring of Spell Power (drop from Shazzrah, Lucifron, Gehennas, and Sulfuron Harbinger, Molten Core)
  • Phase 2 - Ring of Spell Power
  • Phase 3 - Band of Forced Concentration (Drop from Ebonroc, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ring 2
  • Pre-Raid - Maiden's Circle (BoE World Drop; can be purchased on AH)
  • Phase 1 - Maiden's Circle
  • Phase 2 - Maiden's Circle
  • Phase 3 - Band of Dark Dominion (Drop from trash mobs, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Head
  • Pre-Raid - Crimson Felt Hat (Drop from Magistrate Barthilas, Stratcholme)
  • Phase 1 - Nemesis Skullcap (drop from Onyxia, Onyxia's Lair)
  • Phase 2 - Nemesis Skullcap
  • Phase 3 - Mish'undare, Circlet of the Mind Flayer (Drop from Nefarian, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Chest
  • Pre-Raid -  Robe of the Archmage (Tailoring Recipe that drops from Darkmaster Gandling, Scholomance; note: the robe is Bind on Pickup, which means that you have to craft it yourself. It does not require Tailoring Skill to use, however)
  • Phase 1 - Robe of Volatile Power (drop from Lucifron, Shazzrah, Sulfuron Harbinger, and Gehennas, Molten Core)
  • Phase 2 - Robe of Volatile Power
  • Phase 3 - Nemesis Robes (Drop from Nefarian, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Legs
  • Pre-Raid - Skyshroud Leggings (drop from Highlord Omokk, Lower Blackrock Spire)
  • Phase 1 - Nemesis Leggings (drop from Ragnaros, Molten Core)
  • Phase 2 -  Nemesis Leggings / Fel Infused Leggings (Lord Kazzak, Blasted Lands World Boss) 
  • Phase 3 - Nemesis Leggings / Fel Infused Leggings
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Gloves
  • Pre-Raid - Hands of Power (drop from Quartermaster Zigris, Lower Blackrock Spire)
  • Phase 1 - Hands of Power
  • Phase 2 - Hands of Power
  • Phase 3 - Ebony Flame Gloves (Drop from Ebonroc, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Boots
  • Pre-Raid - Master's Boots of Shadow Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Omnicast Boots (drop from Golem Lord Ardelmach, Blackrock Depths)
  • Phase 1 - Master's Boots of Shadow Wrath
  • Phase 2 - Snowblind Shoes (Drop from Azuregos, Azshara World Boss) 
  • Phase 3 - Nemesis Boots (Drop from Broodlord Lashlayer, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Shoulders
  • Pre-Raid - Eternal Spaulders of Shadow Wrath  (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment)
  • Phase 1 - Eternal Spaulders of Shadow Wrath
  • Phase 2 - Champion's Dreadweave Spaulders (Rank 10 PvP Reward) / Warlord's Dreadweave Mantle (Rank 13 PvP Reward) 
  • Phase 3 - Nemesis Spaulders 9Drop from Chromaggus, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Wrists
  • Pre-Raid - Master's Bracers of Frozen Wrath (drop from Lord Incendius, Blackrock Depths; note: The item has a Random Enchantment)
  • Phase 1 - Master's Bracers of Frozen Wrath
  • Phase 2 - Dryad's Wrist Bindings (Warsong Gulch Reputation Reward - Exalted) 
  • Phase 3 - Nemesis Bracers (Drop from Razorgore the Untamed, Blackwing Lair) / Bracers of Arcane Accuracy (Drop from Broodlord Lashlayer, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Belt
  • Pre-Raid - Ban'thok Sash (drop from Ok'thor the Breaker, Blackrock Depths)
  • Phase 1 - Mana Igniting Cord (drop from Golemagg the Incinerator, Garr, Baron Geddon, and Magmadar, Molten Core)
  • Phase 2 - Mana Igniting Cord
  • Phase 3 - Nemesis Belt (Drop from Vaelestrasz the Corrupt, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Back
  • Pre-Raid - Archivist Cape of Shadow Wrath (drop from Archivist Galford, Stratcholme; note: The item has a Random Enchantment) / Master's Cloak of Shadow Wrath  (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment)
  • Phase 1 - Master's Cloak of Shadow Wrath / Sapphiron Drape (drop from Onyxia, Onyxia's Lair)
  • Phase 2 - Master's Cloak of Shadow Wrath / Sapphiron Drape
  • Phase 3 - Cloak of the Brood Lord (Drop from Nefarian, Blackwing Lair) 
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA

 

The Best Enchants and Consumables

Proper enchants and consumables will greatly increase your Damage output. While getting enchants is a one-time-deal, farming consumables might be a real chore, but it is still worth it as numbers clearly show.

 

Rotations

In Classic, Warlock follows more of a priority list than a strict rotation. This means that if you have multiple spells available for casting, you should always choose the one that is higher on the list.

Note: most of the time, you'll want to use your Cooldowns at the start of combat, so that you'll get a second (and a third in long encounters) charge before the fight ends.

Note2: You might not be allowed to cast your DoTs (Corruption/Curse of Agony) and/or tasked with maintaining a specific Curse on a Target.

Please use the following Priority List for sustained Single-Target Damage output:

 

Tips and Tricks for aspiring Warlock Raiders

  1. If you want to deal more Damage and stand out from your Raid competition, Stack Consumables. Spending some additional Gold or a few extra hours grinding might secure you a spot in a Raid, as Raid leaders prefer dedicated and well-prepared players.
  1. Make sure that you have enough Soul Shards before a Raid. This will allow you to avoid awkward situations. In other words: always remember about the basics of your Class!
  1. If you plan on using the SM/Ruin Build, learn how to micromanage your pet effectively. Keeping your Imp alive will increase your overall DPS by about 10%.
  1. Always try to improve. Get an addon that tracks your performance and try to optimize your equipment and rotation.

 

END NOTE

This Guide should help you to prepare yourself for that legendary Vanilla  Raiding Experience and allow you to progress through Raid Tiers efficiently and with a good amount of fun.

We hope that you have found this guide useful and informative.  If we have missed a piece of information that is important to you, please let us know! 

Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below.

Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.

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WoW Classic Warlock Builds

Best Warlock Race 

The Warlock Class has trouble with Rogues, because of this you will want some form of CC removal this is why we recommend you use the Undead or Gnome Race. In the case, you already rolled Human or Orc doesn’t despair, they are solid picks and some cases may be more useful. For instance, Humans can detect stealthed enemies, ie Rogues and even Feral druids if you see any.

Best Warlock Spec

When it comes to levelling from 1-60 the Affliction and Demonology are some of the easiest to do it with. They also provide a lot of damage though DOTs in both Dungeons and raids and even in PVP Battlegrounds. We recommend trying Destruction Spec if your focus is to PVP, but Affliction is just as if not even better in some cases.

  • Best  –  warlock_destruction Destruction, warlock_affliction Affliction
  • Average – warlock_demonology Demonology
  • Weak –

World of Warcraft Classic Best Warlock Build

Sours: https://rankedboost.com/world-of-warcraft/classic-warlock-build/
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1.

Introduction

Warlocks are exceptionally strong damage dealers, but are sadly limited in raids. Corruption IconCorruption, Curse of Agony IconCurse of Agony, and even Immolate IconImmolate are damage increases to use, but they take up debuff slots. In WoW Classic, you can only put a maximum of 16 debuffs on an enemy at any given time, meaning you need to carefully choose what debuffs to use. For Warlocks, this means that you cannot use most of your DoT abilities since they simply are not valuable enough for the raid's DPS. Some Warlocks will be in charge of putting a curse such as Curse of the Elements IconCurse of the Elements on the target, and leftover debuff slots are usually given to some Warlocks to use Corruption IconCorruption, but that is the extent of how much you can DoT. Instead, your damage will be based around Shadow Bolt IconShadow Bolt.

