Warlock Guide, Soul Shards, Minions, Stones, Curses
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|"Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters."
Written By: Settite
II. Soul Shards
The Warlock is a more involved class to play. Warlocks have minions, many different spell combos, and a reagent component (Soul Shard) requirement for some of their spells. This means that it will take a bit more learning than some of the more straightforward classes. The Warlock has a lot of very cool and fun abilities including Eye of Kilrogg, Fear, minions and more. The Warlock is a very fun and versatile class to play once you figure things out.
• Can use minions for fun and to attract enemy aggression.
• Can create Soulstone which allow self or resser resurrection.
• Can create healing potions in the form of Healthstones.
• Can summon other players using Ritual of Summoning.
• Can breathe underwater using Unending Breath.
• Can summon a Felsteed or Dreadsteed demon horse as a mount.
• Can use Eye of Killrogg to scout.
• Can take control of a Demon for a short amount of time.
• Can heal themselves using Life Drain, Siphon Life, and Death Coil.
• Can solo very well, by using a minion to act as a group of two characters complementing each others' skills.
• Can only wear cloth armor.
• Very fragile and easily killed in certain situations.
• Soul Shards take up inventory space.
• Mastering Soul Shard collection and usage.
• Managing Monster Hate between you and your minion.
• Controlling both your minion's and your own skills to ensure high efficiency.
II. Soul Shards
The Warlock requires Soul Shards for certain spells and minions. You receive a Soul Shard by using "Drain Soul" on a monster as it is dying. A catch is that you cannot get Soul Shards from monsters that don't give experience. So you can't go into a newbie region and kill easy monsters for Soul Shards. Each and every Soul Shard takes up one slot in your bags, which means you don't want to carry a whole lot of them. However, you do always want to have some in your bags so you can summon your minions. When using Drain Soul you cannot do anything else such as move, attack, or cast another spell, or be interrupted. If you do not stand still, the Drain Soul will not work. You will need to learn how to do this properly, which can be challenging.
Soul Shards do not stack. This is for balance reasons and so you won't hoard huge numbers of them.
If you find yourself without Soul Shards you will have to get them without the use of most minions, which can sometimes be a challenge. Imps can be summoned without the use of a Soul Shard so you can use them to get your Soul Shard along with DoTs, and then switch to a more powerful minion.
III. Warlock Minions
Minions require knowledge and skill to control. Learn which minion to use based on the situation. Read up on hate management. The channeling spell Health Funnel is useful with minions as it gives health to it every second as long as the caster channels. Use this ability by having your minion attack and then channeling health into the minion. Then, if you need health, cast Drain Life, use a potion, or have someone who can heal you. This is a leash spell so it cancels if the target runs out of range or if the spell is interrupted.
Imp - The Imp you get from start and it is actually a good minion to use if you're in a party because of his reasonable damage output and the very nice Stamina buff his blood pact gives or solo for the same reasons. He blasts the enemy with a ranged attack called Firebolt. This is the only minion you don't need a Soul Shard to summon and don’t have to worry about aggroing mobs with because of Phase Shift an ability the Imp receives.
Voidwalker - At level 10, the quest to get the Voidwalker becomes available from the Warlock trainers. The VW is an ideal soloing minion as he is the tank a caster needs so badly. The VW has massive hit points and can use the Torment skill to attract monsters' anger, but its damage output is very low. Requires Soul Shard to summon.
Succubus - At level 20, your Succubus quest is available. This minion inflicts a high amount of damage on your foes, but is rather fragile. The Succubus has an amazing damage output, especially when attacking monsters with Lash of Pain. It is also good at crowd control with Soothing Kiss and Seduce to mesmerize a humanoid for a short while. In groups and for dueling this sometimes is a good choice. Personally, I don't use it solo as the Imp has turned out to be the most effective unless I am dueling certain classes. Requires Soul Shard to summon.
