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Warlock PvE
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Warlocks are DoT and shadow casters with demon pets and strong self-sustain via Life Tap. Forever splits Curses and Banes (Bane of Agony and Bane of Doom can stack with a Curse like Curse of the Elements), adds Wrack as the channelled Affliction capstone, and gives Destruction the Conflagrate, Bane of Havoc and Incinerate talents.
Affliction Warlock PvE guide
Affliction brings the most damage over time at 20: instant Corruption on every mob in a pull, Bane of Agony and a curse on the kill target, and Shadow Bolt in between. Suppression adds hit and cuts your threat, so you can dot freely without pulling mobs off the tank. Wrack, the Forever talent at the bottom of the Affliction tree, arrives at 40.
Your job in a group
Damage over time spread across the whole pull, with low threat thanks to Suppression. Curse of the Elements on the kill target makes it take more magic damage from every caster in the group, not just you. You have no interrupt at 20 and only one crowd control spell, Fear, which works on one mob and can send it running into another pack, so use it only when there is open space. Curse of Recklessness stops a mob from fleeing at low health and bringing friends back with it. Before bosses, put a Soulstone on the healer; between pulls, Ritual of Summoning brings missing group members to you, and the Imp's Blood Pact raises party members' Stamina. Leave the pulling to the tank.
Opener
- Curse of the Elements: Once the tank has the main target, curse it. One cast lasts 5 min and makes it take 4% more magic damage from every caster, you included.
- Amplify Curse: On bosses and big elites, press it just before Bane of Agony: your next Bane of Agony is 50% stronger if you cast it within 30 sec.
- Bane of Agony: Its damage builds up over 24 sec, so apply it early on anything that will live that long. It doesn't take your curse slot.
- Corruption: Instant with Improved Corruption. Tab through the pack and put it on each mob the tank is holding, starting with the one the tank is hitting.
- Immolate: On bosses and elites that will live through the whole burn over 15 sec. It deals more damage for its Mana than Shadow Bolt.
- Shadow Bolt: Filler once your DoTs are up. Refresh Corruption and Bane of Agony as they fall off.
Cooldowns
- Amplify Curse: Your only real cooldown at 20. Save it for Bane of Agony on each boss rather than spending it on trash.
- Create Soulstone: Make a Soulstone before the run and put it on the healer before each boss or risky pull. If they die while it is stored, they can come back with 400 health and 700 mana and save the group.
- Create Healthstone: Make one before you set off. The Healthstone restores 120 health instantly, your own emergency heal if a mob turns on you.
- Life Tap: Tap between pulls or when the healer has Mana to spare, never in the middle of a hard pull. Blizzard's notes say Spirit increases how much it converts.
- Drain Life: If a loose mob is hitting you, drain it while the tank picks it up: it heals you every 1 second for 5 sec.
- Fear: Emergency only: Fear a mob that is killing you or the healer when there is open space around it. It lasts up to 10 sec, but damage may break it early.
Stats
Spell Power, Shadow Damage, Hit, Intellect, Stamina, Spirit, Critical Strike. Every Affliction DoT scales with spell power, and in Forever Corruption, Bane of Agony and Immolate all have higher spell power coefficients than in Classic, so Spell Power and Shadow Damage come first. Hit keeps your DoTs from missing elites; Suppression already adds some. Intellect gives you Mana, Stamina gives Life Tap room, and Blizzard's notes say Life Tap converts more with Spirit. Critical Strike comes last: Pandemic and Malevolence build on it, but the group builds don't take them at 20 or 30.
Tips
- Curses and Banes are separate in Forever. Bane of Agony and Curse of the Elements go on the same target, so every boss gets both.
- Drain Soul can give a Soul Shard just by damaging a non-trivial target, and always gives one when it kills one. Finish a dying trash mob with it now and then to keep a stock of shards.
- Fear and Drain Life have a 20 yd range in the client, shorter than the 30 yd of your DoTs and Shadow Bolt. Stand where you can reach the tank's target with all of them.
- Suppression lowers your threat, but Corruption on five mobs still builds threat on all five. On a big pull, give the tank a few hits before you start dotting.
- Never DoT a mob that is crowd-controlled: a Mage's Polymorph and a Rogue's Sap both break on damage.
