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World of Warcraft - Warlock FAQ

 
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tayman
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PostPosted: Tue Aug 23, 2005 9:35 am    Post subject: World of Warcraft - Warlock FAQ Reply with quote

Useful Warlock links:
http://thottbot.com/?c=Warlock
Loads of factual, (almost) always up-to-date info
http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=10
Test talent builds before putting points in things ingame.
http://wow.allakhazam.com/db/spelllist.html?class=Warlock
List of all Warlock spells in a very user-friendly format
http://www.wowmb.net
General Warlock site. Another Warlock forum there.
http://www.curse-gaming.com
A good place to get mods like Servitude, ShardTracker, and CountDoom, all very useful Warlock specific mods.

Ideas for talents:
http://mash.users.whitehat.dk/warlockpvp.txt

General Questions

Q: Does Warlock require any reagents for their incantations?
A: Warlocks use Soul Shards for many spells. Soul Shards are gained by casting Drain Soul on monsters as they die. If the monster yields experience, you gain a Shard. Soulshards are used to for the following spells, one shard a piece:
Create Healthstone
Create Soulstone
Create Firestone
Create Spellstone
Enslave Demon
Ritual of Summoning
Shadowburn
Soulfire
Summon Voidwalker
Summon Succubus
Summon Felhunter

Q : What are curses and how do they work?
A: Curses are debuffs that warlocks can cast upon their enemies. All curses are instant cast spells and can be resisted with shadow resistance. A warlock can cast different curses on multiple targets, but they are restricted to one curse per target. If a warlock tries to cast a different curse on a target he already cursed, the new curse will overwrite the old one. Unlike DOTs, curses of the same type do not stack. Multiple warlocks cannot cast the same curse on the same target (i.e. two Curses of Agony), with the only exception being Curse of Doom. It is possible for multiple warlocks to cast different curses on the same target (i.e. Curse of Weakness and Curse of Agony). It is important to note that at the current time, the debuff limit is 8 debuffs/mob, and curses can be pushed off. This is being looked into.

Curse of Agony - Damage over time curse.

Curse of Doom - Deals 3200 damage to its target after 60 seconds. If this damage kills the target there is a random chance that a doomguard will appear. See under talents/spells for a more thorough explanation.

Curse of Elements - Reduces the target's fire and frost resistance.

Curse of Exhaustion - Slows the target's movement speed. This curse is accessed and improved through talents in the affliction tree.

Curse of Recklessness - Lowers the target's armor and slightly increases its attack power. Makes the target immune to fear as well, both all fear-spells and the automatic running off with 15% health, very useful in dungeons against humanoids, mostly. Ogres are a notable exception, as they don't run. Some people only use rank 1, to prevent running, and others use the most current rank, to up melee damage. Suit to taste.

Curse of Shadows - Lowers the target's arcane and shadow resistance. Highly useful before fearing/enslaving.

Curse of Tongues - Increases the casting time of the target's spells. Note, this is as of the 1.4 patch the casting time after talents, not before. So something made instant cast (such as corruption or Arcane Explosion) will still be instant cast.

Curse of Weakness - Decreases the amount of damage the target deals in combat. Not very useful (at all) in the end game.

Q: When and how do Warlocks get the different pets?
A: Imp @ 1 - quest
Voidwalker @ 10 - quest
Succubus @ 20 - quest
Felhunter @ 30 - quest
Infernal @ 50 - drop (lower Blackrock Spire)
Doomguard @ 60 - drop or from Curse of Doom
After the patch that's on the test server in 04/05, the Infernal and Doomguard dropped spells will be available via a quest, starting in Felwood and Blasted Lands, respectively.

Q: What classes duo well with the Warlock?
A: Generally, you want to play with a caster of some type, as the curses are normally more helpful for them. I've found the most success duoing with a druid, who can serve as a tank, a healer, or extra damage as needed. Honestly, find someone who's playstyle meshes well with yours, and go with it.

Q: What armors can Warlocks wear?
A: Warlocks can only wear Cloth armor. No shields.

Q: What weapons can Warlocks use?
A: We start out with Daggers and wands, and can learn Staves and One-Handed Swords at trainers.

Q: How are Soul Shards stored?
A: They are stored in your packs at a rate of one per slot. They do not stack. There is a "shard bag" under discussion by the devs, though at this time no information has been released about it.

Q: Can I gain Soul Shards from other players (PCs)?
A: Yes, but only for honorable kills.

Q: Where do Warlocks receive Demon books? What do these books do? What are some things to keep in mind about these books and their usage?
A: Pet trainers sell these books. When you're at the appropriate level, using the book while the pet is out will teach him the skill. One-time usage. The pet learns the spell permanently. The book is consumed.

Q: Do wands need ammunition? How do I use it?
A: You do not need ammunition. Open up your spell book and go to the general tab. You should see an action icon there that says shoot. That is the icon you want to click to fire your wand Smile Its best to drag this down to an action button on your bars.