Since your damage is based almost entirely around Shadow Bolt IconShadow Bolt, your talent build will reflect that. There are two main builds that Warlocks will play in raids, known as DS/Ruin and SM/Ruin.

2.

Warlock Leveling Builds

If you were looking for leveling builds, please refer to our leveling guide for Warlocks.

Warlock leveling guide

3.

DS/Ruin

Warlock DS Ruin

This is the most popular Warlock raiding build, known as DS/Ruin. The build is named for the two main talents you take, Demonic Sacrifice IconDemonic Sacrifice and Ruin IconRuin. Demonic Sacrifice allows you to sacrifice your Succubus to get a +15% shadow damage buff, which is great since your rotation is entirely built around Shadow Bolt IconShadow Bolt. Ruin increases your critical strike damage bonus by 100%, meaning your spells will critically hit for 200% of their normal damage instead of the standard 150%.

Most of the points in this build are not open to change due to a lack of better options. Your 21 points in the Demonology tree are purely to pick up Demonic Sacrifice IconDemonic Sacrifice, with the first 20 points being not nearly as important. However, the talents not taken in the Demonology tree are all related to making your pets stronger, which will be useless to you since you will be sacrificing your pet for the buff that Demonic Sacrifice gives. Fel Domination IconFel Domination is also quite useful since it effectively gives your a defensive cooldown when you need it. You can use Fel Domination to quickly summon a Voidwalker to use Sacrifice IconSacrifice, putting a large shield on yourself that could potentially save your life. If you want to move points around at all here, you can move Fel Stamina IconFel Stamina and Unholy Power IconUnholy Power since they provide no benefits.

The points placed in Destruction are also quite rigid. Remember that you will only be casting Shadow Bolt IconShadow Bolt for damage on a single target, making all of the talents that affect your fire spells useless. You could choose to move the 2 points in Suppression IconSuppression from the Affliction tree to Cataclysm IconCataclysm for better Mana efficiency, but this is only worth doing if you do not have an assigned curse and if you are not going to be allowed to use Corruption IconCorruption. The points in Affliction are again very rigid since Improved Life Tap IconImproved Life Tap is absolutely required for raiding as Life Tap IconLife Tap is your main source of mana during fights.

4.

SM/Ruin

Warlock SM Ruin

This is the second most popular Warlock raiding build, known as SM/Ruin. The build is named for the two main talents you take, Shadow Mastery IconShadow Mastery and Ruin IconRuin. Unlike DS/Ruin, this build goes deep into the Affliction tree to pick up Shadow Mastery IconShadow Mastery instead of going for Demonic Sacrifice IconDemonic Sacrifice. Shadow Mastery is only a 10% shadow damage increase instead of the 15% offered by Demonic Sacrifice, but you do not have to sacrifice your pet to get the buff. This build is always run by at least 1 Warlock per raid since it allows your to use an Imp, which has Blood Pact IconBlood Pact. Blood Pact provides a nice Stamina buff to your party, so the Warlock playing SM/Ruin with an Imp can be in the tank group to buff them, which is especially important early on.

Traditionally SM/Ruin is considered to be less damage than DS/Ruin build since the 15% damage buff from Demonic Sacrifice IconDemonic Sacrifice is greater than the 10% buff from Shadow Mastery IconShadow Mastery. However, this is not always true. As SM/Ruin, you have two small advantages that can potentially result in more damage. First, you have Nightfall IconNightfall, which sometimes will make your next Shadow Bolt IconShadow Bolt instant when Corruption IconCorruption ticks. If you are one of the Warlocks allowed to cast Corruption, then this can be a nice benefit. More importantly though, SM/Ruin Warlocks can still use their pets. In an ideal situation, your pet will do more than the 5% damage difference, especially early on when you do not have a ton of Spell Power on your gear. This ends up not working in practice because keeping pets alive is incredibly hard on lots of fights since pets take full damage from boss abilities in WoW Classic. Additionally, your Imp is your highest damage pet, but it does fire damage. This will be a problem early on since many bosses and enemies in the first few raids have significantly higher fire resistance than normal, with some even being immune to fire damage.

As for talents, this build offers a bit more room for movement. Improved Drain Soul IconImproved Drain Soul and Fel Concentration IconFel Concentration are both optional, and can be traded for Improved Curse of Weakness IconImproved Curse of Weakness if your raid needs Curse of Weakness IconCurse of Weakness placed on the boss. Curse of Exhaustion IconCurse of Exhaustion is also optional for raids, but can be nice to have for farming out in the world and for PvP if you do not want to swap builds. One of the other benefits of SM/Ruin is that it is better for solo farming and PvP since you get Siphon Life IconSiphon Life, which is strong in both. In the Destruction tree you can choose to take the points out of Improved Firebolt IconImproved Firebolt if you are not using an Imp, and can move them to either Cataclysm IconCataclysm for better mana efficiency or Improved Lash of Pain IconImproved Lash of Pain if you want to use a Succubus for damage instead. Lastly, if you are a fresh 60 stepping into Molten Core and your tanks really need the boost of health, you could take 3 points out of Shadow Mastery IconShadow Mastery to get Improved Imp IconImproved Imp for the extra Stamina from Blood Pact IconBlood Pact, but this would be a big damage loss and should only be done as a last resort.

5.

Master Demonologist

Warlock MD Ruin

This is the last build that you will see Warlocks use in raids, and is the least common. This is a last resort build for when you are simply doing too much threat and need to do less. Master Demonologist IconMaster Demonologist reduces your threat by 20% while you have your Imp out, which could potentially be necessary if you are doing too much threat. Shadow Bolt IconShadow Bolt is a hard hitting spell that generates a ton of threat, which is a problem that Warlocks will deal with for a majority of WoW Classic. If you are generating too much threat, then this build is worth considering since being able to do some damage is better than not being able to cast spells while you wait for the tank to generate more threat. This will be a much bigger issue for Horde Warlocks since Alliance Warlocks have access to Blessing of Salvation IconBlessing of Salvation from Paladins which reduces their threat by 30%. Horde Warlocks can get Tranquil Air Totem IconTranquil Air Totem from Shamans, but it is much less common since Shamans are usually put into the melee groups to drop Windfury Totem IconWindfury Totem for them instead.

6.

Changelog

  • 23 Aug. 2019: Page added.

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Sours: https://www.icy-veins.com/wow-classic/warlock-dps-pve-spec-builds-talents
TBC Warlock PvE Guide - The Master Guide to Raiding as a Warlock

An in depth raiding guide for Warlocks in World of Warcraft Classic. This guide was originally published by Topdps on the Crestfall forums and has been preserved here.

Intro

Warlocks are mainly brought to raids for their high damage output and the class is arguably the most competitive dps class in late 1.12 content. On top of that they bring a ton of utility to the raid; Soulstones, Curses, Blood Pact and top AoE abilities. I raided every instance in Vanilla WoW in a hardcore setting for a long time and decided to share what I learnt so far. This guide is meant for players who are new to the Warlock class and want to understand the different playstyles and talent builds the class has to offer in PvE. This post also includes a list of pre-raid gear and enchants, details about world buffs and useful consumables and so on. At the end of the guide there is also a chapter on how to tank the Twin Emperors in AQ40.

1. Race choice

Before I get into talent specs and gear I’d like to quickly talk about Race choice. The playable Warlock Races are Human, Gnome, Undead and Orc where Gnome is the only Race with a racial that benefits Warlocks in PvE. “Expansive Mind” gives you 5% increased intellect which ends up being <1% extra damage in a normal raid setting. The big differences between the races are mainly PvP-based; Stun resist (Orc), Wotf (Undead), Escape Artist (Gnome) and Perception (Human). Since this is a PvE guide I won’t waste your time discussing them but simply state that the Race you choose to play has minimal impact on your performance in a Raid.