Demonology Warlock PvE guide
Demonology plays through its demon. The group build keeps the Imp out: Improved Imp makes its Firebolt and Fire Shield 30% stronger, Unholy Power adds 10% to its damage, and Demonic Energies hands it your Life Tap Mana so it keeps casting. Destruction deals more damage of its own at 20; Demonology is the steadier choice, with a pet adding damage from range.
Your job in a group
Damage from you and the Imp together. The Imp stays at range, casts Firebolt at the tank's target, and gives the party Blood Pact for extra Stamina. Have it cast Fire Shield on the tank, so every enemy that hits the tank takes Fire damage back; Improved Imp makes that shield stronger. Curse of the Elements helps you, the Imp and every other caster. You have no interrupt at 20 and only Fear for control, which is risky in tight dungeons. Bring a Soulstone for the healer and a Healthstone for yourself, and use Ritual of Summoning to bring group members to the dungeon. Leave the pulling to the tank.
Opener
- Summon Imp: Summon it between pulls, never in combat, since it is a long cast. Keep it on the tank's target and out of pack pulls.
- Curse of the Elements: On the kill target: it takes 4% more magic damage from you, your Imp and every other caster.
- Corruption: It keeps its cast time in this build, so put it on the main target once the tank has it, and on one or two others only if they will live a while.
- Bane of Agony: On anything that will live its full 24 sec. It doesn't use your curse slot.
- Immolate: On targets that will live for the full burn; it deals more damage for its Mana than Shadow Bolt.
- Shadow Bolt: Filler while your DoTs and the Imp do the rest.
Cooldowns
- Create Soulstone: Put a Soulstone on the healer before each boss. If they die while it is stored, they can come back with 400 health and 700 mana.
- Create Healthstone: Make one before the run. The Healthstone restores 120 health instantly if a mob gets loose on you.
- Health Funnel: If the Imp gets caught by area damage, heal it rather than re-summon it: it channels health into your pet every second for 10 sec. Demonic Energies also heals it for part of your spell damage, so only funnel when it is really low, and only when you are safe.
- Life Tap: With Demonic Energies, the Imp gains the same Mana as you, so a tap also keeps its Firebolt going. Tap between pulls when you can, so the healer can top you up.
- Fear: Emergency only: on a mob that is killing you or the healer, when there is open space. Up to 10 sec, and damage may break it.
Stats
Spell Power, Shadow Damage, Hit, Intellect, Stamina, Critical Strike, Spirit. Your own damage is Shadow Bolt, Corruption and Bane of Agony, so Spell Power and Shadow Damage come first, then Hit so it lands. Intellect and Fel Vitality together give you a deep Mana pool, and Stamina gives room for Life Tap. The client doesn't say whether your gear's stats carry over to the Imp, so don't count on them boosting its Firebolt.
Tips
- Keep the Imp's Fire Shield on the tank for the whole run; Improved Imp makes it 30% stronger.
- Curses and Banes are separate in Forever: Bane of Agony and Curse of the Elements both go on the boss.
- If the Imp dies, re-summon it after the fight rather than during it. The summon is a long cast, and Fel Domination only arrives at 30 in this build.
- Set the Imp so it doesn't attack before the tank does, or it can start a fight early or pull a second pack.
- Drain Soul can give a Soul Shard just by damaging a non-trivial target, and always does when it kills one. Finish a dying trash mob with it now and then.
Destruction Warlock PvE guide
Destruction deals the most personal damage at 20. Bane makes Shadow Bolt and Immolate cast faster, Cataclysm makes them cheaper, Improved Shadow Bolt rewards your crits and Shadowburn adds an instant hit. At 30, Conflagrate and Bane of Havoc, new in Forever and able to copy part of your damage onto a second target, join the kit. The tree has no threat reduction, so watch your threat.
Your job in a group
Single-target damage, with Rain of Fire for packs and, from 30, a little cleave from Bane of Havoc on a second mob that will live a while. Curse of the Elements goes on the kill target. You have no threat reduction, so start a little after the tank and skip Searing Pain, which causes a high amount of threat. You have no interrupt at 20 and only Fear for control, which is risky in tight dungeons. Bring a Soulstone for the healer, keep a Healthstone, and use Ritual of Summoning to bring group members. Leave the pulling to the tank.