Q: What professions are actually useful to a Warlock?
A: Subjective answers:
Well, a lot of people (especially the pvp'ers) will tell you Mining/Engineering simply because it has a lot of GOOD stuff with Engineering requirements and you can buy everything else off other players, basically.
Engineering is just gold in PvP because of the Net-o-Matic projector, discombobulator rays, mechanical pets, and the rocket and mind control helms. If you can get ahold of one of the pre-nerf green lenses of the eagle, this will be your everyday headgear for a very long time.

Q: What is the Warlock damage dealing style / speciality?
A: DoT(Damage over time) stacking with contributed skills/damage from different pets. Warlocks also have a decent AoE called hellfire which damages themselves and the enemy, and with the right spec can contribute significant burst damage with spammed' shadowbolts (direct damage).

Q: How do I get the Felsteed? Do you need to train in horseback riding to ride it?
A: You do not need to learn anything to ride the felsteed. The only requirement for obtaining the felsteed is the completion of a simple quest that becomes available at level 40. Currently the quest involves talking to a few NPC's, but the quest text hints that this might change in the future.

Q: Is there such thing as a Melee build for a warlock? If it even exists what would it look like? and would it be effective at all?
A: No, Warlocks have no melee-skills, and while the firestone can contribute a decent amount of damage, its really only useful while soloing/farming...if even then.

Q: What spells are affected by +shadow dmg items?
A:
Corruption
Death Coil
Drain Life
Drain Soul
Shadow Bolt
Shadowburn
Siphon Life
Curse of Agony
Curse of Doom

Q: Since we can summon a mount, can we also get the standard mounts for our races if we choose to?
A. Yes, you can still buy the standard mounts. People sometimes choose to do this so they don't have to waste mana in PvP pursuit, and for aesthetic/RP reasons.

Q: Where and at what level can Horde Warlocks train in Staves and Daggers?
A: Horde Warlocks can train in Staves and Daggers in Thunder Bluff.
No level restriction, but it costs 10 silver.

Q: Where and at what level can alliance warlocks train in staves and daggers?
A: Alliance Warlocks can train Staves and Daggers in Stormwind, in the Trade Quarter.
No level restriction, but it costs 10 silver.


Last edited by tayman on Tue Aug 23, 2005 9:44 am; edited 1 time in total
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PostPosted: Tue Aug 23, 2005 9:37 am    Post subject: Reply with quote

Questions about Specific Talents/Spells

Q: I've heard that Curse of Shadows doesn't correctly debuff arcane and Curse of Elements doesn't correctly debuff frost, is this true?
Added 05/09/05
A: Actually, this is a myth. You can test it out yourself, duel someone and cast the spell on them. Then ask them if their resistances are lower. I've tested this myself. The problem is with frostbolt, which doesn't correctly factor in +vulnerability.

Q: Could you explain how the infernal summon currently works?
A: Currently, once you've found the Grimoire in Blackrock Spire, you can cast an Infernal once every hour, at the cost of one reagent, an Inferno Stone, which can be purchased from reagent vendors at the cost of 50 silver (45 if honored). The Infernal takes 2 seconds to cast, and stuns everyone in a 10 yard radius from the crash point, dealing 200 damage. The Infernal is under your control for 2 minutes, and then it breaks lose. You are able to use Enslave Demon to keep it after this. Enslave is only useful for 3 casts until the diminishing returns takes away its ability.

Q: So what's up with Curse of Doom anyway?
A: Curse of doom takes up your curse slot, and deals 3200 damage (plus any +damage +shadow damage items you have) after one minute. If the curse gets the killing blow, a doomguard has a chance to be summoned. If you're lucky, you'll get it quickly, if not, it might take an hour or so. Curse of Doom is unusable in PvP because 3200 damage in one blow is ALOT in PvP, and would be overpowered (even though in group PvP a mage or druid would just cure it). Curse of Doom is unique in that its the only curse that multiple warlocks can put on the same mob. Also, notably the most frustrating curse to watch get pushed off the mob due to the 8 debuff limit, as the curse itself has a one minute cast cooldown.

Q: How do I use soulstones?
A: First you cast "Create Soulstone (your rank of choice), this will take a soul shard and create a Soulstone in your inventory. Then, you right-click on the soulstone you just made and target yourself or a party member. It'll do a short cast and then the person who was targetted will get the soulstone buff. Normally this is used on a rezzer (priest, shaman, paladin) and they should not combat rez, so that in case of a wipe, they can self-rez and save everyone.

Q: How long does the Soulstone buff last/is there a cooldown?
A: The buff lasts 30 mins or until the person dies and gets rez'd by it, whichever comes first. There's a 30 minute cooldown regardless of how long the player has the buff, so you can only have one person safe at a time.

Q: Why doesn't Improved Drain Soul ever work?
Edited 05/09/05
A: Improved drain soul soul must kill the enemy. This is an error either with the talent, or with the tooltip, no confirmation on which. No DoT's, pets, or helpful party members can get the killing blow.