Talents

Talent build 1:

Shadow Mastery + Ruin (SM/Ruin, 30/0/21)

SM Ruin WoW Classic Warlock Talent 30-0-21

(The Curse of Exhaustion spell is only useful on Kel’Thuzad and Curse of Agony and Amplify Curse are very situational in raids so you are free to move those talents around. The rest is pretty much mandatory, though. Also note that the only reason we spec into Siphon Life is to reach the “Shadow Mastery”-talent, it’s a very inefficient spell overall so don’t use it just because you spent a talent point on it.)

The SM/Ruin-spec is usually recommended for newly dinged level 60 players as it’s a good all-round build and uses an Imp as a pet which brings extra stamina for your party. There are several perks in the affliction tree, but the main reason you spend so many talent points there is for the “Shadow Mastery”-talent, which increases your shadow damage done by 10%. However, in larger raids where you might value damage output over versatility/survivability there is another talent build that is more focused on raw damage:

Talent build 2:

Demonic Sacrifice + Ruin (DS/Ruin, 7/21/23)

DS Ruin WoW Classic Warlock Talent 7-21-23

(“Improved Voidwalker”, “Improved Succubus” and “Fel Stamina” in the Demonology tree are filler talents that aren’t important for the overall build. You can exchange the four points in “Cataclysm” for the “Intensity” and “Pyroclasm” talents, the 3sec stun works great on trash packs.)

As a DS/Ruin Warlock you sacrifice your Succubus with the spell “Demonic Sacrifice” to gain a 15% increased Shadow damage buff. 15% increased damage from “Demonic Sacrifice” beats 10% increased damage from “Shadow Mastery” making this a more effective damage output build. In raids, however, there is need for both these talent specs: DS/Ruin doesn’t use an Imp so you need at least one SM/Ruin specced Warlock to provide Blood Pact for the tank group. Which talent build to use is therefore something you have to coordinate with your guild members.

There are no other good talent builds for Warlocks to use in PvE. A 30/21/0 (SM/DS) talent build lacks “Improved Shadow Bolt”, “Bane” and “Ruin” which are all very important talents. And since there are no spammable fire spells in 1.12 you can’t spec full Destruction either. The only possible PvE build that’s not SM/Ruin or DS/Ruin would be MD/Ruin (0/30/21) with a Succubus, but that’s simply a downgraded DS/Ruin build.

ahnqiraj

Debuff slots and spell rotation

Immolate, Corruption and Curse of Agony are all spells that increases your damage dealt compared to just Shadow Bolting as long as the mob doesn’t die long before the dot runs out. However, in Vanilla World of Warcraft there is a limited amount of debuff slots on bosses which means that there is a limited amount of dots you can put on a raid boss before they start to overwrite/delete each other. When you are raiding with 39 other people who all have to share a certain amount of debuff slots you’ll have to prioritize the important debuffs and there are usually more important ones than the average Warlock DoT. Warlocks in TBC are usually referred to as “Shadow Bolt-bots” since spamming only Shadow Bolt can be the most effective way to do damage, but the reason Warlocks in 1.12 doesn’t use many DoTs is because there just aren’t enough debuff slots for them.

Depending on the raid and the patch (the amount of debuff slots is increased 8->16 in patch 1.7) there might still be room for Warlock debuffs. Which ones are going to be used is something you and your guild members have to discuss. Curse of Recklessness (CoR), Curse of Shadows (CoS) and Curse of Elements (CoE) are all mandatory to the point where you usually have three Warlocks individually dedicated to these spells to make sure they are always up on important targets. If there is still room for more debuffs on the boss then DoTs like Corruption and Curse of Agony could be used in moderation.

In later instances like AQ40 or Naxxramas where Mages are fire-specced it’s very important that there is debuff room for the Mage Fireball DoT called “Ignite”. Ignite is a huge dps boost for Mages and any Warlock DoTs that run the risk of overwriting Ignite should not be used. In instances where Mages are frost-specced (MC/BWL) people are usually more liberal with who can use which DoTs but later on there is a very strict amount of Warlock DoTs that is allowed to be used. In my old guild we used CoR, CoS and CoE and allowed three Warlocks to use Corruption. If we added a fourth player to use Corruption we risked Ignite being overwritten.

I also want to talk about the spell “Shadowburn” which shares the same characteristics as a Shadow Bolt except for that it’s shorter range, instant cast, has a cooldown and uses a Soul Shard. Normally while leveling you’d only use this spell as a finisher as you don’t get the Soul Shard back unless the enemy dies from it, but in raids you can increase your overall damage by using it mid-fight despite losing a Shard every time you do so. The main area of use for Shadowburn is when moving during a bossfight as instant-cast spells don’t require you to stand still, but its short casting time makes it a DPS-increase regardless if you have to move or not.

Note that Shadowburn doesn’t benefit as much from your +Spell Power stat as Shadow Bolt does (3/7 instead of 6/7). So if you are low geared you will see Shadowburn doing about the same damage as Shadow Bolt, but the better geared you get the more effective Shadow Bolt will become while Shadowburn will lag behind. However, it’s always a damage increase to use Shadowburn, even when standing still, so don’t hesitate to use it as long as you have enough Soul Shards stacked up.

If you are interested in knowing how much your spells benefit from your +Spell Power items here are the spell coefficients:

Affliction

Destruction

Corruption – 1 (1/6 per tick) Hellfire – 1/3 (1/45 per tick)

Hellfire – 1/3 (1/45 per tick)

CoA – 1 (0.0565 per tick for the first 4 ticks, 0.0835 for the next 4, 0.11 for the last 4)

Rain of Fire – 1/3 (1/12 per tick)

Life Tap – 0.8

Shadow Bolt – 6/7

Drain Soul – 0.5 (0.1 per tick)

Searing Pain – 3/7

Drain Life – 0.5 (0.1 per tick)

Soul Fire – 1

Curse of Doom – 1

Shadowburn – 3/7

Siphon Life – 0.5 (0.05 per tick)

Immolate – 0.2 for the initial damage, 0.65 for the DoT (0.13 per tick)

Death Coil – 3/14

Conflagrate – 3/7

Dark Pact – 0

Lastly, make sure to hand out Healthstones to people who need them and put some effort into Soulstoning healers. And as an SM/Ruin Warlock focus on positioning your Imp correctly so the tank gets the Blood Pact buff, that’s (one of the) main reasons you are in the raid in the first place.

Raid Consumables

Tryhard extras:

wow classic warlock raiding flasks potions

Enchants and Pre-Raid Gear

Which items to gather pre-raid is highly dependant on which patch you play on so it is impossible to compile a perfect Warlock pre-raid BiS list. In the spoiler below there’s a list including all the best non-raid items from patch 1.12, which means that the some of these items might not be acquirable on your server. And even if they are, they might not yet have the same stats as in patch 1.12. Before you start the search for these items make sure that they are actually in the game so you don’t waste your time looking for non-existing equipment.

Pre-Raid Gear

Head

Neck

Shoulders

Back

Chest

Wrist

Hands

Waist

Legs

Feet

Rings

Trinkets

Wand

2h Weapons

Main Hand Weapons

Offhand Weapons

There are also the Field Marshal/Warlord sets and Lieutenant Commander/Champion sets for us self-proclaimed PvP gods

Enchants

A note on Trinkets and Cooldowns in general

On-use-Trinkets are often times very underrated compared to the ones passively giving stats. The reason for this is that it’s very comfortable to calculate Trinket damage in a vacuum. For example: The MC Trinket “Talisman of Ephemeral Power” gives you an extra 175 Spell power for 15 seconds, and has a 90 second cooldown. One way to calculate the overall worth of this item is to see that this trinket is active 1/6th of the time and gives 175 Spell Power so all you have to do to understand the usefulness of this Trinket is to divide 175 by 6. 175/6 = 29 Spell Power. So it’s as good as the Trinket “Briarwood Reed” then, as it also gives 29 Spell Power?

