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Other Information
This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.
Soul Shards
The Warlock requires Soul Shards for certain spells and pets. You receive a Soul Shard by using the Drain Soul spell on a monster as it is dying. A catch is that you cannot get Soul Shards from monsters that don't give you experience. So you can't go into a newbie region and kill easy monsters for Soul Shards. One 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 pets. When using Drain Soul the caster cannot do any other action such as move, attack, or cast another spell, or else the spell will 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 pets, which can be a challenge. Imps can be summoned without the use of a Soul Shard so you can use them to get your Soul Shard, and then switch to a more powerful pet.
Honorable kills generate a Soul Shard when Drain Soul and Shadowburn are used.
Soul Shard Bag
Tailors can make soul bags to hold soul shards. The smallest is a 20-slot bag, the recipe for which can be purchased in Gadgetzan. The recipe for a larger bag can be found in Scholomance, and one for an even larger bag can be found in Molten Core. In the main UI, these soul bags will display how many shards they contain. So long as the soul bags have room, any soul shards a warlock creates will automatically go into the bag.
DOTs
DOTs are damage-over-time spells. Because they do damage over time, you want to cast them at the start of a battle and have them deal damage throughout the battle. If you're killing a monster very quickly, then DOTs aren't the best to use.
Afflictions
Curses
The Warlock has several types of curses and it is up to the player to decide which is best for the particular situation. Curses can only be cast on the enemy. You can only have one curse active at a time on a monster. The last curse you cast will override the previous curse on the monster. Corruption - Inflicts a disease on a target that causes X damage over Y seconds. Corruption will stack with Shadow Word: Pain.
Curse of Weakness - Damage caused by the target is reduced. This is useful in shorter battles.
Curse of Recklessness - Increases the damage done by the target, but greatly reduces its armor. This is a good group based spell that is especially good to cast on monsters that are trying to run away.
Curse of the Elements - Curses the target, reducing Fire and Frost resistances by X for Y min. This ability is good to use when playing with other casters who use those types of spells.
Curse of Agony - Curses the target with agony. Causes large damage over time.
Curse of Shadow - Curses target, reducing Shadow and Arcane Resistance by X for Y min. Only one Curse per Warlock can be active on any one target.
Curse of Doom - Curses the target with impending doom, causing X shadow damage after Y min. If the target dies from this damage, there is a chance that a Doomguard will be summoned. Cannot be cast on players (boo!)
Drain Life - Transfers health from target to caster. This ability is used during battle both to damage the monster and to regain life. Drain Life is good to use against high-level monsters that typically resist your other attacks. Although Drain Life can be resisted, you should keep trying until your cast succeeds (doesn't resist). Once you land the spell, it will start draining life; it does damage to the monster even if you don't actually need the life.
Life Tap - Converts health into mana. If you need mana, what you do is Life Tap, then steal life from the enemy monster.
Drain Mana - Transfers X mana to the caster (Warlock) every second. This is a "leash" ability similar to the Dark Ranger's abilities in Warcraft III. Once the monster gets out of range, the leash breaks, and the spell is deactivated. Also, if the monster interrupts your casting, the interruption breaks the leash. Use this ability on enemy casters to drain their mana and replenish your own.
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