Q: Why doesn't pyroclasm ever go off?
A: The way the coding is currently implemented has the % chance spread out over the pulse. So not every pulse of say, hellfire has a 26% chance to stun the target, each pulse has a 26%/15 chance to stun the target. This is also why it seems like this talent only works for rain of fire, as rain of fire has less pulses.

Q: Why does everyone hate on spellstone? +1% crit chance and damage prevention seems great to me!"
A: This is because it strips the beneficial buffs off you two. Useful while soloing, not so much when it strips away Fortitude or something like that. More useful in group (zerg style) PvP than people want to admit, since you normally aren't getting buffed between deaths.

Q: Does the +% crit chance on spellstones or the +fire damage on firestones go up with the talents from the demonology tree?
A: No. Sorry.

Q: Does nightfall have a chance to proc on every tic of the DoT of Drain Life and Corruption? 2%/4% Doesn't seem like that big a chance
A: Yes. Isn't that great? And it'll proc more often than you think, I promise.

Q: Is Detect Invisibility even useful? Why is it even in the game?
A: The eyes in Baron Strat and the roaming ghosts in Western Dire Maul are both considered "Invisible" and this spell is quite useful then. Also, it counters the rarely used invisibility potion. Other than that, this spell is a leftover from beta when mages could cast "invisibility". It does not work to see through Rogue's stealth.

[b]Q: What's this I hear about improved healthstone not working? edited 07/12/05
A: Now its a thing in the past, and works correctly for healthstones given away. Previously t only added the extra healing to healthstones in your inventory. As soon as you gave it to someone else, the extra healing went away.

Q: What do they mean when they say the succubus seduce is the same as fear for diminishing returns? Heck, what is diminishing returns?
A: Diminishing returns is a system implemented in PvP so we can't keep the enemy unable to act through the entire fight. Essentially, if you cast fear (in this case) within 15 seconds of the last fear wearing off of your target in PvP, the effects will be lessened. After the third casting of fear in a row, the target will be immune to fear for 15 seconds from when the last one wore off. As of the past on Test on 04/05, Seduce will no longer be on its own diminishing returns timer, it will be on the same one as fear. This means that fear then seduce then fear will result in thet target being immune to both fear and seduce. It does not mean that things like the fear trinket will prevent seduce.

Q: What's the deal with Soul Link?
A: Arguably the best talent in the game, this lets you split your damage with your pet. It used to cost your pet mana to use as well, but that has been taken out. Soul link makes duels a breeze normally, but its important to note that it is quite painfully dispellable, so watch yourself with shamans and priests. Group PvP it isn't as useful, as it will almost assuredly be dispelled. One large drawback to Soul Link is that when its active, damage prevention shields (like the Voidwalker's Sacrafice and a priest's Power Word: Shield) will still let damage through. This can be fixed by right clicking Soul Link off of your buff list. Only advisable to do when your pet is dead. Its also advisable to let your priest know about this.

Q: Which tree is the best?
A: It really depends on your play style.
Demonology is about buffing your pets, your stones, and making you very survivable. Soul link is the crown jewel of this tree, and Soul link is just amazing. The main argument against demonology is that the rest of the tree is relatively mediocre, but avid demonology fans will defend it as otherwise. The other really useful talents are: Master Demonologist, Fel Domination, Master Summoner, and Demonic Embrace. If you're going to be a demonologist, improved imp and healthstone are a nice way to go. Improved Voidwalker will make your VW much more capable of holding aggro, and its important to note that improved succubus is pretty much only useful in PvE, due to the cap on seduction length in PvP. And Master Demonologist is just absurdly well rounded, and useful.

Affliction is all about making you more efficient over time. Increases in shadow damage, making your drains less interruptable, instant cast shadowbolts and dark pact for essentially infinite mana are the big points in this tree. The affliction tree is arguably the best build to go with for group PvP, as you'll have nearly infinite mana. Also, even though most of our debuffs can be dispelled, you have infinite mana and they can't get all of them, can they? Wink Curse of Exhaustion is also in this tree, giving it our essentially only escape spell.

Destruction is exactly what it sounds like. It makes your direct damage spells better, faster, stronger. The +% crit chance is wonderful overall...and its a pre-req for Ruin, the talent that should be the end-tree talent for destruction. Conflag really isn't worth it. Improved Searing pain used to be great in PvE with the strategy to fear something and spam SP at it, but with fear breaking quite often on damage, its much less useful there...although still quite useful for PvP. Intensify is a great talent if you use a lot of AEs (its a staple of the Soul Link/Intensify build) and .5 seconds off your immolate and shadow bolt spells is wonderful. High crit/burst damage is the point of this tree, and it does that very well. Shadow Burn is also a nice, instant nuke, although it does take a shard unless you kill something with it and you are ready to use it (see below).

Q: I'm having a lot of issues with ShadowBurn, it would help me if you answered them all!
A: Ok, here goes.

To make sure that shadowburn gives you a shard:

Make sure that either ALL of your shards, or NONE of your shards are in your backpack. If they're all in your backpack, and nowhere else, ShadowBurn will give you a shard on death. If NONE of them are in your backpack, and your backpack is full of other things, ShadowBurn will give you a shard upon death.

