The WoW Warlock Guide for Mists of Pandaria 5.4
In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. (source)
Updated for Mists of Pandaria 5.4
Warlock Class Guide
Other Warlock Guides
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Patch Notes for Warlocks
The official patch notes for all of everything are here.
5.4 Warlock Patch Notes
- Corruption damage has been increased by 10%.
- Demonic Gateway is no longer attackable (once more.) The debuff from using a Demonic Gateway has been increased to 60 seconds (up from 15 seconds).
- Fel Armor no longer reduces all damage taken by 10%.
- Fel Flame now deals 13% more damage, costs 2% less mana, and no longer increases the duration of damage-over-time spells.
- Immolate damage has been increased by 10%.
- Rain of Fire now has a reduced chance to generate Burning Embers.
- The Codex of Xerrath now infuses additional spells with fel magic (green fire effect): Summon Felsteed, Summon Dreadsteed, Summon Abyssal, Demonic Fury, Dark Apotheosis, and Demonic Leap.
- Agony damage has been increased by 16%.
- Drain Soul no longer energizes Soul Shards from the pets and guardians of players, and now deals 34% less damage. If other periodic Affliction damage effects are triggered by Drain Soul, they now deal 60% of their normal damage (down from 100%).
- Haunt now deals 50% more damage, and increases damage done by all of the Warlock’s damage-over-time spells against the target by 45%.
- Malefic Grasp now deals 34% less damage, and causes all of the Warlock’s other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).
- Nightfall now gives Corruption a 10% increased chance to generate a Soul Shard on the most recently applied Corruption.
- Soul Swap no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 3 seconds (down from 20 seconds).
- Unstable Affliction damage has been increased by 21%.
- Dark Soul: Knowledge now increases the effects of Mastery: Master Demonologist by an additional 30%.
- Moved: Howl of Terror is no longer a talent and is now a baseline skill for all Warlocks.
- New: Demonic Breath is a new talent replacing Howl of Terror. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
- Changed: Archimonde’s Vengeance has been redesigned and renamed into Archimonde’s Darkness.
Archimonde’s Darkness gives the Warlock’s Dark Soul spell two charges.
- Grimoire of Sacrifice no longer affects Drain Life.
- For Affliction Warlocks, Grimoire of Sacrifice now increases the power of various single target spells by 20% (down from 30%).
- Harvest Life no longer replaces Drain Life. Harvest Life is now a passive talent that increases Drain Life’s damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
- Kil’jaeden’s Cunning no longer reduces movement speed, and will now allow the Warlock to cast Incinerate, Malefic Grasp, and Shadow Bolt while moving.
- Mannoroth’s Fury is no longer a passive ability. Mannoroth’s Fury now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for Hellfire, Immolation Aura, Rain of Fire, and Seed of Corruption.
- Soul Leech can now also activate from Shadowburn, and caps out at 15% of the Warlock and their pet’s maximum health (down from 100%).
- Soul Link now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock’s pet is active.
- Replaced: Glyph of Dark Soul has been replaced by Glyph of Curse of the Elements.
- Glyph of Curse of the Elements causes Curse of the Elements to hit 2 additional nearby targets.
- Replaced: Glyph of Everlasting Affliction has been replaced by Glyph of Eternal Resolve.
- Glyph of Eternal Resolve: Changes Unending Resolve into a passive ability that provides a constant 10% reduction to damage taken.
- Glyph of Fear no longer causes Fear to have a cooldown.
- Glyph of Imp Swarm now summons 4 Wild Imps (down from 5 Wild Imps).
- Replaced: Glyph of Shadowflame has been replaced with Glyph of Unending Resolve.
- Replaced: Glyph of Soul Swap has been replaced with Glyph of Havoc.
- Glyph of Havoc: Havoc gains 3 additional charges, but the cooldown is increased by 35 seconds.
- Warlock Tier-14 4-piece set bonus now reduces duration of the debuff from using a Demonic Gateway by 15 seconds.
5.3 patch notes
- Dark Intent had its mana cost reduced to 1%, down from 4%.
