19 Warlock Guide

Hey everyone!

After Kore made a post in the 19 bracket forums saying that we were in need of a warlock guide I decided to write one up.



In the 19 bracket, a warlock is one of the most intimidating and powerful classes at the moment. Do to the immense damage capabilities of Damage over Time (DoT) spells such as Curse of Agony, the Crowd Control provided by Fear, and the burst potential with Searing Pain and Shadowbolt, they are most definitely a force to be reckoned with.



My guide is going to be broken down into four parts (See below). Although most guides include a list of gear I'm not going to do that. I recommend you see Duckhunt's guide for an up-to-date list of gear for a warlock.



I. Gearing Tips

II. Glyphs

III. Talents

IV. Macros





Gearing Tips



Im going to break this section down into WSG, Arenas, and Premades. It will outline the style of gearing that you'll want to lean toward for each area.



WSG



In Warsong Gulch as a warlock you have a lot of different options. I find it best to find a good balance of Int, Spellpower, and Stam. Anywhere from 1100-1350ish Health, 1100-1400 Mana, and 100-150 SP are all reasonable stats for Warsong Gulch. Of course these stats also depend on your race. The stam helps for teh occasional melee class who doesnt know his role so he plays defense and just runs around hitting things. The int you may question because all warlocks have lifetap, but there may not always be an offensive healer running with you and for the same reason as for stam you might be under pressure a lot of the time and won't be able to get off a bandaid. The SP speaks for itself. Warlocks are an offensive class and the majority of their damage comes from DoT's in the 19 bracket. Obviously SP increases the amount of damage your DoT's will be ticking for.



Arena

Unlike in WSG you don't need AS MUCH of a balance for arenas. Because Warlock's are clothies they tend to be very squishy. In arenas, you're more likely to be focused because there's less people, warlocks are known to be squishy, and quite frankly, warlocks are scary shit. In arenas I like to make a set containing more stam (1300-1500), less mana (900-1100), and abit more SP.



Premades

Unlike in PuG WSG's and arenas, you have a pre-arranged team. Therefore you can rely a bit more on your teammates to be doing what they're supposed to be doing. Therefore your offense should have at least one healer if not two and you dont need as much health/mana. This allows you to stack MUCH more SP than you do in arenas and in PuG's. Your DoT's will be doing an insane amount of damage allowing you to put pressure on the entire defense and by making good use of life tap you have nearly an endless supply of mana.
 
I would rather go for hard SP stack in PuGs too, atleast if there is no real threat in your opponent team.



Its irrelevant then if you die, if your dots alone can take out an opponent - as they cannot go offense as long as theyre dead, and thus doesnt require you to be alive to defend, as it isnt neccesary, as the opponents are dead, well, yeah.



If your dots cant kill anyone, then consider going for an average build.
 

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