A good mod to help keep your shards organized is ShardTracker, available on www.curse-gaming.org Its also useful for keeping track of your healthstone/Soul Stone status. Not to mention how many shards you have.

Why ShadowBurn sometimes gives you a shard even if it doesn't kill the mob (side topic: Why sometimes it seems like ShadowBurn does 1 damage):

ShadowBurn does damage twice. Once immediately, and once about half a second to a second later. The up front damage is the 400-600 ish you see (at level 60) and then slightly later, 1 damage. The 1 damage is how ShadowBurn checks to see if you get a shard. IF the one damage is dealt, you don't get one. If it isn't, you do. That means sometimes the mob will die immediately after ShadowBurn hits, but before the 1 damage goes off, thus giving you a shard.
This is also is why some people are confused that their ShadowBurn only does one damage sometimes.
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PostPosted: Tue Aug 23, 2005 9:37 am    Post subject: Reply with quote

Dreadsteed Quest

Comprehensive materials list:
35 Black Dragonscales
25 Dark Iron Ore
6 Large Brilliant Shards
10 Elixirs of Shadow Power
3 Arcanite Bars
406 Gold

The potions are made with alchemy, from ghost mushrooms. I've never seen the potion drop but sometimes the mushroom can drop off of elementals in maraudon. The potions themselves I've never seen drop. The recipe can be bought from Ogrimmar and Stormwind, and is in limited supply.

Black Dragonscales are skinned off of the black dragonflight in Burning Steppes. Never seen one just drop.

Dark iron ore can drop off of things in BRD. Rarely. Its also mined in BRD.

Arcanite is made from arcane crystal (rare mining drop) and an alchemist transmuting it with a thorium bar. Never seen one as loot.

Large Brilliant shards are disenchanted from level 52(?)+ blue items, and rarely from some greens. Never seen one as loot.

The results
A dreadsteed. 100% increased movement speed. Costs the same amount of mana as your felsteed.

Walkthrough:

Talk to a demon trainer to get sent to the Altar of Storms in the Burning Steppes. Yes, the one in burning steppes, not the blasted lands. The one in the burning steppes is directly left of Blackrock Mountain. There you will be given 2 quests. To speak to Lord Banehollow in Jaedanar and to get 30 raging beast's blood from owlbeasts in Winterspring.

1) Banehollow - He is at the very back of Shadow Hold. Make sure to buy a stack of potions before you leave the altar of storms to make jadenar friendly to you. Head to the very back of shadow hold and banehollow will give you a simple quest to kill a level 58 who also brings a couple level 58 adds. Do it with a buddy or any other nearby warlocks and you'll be fine. Return to Jaedenar and he will sell you the stardust you need for a mere 150g.

2) Owlbeasts - Go to Winterspring and kill -any- owlbeast for the blood. Drop rate is about 30-40% near as I can figure.

Return to the Altar of Storms in BS to get another series of quests. You don't need the materials listed above quite yet, but you can turn them in now (except the arcanite). You will be given 4 seperate quests, 3 for the materials, and one to go to scholomance.

Your next quest sends you to Scholomance. You must reach the Alchemy Lab in the room with Ras Frostwhisper in a 5 man group. This took us a couple hours and was by far the most annoying/tedious part of the quest, but those of you used to 5 manning scholo shouldnt have a problem. If you're really in a hurry you only need to clear the patrols and the first group of mobs in Ras's room on the right to be able to sneak in and release your imp near the tables and get credit.

Once again you will return to the Altar in burning steppes (if you haven't turned in the materials listed above yet, be sure to bring them along, including the 3 arcanite). After the 4 quests you got simultaneously are turned in, he'll ask for 3 arcanite. Turn those in and you will have to buy 3 more items for 50g, 50g, and 150g (Xorothian Glyphs, Black Lodestone, J'eevee's Jar respectively). The jar is for making the circle, the lodestone is to reactivate artifacts in the circle, and the glyphs are used to summon the dreadsteed. You don't need these items if you have a friend who already has them (see tips, below). You'll also receive a book that details how exactly to summon the dreadsteed.

Head to the west wing of Dire Maul and proceed to clear the pylons and open the way to Immol'thar. Kill the big dog then med up and activate your jar that starts the quest. The Imp will set up a wheel, candle and bell. Do not start this event without at least 15 soulshards in your inventory as you will need to use many during the battle.

During the battle, the candle will deal damage to all enemies within the ring, the wheel will reduce damage taken by your group inside the ring and the bell will heal people inside the ring constantly. You, as the warlock, must keep all 3 of these working. When you see one stop working you can fix it by moving to it and right clicking it which will also expend a soulshard. If you run out of shards it is game over.

You must keep the things working while waves of demons come. They are of 2 varieties. Non-elite cannon fodder imps and elite felguard type demons. The imps are not much to worry about unless they are interrupting you trying to fix one of the parts of the ring so just keep their aggro off you and the candle will take care of them. Aggresively take out the elite felguard mobs as they spawn and use banish and/or enslave as necessary to keep from getting overwhelmed. Having 2 warlocks along for this part is not a bad idea, in fact, its a great idea.