Felhunter - At level 30, you can begin the quest series which will reward you with the ability to summon a Felhunter. This minion is the best against enemy casters. Requires Soul Shard to summon.
Inferno - Summons a meteor from the twisting nether, causing 200 Shadow damage and stunning all enemy targets in area for 2 sec. An infernal rises from the crater, under the command of the caster. Once control is lost, the Infernal must be Enslaved to maintain control. Requires a reagent. Usable outdoors only. The quest for the Infernal can be found in Felwood. The summoned Infernal will now be enslaved for 5 minutes before turning on its summoner.
Ritual of Doom - Begins a ritual that sacrifices a random participant to summon a doomguard. The doomguard must be immediately enslaved or it will attack the ritual participants. Requires the caster and 4 additional people to complete the ritual. In order to participate, all players must right-click the portal and not move until the ritual is complete. Requires a Demonic Figurine as a reagent. The Ritual of Doom quest can be found in the Tainted Scar.
Felsteed - Summons a Felsteed, which serves as a mount for the caster. Speed is increased by 60%. This mount is the result of a level 40 quest which is very short and simple. This mount is commonly known as a Nitemare by players. No shard required.
Dreadsteed – Summons a Dreadsteed, which serves as a mount for the caster. Speed is increased by 100%. This is also given was a quest reward at level 60. It is somewhat expensive and a pretty difficult quest but is by far the best looking mount in the game! No shard required.
The Warlocks can create special stones that they can use themselves or give to other players. Notable is that these Stones vanish when you log out, which means you can only use them in the same game session that they were made (comparable to conjured Water from Mages).
Healthstone (requires Soul Shard) - Creates a Healthstone, which is essentially a health potion. There are different ranks of these, from Minor Healthstone that gives 100 Health, up to Major, which gives a whopping 1200 Health. I don't find myself going through the effort of getting a Soul Shard and crafting a Healthstone with it worth the price at lower to medium levels - perhaps high levels.
Soulstone (requires Soul Shard) - Creates a Soulstone. The Soulstone can be used to store one target's soul. If the target dies while his soul is stored, he will be able to resurrect with X health and mana. Conjured items disappear if logged out for more than 15 minutes. This is best to be placed on yourself if soloing or on a Paladin or Priest if you are with a group or raid so you are able to recover from disaster.
Firestone (requires Soul Shard) - Creates a Firestone which can be equipped in the off hand. When equipped, enchants the main hand weapon with fire, granting each attack a chance to deal additional fire damage (Damage depending on rank of spell).
Spellstone (requires Soul Shard) - Creates a Spellstone. The Spellstone removes all magic effects from the caster and will also absorb up to X magic damage for the next minute.
The Warlock has several types of curses and it is up to the player to decide what is best for the particular enemy. Curses can only be cast on the enemy, and you can only have one curse active at a time. The last curse you cast will override the previous curse on the monster. All curses are instant cast so you typically always cast one before or after your initial slow cast DOT like Corruption or Immolate.
Curse of Weakness - Damage caused by the target is reduced. This can be useful from time to time when the situation requires it, but I consider this the least used Curse. When soloing at low levels this is probably the Curse of choice, but as your level gets higher it gets less useful and your other Curse options become better.
Curse of Recklessness - Increases the damage of the target but greatly reduces their armor. This is a good group-based spell that is especially good to cast on monsters that are trying to run away. If the group got a good tank that won't mind the extra damage output of the monster, then this can be the best Curse.
Curse of the Elements - Increase Fire and Frost damage. This ability is good to use when playing with other casters who use those types of spells. Personally, I use a lot combined with Immolate and a Wand that does Fire damage plus the Imp minion who also does Fire damage.
Curse of Agony - Curses the target with agony. Causes large damage over time and has been powered up a bit since last push which now should be a valid option.
Curse of Tongues - Suitable against enemy casters as it is slowing down their casting time by X% by forcing them to speak in demonic. X=50% @ Rank 1, 60% @ Rank 2
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