WRONG

That’s not a realistic way to calculate the value of an On-Use Trinket. There are two main reasons for this:

  1. The trinket will most likely be on cooldown even after the fight ends. If we take the MC Trinket I mentioned above as an example again, any time the fight is not exactly (N * 90s) you will get more DPS out of the trinket than you “should”. For example, if the fight is 2 minutes long you get to use the trinket twice over a 120 second period. 120/(2*15) = 1/4. 1/4 multiplied by 175 is 43,75. That makes the Trinket a clear upgrade from the Briarwood Reed 29 Spell Power Trinket. And if the fight is only 15 seconds long the Trinket gave you 175 Spell Power flat over the entire fight. Any cooldown left on your Trinket when the fight is over is a DPS increase.
  2. When you fight a boss you don’t cast Shadow Bolt the entire time. You move around, you hide, you Life Tap or alt tab to check out some girl on Instagram. Assuming you are a decent player you only use the Trinket when you know the next 15 or 20 seconds will be spent Shadowbolting the boss, so when you later have to run to the other side of the room your Trinket cooldown is ticking down. If you play an encounter like the Four Horsemen where you dps a boss ~half of the time then your on-use Trinkets becomes twice as effective since you use them twice as much per second that you are actually dpsing. This way, your trinket becomes more effective the smarter you use it.

Don’t treat Active Trinket-effects as if they were in a vacuum. There are very few times you shouldn’t have an on-use-Trinket equipped assuming you looted Talisman of Ephemeral Power or the Zul’Gurub trinket Zandalarian Hero Charm.

Resistances

In later vanilla patches there is a stat called “Decreases the magical resistances of your spell targets by XX” (also called “Spell Penetration” or “Spell Pen”) which shows up on several Ahn’Qiraj and Naxxramas item pieces. Curse of Shadows reduces the Shadow Resistances of your target by 75, but if the boss you are fighting has more Shadow Res than that then further Spell Pen is very useful. For every 1 point of Resistance your target has there’s a 0,25% chance it resists your spellcasts. If it’s a non-binary spell (Shadow Bolt for example) then the average resisted damage is 0,25%, and if it’s a binary spell (Fear for example) there’s instead a 0,25% chance the spell is completely resisted. An item with 10 Spell Pen is therefore worth almost as much as an item with 2,5% hit (assuming your target has any resistances to remove in the first place, otherwise it’s useless). It’s important to note that when you miss a spell it says “Resist”. If your target would have completely resisted your spell with actual Shadow Resistance it also says “Resist”. So you can’t know for sure if they resisted because you lacked Hit% or Spell Pen.

The amount of resistance on bosses differ a lot depending on which server you play on, on Feenix server no boss had more than 70 SR (which means that resistance penetration is useless as CoS covers 75) but on VanillaGaming many bosses has as much as 145 SR. Elysium seems to be in the middle, and we don’t yet know what the state will be on CF. It’s therefore hard to say how much resistance penetration you need and you will have to do some research yourself. More information for the curious: Spell Penetration Guide

World Buffs

World Buffs are a big part of vanilla raiding and one of the reasons the game world feels so alive. Pre-TBC there are several long-duration buffs you can (and should!) gather prior to a raid in order to maximize your raid performance. These buffs are usually gotten far out in the world but their long duration (usually 2 hours) gives you enough time to travel to the raid instance. World Buffs give you increased survivability, movement speed and/or damage. Unfortunately they don’t last past death so you will have to avoid world PvP as much as possible after getting them, which can be a challenge on highly populated servers. World Buffs also forces you to play very safe in raids, I’d for example highly recommend saving your potion cooldown for Limited Invulnerability Potion or Protection/HP Potions instead of spending it on a Mana Potion as the safety of keeping your World Buffs is worth a lot. Dieing early on in a raid doesn’t only lose you damage on that fight, but it also lowers your damage on future bossfights as you’re now without World Buffs. Here’s a list of the most important World Buffs for Warlocks:

Rallying Cry of the Dragonslayer

Rallying Cry of the Dragonslayer

Rallying Cry of the Dragonslayer (a.k.a. Head-buff) is an AoE-buff that’s gained from turning in the Onyxia or Nefarian head in Stormwind or Orgrimmar. This World Buff is usually planned by the guild beforehand (“We are popping head at 19:30”) and buffs everybody in a large area (SW/OG Gates) for two hours. It’s one of the buffs that’s leechable and infinite so if another guild is using it you can just show up and get it for no effort. This is one of the more powerful World Buffs and benefits Warlocks a lot.

Spirit of Zandalar

Spirit of Zandalar

Spirit of Zandalar (a.k.a Heart-buff) is another AoE-buff that’s gained from turning in the Heart of Hakkar at Yojamba Isle in STV. It’s also a leechable AoE-buff that’s usually planned by the guild beforehand (“We are popping heart at 19:20”). Yojamba Isle is far from civilization but it’s the only world buff that lasts through death (up until patch 1.10, at least). Usually this is the first guild buff to be used before a mage opens a portal to SW/OG for the head-buff. Warlocks benefits from this buff the least of all classes as our dps isn’t very dependant on stats but 10% movement speed and 15% extra Intellect and Stamina is still a big deal.

At Yojamba Isle you also have the chance to gain the Spirit of Zanza potion from Rin’wosho the Trader. Bring some ZG Coins or Bijous to exchange for Zandalar Honor Token, it’s the currency used by the Zandalar trolls. Buy one Zanza, use it, then buy another one (They are unique so you can only have one in your inventory at a time). There are three Zanzas to choose from but the +50 stamina/spirit one is superior by far.

Darkmoon Faire (DMF) buff

Sayge’s Dark Fortune of Damange

The Darkmoon Faire (DMF) buff is not always available but very strong if you can get hold of it. Talk to Sayge who is part of the Darkmoon Caravan outside Stormwind or Mulgore and choose the first option twice for a 2 hour +1% to +10% damage buff. You can also choose +X% Stamina or other stat increases (see here).

Tryhard Extras

slipkiks savvy
moldars moxie
fengus ferocity

The Dire Maul (DM) buffs are different than the ones above as it requires you to do a Dire Maul North Tribute run before you can gather them. By avoiding to kill some of the bosses in the instance you not only gain better loot at the end but you also get the opportunity to talk to the unkilled bosses for buffs. Usually you have five people from the guild clear the instance so that the rest of the raid can run in afterwards to get the buffs for ‘free’. Note that you can only be 5 people inside the instance at a time, if someone tries to be the 6th person to enter they will get teleported to stonetalon mountains so always make sure you are next in line before entering. These buffs aren’t as gamechanging as the Head/Heart buffs mentioned above, at least not for casters, but worth the time if you have it or were going to play DM anyway.

After gaining the (de)buff from the end of the instance which makes the ogres friendly you also have the ability to speak to Stomper Kreeg near the start of the instance, he sells Gordok Green Grog if you can’t afford the better but more expensive Rumsey Rum Black Label.

songflower serenad

The Songflower (Felwood) buff is gained from Corrupted Songflowers in Felwood. By turning in Corrupted Soul Shards or certain profession materials (Enchanting, Herbalism, Mining or Skinning) you gain Cenarion Plant Salves that are used to cleanse Songflowers for the Songflower Serenade buff. The buff only lasts an hour and you have to go to Felwood for it, but 5% Crit chance is a decent damage increase. Stack up on plant salves beforehand and make sure to stay logged out until raidstart in order to save the buff for as long as possible.