- Demonic Gateway was improved: Its
- cast time has been reduced to 4 seconds, down from 5 seconds,
- gains its first charge after 5 seconds (down from 13 seconds), and gains a new charge every 10 seconds (down from 15 seconds).
- The summoned gateway has 100% of the summoning Warlock’s health, 100% of the Warlock’s resilience,
- and can now be attacked and killed by enemy players.
- Health Funnel now causes the Soulburn portion of the spell to increase healing generated from Health Funnel by 140% instead of instantly restoring 36% health.
- Blood Horror no longer activates from attacks made by pets.
- Glyph of Siphon Life has been redesigned. It now heals the Warlock for 0.5% of their maximum health when Corruption or Immolate deal periodic damage.
- Fire and Brimstone no longer requires a Burning Ember to cast. Instead, the spell causes Immolate, Incinerate, Conflagrate, and Curse spells to consume a Burning Ember when cast, and the effect remains active as long as the Warlock has at least 1 Burning Ember remaining.
- Warlock PvP 2-piece set bonus no longer reduces cooldown on Unending Resolve and have been replaced by the former 4-piece set bonus where the Warlock’s Twilight Ward absorbs damage from all magical schools.
- Warlock PvP 4-piece set bonus now increases damage dealt by Agony, Corruption, Doom, Immolate, and Unstable Affliction by 10%.
Patch 5.2 Notes
- Fel Armor now reduces damage taken by 10%, instead of increasing the Warlock’s armor.
- The Imp ability Blood Pact has been removed.
- Dark Intent now increases Stamina in addition to Spell Power.
- Immolate now deals 15% more damage.
- Shadow Bolt now deals 15% more damage.
Tier 1 Talents (Lev 15)
- Soul Leech now provides an absorption shield instead of healing.
Tier 2 Talents (Lev 30)
- No changes.
Tier 3 Talents (Lev 45)
- Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
Tier 4 Talents (Lev 60)
- Blood Fear has been replaced by Blood Horror. Blood Horror costs 5% health, has 1 charge, and lasts 60 seconds with a 30-second cooldown. While Blood Horror is active, melee attacks that strike the Warlock will cause the attacker to be horrified for 4 seconds.
- Burning Rush now also prevents movement-impairing effects from reducing the Warlock’s movement speed below 100% of normal, in addition to its other effects. (Just the thing for carrying flags, right?)
Tier 5 Talents (Lev 75)
- Grimoire of Sacrifice now increases the damage of abilities by 15% (was 25%) for Destruction Warlocks and 25% (was 50%) for Affliction Warlocks. In addition, it now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
Tier 6 Talents (Lev 90)
- Kil’jaeden’s Cunning is now a passive talent, and its activated ability has been removed.
- The passive damage from Archimonde’s Vengeance no longer has a visual effect.
- Haunt now causes the target to receive an additional 30% damage (was 25%) from Warlock’s spells.
- Unstable Affliction’s backlash effect is now always a critical hit and deals approximately 15% more damage.
- Glyph of Burning Embers has been removed and its effects are now baseline for Affliction Warlocks.
- Glyph of Soul Shards has been removed and its effects are now baseline for Affliction Warlocks.
- Chaos Wave now has a new visual.
- Hand of Gul’dan now deals 15% more damage and the Shadowflame effect now deals 15% more damage.
- Soul Fire now deals 22% more damage.
- Touch of Chaos now deals 15% more damage.
- Wild Imp‘s Firebolt now deals 15% more damage.
- Conflagrate now deals 15% more damage.
- Fire and Brimstone now has a radius of 10 yards (was 15 yards).
- Incinerate now deals 10% more damage.
- Glyph of Burning Embers has been removed and its effects are now baseline for Destruction Warlocks.
- Glyph of Burning Embers has been removed and its effects are now baseline for Destruction Warlocks.
- Glyph of Soul Shards has been removed and its effects are now baseline for Affliction Warlocks.
- New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 33%, but the health is restored over 10 seconds.
- New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.
- Glyph of Unstable Affliction has been redesigned. This glyph now reduces the cast time of Unstable Affliction by 25%.