Once you've been at it for awhile all the demons will disappear (when banish wears off those demons will disappear and so will enslaved demons when you cancel enslave). At this point you should med up and then summon the dreadsteed. The steed is a 61 elite that hits pretty hard and has a very powerful knockback attack. It is joined by a 62 elite dreadlord (the one you're stealing the mount from) who will sleep members of your group but doesnt hit especially hard. Try to stay within the circle during this fight as its benefits will still apply. Once the dreadsteed dies, a spirit will pop up that you can speak to. Speaking to it will complete your quest and teach you to summon the dreadsteed.

Tips:

The final 250 gold does not actually need to be spent. All you really need to do is bring another warlock with the 3 items (Xorothian Glyphs, Black Lodestone, J'eevee's Jar) along with you to Dire Maul. It can either be someone who *hasn't* done that step with or someone who *has*, as the components aren't consumed. Please note that only someone with a black lodestone can re-activate the artifacts, so you might want to buy that anyway.

HUGE TIP! CONFIRMED MYSELF AND LEGIT ACCORDING TO FANGTOOTH



Bring a friend or two when hunting the owlbeasts. A druid or hunter is ideal, thanks to track.

A druid can stealth to the guy in Jaedenor you have to kill without difficulty, as can a rogue. If you can't find a warlock to go with, either of these classes can help out in a pinch. This makes the fight much easier.

If you're having trouble in scholomance, try getting 9 of your closest friends together and getting the viewing room key, leaving, resetting the instance and then you don't have to fight Rattlegore 5 man...taking the hardest part of the 5 man out.

Obviously, and this has already been stated, but bring a lot of shards into the summoning area.

Enslave seems to last *much* longer on the felguards than on the normal mobs. As a matter of fact, it never broke. The felguards have cleave, which helps a lot against the multiple imps.

Let your teamates know what's going on. If everyone knows their fight strategy ahead of time, things go really smoothly. Let everyone know to keep an eye on the three items and alert you if they stop working.

If you're alliance, bring a paladin instead of a warrior. Concentration aura will help you AE the imps, especially if you have intensify. I've found a good paladin can tank Immothar as well as a warrior can. The group I went with was a paladin, 2 warlocks (one just along for the show, but we both would have received credit), a 59 priest (that's right, 59!) and a hunter.

Try to bring another warlock with you, or at least a mage. AEs are invaluable against the imps. I can't stress that enough. And remember, two warlocks means two enslaved felguards, making this fight a cakewalk.

NEITHER the dreadsteed or his master can be banished.

This is one of the most fun and interesting fights I've seen in the game, and it shouldn't be hard to get a good group of friends together just for the experience. Not to mention that the dreadsteed's master has some loot that not many people on your server will have.

*More as they come to me*

Credits:

Originally posted (although slightly edited by me) by Southpaw. Southpaw, if you'd like to contribute your main's name, let me know.
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PostPosted: Tue Aug 23, 2005 9:38 am    Post subject: Reply with quote

The Doomguard Quest
-Ellora of Shadow Moon

First you need to head into Tainted Scar and get 2 quests. Simply ride up to the edge in blasted lands and before entering remove everything with durablility and throw it in a bag. Now when you enter TS immedietly turn right and head that direction until you see 3 stone pillars with chains and a table beneath. That is where the quest giver is. Don't worry about aggroing anything on your way there you will more than likely die a few times getting the quests. When you reach him the best place i found to stand is right behind him on a little table. You need to watch out though as sometimes a demon will wander too close. Once you have both quests either head to Winterspring with a friend or 2(can be soloed but takes longer) or head to DM with a couple friends. The actual demons you need to kill in Dire Maul are easy but there are large weeds in the there that hit very very hard. I would definetly suggest a healer and then whatever class you like for the 3rd person.

In winterspring head all the way south of Everlook. After you cross an ice bridge you will come upon Darkwhisper gorge. The first thing you should see are 2 hederline slayers that guard the front. They are far enough apart that you can single pull them easily. Just be sure to pull them far enough away so they dont fear back and aggro the other. I had a mage friend with me and I would start by pulling with curse of doom. I would throw on corrupt while running it back to where we wanted to fight it and then fear it. Just use the rear view camera as you run it then switch back after your first fear. Once i started chain fearing i would make sure to keep corrupt on it while the mage nuked like crazy. DON'T throw immolate on. Every time i tried that fear broke way too fast and way too often. Keep it to doom and corrupt at first and once doom takes effect switch to agony. They went down pretty quick this way and i got a tear every 2nd or 3rd kill. They also respawn at a pretty good rate.