These World Buffs are the important ones to know about as a Warlock even if there are many more. For example; Warchief’s Blessing and the Blasted Lands buffs are mainly for melee classes so casters only have to care about the ones mentioned above, even when raiding with a hardcore guild. My recommendation is to be part of the Onyxia/Nefarian Head and Hakkar Heart buffs if your guild gets them, and grab the DMF buff if the caravan is close to one of your cities. If you really want to churn out that extra dps and got a lot of extra time before raidstart then the Dire Maul/Songflower buffs are decent damage boosts. But remember, if you die on the way to the instance or to an early trash pack then all your work was for nothing.

Tanking Twin Emperors (AQ40)

warlock tank twin emperors

In The Temple of Ahn’Qiraj there is a specific encounter called the Twin Emperors, which is a fight that 2 Warlocks in the guild have to prepare for. The bossfight consists of two bosses; Emperor Vek’lor and Emperor Vek’nilash. Vek’Nilash is immune to all spell damage and Vek’lor is immune to all melee damage which means that a “normal” tank cannot tank Vek’lor, you have to have a spellcaster doing it. Vek’lor casts Shadow Bolts on its target so a lot of Shadow Resistance is needed for the caster tank, and since Warlocks has an easy time resisting Shadow damage and causing threat it’s the best class choice for that role.

The one tricky part with this encounter is that the two bosses cannot be close to each other during the fight since they heal very quickly if they are within a certain distance of each other. The other tricky part is that they switch positions every 30 seconds. Vek’lor teleports to Vek’nilash’s position and the other way around. This means that you need to have a Warrior tank and a Warlock tank on each side of the room (so 4 tanks in total, two of them Warlocks). Before I explain the fight in detail I’ll go through the gear needed for it.

The Shadow resistance cap is 300 and it’s highly recommended to reach it for this boss as all the damage done by the spellcasting boss is by Shadow Bolts. The buffs Mark of the Wild, Prayer of Shadow Protection and Demon armor gives you like a hundred Shadow Resistance so you need ~200 Shadow Resistance from gear. Optional: You can also respec into MD/Ruin (0/30/21) and summon a Felhunter which passively gives you +60 to all resistances.

I listed the best Twin tanking gear below. If you get them all you will end up with more SR than needed, so prioritize the ones you can get and use your best damage gear for the other slots as damage is obviously important for keeping threat.

Bring any +Stamina consumables you can and pre-pop a Greater Frost Protection Potion (against the blizzards). If you are the one pulling the boss then just run up to Vek’lor, pop Shadow Ward, cast Corruption and spam Searing Pain until the bosses switch positions. Avoid Blizzards as well as you can, they do a lot of damage so if you get targeted by one don’t just keep casting. After that keep track of the timers. Every 30 seconds the caster and the melee boss switches sides, so you have to be ready to pick up the caster boss (if he’ll be on your side) as soon as the teleport happens. Right before the switch stand as close to the melee boss as you can (right below him). Instantly after the switch you Shadowburn the boss and start to run away from him while dotting him. The caster boss does an AoE knockback so make sure to create some distance from the boss. When you are ~25 yards away from the boss start spamming Searing Pain to cause as much threat as possible. Keep spamming and avoid any blizzards. Do this until your 30 seconds of fame is over and the melee boss appears on your side. Now take your time to Life Tap to full mana and use Shadow Ward until the next teleport, and then do the same thing again. Repeat until the boss is dead.

Remember that if the bosses are awkwardly positioned it is not your job to move them. Since the caster boss has a long range spellcast it’s very hard to move the boss to where you want it and it’s usually much better to just keep aggro until the switch happens and let the Warrior tank move the boss to where it should be standing. Practice makes perfect, this is a boss fight that’s hard to explain on paper so you have to do it yourself a couple times to actually understand what’s going on. But I hope I gave you enough information about the encounter to make you ready to try it. If you are still unsure on some aspects of the fight just ask me in the thread and I’ll explain it better for you.

thats all folks

Shoutouts to Dhorn, Disingenuous, Rohbar, Oxyda for the knowledge and my old guild <The Argent Crusade> for the good times

Sours: https://www.warcrafttavern.com/wow-classic/guides/warlock-pve-dps/

Vanilla spec warlock raiding

PvE guide for Warlocks - WoW Classic

Posté le 24/07/2019

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Are you looking for a class with a high skill ceiling, a class that’s challenging to master? You found the right place, make yourself comfortable!

Thanks to its varied kit, warlocks have the tools to deal with almost any encounter!

  • Crowd Control(Peur, Séduction, Bannir, Asservir démon, Drain de mana) 
  • Support spells (Création de Pierre de soins (majeure), Création de Pierre d'âme (majeure), Rituel d'invocation)
  • Multitudinous curses Malédiction de faiblesse, Malédiction des langages, Malédiction de témérité, Malédiction de l'ombre, Malédiction des éléments).
That’s not all: Warlock is good at doing both direct and DoT damage and does fine on damage meters. The best warlocks can even overtake « top tier » classes.
warlock guide pve wow classic

1. Recommended races for Warlocks in PvE

Here are the races we recommend you pick for your Warlock in WoW Classic for PvE.

Undead wins out because it has slightly better base stats than other races and Volonté des Réprouvés comes in handy.

For Alliance players, Gnome is definitely the pick thanks to Pensée expansive giving you 5% more intelligence.

2. Recommended professions for Warlocks

Here are the professions we recommend you pick for your warlock for PvE.

3. PvE tips for Warlocks

Warlocks must think before they act. You must play differently depending on what you’re fighting.

Position yourself carefully: You have no mobility spell, mistakes will be costly.

If a DoT isn’t going to last for its dull duration, use Brûlure de l'ombre orTrait de l'ombre instead if you can. Make sure you refresh your DoTs once they’ve expired however.

Never end a fight at full mana. This would mean you used Connexion too much, which means you could have done more DPS! This takes some experience.

Decide before pulling which Warlock is going to use which curse when there are multiple Warlocks in your raid. This will help your raid a lot.

Have a downranked Bannir bind: You don’t always need the full 30 seconds from rank 2, if you’ll only need 20 seconds of CC, use rank 1 to save time. 

Use Peur to control enemies! With Malédiction de témérité you can prevent feared enemies from running into another pack if necessary. Use another curse to resume the fear effect.


Rune démoniaque and Rune ténébreuse do the same thing as Life Tap but aren’t on the GCD. Use them! Abuse them!

4. The best PvE specs for Warlocks

Here you will find the two main specs for Warlocks in PvE. The first one is played by the overwhelming majority of Warlocks.

4.1 The Succubus Sacrifice spec 9/21/21

Suppression

Suppression

/

Reduces the chance for enemies to resist your Affliction spells by 2%.

Reduces the chance for enemies to resist your Affliction spells by 2%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 4%.

Reduces the chance for enemies to resist your Affliction spells by 4%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 6%.

Reduces the chance for enemies to resist your Affliction spells by 6%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 8%.

Reduces the chance for enemies to resist your Affliction spells by 8%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 10%.

Reduces the chance for enemies to resist your Affliction spells by 10%.

Improved Corruption

Improved Corruption

/

Reduces the casting time of your Corruption spell by 0.4 sec.

Reduces the casting time of your Corruption spell by 0.4 sec.

Next level:

Reduces the casting time of your Corruption spell by 0.8 sec.

Reduces the casting time of your Corruption spell by 0.8 sec.

Next level:

Reduces the casting time of your Corruption spell by 1.2 sec.

Reduces the casting time of your Corruption spell by 1.2 sec.

Next level:

Reduces the casting time of your Corruption spell by 1.6 sec.

Reduces the casting time of your Corruption spell by 1.6 sec.

Next level:

Reduces the casting time of your Corruption spell by 2 sec.

Reduces the casting time of your Corruption spell by 2 sec.

Improved Curse of Weakness

Improved Curse of Weakness

/

Increases the effect of your Curse of Weakness by 6%.

Increases the effect of your Curse of Weakness by 6%.