Warlocks in the 5.0 (Mists of Pandaria) Patch
There are a few changes…
- The talent system has been completely changed and all the old builds are dead. Long live the new builds.
- Many Cataclysm talents are now dead, other have been rolled into the new abilities or talents.
- Abilities are organized a bit differently. Instead of 3 to 4 abilities that define your specialization (spec) along with your talents you new have about 10 – 12 core abilities and the talents can be taken by any Warlock spec (and this is true for all classes.)
- The third weapon slot is gone, but you can still use wands. They are being buffed, so you might want to look into one as your main hand weapon.
- Talents have changed: Prime glyphs are dead, Majors change powers in significant ways, minors are mostly cosmetic. You have six glyph slots, all are opened up by level 75.
- How hard do you hit? Right now, a three weeks before M of P launch, Warlocks are in a pretty sweet place. Don’t count on it staying there…
Warlocks are World of Warcrafts rendition of the classic soul-devouring life-stealing demon summoning class that everyone loves, or at the very least I do. Quite honestly there’s nothing better than ruling the battlefield with massive amounts of life, ample damage resistance, and the ability to bring down multiple targets at once via a slow and painful, yet inevitable death.
Warlocks rank amongst the caster classes yes, but they stand head and shoulders above both Priest and Mage when it comes to sheer survivability. Plus, due to an increasing emphasis on high health levels combined with reasonable damage, you’ll find that you generally fair better in the raid instances and become less of a target in PvP as well.
I find warlocks to be one of the more fun caster classes simply due to the large change of playstyle gained whenever alternating talent specializations, demonology, affliction, destruction – neither is similar to the other, and that’s refreshing.
Then again running as an affliction build can be quite a bit more interesting, at least so far as Battlegrounds and AoE grinding is concerned. Hiding behind an obscure bush, rock, or tree and throwing off DoT after DoT at unsuspecting players as they run by is a fun way to ruin the other player’s day.
Finally, destruction warlocks, my personal favorite as usual, for I possess an immense obsession with the art of total annihilation, and nothing suits that better than a warlock knocking down targets in six seconds flat with some well timed, and hopefully critical, shadowbolts.
All in all warlocks have it great, all three talent builds are excellent for leveling, PvP, and likely even raiding to a certain point, making it an easy class to enjoy as you have no fear of picking the ‘wrong’ path for a given pursuit in game.
The Pandaren race is denied access to the Warlock class.
Obviously the Undead and the Humans are the only real Warlock races, but if you just have to play something else then go for it. Your skills will far outshine any special racials than any race might have.
Ranged attacks can now be dodged like any other attack, Dwarves and Trolls have Ranged Expertise which will help with that.
Best Horde? Orc (Blood Fury, pet damage)
Best Alliance? Humans for the PvP (escape.)
- Orc – Blood Fury increases melee and spell damage, the latter of which suits Warlocks just fine. The increased pet damage (on command) makes the Orc one of the better Warlock races. the decreased stun duration is nice for PvP and we can ignore the increased expertise with axes.
- Undead – Underwater Breathing is gone and is replaced with a rather nice Drain Life ability, whcih will actually add a bit to your DPS numbers. Will of the Forsaken is a nice PvP skill (anything that breaks Fear, etc is a nice PvP skill.) Cannibalize is useful when you just have to rub it in to that other player you killed. Maybe that’s good enough reason to go Undead.
- Blood Elf – Arcane Torrent is a nice spell interrupt with some PvP utility, but since it’s melee range and you don’t want to be in melee range… Well ok, Blood Elves look good. A truly devastating Warlock Ability. Really.
- Belves are good with Enchanting.
- Troll - Hmmm… Increased casting speed, when Berserk, is very nice. Regeneration is increased, but it’s trivial. More damage vs beasts is very nice for leveling and some Dungeons, not much PvP utility, though, unless you consider Draenei to be beasts (of burden?) Reduced duration of movement impairing effects is always nice. Ranged weapon expertise is useless to you.
