19 Warlock Guide.

Warlock Introduction

At level 19, warlock's are more than likely restricted to damage by DoT due to normal casts (i.e Shadowbolt) being just too mana heavy. Warlocks are also valued for their CC - Fear.



Contents

1) Races

2) Talents + Glyphs

3) Gear

4) Professions

5) The End ^^




Races



Alliance



Human

Every Man for Himself - Activate to remove all movement impairing effects and all effects which cause loss of control of your character.

Perception - Increases Stealth Detection. Helps to see those pesky rogues before they get an ambush crit on you.

The Human Spirit - Increases Spirit by 3%.



Gnome

Escape Artist - Escape the effects of any immobilization or movement speed reduction effect.

Expansive Mind - Intellect Increased by 5%.

Engineering Specialization - Increases Engineering Skill by 15.



Horde



Blood Elf

Arcane Torrent - Silence all enemies within 8 yards for 2 sec and restores 6% of your Mana.

Magic Resistance - Reduces the chance you will be hit by spells by 2%.



Orc

Command - Damage dealt by pets increased by 5%.

Blood Fury - Increases Spell power. Scales with level.

Hardiness - Duration of Stun effects reduced by an additional 15%.



Undead

Cannibalize - When activated, regenerates 7% of total health every 2 sec for 10 sec.

Shadow Resistance - Reduces the chance you will be hit by Shadow spells by 2%. (Basically a 2% chance to resist fears)

Will of the Forsaken - Removes any Charm, Fear and Sleep effect. (Acts like a trinket for fears so you can save your actual trinket for when you really need it.)



Glyphs + Specs



Talent Specs

Maximum Health Spec - 0/10/0



Maximum Damage Output - 10/0/0



Balanced Spec - 7/3/0 - My current spec and IMO the best spec :)



Glyphs



My Glyph of choice would be [item]Glyph of Corruption[/item]. However many people would choose [item]Glyph of Life Tap[/item]. I chose Corruption over life tap as with the gear i currently use I only have 70 spirit .. which is equal to 14 sp when I Life Tap. I see the Corruption Glyph as the better because of the amount of people I cast Corruption on gives a much higher chance of gaining the Shadow Trance buff. However it's all down to personal preference and play style.



Gear



Helm:

  • [item]Lucky Fishing Hat[/item]
  • [item]Green Tinted Goggles[/item]



Neck:

  • [item]Thick Bronze Necklace[/item]
  • [item]Sentinel's Medallion[/item]
  • [item]Voice Amplification Modulator[/item] (mainly for Arena)



Shoulder:

  • [item]Tattered Dreadmist Mantle[/item]
  • [item]Reinforced Woolen Shoulders[/item] (I can understand people taking Talbar Mantle over these)
  • [item]Talbar Mantle[/item]
  • [item]Double-stitched Woolen Shoulders[/item]



Back:

  • [item]Battle Healer's Cloak[/item]
  • [item]Spidersilk Drape[/item]

Enchants - +70 Armor, 12 Dodge rating or 15 Shadow/Nature Resist.



Chest:

  • [item]Inferno Robe[/item] (Horde Only)
  • [item]Robe of the Moccasin[/item]
  • [item]Tree Bark Jacket[/item]

Enchants - +4 Stats, +6 Stats* or 150hp*.

*only on Inferno Robe




Wrist:

  • [item]Crystalline Cuffs[/item]
  • [item]Mindthrust Bracers[/item]
  • [item]Bright Bracers[/item]
  • [item]Buccaneer's Bracers[/item] ("Of Stamina" or "Of the Eagle")

Enchants - 15 Spellpower, 9 Stamina or 4MP5



Hands:

  • [item]Jutebraid Gloves[/item] (Horde Only)
  • [item]Gold-flecked Gloves[/item]
  • [item]Magefist Gloves[/item]

Enchants - 16 Spellpower



Waist:

  • [item]Keller's Girdle[/item]



Legs:

  • [item]Darkweave Breeches[/item]

Enchants - +24 Armor



Feet:

  • [item]Spidersilk Boots[/item]

Enchants - 7 Stam or Minor Speed



Main Hand:

  • [item]Dawnblade[/item]
  • [item]Dignified Headmaster's Charge[/item]
  • [item]Twisted Chanter's Staff[/item]

Enchants - 30 Spellpower



Offhand:

  • [item]Pulsating Hydra Heart[/item] (Until you can get hold of the Furbolg Pouch)
  • [item]Furbolg Medicine Pouch[/item]



Rings:

  • [item]Seal of Sylvanas[/item]/ [item]Seal of Wrynn[/item]
  • [item]Advisor's Ring[/item]

    IMO these are the only 2 rings you'll need.
  • [item]Bronze Band of Force[/item]

IMO these are the only 2 rings you'll need.



Trinkets:

  • [item]Inherited Insignia of the Horde[/item]
  • [item]Insignia of the Horde[/item]
  • [item]Arena Grand Master[/item]
  • [item]Discerning Eye of the Beast[/item]
  • [item]Swift Hand of Justice[/item]



Wand:

  • [item]Banshee Rod[/item]
  • [item]Gravestone Scepter[/item]



Professions

At 19 you cant really go wrong with the proffesions. Until you can pick up the Fishing Hat, you'll want Engineering for the goggles and Herbalism for Lifeblood. Once you get your Fishing Hat, drop engineering and pick up Mining for Toughness.