Next level:

Increases the effect of your Curse of Weakness by 13%.

Increases the effect of your Curse of Weakness by 13%.

Next level:

Increases the effect of your Curse of Weakness by 20%.

Increases the effect of your Curse of Weakness by 20%.

Improved Drain Soul

Improved Drain Soul

/

Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Next level:

Gives you a 100% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Gives you a 100% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Improved Life Tap

Improved Life Tap

/

Increases the amount of Mana awarded by your Life Tap spell by 10%.

Increases the amount of Mana awarded by your Life Tap spell by 10%.

Next level:

Increases the amount of Mana awarded by your Life Tap spell by 20%.

Increases the amount of Mana awarded by your Life Tap spell by 20%.

Improved Drain Life

Improved Drain Life

/

Increases the Health drained by your Drain Life spell by 2%.

Increases the Health drained by your Drain Life spell by 2%.

Next level:

Increases the Health drained by your Drain Life spell by 4%.

Increases the Health drained by your Drain Life spell by 4%.

Next level:

Increases the Health drained by your Drain Life spell by 6%.

Increases the Health drained by your Drain Life spell by 6%.

Next level:

Increases the Health drained by your Drain Life spell by 8%.

Increases the Health drained by your Drain Life spell by 8%.

Next level:

Increases the Health drained by your Drain Life spell by 10%.

Increases the Health drained by your Drain Life spell by 10%.

Improved Curse of Agony

Improved Curse of Agony

/

Increases the damage done by your Curse of Agony by 2%.

Increases the damage done by your Curse of Agony by 2%.

Next level:

Increases the damage done by your Curse of Agony by 4%.

Increases the damage done by your Curse of Agony by 4%.

Next level:

Increases the damage done by your Curse of Agony by 6%.

Increases the damage done by your Curse of Agony by 6%.

Fel Concentration

Fel Concentration

/

Gives you a 14% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Gives you a 14% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Next level:

Gives you a 28% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Gives you a 28% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Next level:

Gives you a 42% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Gives you a 42% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Next level:

Gives you a 56% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Gives you a 56% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Next level:

Gives you a 70% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Gives you a 70% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

Amplify Curse

Amplify Curse

/

Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%. Lasts 30 sec.

Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%. Lasts 30 sec.

Grim Reach

Grim Reach

/

Increases the range of your Affliction spells by 10%.

Increases the range of your Affliction spells by 10%.

Next level:

Increases the range of your Affliction spells by 20%.

Increases the range of your Affliction spells by 20%.

Nightfall

Nightfall

/

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

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

Next level:

Gives your Corruption and Drain Life spells a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

Gives your Corruption and Drain Life spells a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

Improved Drain Mana

Improved Drain Mana

/

Causes 15% of the Mana drained by your Drain Mana spell to damage the opponent.

Causes 15% of the Mana drained by your Drain Mana spell to damage the opponent.

Next level:

Causes 30% of the Mana drained by your Drain Mana spell to damage the opponent.

Causes 30% of the Mana drained by your Drain Mana spell to damage the opponent.

Siphon Life

Siphon Life

/

Transfers 15 health from the target to the caster every 3 sec. Lasts 30 sec.

Transfers 15 health from the target to the caster every 3 sec. Lasts 30 sec.

Curse of Exhaustion

Curse of Exhaustion

/

8% of base Mana

30 yd range

Reduces the target's movement speed by 10% for 12 sec. Only one Curse per Warlock can be active on any one target.

Reduces the target's movement speed by 10% for 12 sec. Only one Curse per Warlock can be active on any one target.

Improved Curse of Exhaustion

Improved Curse of Exhaustion

/

Increases the speed reduction of your Curse of Exhaustion by 5%.

Increases the speed reduction of your Curse of Exhaustion by 5%.

Next level:

Increases the speed reduction of your Curse of Exhaustion by 10%.

Increases the speed reduction of your Curse of Exhaustion by 10%.

Next level:

Increases the speed reduction of your Curse of Exhaustion by 15%.

Increases the speed reduction of your Curse of Exhaustion by 15%.

Next level:

Increases the speed reduction of your Curse of Exhaustion by 20%.

Increases the speed reduction of your Curse of Exhaustion by 20%.

Shadow Mastery

Shadow Mastery

/

Increases the damage dealt or life drained by your Shadow spells by 2%.

Increases the damage dealt or life drained by your Shadow spells by 2%.

Next level:

Increases the damage dealt or life drained by your Shadow spells by 4%.

Increases the damage dealt or life drained by your Shadow spells by 4%.

Next level:

Increases the damage dealt or life drained by your Shadow spells by 6%.

Increases the damage dealt or life drained by your Shadow spells by 6%.

Next level:

Increases the damage dealt or life drained by your Shadow spells by 8%.

Increases the damage dealt or life drained by your Shadow spells by 8%.

Next level:

Increases the damage dealt or life drained by your Shadow spells by 10%.

Increases the damage dealt or life drained by your Shadow spells by 10%.

Dark Pact

Dark Pact

/

Drains 150 of your pet's Mana, returning 100% to you.

Drains 150 of your pet's Mana, returning 100% to you.

Improved Healthstone

Improved Healthstone

/

Increases the amount of Health restored by your Healthstone by 10%.

Increases the amount of Health restored by your Healthstone by 10%.

Next level:

Increases the amount of Health restored by your Healthstone by 20%.

Increases the amount of Health restored by your Healthstone by 20%.

Improved Imp

Improved Imp

/

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 10%.

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 10%.

Next level:

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 20%.

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 20%.

Next level:

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 30%.

Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 30%.

Demonic Embrace

Demonic Embrace

/

Increases your total Stamina by 3% but reduces your total Spirit by 1%.

Increases your total Stamina by 3% but reduces your total Spirit by 1%.

Next level:

Increases your total Stamina by 6% but reduces your total Spirit by 2%.

Increases your total Stamina by 6% but reduces your total Spirit by 2%.

Next level:

Increases your total Stamina by 9% but reduces your total Spirit by 3%.

Increases your total Stamina by 9% but reduces your total Spirit by 3%.

Next level:

Increases your total Stamina by 12% but reduces your total Spirit by 4%.

Increases your total Stamina by 12% but reduces your total Spirit by 4%.

Next level:

Increases your total Stamina by 15% but reduces your total Spirit by 5%.

Increases your total Stamina by 15% but reduces your total Spirit by 5%.

Improved Health Funnel

Improved Health Funnel

/

Increases the amount of Health transferred by your Health Funnel spell by 10%.

Increases the amount of Health transferred by your Health Funnel spell by 10%.

Next level:

Increases the amount of Health transferred by your Health Funnel spell by 20%.

Increases the amount of Health transferred by your Health Funnel spell by 20%.

Improved Voidwalker

Improved Voidwalker

/

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 10%.

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 10%.

Next level:

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 20%.

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 20%.

Next level:

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 30%.

Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 30%.

Fel Intellect

Fel Intellect

/

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 3%.

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 3%.

Next level:

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 6%.

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 6%.

Next level:

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 9%.

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 9%.

Next level:

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 12%.

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 12%.

Next level:

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

Improved Succubus

Improved Succubus

/

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 10%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 10%.

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 10%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 10%.

Next level:

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 20%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 20%.

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 20%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 20%.

Next level:

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 30%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 30%.

Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 30%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 30%.

Fel Domination

Fel Domination

/

Your next Imp, Voidwalker, Succubus, or Felhunter Summon spell has its casting time reduced by 5.5 sec and its Mana cost reduced by 50%.

Your next Imp, Voidwalker, Succubus, or Felhunter Summon spell has its casting time reduced by 5.5 sec and its Mana cost reduced by 50%.

Fel Stamina

Fel Stamina

/

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 3%.

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 3%.

Next level:

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 6%.

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 6%.

Next level:

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 9%.

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 9%.