- Goblin - Goblins like to blow things up and Warlocks consort with demons. A match made in heaven? Well, maybe not… Goblins can Rocket Launch forward, which is a nice escape ability. Their Rocket Launcher will be of little use to you, as will Vendor Discounts and your Personal Bank, though both are nice for other reasons. Increased Haste will be nice in end-game raiding since Haste is a very nice thing for Warlocks.
- Goblins are good with Alchemy.
- Human – The Human Diplomacy skill will allow for more rapid faction gain (very nice if you’re working towards any of the zillion faction in WoW) and the escape ability is nice for PvP, especially since it allows the use of two DPS trinkets. The Sword expertise will give you +1% to Spell Hit while equipping a sword, which is nice.
- Gnome – Escape artist is very nice for PvP, as is their small size, and they get an increased mana pool. If you equip a sword or dagger then the Gnome Expertise racial will give you +1% Spell Hit.
- Gnomes are good with Engineering.
- Dwarf - Their Stone Formis a nice PvP talent, and occasionally useful elsewhere. The Ranged Expertise would be good if you used ranged, weapons, which you don’t.
- Dwarves are good with Archeology.
- Worgen -They can periodically move quickly, which is always useful, and they have a reduced duration of curses and diseases (affecting them.) An increased crit chance is always nice.
- Worgen are also good with skinning.
As with all caster classes if you have to have a crafting skill then Tailoring is the way to go, it’s just impossible to pass up on the massive gear upgrades available by the set-item cloth armor craftable at high levels. Tailoring also has a self-only cloak enchant that sometimes adds 580 to your Int for 15 seconds (and 2000 in MoP.)
Enchanting is a very expensive profession to level up, but you can disenchant the goods you make through Tailoring, and use or sell the parts, saving you considerable gold. So those two professions work well together. The self-only ring enchant adds 160 Int to each of your rings.
Remember that leveling the crafting professions is expensive (though better than it was, once upon a time) and you better have a good gold stash before starting those two professions or good money making skills. If you don’t have either then consider waiting till much higher levels when you have a decent cash flow.
All of the Crafting professions, except Blacksmithing, have their uses, but they are also all expensive to level. Heck, even Blacksmithing will allow you to add a couple of gem slots to your gear.
Cooking is a good profession to take, partly for the healing foods (even if you’re undead,) but more for the buffing foods you will be able to create.
First Aid is a handy skill for those times when you just didn’t quite drain enough life.
Professions for End Gaming:
For those who are into the min-maxing game, each of the professions offers a self-only buff which has some nice benefits. Blacksmithing and Jewelcrafting might be the best profs for this game due to their versatility with gemming.
|Tailoring||Cloak enchant sometimes adds 2k Int.|
|Leatherworking||Bracer enchant adds 500 int.|
|Jewelcrafting||Make nicer gems for your own use.|
|Enchanting||Enchant both rings, for a total +320 Int gain.|
|Inscription||Shoulder enchant adds 520 Int and 100 crit.|
|Alchemy||More effect from your own potions. Adds 320 Int and an extra hour to your main flask.|
|Engineering||has lots of interesting toys, some of which have situational use, and Synapse Springs, which increases Int by 1940 for a short time. If you take this use a macro to activate it along with other short term buffs.|
|Blacksmithing||gives two extra gems slots. Since gems with secondary stats have twice the value of those with primary stats (eg: 320 Haste Vs 160 Int,) for 640 total stat points, you might find that Blacksmithing is the most valuable profession.|
|Skinning||provides 480 crit rating|
|Herbalism||Small heal and 2880 Haste for 20 seconds|
Mists of Pandaria Warlock Talents
And spec of Warlock can pick any one talent from any one row, for six talents at 90. Your core abilities (below) define your spec, the talents add utility. Visit our individual spec pages for actual builds.
