Warlocks and Utility

Howdy, folks! I’m having a bit of trouble deciding if I want to try Warlock out or not and was hoping I could get some advice!

I want to try out the Warlock but I am a very support focused person. I like healing and utility a lot and if a class has enough utility and usefulness I don’t mind dpsing. What I’m trying to figure out is how useful are Warlocks to their groups?

Any feedback would be greatly appreciated!

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I’d say about a 6/10 in terms of utility.

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depends on your grp…if its 5/10 mans not a lot really. if its 20/40…depends on how many other locks you have in grp. Ideally you want 2-3 locks for curses. In a melee heavy grp 1 lock for Curse of Recklesness…if you have a lot of mages 1 doing Curse of Elements…if you have a third then use Curse of Shadows. Then depending on certain fights/ group comps you may have to swap some curses around. Then the SSs that you bring for inside wipe recovery…30 min CD but if it will let the group rez and regroup inside and save time that is a benefit. Inside instance summons (outside instance can always get an alt or 2 to lvl 20 and have them with a ton of shards for raid summons). so it all depends on grp makeup if its worth it or not…could always give it a shot and see if you like it.

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I’m also hoping for some great class quests. I’ve played a few classes so far like the Priest and Hunter and Druid and all of that but I’ve found all but the Druid were pretty uninspiring to me personally.

I’ve watched a few videos but had to close out of them due to spoilers but it seems like Warlock might have some fun class quests.

Cannot be compared to Benediction quest (for priest) and hunter quests.
The quests for each of warlock’s pets are pretty normal quests nothing too special. Only the highly optional and not popular Doomguard quest is perhaps more challenging / interesting.

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Warlock is kind of a support dps class with curses,health stones, and summons. They do have a lot of class quests for all your summon demons and epic mount. They do good dps as well.

as a lock your utility is going to be:

  • soul stone a healer
  • put a curse on the boss based on what type of group you are on
  • hand in some healthstone
  • summon people
  • banish elementals
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I’m not going to say that it’s comparable to the Priest Benediction/Hunter Bow quests but we do get the level 60 mount quest,

In addition to the pet quests there’s also class quests for:
-Robe
-orb/staff
-scythe
-Infernal

Depending on group makeup/gear level seduce is an option for CC in dungeons with humanoids as well as banish for elemental/demons and enslave demon can be used with demons similar to a priest mind control on humanoids. I seem to use the felhound spell lock fairly often to “pull” casters over to the the group as well.

Also dreadsteed was easy but long and costly.

But the Doomguard quest makes the difference between a rookie warlock and a real warlock.

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Warlocks are interesting when it comes to support and utility. Some of the roles they serve are vital, but those are mostly ‘fire and forget’ abilities. Let me explain.

  • Buffs - Hahahahaha. Yeah, no. Just had to get that out of the way, first. The only buff a warlock can give anyone is water breathing.
  • Soulstone - The #1 reason why you always want to have at least one (probably more) warlocks in a raid. Soulstone a Priest or Shaman, and they can rez the party after a wipe. Soulstone a tank during a boss fight, and it is effectively an extra battle rez.
  • Healthstones - Your tanks will thank you. But I will admit that I ignore those who just open trade expecting a healthstone without even asking first. That’s just rude.
  • Curse of Elements - Anyone doing Cold or Fire will love you forever when you put this on the boss, since it increases raid DPS.
  • Curse of Shadows - Same as Elements, but for warlocks and shadow priests.
  • Curse of Recklessness - This can be a double-edged sword. It increases raid DPS, sure, but it also increases the boss’s DPS, so if your healers aren’t on top of their game, then that can lead to trouble if there are some big crits.
  • Warlock tanking - Yes, this is a thing. In MC and some other raids, Warlocks need to lock down certain mobs with banishes or things get crazy. Doing Garr without at least 3 warlocks is painful. Also, in AQ40, the Twin Emperors has one boss that is immune to physical, while the other is immune to magic. Warlocks, as the beefiest of the spellcasters, get to tank the one immune to physical.
  • Demons - While this doesn’t come up much in raids (because pets of all kinds can lead to wipes if the AI goes crazy), in dungeons a warlock’s demons offer a bunch of benefits. An imp is extra DPS, a fire shield, and bonus health for the party. A voidwalker is an off-tank in a pinch. A Succubus is a bit of extra Crowd Control any time you’re facing humanoids. A felhunter is an extra interrupt for mage fights.
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Not that I’m disagreeing but there’s also Detect Invisibility which in classic about the only place to use it would be in a battleground to see another warlock’s succubus.

I can only think of one other place in Classic where there are invisible MoBs.

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There are invisible mobs in the courtyard above Undercity, in some of the buildings in Duskwood, and mobs in DM:W, EPL, and other such places. Basically, a lot of times when you have stealthy ghosts or demons, Detect Invisibility shows them up.

I knew about the Raven Hill ghosts, handy spot to farm shards when in Stormwind because they’re 49-51, and I thought there was a couple of others but couldn’t remember where.

Overall though, our buffs are lacking. I have to admit to a little jealousy that I can’t buff other players the way the other caster classes can.

Well, warlocks have a more impressive array of debuffs. Even as a Demonology Warlock with Demonic Sacrifice, I can drop a couple DoTs and a curse on targets that deal damage and increase raid DPS. An Affliction warlock can make someone’s life miserable.

Since I don’t really consider myself to be that good, I settle for being tenacious and annoying. Affliction suits that perfectly.

Speaking of have you ever played Fear/CoR “Ping-Pong”. I knew a player once that used that for CC in dungeons.

Oh, remembered one more thing. If you’re going to die to a wipe killing oneself with hellfire counts as a PVP death and will save you the durability loss/repair bill.

Fear/CoR is a good combo, but you have to be on top of things because it can go wrong, fast. If either the Fear or the Curse are resisted, you suddenly can have a lot of problems. Same if you are getting hit, and get stun or pushback. I wouldn’t recommend it in most dungeons, unless you’re trying to do it on an add in a boss fight, where everything has been cleared off. You have to be lucky AND good for that to work.

Hellfire does count as a PvP death. As do Demonic Runes, Dark Runes, Life Tap, and other things.

I never had the courage to try to use Fear/CoR in a dungeon setting but I do use it in the open world on occasion.

I also didn’t realize that Demonic/Dark runes will kill you if one is too low on health. Life Tap though will fizzle if you don’t have enough health available hence why I usually life-tap down to nothing and finish myself off with Hellfire.

More random thoughts:

Deathcoil on Immune MoBs/Bosses is basically a Healthstone that does damage. On non-immune MoBs it can be handy for getting a MoB out of AoE range so they can be CC’d if needed. I’ve never seen the 3 second fear be long enough for them to pull other MoB’s/Packs.

what about imp stam buff.

Anyone that gets the Scythe over the void walker summon trinket(Abyss Shard) is a fool.

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Agree to disagree