Opener
- Curse of the Elements: On the kill target: it takes 4% more magic damage from every caster. One cast lasts 5 min.
- Immolate: On the kill target once the tank has it; Bane shortens its cast, and it burns for 15 sec.
- Shadow Bolt: Your main filler. Bane shortens its cast, and its crits set up Improved Shadow Bolt for the casts that follow.
- Shadowburn: Instant: weave it between Shadow Bolts whenever it is ready, and use it to finish a mob. If the target dies within 8 sec, you also get a Soul Shard.
- Rain of Fire: On packs of three or more once the tank has them. It burns everything in the area over 8 sec, so keep it away from crowd-controlled mobs.
Cooldowns
- Create Soulstone: Put a Soulstone on the healer before each boss. If they die while it is stored, they can come back with 400 health and 700 mana.
- Create Healthstone: Make one before the run. It restores 120 health instantly, and with your threat you may need it.
- Life Tap: Cataclysm makes your spells cheaper, so tap between pulls rather than during them.
- Fear: Emergency only: if a mob has turned on you and the tank can't get it back, Fear it into open space. Up to 10 sec.
- Drain Life: If a mob is on you, drain it while the tank takes it back: it heals you every 1 second for 5 sec.
Stats
Spell Power, Shadow Damage, Hit, Critical Strike, Intellect, Fire Damage, Stamina. Shadow Bolt is most of your damage at 20, so Spell Power and Shadow Damage come first, then Hit so it lands. Improved Shadow Bolt triggers on Shadow Bolt crits and Ruin makes crits hit harder, so Critical Strike ranks higher for this spec than for the others. Intellect keeps you casting, and Fire Damage helps Immolate and Rain of Fire.
Tips
- From 30, Bane of Havoc and Bane of Agony share your one Bane per target, so Havoc goes on the second mob and Agony, if you use it, on the main one.
- No threat reduction means sudden threat spikes, especially on crits. If a mob turns toward you, stop casting for a moment and let the tank take it back.
- Searing Pain causes a high amount of threat. Keep it for solo play.
- Curse of the Elements lasts 5 min, so one cast covers a whole boss fight, and every other caster in the group gains from it too.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Affliction, Demonology, Destruction
Warlock abilities
- Demon Skin (level 1)
- Immolate (level 1)
- Shadow Bolt (level 1)
- Summon Imp (level 1, from the Classic class quest Piercing the Veil)
- Corruption (level 4)
- Curse of Weakness (level 4)
- Life Tap (level 6)
- Bane of Agony (level 8)
- Fear (level 8)
- Create Healthstone (level 10)
- Drain Soul (level 10)
- Summon Voidwalker (level 10, from the Classic class quest The Binding)
- Health Funnel (level 12)
- Curse of Recklessness (level 14)
- Drain Life (level 14)
- Unending Breath (level 16)
- Create Soulstone (level 18)
- Searing Pain (level 18)
- Curse of the Elements (level 20)
- Demon Armor (level 20)
- Rain of Fire (level 20)
- Ritual of Summoning (level 20)
- Summon Incubus (level 20)
- Summon Succubus (level 20, from the Classic class quest The Binding)
- Eye of Kilrogg (level 22)
- Drain Mana (level 24)
- Sense Demons (level 24)
- Curse of Tongues (level 26)
- Detect Invisibility (level 26)
- Banish (level 28)
- Create Firestone (level 28)
- Hellfire (level 30)
- Hellfire Effect (level 30)
- Subjugate Demon (level 30)
- Summon Felhunter (level 30, from the Classic class quest The Binding)
- Shadow Ward (level 32)
- Create Spellstone (level 36)
- Curse of Idiocy (level 38)
- Howl of Terror (level 40)
- Death Coil (level 42)
- Soul Fire (level 48)
- Inferno (level 50, from the Classic class quest Kroshius' Infernal Core)
- Bane of Doom (level 60)
- Bane of Doom Effect (level 60)
- Portal of Summoning (level 60)
- Ritual of Doom (level 60, from the Classic class quest Suppression)
- Ritual of Doom Effect (level 60)