|Level 15||Dark Regeneration – Restores some of your and your pet’s maximum health and increases all healing received for a few seconds.||Soul Leech – Many of your spells provide you with an absorbtion shield.||Harvest Life – Drains the life from all enemies near the target, causing Shadow damage and restoring a small percentage of the caster’s total health every second for a few seconds. Also generates Demonic Fury while active.|
|30||Howl of Terror – Howl causes some enemies nearby enemies to flee in fear for 20 sec. Damage caused may cancel Howl of Terror.||Mortal Coil – Causes the enemy target to run in horror for a brief time. The caster restores some of their maximum health.||Shadowfury – Briefly stuns all nearby enemies.|
|45||Soul Link – When active, all damage and healing you and your demon take is shared, but your demon’s health is reduced by half.||Sacrificial Pact – Your demon sacrifices part of its current health to shield its master for twice the sacrificed health. Lasts 10 sec. If you have no demon, your health is sacrificed instead.||Dark Bargain – Prevents all damage for a short time. When the shield fades, 50% of the damage prevented is dealt over a few seconds.|
|60||Blood Horror - Costs health to use, but each melee attack against you causes the attacker to be horrified and run away.||Burning Rush – Drains 4% of your maximum health per second to increase your movement speed by 50% and prevents you from being snared. Lasts until cancelled.||Unbound Will – Purge all Magic effects, movement impairing effects and all effects which cause loss of control of your character.|
|75||Grimoire of Supremacy – You command stronger demons, replacing your normal minions. These demons deal additional damage and have more powerful abilities.||Grimoire of Service – Instantly summon a second demon, who fights for a short time.||Grimoire of Sacrifice – You sacrifice your demon to gain one of its abilities, increase the power of many of your single target spells by some% and regenerate a small% of maximum health every few sec.|
|90||Archimonde’s Vengeance – Causes an enemy to suffer some of all damage you take. Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown.||Kil’jaeden’s Cunning - You can cast and channel while moving, but each cast reduces your movement speed.||Mannoroth’s Fury – Increases the area of your area of effect spells by 500%.|
Warlock Abilities, by Specialization
Warlocks are all-around engines of destruction, each and every tree open to us is specifically designed to improve our killing ability, just in a variety of different manners. Additionally, each tree presents an increase to either our survivability, mass killing abilities, or PvP capabilities in its own manner, making them all viable choices for any stage of the game.
Before Mists of Pandaria all the classes had a few unique abilities and a bunch of unique talents. In Mists they have a number of unique abilities and any spec can pickup any talent.
These are the abilities that define each Warlock spec in M of P:
Masters of drains and DOTs (Damage Over Time spells.) The Affliction Warlock can use Drain Tanking to great effect. Set the pet to round up targets, DOT ‘em up, use the drains to stay healthy, rinse and repeat.
You can use the same abilities to great effect in both PvE and PvP.
Demonology gives you massive increases to all survivability and solo capabilities.
The Metamorphosis ability, at level 10, turns you into a demon and improves your abilities. Things just get better as you level.
Demonology is in many cases the easier leveling build, depending on your style of play. By speccing into Demonology you will be doing lots of damage and have lots of survivability and a pet to take any additional pressure.
Destruction great for endgame raiders due to consistently high DPS, it’s also a lot of fun when blasting away people in BG’s with massive shadowbolt criticals or conflagrate.
Destruction is a very viable leveling build, raining death on all manner of opposition. Want more on Destruction? You can find leveling tips here and a guide that will get you leveled much faster, below.
|Unstable Affliction||10||Demonic Fury||10||Chaotic Energy||10|
|Drain Soul||19||Demonic Fury||10||Conflagrate||10|
|Rain of Fire||21||Demonic Leap||12||Immolate||12|
|Soulburn: Health Funnel||27||Soul Fire||13||Rain of Fire||21|
|Curse of Exhaustion||32||Hand of Gul’dan||19||Backlash||32|
|Malefic Grasp||42||Metamorphosis: Touch of Chaos||25||Burning Embers||42|
|Nightfall||54||Nether Plating||27||Chaos Bolt||42|
|Seed of Corruption||60||Wild Imps||32||Ember Tap||42|
|Soulburn: Seed of Corruption||62||Summon Felguard||42||Fire and Brimstone||54|
|Improved Fear||69||Felguard: Pursuit||43||Aftermath||54|
|Soulburn: Curse||73||Carrion Swarm||47||Backdraft||69|
|Soul Swap||79||Felguard: Felstorm||48||Flames of Xoroth||79|
|Mastery: Potent lictions||80||Felguard: Axe Toss||53||Mastery: Emberstorm||80|
|Dark Soul: Misery||84||Demonic Rebirth||54||Dark Soul: Instability||84|
|Soulburn: Demonic Circle: Teleport||86||Metamorphosis: Immolation Aura||62||Pyroclasm||86|
|Metamorphosis: Cursed Auras||67|
|Metamorphosis: Chaos Wave||79|
|Mastery: Master onologist||80|
|Dark Soul: Knowledge||84|
|Metamorphosis: Void Ray||85|
At level 1 all Warlocks will get an Imp as their pet. At level 42 the Demonology spec will get the Felguard.