Next level:

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 12%.

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 12%.

Next level:

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

Master Summoner

Master Summoner

/

Reduces the casting time of your Imp, Voidwalker, Succubus, and Felhunter Summoning spells by 2 sec and the Mana cost by 20%.

Reduces the casting time of your Imp, Voidwalker, Succubus, and Felhunter Summoning spells by 2 sec and the Mana cost by 20%.

Next level:

Reduces the casting time of your Imp, Voidwalker, Succubus, and Felhunter Summoning spells by 4 sec and the Mana cost by 40%.

Reduces the casting time of your Imp, Voidwalker, Succubus, and Felhunter Summoning spells by 4 sec and the Mana cost by 40%.

Unholy Power

Unholy Power

/

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 4%.

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 4%.

Next level:

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 8%.

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 8%.

Next level:

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 12%.

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 12%.

Next level:

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 16%.

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 16%.

Next level:

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 20%.

Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 20%.

Improved Enslave Demon

Improved Enslave Demon

/

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 2% and reduces the resist chance by 2%.

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 2% and reduces the resist chance by 2%.

Next level:

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 4% and reduces the resist chance by 4%.

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 4% and reduces the resist chance by 4%.

Next level:

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 6% and reduces the resist chance by 6%.

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 6% and reduces the resist chance by 6%.

Next level:

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 8% and reduces the resist chance by 8%.

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 8% and reduces the resist chance by 8%.

Next level:

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 10% and reduces the resist chance by 10%.

Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 10% and reduces the resist chance by 10%.

Demonic Sacrifice

Demonic Sacrifice

/

When activated, sacrifices your summoned demon to grant you an effect that lasts 1800 sec. The effect is canceled if any Demon is summoned.

Imp: Increases your Fire damage by 15%.

Voidwalker: Restores 3% of total Health every 4 sec.

Succubus: Increases your Shadow damage by 15%.

Felhunter: Restores 2% of total Mana every 4 sec.

When activated, sacrifices your summoned demon to grant you an effect that lasts 1800 sec. The effect is canceled if any Demon is summoned.

Imp: Increases your Fire damage by 15%.

Voidwalker: Restores 3% of total Health every 4 sec.

Succubus: Increases your Shadow damage by 15%.

Felhunter: Restores 2% of total Mana every 4 sec.

Improved Firestone

Improved Firestone

/

Increases the bonus Fire damage from Firestones and the Firestone effect by 15%.

Increases the bonus Fire damage from Firestones and the Firestone effect by 15%.

Next level:

Increases the bonus Fire damage from Firestones and the Firestone effect by 30%.

Increases the bonus Fire damage from Firestones and the Firestone effect by 30%.

Master Demonologist

Master Demonologist

/

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 4%.

Voidwalker - Reduces physical damage taken by 2%.

Succubus - Increases all damage caused by 2%.

Felhunter - Increases all resistances by .2 per level.

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 4%.

Voidwalker - Reduces physical damage taken by 2%.

Succubus - Increases all damage caused by 2%.

Felhunter - Increases all resistances by .2 per level.

Next level:

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 8%.

Voidwalker - Reduces physical damage taken by 4%.

Succubus - Increases all damage caused by 4%.

Felhunter - Increases all resistances by .4 per level.

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 8%.

Voidwalker - Reduces physical damage taken by 4%.

Succubus - Increases all damage caused by 4%.

Felhunter - Increases all resistances by .4 per level.

Next level:

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 12%.

Voidwalker - Reduces physical damage taken by 6%.

Succubus - Increases all damage caused by 6%.

Felhunter - Increases all resistances by .6 per level.

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 12%.

Voidwalker - Reduces physical damage taken by 6%.

Succubus - Increases all damage caused by 6%.

Felhunter - Increases all resistances by .6 per level.

Next level:

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 16%.

Voidwalker - Reduces physical damage taken by 8%.

Succubus - Increases all damage caused by 8%.

Felhunter - Increases all resistances by .8 per level.

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 16%.

Voidwalker - Reduces physical damage taken by 8%.

Succubus - Increases all damage caused by 8%.

Felhunter - Increases all resistances by .8 per level.

Next level:

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 20%.

Voidwalker - Reduces physical damage taken by 10%.

Succubus - Increases all damage caused by 10%.

Felhunter - Increases all resistances by 1 per level.

Grants both the Warlock and the summoned demon an effect as long as that demon is active.

Imp - Reduces threat caused by 20%.

Voidwalker - Reduces physical damage taken by 10%.

Succubus - Increases all damage caused by 10%.

Felhunter - Increases all resistances by 1 per level.

Soul Link

Soul Link

/

20% of base Mana

100 yd range

When active, 30% of all damage taken by the caster is taken by your Imp, Voidwalker, Succubus, or Felhunter demon instead. In addition, both the demon and master will inflict 3% more damage. Lasts as long as the demon is active.

When active, 30% of all damage taken by the caster is taken by your Imp, Voidwalker, Succubus, or Felhunter demon instead. In addition, both the demon and master will inflict 3% more damage. Lasts as long as the demon is active.

Improved Spellstone

Improved Spellstone

/

Increases the amount of damage absorbed by your Spellstone by 15%.

Increases the amount of damage absorbed by your Spellstone by 15%.

Next level:

Increases the amount of damage absorbed by your Spellstone by 30%.

Increases the amount of damage absorbed by your Spellstone by 30%.

Improved Shadow Bolt

Improved Shadow Bolt

/

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 4% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 4% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Next level:

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 8% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 8% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Next level:

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 12% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 12% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Next level:

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 16% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 16% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Next level:

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.

Cataclysm

Cataclysm

/

Reduces the Mana cost of your Destruction spells by 1%.

Reduces the Mana cost of your Destruction spells by 1%.

Next level:

Reduces the Mana cost of your Destruction spells by 2%.

Reduces the Mana cost of your Destruction spells by 2%.

Next level:

Reduces the Mana cost of your Destruction spells by 3%.

Reduces the Mana cost of your Destruction spells by 3%.

Next level:

Reduces the Mana cost of your Destruction spells by 4%.

Reduces the Mana cost of your Destruction spells by 4%.

Next level:

Reduces the Mana cost of your Destruction spells by 5%.

Reduces the Mana cost of your Destruction spells by 5%.

Bane

Bane

/

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.1 sec and your Soul Fire spell by 0.4 sec.

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.1 sec and your Soul Fire spell by 0.4 sec.

Next level:

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.2 sec and your Soul Fire spell by 0.8 sec.

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.2 sec and your Soul Fire spell by 0.8 sec.

Next level:

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.3 sec and your Soul Fire spell by 1.2 sec.

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.3 sec and your Soul Fire spell by 1.2 sec.

Next level:

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.4 sec and your Soul Fire spell by 1.6 sec.

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.4 sec and your Soul Fire spell by 1.6 sec.

Next level:

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.5 sec and your Soul Fire spell by 2 sec.

Reduces the casting time of your Shadow Bolt and Immolate spells by 0.5 sec and your Soul Fire spell by 2 sec.

Aftermath

Aftermath

/

Gives your Destruction spells a 2% chance to daze the target for 5 sec.

Gives your Destruction spells a 2% chance to daze the target for 5 sec.

Next level:

Gives your Destruction spells a 4% chance to daze the target for 5 sec.

Gives your Destruction spells a 4% chance to daze the target for 5 sec.

Next level:

Gives your Destruction spells a 6% chance to daze the target for 5 sec.

Gives your Destruction spells a 6% chance to daze the target for 5 sec.

Next level:

Gives your Destruction spells a 8% chance to daze the target for 5 sec.

Gives your Destruction spells a 8% chance to daze the target for 5 sec.

Next level:

Gives your Destruction spells a 10% chance to daze the target for 5 sec.

Gives your Destruction spells a 10% chance to daze the target for 5 sec.