End

So you got to the end of the guide, and hopefully you have a pretty decent idea of what gear you need. Now onto what a Warlocks role is in WSG. DoT, DoT, DoT and guess what else ... DoT some more. Yup. Basically run around DoT'ing the hell out of everyone, fearing healers and do everything you can to annoy the crap outta everyone. DoT Warriors who are running out of range to keep them in combat, DoT Rogues who are running away to re-stealth. Life Tap when you're low on mana, Drain life when you get low HP. Voila .. you got a pretty decent idea of what to expect as a Lock Twink! :)



Thanks for reading .. and i hope this helps you in some way!
 
yeh i forgot those for a reason :) As a lock you can go without masses of Int, because of life tap .. fair enough that may seem a bit weird/ineffective but in my experience it works .. and pretty well.
 
What does that have to do with those pants? They dont have massive int, but they have SP for a max SP set. Imo they're pretty nice for premades.



Wish I could get them for alliance :p



Oh and BoE pants can get +40 armor enchant.
 
Pretty nice guide ^_^. I would add a few other things to the gear list, such as Shadow damage bracers, spell damage belt and pants for some of us who are spellpower whores ^_^
 
I approve of this message. With your permission, I would like to make a couple additions. I would put my text in blue to note my own opinions. Sound good?
 
I dont know if you mind but this is all in order to benefit the community anyways. I'm going to put out some info that i think was definitely necessary to make this a complete 19 lock guide.



1) I want to clarify on some of the topics that you already covered

2) I would like to give some of my own input



On the topic of race decisions for a warlock.



I think some things that need to be considered are this (for alliance first) :

- Humans: remember that as a human you have 2 free trinket slots. That means 2 Agms, 1 agm and a boa trinket which means a bonus 7 sp and equip effect, etc etc. Also, humans have diplomacy- so if yoi were interested in farming some rep *cough furbolg* a human may be your best bet. And im going to be honest, i am a huge gnome

fan but for a lock there's no question that the human is the way to go.



-Gnomes: now i know i just bashed the gnomes sorta right now but there are still good reasons for becoming a gnome. While you may not get two free trinket slots( well u do but you'd be silly not to have an insignia) the gnome does have escape artist. Note that this can be EXTREMELY helpful in premades. Not to mention the +15 engi which meannnsss ... Insta Bombs :D which are SPECTACULAR in premade situations.



Now for the Horde

Blood Elf: Blood elves are probably your best choice for the horde side for a number of reasons. You get your handydandy silence + mini mana tap (6%) and you get your resist to ALL spell types.



Undead: The decision between BE and Undead is rather difficult. On one hand you have be that has a great silence and then undead that fan break fear when you absolutely need it or even resist it all together saving you much trouble. Also that cannabalism can be handy in arenas if youre not one that likes to burn bandaids ( as we all know bandages can get costly especially when you're a self funded player).



Orc: Finally we have the orcs which are definitely a viablr option for their bonus pet damage and sp boosts.



So take all this into consideration when choosing your class as a lock.
 
One thing that I'd like to throw out there is that Warlocks have a LOT of ways to survive- Really. Demon Skin lets you heal for a bonus 20% of what you would normally heal and this can be used as a huge advantage. That means that heavy runecloth bandaids tick for 300 over 250 and lifebloodmax rank heals for ( i think max herb is 700 hp correct me if im wrong) so thay would be a bonus 140 hp Locks also have sacrifice which is absolutely amazing. Healthstones also give warlocks a slight edge especially in arenas. Overall, lovks have a good amt of ways to survive. Keeping that in mind, you can see that having a SP set is definitely viable because you have so many ways of resetting ( life tap to full mana and bandage to full all within like 12 seconds completely restarting the fight for you while the other person is at half health ir half mana or whatever it is.



Next, id kinda like to add some ways to playa lock vs different classes. Just some of the strategies that i found work in arenas. Because if anyone knows me, they know i really only log on to WoW these days to play arenas on my 19 lock lol. And again, i really apologize for posting on your thread but to put this all in a separate thread would be pointless.



Before i enter this part of the post, i would like to mention what gear setup i play with in arenas. Sorry i cant actually "link" the gear but im typing all of this on an ipod so bare with me.

Head: Goggles ( i would use hat if i had a bit of luck but w/e

Neck: Thick Bronze Necklace ( I've been thinking about testing out the engi neck, if someone would like to tell me how they like it that would be awesome)

Shoulders: Reinforced woolen shoulders

Back: Spidersilk Drape with 10 shadow res

Chest: Robe of the mocassin with 4 stats ( soon to be switched back to 100 hp)

Bracers: Crystalline cuffs plus 15 sp

Hands: Gold flecked gloves with 16 sp

Waist: Keller's Girdle

Legs: Darkweave breaches plus 16 armor ( i kniw there's supposedly better but w/e)

Boots: Spidersilk Boots with minor run speed

Ring1: PVP ring

Ring2: Seal of Wrynn

Trinket1: Agm

Trinket2: Nothing till i get 2nd agm

Weapon: Night Watch shortsword with 30 sp( which i noticed want on your wep list btw)

Offhand: Furbolg medicine pouch

Switchout wep: staff of the blessed sear with 30 sp

switchout wep2: staff of the friar plus 20 spirit



In my opinion, with this gear and, of course, making the minor changes necessary, this is the best arena set for a warlock.



The post will be updated sometime in the next couple days.
 
You absolutely need to include "of healing power" greens in this guide. In a premade, spell power is (by far) your most important stat, with stam becoming less valuable and int becoming near useless (fears and DoTs can't crit). Maximizing spell power (to an extent, of course) is optimal.
 
What about Hit capping???

Ain't that important for a lock? I've never rolled a lock myself, so correct me if i'm wrong please :)
 
Batgnom said:
What about Hit capping???

Ain't that important for a lock? I've never rolled a lock myself, so correct me if i'm wrong please :)



It's really to hard to do(without BoAs) to make it worth it. But sure, hit is important.
 
you can put points in suppression and/or get lavishly jeweled ring and/or spidersilk drape for hit cap. (w/o boas)

hit cap is 5% you should get as close as possible.
 

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