|Throws fireballs and complains alot|
|Your big, blue tank|
|Are you sure you’re the one in charge here? Your opponents love her.|
|Nice puppy. Eats magical effects.|
|Drop a meteor and a big thing crawls out of the crater to do your bidding.|
|Another big thing, but this one lobs bolts at the enemy.|
|Goto top of page|
Yes, Warlocks can be very effective in Battleground, Arena, or world PvP, as long as they stay aware of their strengths and certain limitations, eg: cloth armor.
See our individual spec pages for Warlock PvP builds and such.
- Always protect your healers
- Backup your teammates, especially the ones you might want to have helping you
- If your teammate is carrying a flag so what you can to peel the defenders away from him, eg: fear, CofE, etc.
- If it’s your flag being carried do what you can to strip buffs and slow the carrier, allowing melee and casters to catch up.
- Never stop moving or that Rogue (or feral druid) who’s stalking you will try to gank you.
Arathi Basin – Kill the enemy and they have to run a lot farther to get to your nearest base than that on the other side of the map. So if you’re Horde, Holding the Farm is better than the Stables for that reason. You have a short run to get there, they have a long one. Hold three bases and you will win. Always fight at the flag, never in the middle/road.
- Warsong Gulch – Protecting your flag carrier and killing the guy carrying your flag are far more important things to do than fighting random peeps in the mid-grounds.
- Eye of the Storm – Forget the flag. Hold three bases and you win. Hold three and it doesn’t matter how many flags the other side gets. Fight at the flags, not in the mid-grounds.
- Altarac Valley – You need enough defense to break their assault and enough offense to break their defense. Burn their towers and try to hold or recap yours. Towers are more important than graveyards, but GYs close to the other base are important. They’re crowding the entry to your area? Drop an infernal into the middle of their group.
- Strand there is no point to fighting behind their group. If you’re on Offense then fear their attackers away from your tanks. If on D then abondon your position when they pass you. Stay in front of them.
- Use terrain to your advantage. If you can position yourself to cast spells whenre they can’t easily see (or find) you then you’re golden.
- Get your PvP trinket from the Honor Gear vendor as soon as you can. Get the cheap one. The “break free” will save your hide more than once.
- While hot gear is nice skill counts for more. Skill will also get you into good gear faster. So practice your skills.
- Set up hot-keys for your most used abilities and macros for those abilities that might require several commands, such as the DoT caster above.
- Keep alert at all times. Be aware of your teammates and what they’re doing. Help them whenever you can.
- If you’re really serious about PvP then practice seriously and consider working with people who are better than you. You’ll get far more in-depth detail on how to kill any class, win any BG, and learn to get some pretty good arena ranking. Do it now and get a big edge over the other guy.
Numbers, Gear, Etc.
- Primary: Intelligence – it’s your spellpower and a bit of crit. It no longer provides manapool. Resilience, if you PvP, is also very important.
- Secondary: Hit Rating (and Expertise, but see below) is the #1 secondary stat, followed by Haste and Spellpower.
- 6% Hit for same level PvP, leveling, etc.
- 12% Hit for dungeon bosses
- 15% Hit for raid bosses.
- Weak stats: All the rest.
- Useless stats: excess Hit and excess expertise
Note on Expertise: With 5.0 (M of P) your ranged attacks can now be dodged. Point for point Expertise is as valuable as Hit since it adds directly to your Spell Hit rating. If you have 7.5% Hit rating and 7.5% Expertise rating you will have 15% spell Hit rating. That said, geming or enchanting specifically for Expertise will only be worthwhile when an Int or Hit gem/enchant is not available.