Improved Firebolt

Improved Firebolt

/

Reduces the casting time of your Imp's Firebolt spell by 0.5 sec.

Reduces the casting time of your Imp's Firebolt spell by 0.5 sec.

Next level:

Reduces the casting time of your Imp's Firebolt spell by 1 sec.

Reduces the casting time of your Imp's Firebolt spell by 1 sec.

Improved Lash of Pain

Improved Lash of Pain

/

Reduces the cooldown of your Succubus' Lash of Pain spell by 3 sec.

Reduces the cooldown of your Succubus' Lash of Pain spell by 3 sec.

Next level:

Reduces the cooldown of your Succubus' Lash of Pain spell by 6 sec.

Reduces the cooldown of your Succubus' Lash of Pain spell by 6 sec.

Devastation

Devastation

/

Increases the critical strike chance of your Destruction spells by 1%.

Increases the critical strike chance of your Destruction spells by 1%.

Next level:

Increases the critical strike chance of your Destruction spells by 2%.

Increases the critical strike chance of your Destruction spells by 2%.

Next level:

Increases the critical strike chance of your Destruction spells by 3%.

Increases the critical strike chance of your Destruction spells by 3%.

Next level:

Increases the critical strike chance of your Destruction spells by 4%.

Increases the critical strike chance of your Destruction spells by 4%.

Next level:

Increases the critical strike chance of your Destruction spells by 5%.

Increases the critical strike chance of your Destruction spells by 5%.

Shadowburn

Shadowburn

/

Instantly blasts the target for 87 to 100 Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains a Soul Shard. Need a Soul Shard

Instantly blasts the target for 87 to 100 Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains a Soul Shard. Need a Soul Shard

Intensity

Intensity

/

Gives you a 35% chance to resist interruption caused by damage while channeling the Rain of Fire, Hellfire or Soul Fire spell.

Gives you a 35% chance to resist interruption caused by damage while channeling the Rain of Fire, Hellfire or Soul Fire spell.

Next level:

Gives you a 70% chance to resist interruption caused by damage while channeling the Rain of Fire, Hellfire or Soul Fire spell.

Gives you a 70% chance to resist interruption caused by damage while channeling the Rain of Fire, Hellfire or Soul Fire spell.

Destructive Reach

Destructive Reach

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Increases the range of your Destruction spells by 10%.

Increases the range of your Destruction spells by 10%.

Next level:

Increases the range of your Destruction spells by 20%.

Increases the range of your Destruction spells by 20%.

Improved Searing Pain

Improved Searing Pain

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Increases the critical strike chance of your Searing Pain spell by 2%.

Increases the critical strike chance of your Searing Pain spell by 2%.

Next level:

Increases the critical strike chance of your Searing Pain spell by 4%.

Increases the critical strike chance of your Searing Pain spell by 4%.

Next level:

Increases the critical strike chance of your Searing Pain spell by 6%.

Increases the critical strike chance of your Searing Pain spell by 6%.

Next level:

Increases the critical strike chance of your Searing Pain spell by 8%.

Increases the critical strike chance of your Searing Pain spell by 8%.

Next level:

Increases the critical strike chance of your Searing Pain spell by 10%.

Increases the critical strike chance of your Searing Pain spell by 10%.

Pyroclasm

Pyroclasm

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Gives your Rain of Fire, Hellfire, and Soul Fire spells a 13% chance to stun the target for 3 sec.

Gives your Rain of Fire, Hellfire, and Soul Fire spells a 13% chance to stun the target for 3 sec.

Next level:

Gives your Rain of Fire, Hellfire, and Soul Fire spells a 26% chance to stun the target for 3 sec.

Gives your Rain of Fire, Hellfire, and Soul Fire spells a 26% chance to stun the target for 3 sec.

Improved Immolate

Improved Immolate

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Increases the initial damage of your Immolate spell by 5%.

Increases the initial damage of your Immolate spell by 5%.

Next level:

Increases the initial damage of your Immolate spell by 10%.

Increases the initial damage of your Immolate spell by 10%.

Next level:

Increases the initial damage of your Immolate spell by 15%.

Increases the initial damage of your Immolate spell by 15%.

Next level:

Increases the initial damage of your Immolate spell by 20%.

Increases the initial damage of your Immolate spell by 20%.

Next level:

Increases the initial damage of your Immolate spell by 25%.

Increases the initial damage of your Immolate spell by 25%.

Ruin

Ruin

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Increases the critical strike damage bonus of your Destruction spells by 100%.

Increases the critical strike damage bonus of your Destruction spells by 100%.

Emberstorm

Emberstorm

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Increases the damage done by your Fire spells by 2%.

Increases the damage done by your Fire spells by 2%.

Next level:

Increases the damage done by your Fire spells by 4%.

Increases the damage done by your Fire spells by 4%.

Next level:

Increases the damage done by your Fire spells by 6%.

Increases the damage done by your Fire spells by 6%.

Next level:

Increases the damage done by your Fire spells by 8%.

Increases the damage done by your Fire spells by 8%.

Next level:

Increases the damage done by your Fire spells by 10%.

Increases the damage done by your Fire spells by 10%.

Conflagrate

Conflagrate

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Ignites a target that is already afflicted by Immolate, dealing 240 to 307 Fire damage and consuming the Immolate spell.

Ignites a target that is already afflicted by Immolate, dealing 240 to 307 Fire damage and consuming the Immolate spell.

Warlock

0 / 0 / 0

Level required: -

Edit

The staple of Warlock specs: makes the best of the debuff limit on monsters.

You get Sacrifice démoniaque from the Demonology tree for 15% additional shadow damage and  Ruine from the Destruction tree to double critical strike damage.

While some talents are mandatory, others depend on your gear or your playstyle. Decisions, decisions!

4.2. The SM/Ruin spec 30/0/21

Suppression

Suppression

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Reduces the chance for enemies to resist your Affliction spells by 2%.

Reduces the chance for enemies to resist your Affliction spells by 2%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 4%.

Reduces the chance for enemies to resist your Affliction spells by 4%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 6%.

Reduces the chance for enemies to resist your Affliction spells by 6%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 8%.

Reduces the chance for enemies to resist your Affliction spells by 8%.

Next level:

Reduces the chance for enemies to resist your Affliction spells by 10%.

Reduces the chance for enemies to resist your Affliction spells by 10%.

Improved Corruption

Improved Corruption

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Reduces the casting time of your Corruption spell by 0.4 sec.

Reduces the casting time of your Corruption spell by 0.4 sec.

Next level:

Reduces the casting time of your Corruption spell by 0.8 sec.

Reduces the casting time of your Corruption spell by 0.8 sec.

Next level:

Reduces the casting time of your Corruption spell by 1.2 sec.

Reduces the casting time of your Corruption spell by 1.2 sec.

Next level:

Reduces the casting time of your Corruption spell by 1.6 sec.

Reduces the casting time of your Corruption spell by 1.6 sec.

Next level:

Reduces the casting time of your Corruption spell by 2 sec.

Reduces the casting time of your Corruption spell by 2 sec.

Improved Curse of Weakness

Improved Curse of Weakness

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Increases the effect of your Curse of Weakness by 6%.

Increases the effect of your Curse of Weakness by 6%.

Next level:

Increases the effect of your Curse of Weakness by 13%.

Increases the effect of your Curse of Weakness by 13%.

Next level:

Increases the effect of your Curse of Weakness by 20%.

Increases the effect of your Curse of Weakness by 20%.

Improved Drain Soul

Improved Drain Soul

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Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Next level:

Gives you a 100% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Gives you a 100% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

Improved Life Tap
Sours: https://www.wowisclassic.com/en/class-guide/warlock/pve-hl-dps/
Classic WoW: Warlock PvE DPS Guide - Talents, Pre-Raid BiS \u0026 Rotation

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