Now for Dire Maul make your way to the stone pavilion that is northeast a little ways of camp Mojache. You should see an elf that gives a quest on the top floor here. Fall into the little ring and on the north side is a door. Don't worry if noone has the key. Strip down again and cast hellfire and die. Make your way back as a ghost and walk thru the door then res. Now pull the torch to open the door for everyone else. Once inside the first thing you will encounter are 2 big weeds(elementals). You can single pull these. Note these 2 are the hardest part. Once your past these 2 its a cakewalk. They take a beating and they come in various types. Some are casters some are more melee type. If your party knows their classes well you will prevail. Once these 2 are dead you will see 3 satyrs on your right and one that will wander over to them and then head back left. Start by sneaking around and pull the wanderer to you once he is away from the others. Don't enslave the stealth ones all they have is backstab and aren't all that great. Once you kill the wanderer start on the 3 pack by first telling your party to either focus on the left or right one. You will want to banish the middle one and enslave whichever one you have decided not to kill. In 3 packs the 1 in the middle is a ranged type and sucks as a pet. The side ones are the best to get. From here just use your new pet on the last one while everyone else does there thing and they will go down fast. Once its dead the banished one should come to and die just as quickly. Your enslaved pet will actually last a while. Make sure to use curse of shadows as well. Its pretty easy from here on out just keep using the same technique and you should have all 15 bloods in 1.5 hours or maybe even a little less. The weeds you encounter after this are pretty easy once you have a satyr pet. If you feel you've had your satyr for a while and it might break just release, kill it and get a new once. Just be sure to kill any weeds you see with it first.

Now for the final part. Head back to TS and strip down once again and make your way to the quest giver. Turn in both quests and get the final quest, Suppression. Now make your way south of the entrance to TS. You will go down in a valley type area and then back up. You should pass by 2 doomguard commanders and a bunch of other demons. Don't worry about dying you should be naked and only losing a little time making your way back each time. Now once your past these 2 doomguard and start making your way up you should see a crater on your map and may start seeing dreadlords. Immedietly turn right. You should see a lonely DG commander who overlooks the valley you just ran thru. Make your way up the cliff facing to the left of him. When your ready to try and imprison him make sure to throw all your gear back on and summon your VW. Go ahead and SS yourself as well just in case. Now if you have an item that grants some type of shield or protection definetly use it first. Once you start channeling you cant do anything else and the DG will focus on you. Once you start taking damage sac your VW. Depending on what the DG does you should imprison it easily. It took me 2 attempt here as i died just before i was done channeling the first time. Note that once the channeling is done it takes a second or 2 for the DG to turn into the crystal so it may throw in one last punch. Now make sure to grab the crystal you see lying on the ground and make your way back to the quest giver. Don't forget to strip again. Once you turn it in you will have the Ritual of Doom and an offhand book thats +8 sta and restores 4 health every 5 sec. Congratulations !

Tips:
Just wanted to say that for the doomguard quest, the very last part is even easier if you take a hunter with you. Have them frost trap the doomguard right in front of you and then you can channel the imprisoning while they're frozen, very very very very easy.
-Clown of Khadgar
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tayman
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PostPosted: Tue Aug 23, 2005 9:39 am    Post subject: Reply with quote

Affliction

Tier 1

Suppression: 5 Point talent. Reduces resist chance by 2-10%. Excellent late game, when you're fighting a lot higher level (than you) mobs (MC, Onyxia, etc). This lets your curses and such stick better. Also excellent for PvP. Only marginally useful while leveling up.

Improved Corruption: 5 point talent. Reduces casting time of corruption by .4 seconds (making it instant at 5 ranks). Excellent leveling talent. Instant corruption is quite useful, as you can then cast it on the run. Not as useful in late game raiding, as mobs die too quickly and the debuff slot limit demands no corruption.

Tier 2

Improved Curse of Weakness: 3 points. Increases effectiveness of Curse of Weakness by 6%/13%/20%. A skipper, for sure. Curse of weakness is marginally useful in the early game, and pretty much useless end game.

Improved Drain Soul: 2 points. 50%/100% chance to gain mana regen when killing a mob when affected by drain soul. Talent marginally useful for soloing/farming shards. Seems to only give buff when you kill the mob, not your pet, not another player.

Improved LifeTap: 2 points. 10%/20% to mana returned from lifetap. Excellent tool, both solo and grouped. So long as you're not taking damage, lifetap should be used with abandon, its more efficient to get it healed than regen. This makes it even more efficient.

Improved Drain Life: 5 points. 2%/4%/6%/8%/10% increase to drain damage and life returned. More useful while drain tanking. Damage increase isn't much, but does add up. Good for leveling with a drain tank build. Not useful in the late game, reasoning same as Imp. Corruption.

Tier 3

Improved Curse of Agony: 3 points, 2%/4%/6% increase to damage to CoA. Relatively useless. The damage increase is neglidgeable and mobs seldom live for the full span of CoA when grouped. A bit useful while soloing.

Fel Concentration: 5 points. 14%/28%/42%/56%/70% chance to not be interupted while using a drain spell (mana/life/soul). Excellent talent, a staple of the drain tanking strategy.

Amplify Curse: 1 point. Next Curse of Weakness of Agony cast increased by 50%, or Exhaustion by 20%. 3 Minute cooldown. Moderately useful. Moreso on exhaustion, but it does noticeably increase the damage done by CoA.