Expertise racials DO add to Spell Hit IF the right weapons is equipped. Gnomes with sword or dagger and Humans with swords, in the main hand, will get +1 Spell Hit. You don’t use ranged weapons or axes so the Dwarf, Troll, and Orc Expertise doesn’t help.
PvP Power has replaces the old Spell Penetration and is, point for point, close in value to Int. It’s also useless if you don’t PvP.
Reforge weaker stats into Hit and Haste.
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Gems for Warlocks
Int is definitely your best stat, however gems with other stats have twice the value of Int gems, for example: 320 Haste Vs 160 Int. For this reason it’s probably worthwhile to consider matching any socket bonuses on your gear, especially it they’re Int.
For PvE – A decent quick and dirty strategy is to just equip red gems in all sockets, unless the socket has a pretty serious Int bonus. If you want to match sockets:
- Yellow sockets: Use a Potent or Reckless orange gem.
- Blue sockets: Use a Veiled purple gem.
PvP Power is a direct damage add in PvP and works like Attack Power. Point for point it’s probably close in value to Int, so for PvP you can put the purple gems (shown below) into all red and blue sockets and the green ones into yellow sockets.
|Useful Warlock Gems|
|Meta||Burning Primal Diamond: +216 Int & 3% Increased Crit Effect|
|Red||Brilliant Serpent’s Eye: 320 Int, self-only Jewelcrafting gem
Brilliant Primordial Ruby: 160 Int
|Yellow||Mystic Sun’s Radiance: 320 Resilience
Quick Sun’s Radiance: +320 Haste
Fractured Sun’s Radiance: +320 Mastery
Smooth Sun’s Radiance: +320 Crit
|Blue||Stormy River’s Heart: +320 PvP power|
|Orange||Willful Vermilion Onyx: +80 Int & +160 Resilience
Potent Vermilion Onyx: +80 Int & +160 Crit
Reckless Vermilion Onyx: 80 Int, 160 Haste
Tenuous Vermilion Onyx: 160 Expertise, 160 Resilience
|Green||Vivid Wild Jade: +160 Res, +160 PvP Power|
|Purple||Mysterious Imperial Amethyst: +80 Int, +160 PvP Power
Veiled Imperial Amethyst: 80 Int and 160 Hit
|Prismatic||Brilliant Primordial Ruby: 160 Int|
|Cogwheel||Quick Tinker’s Gear: 600 Haste - requires an engie helm, such as this.
Smooth Tinker’s Gear: 600 Crit
Fractured Tinker’s Gear: 600 Mastery
Short on gold? If you want to buy the best enchants, fund all of your alts, donate to the guild, etc., but don’t have the cash, then see what the Tycoon Addon can do about about fixing your poverty.
Helm enchants are gone in Mists of Pandaria, shoulder enchants all come from the Inscription profession. All Warlocks, being pure damage machines, will use pretty much the same Enchants. The only difference will be if you’re primarily PvP or PvE.
- PvE will go for the stats enchant for the chest
- PvP will go for the resilience enchant.
|Weapon||Enchant Weapon – Jade Spirit: Sometimes increases Int by 1650|
|Shoulders||Secret Crane Wing Inscription: – 520 Int and 100 Crit rating, Requires Inscription 550.
Greater Crane Wing Inscription: +200 Int and 100 Crit
|Cloak||Enchant Cloak – Superior Intellect: +180 Int
Lightweave Embroidery – attacks have chance to increase Int by 2k for 15 sec, requires tailoring
|Chest||Enchant Chest – Super Resilience: +200 Resilience
Enchant Chest – Glorious Stats: +80 to all stats
|Bracers||Enchant Bracer – Super Intellect: +170 Int
Fur Lining increases Int by 500, requires leatherworking.
Socket Bracer – Pop in a gem, requires Blacksmithing 400
|Gloves||Enchant Gloves – Greater Haste: +170-Haste
Socket Gloves – Pop in a gem, requires Blacksmithing 400
|Belt||Livingsteel Belt Buckle: Gem slot for a nice Int gem|
|Leggings||Greater Cerulean Spellthread: +285 Int and +165 Crit|
|Boots||Enchant Boots – Greater Precison: +175 Hit rating
Enchant Boots – Pandaren’s Step: +140 Mastery, slight run speed increase.
|Rings||Enchant Ring – Greater Intellect: +160 Int, Requires Enchanting 550|
Leveling Your Warlock
Considering all the multitude of grinds possible in this game, leveling a warlock is comparatively relaxing. Likely you’ll never find yourself feeling too slow, quests too hard, or really any distress whatsoever considering how easy the process should be. About the only concern will be “where to go next?”
DoT’s (Damage Over Time spells) take mobs down with a dual purpose of efficiency and effectiveness, our direct damage spells scale quite well once you pick up some +shadow damage or Int, and of course we always have pets to make up for any given weakness within a fight.
But of course, like most classes the Warlock has more than a few styles of leveling, and there’s always a way to maximize your XP per hour.
- Learn to fight multiple mobs at the same time and do as many quests as you can at the same time.
- Look into the Dungeon Finder tool and sign up for the random dungeons. You should be pretty fast and efficient with your spells, and work well with groups, if you’re going to do that. All the dungeons come with quests that will help maximize your XP and gear. With patch 4.3 almost all of the dungeon quest givers moved inside each dungeon, making it easy to pick up and return their quests.
- At level 10 you become eligible to enter the battlegrounds. Battleground PvP can provide some very fast XP, especially on the BG weekends and if your team wins.
- Questing still has plenty of value and is as fast as dungeon leveling. The stories are tighter since 4.0 and you’ll gain rep with the various factions. You can do it on your own time and don’t have to deal with the occasional whiny or irritating group. Leveling through questing is also much faster than it used to be since Bliz tightened up everything about the stories.
- Make sure you have the largest bags you can afford and that you keep stuff that you aren’t using in the bank or mail it to an Alt.
- Always log out in an Inn for the rest XP bonus.
What’s New for Warlocks in Mists of Pandaria
Some changes in Mists of Pandaria:
- The wand slot is gone, though you’ll still be able to use wands. Wands have been buffed to be more usefull.
- Prime glyphs are gone.
- The talent system is massively changed.
- Each spec now gets a set of core abilities and other abilities, learned from the trainer while leveling, unique to the spec.
- Talents are now available to any spec. They come in six tiers of three talents each and you can pick one from each tier. Tiers are obtained at levels 15, 30, 45, 60, 75, and 90. You will have six total talents at level 90. Any Warlock can pick any one talent from any one tier.
The Blizcon discussion of Warlock talents. Plenty of changes have been made since this made, but it’s a good explanation of how the overall system works.
Faster Warlock Leveling
Leveling with a ‘lock can be easy, fun, and fast, but there’s still a bazillion quests to do and mobs to kill. If your friends are already high level, or if your guild needs a Warlock, or you just want to get into that juicy endgame raiding and/or PvP, then a Warlock leveling guide is just what you need to get yourself to the level cap as quickly as possible.
Zygor’s Guide is our guide of choice. Just pick your starting point and the guide shows you where to go as well as what to do. Zygor’s automatically updates and advances as you complete quests, sets a waypoint arrow automatically, and includes all the important quest info. You will probably never need to look at your quest log again, much less browse some website for quest info. You’ll also level faster than you ever have before.
While Zygor’s Guide is a questing guide, oriented towards the solo player, it’s smart enough to realize that you might be doing some of your leveling in the dungeons or the Battlegrounds. Come back to your quests and ZYgor’s will detect your new level, advance forward to the appropriate quests, and help get rid of obsolete quests. You don’t even have to start at level 1. Whether you’re brand new to the game or an old hand decked head to toe in heirlooms, Zygor has your back. Not only that, but what if you want to play around with different specs? Zygor’s comes with a nifty talent advisor which coveres all specs of all classes.
Zygor’s is always quickly updated for all expansions and patches. Get your copy now and get to the level cap ASAP.
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