Tier 4

Grim Reach: 2 points. Increase range of afflction spells by 10%/20%. Very useful. Increased range is highly desirable in PvE and PvP alike. Notably drains and fear with greater range are quite desirable.

Nightfall: 2 points. 2%/4% of going into a shadow trance when doing damage with drain life/corruption. This happens more than you think. Excellent talent. If you're this far into affliction, pick this up.

Improved Drain Mana: 2 points. 15%/30% of mana drained by drain mana causes damage to target. Marginally useful. It is free damage, and that's never terrible. Drain mana is exponentially more useful the more +shadow gear you have.

Tier 5

Siphon Life: 1 point. Post patch - instant cast, casts a spell that's a debuff, draining life every 3 seconds from the target to you. After the patch, highly useful. Spam on everything.

(Improved)Curse of Exhaustion: 1+4 points. Initial point gives you the ability, speed of target reduced to 90% The remaining 4 improved it to 70%. More useful in PvP than PvE, although useful for escaping in PvE. Requires amplify curse.

Tier 6

Shadow Mastery: 5 points. 2%/4%/6%/8%/10% increase to shadow damage. Highly useful. Note that this is post +shadow gear. Requires Siphon Life.

Tier 7

Dark Pact: 1 point. Take X mana from your pet and return it to you. HIGHLY useful. Gives you essentially unlimited mana. Reduces downtime to about nil, since its instant cast and can be cast while running from Mob to Mob. Useful in end game as sustained damage keeps going while others run out of mana/life.

Demonology

Tier 1

Improved healthstone: 2 points. 10%/20% increase to healing with healthstone. Very useful. Used to only apply to your own healthstones, but now applies to healthstones given away as well.

Improved Imp: 3 points. Increases effectiveness of imp spells by 10%/20%/30%. HIGHLY useful, if only for the increases stamina from blood pact. The increased damage from firebolts is also nice.

Demonic Embrace: 5 points. 3%/6%/9%/12%/15% increase to stamina, 1%/2%/3%/4%/5% decrease to spirit. Extremely useful. Stamina is one of the warlocks most needed stats, with spirit being one of the least.

Tier 2

Improved Health Funnel: 2 points. 10%/20% increase to healing done by health funnel. Almost entirely useless. Maybe if you use health funnel a lot...

Improved Voidwalker: 3 point. 10%/20%/30% increase to effectiveness of VW abilities. Moderately useful. With these talents the VW can hold taunt much better, and his shield is way more effective.

Fel Intellect: 5 points. 3%/6%/9%/12%/15% increase to pet mana. Moderately useful. VW benefits a lot from this, as he goes out of mana often.

Tier 3

Improved Succubus: 3 points. 10%/20%/30% increase to Succubus's abilities. Moderately useful. Increase to duration of seduce helps in PvE, but not in PvP due to other restrictions.

Fel Domination: 1 point. 15 minute cooldown. Next summon cast takes 5.5 seconds less and costs 50% less mana. Excellent ability. Highly useful for sticky situations.

Fel stamina: 5 points. 3%/6%/9%/12%/15% increase to pet health. Moderately useful. Especially if you use soul link. As of 07/12/05 no longer requires Fel Intellect.

Tier 4

Master summoner: 2 points. Decreases casting time by 2/4 seconds and mana cost by 20%/40% of summons. HIGHLY useful. When combined with fel domination, the cast time is .5 seconds and 10% of mana cost. This is very noticeable. Requires fel domination.

Removed 07/12/05, RIP
Master Conjurer: 2 points. 20%/40% decrease in casting time and cost of stone spells. Moderately useful. Best if you pass out a lot of healthstones and cast stones in combat to hand out. Also a downtime reducer in late instances. No longer in the game :(

Moved from Tier 6, 07/12/05
Unholy Power: 4%/8%/12%/16%/20% increase to pet melee damage. Marginally useful. Mostly useful while soloing, as melee pets aren't that prevalently used for melee in groups. Helps VW keep aggro a little bit. As of 07/12/05 no longer requires Fel Stamina.


Tier 5

Improved Enslave Demon: 5 points. 2%/4%/6%/8%/10% decrease to decreased attack speed of enslaved demon and resistance to enslave demon. Moderately useful, post patch. Pre-patch, only marginally useful. Decreased resistance means it lasts longer and resists less.

Changed 07/12/05
Demonic Sacrifice: 1 point. Sac your demon for benefits, Imp: 15% to fire damage, Succ: 15% to shadow, VW: 3% of health regenned every 4 seconds. Fel: 2% of total mana regenned every 4 seconds. Very useful. Post-patch its instant cast, which makes it better. The +% to damage is after +damage gear, making it better than shadow master and emberstorm. Useful in situations where having a pet is pretty pointless. The health or mana regen can also reduce downtime signficantly or greatly increase your survivability while soloing.

Improved Firestone: 2 points. Increase damage done by firestone and by increased fire damage from firestone by 15/30%. Even post-patch, only marginally useful. Firestones mostly useful for farming/PvP searing pain or inferno/conflag builds.

Tier 6

Added 07/12/05, Rejoice
Master Demonologist: Grants both the Warlock and the summoned demon an effect as long as that demon is active. The effect granted depends on the type of demon summoned. Requires unholy power.

Imp: 4%/8%/12%/16%/20% reduction to aggro.
VW: 2%/4%/6%/8%/10% reduction to physical damage taken.
Succubus: 2%/4%/6%/8%/10% increase to damage dealt.
Felhunter: .2/.4/.6/.8/1 point of resistance to all per level.

Best. Talent. Ever. Most versatile, amazing improvement the warlock class has ever received. I try to keep personal bias out but...man alive, hot diggity dang, gee willikers.


Tier 7

Soul Link: 1 point. EXTREMELY USEFUL. Splits the damage you take between you and your pet. Instant cast. Yes it can be dispelled. Slight bug, if you're under a shield type effect (PW:Shield, VW sac shield, etc) and the soul link buff is still up, you will still take damage.

Improved Spellstone: 2 points. 15%/30% increase to amount of damage absorbed by your spellstone. Marginally useful. Mostly good in PvP situations where you're unlikely to have buffs stripped by using your spellstone.

Destruction

Tier 1

Improved Shadow Bolt: 5 points. When your shadowbolt crits, for the next 12 seconds the next 4 sources of shadow damage deal 4%/8%/12%/16%/20% extra damage. Highly useful. The absurd crits you see warlocks have are normally SB crit following a SB crit.

Cataclysm: 5 points. 1%/2%/3%/4%/5% reduced mana cost of destruction spells. Moderately useful. Nothing wrong with more mana efficiency.

Tier 2

Bane: 5 points. Reduces casting time of Shadowbolt and Immolate by .1/.2/.3/.4/.5 seconds. Extremely useful. Increased DPS.

Aftermath: 5 points. Gives a 2%/4%/6%/8%/10% chance for destruction spells to daze. Marginally useful. Daze is about the least useful status ailment, and the chance isn't high to boot.

Tier 3

Improved Firebolt: 2 points. Decrease casting time of imp's firebolt by .5/1 second(s). Moderately useful. Turns the imp into very fast burst damage. Helpful in PvP.

Improved Lash Of Pain: 2 points. Decrease cooldown of succubus lash of pain by 3/6 seconds. Mildly useful. Succubus is normally used for seduce, not damage. This causes too much mana drain on the succubus.

Devastation: 5 points. Increase crit. chance by 1%/2%/3%/4%/5%. EXTREMELY USEFUL. Not only does this open up Ruin, but...increased crit chance is always good. Goes doubly well with improved shadow bolt.

Shadowburn: 1 point. Instant DD but it costs a shard. If it kills the mob you gain a shard back. Extremely useful. 15 second cooldown. Note: Earlier in the FAQ there's a writeup with some problems with this ability. Just follow those instructions and you should be ok.

Tier 4

Intensity: 2 points. Decreases chance of being interrupted while casting Rain of Fire or Hellfire by 35%/70%. Moderately useful. Since the two AoEs warlocks get are channeled, if they get attacked during the channel they lose ticks of damage. This decreases the chance of that happening. If you have a paladin, concentration aura makes you 100% uninterruptable.

Destructive Reach: 2 points. 10%/20% increased range on destruction spells. Highly useful. Especially in scenarios where the mob you're fighting has an AE (Magmadar in MC comes to mind). Also very useful in PvP.

Improved Searing Pain: 5 points. 2%/4%/6%/8%/10% increased crit chance with searing pain. Moderately useful. Searing pain is not that useful in Group PvE (where a destructolock shines) because of the aggro draw. This is very useful in PvP though, if you build around it.

Tier 5

Pyroclasm: 2 points. 13%/26% Chance for hellfire/Rain of fire to proc a 3 second stun. Deceivingly useless. As this is calculated for the entire spell, not per wave, the % chance per wave is much smaller, almost unnoticeable. Requires 2 points in Intensity.

Improved Immolate: Increase initial damage of immolate by 5%/10%/15%/20%/25%. Moderately useful. A build around Conflag/Immolate makes a large use of the upfront damage of immolate and less of the DoT part.

Ruin: 1 point. Increases crit damage from spells to 100%. Highly useful. Essentially increases damage of crits by 33%. Makes for those big crits you hear about warlocks getting. Requires 5 points in devastation.

Tier 6

Emberstorm: 5 points. 2%/4%/6%/8%/10% increase to fire damage. Moderately useful. Great for Immol/conflag and Searing pain crit builds. But mostly in late game PvE shadow bolt is used, making emberstorm less useful unless you need points on the way to conflag.

Tier 7

Conflagrate: 1 point. Consumes your immolate spell and does damage. 1.5 second cast. Moderately useful. A basis of conflag/immolate builds. Not that useful in PvE, but the basis of the conflag/immolate build, which is decent in PvP.
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