Warlock Guide <<Under Construction >> Please help =)

Discussion in 'Warlock' started by ARCHIVED-knightcycle6am, Jun 9, 2007.

  1. ARCHIVED-knightcycle6am Guest

    So the wizards have something like this and it is a great tool for the forums. Warlocks should have something like it too. Warlocks please help out. Post useful links, I'll add them to the list and we'll have a nice cheat sheet really soon =)
    Table of Contents:
    <1> Helpful Links for Warlocks
    <2> Needed Guides and Tables
    <3> Spell Lines and Descriptions
    <4> End Game Spells and Priority to Upgrade to Adept III or Master I (Also, Master II recommendations)

    <1> Helpful Links for Warlocks:
    General Warlock Links:EQ2BM overview:
    http://www.eq2bm.com/Warlock.htm

    Tentonhammer.com Warlock Guide:
    http://eq2.tentonhammer.com/index.p...04&meid=137

    EQ2 Ref.com Warlock AA tree:
    http://www.eq2ref.com/aa/index.php?class=Warlock

    EQ2 Ref.com Sorcerer AA tree:
    http://www.eq2ref.com/aa/index.php?class=Sorcerer

    EQ2BM Spell Efficiency guide (awesome)
    http://www.eq2bm.com/guides/Warlock Spells.htm


    Warlock Spell Listings:

    Allakahazam Warlock Spell Listing:
    http://eq2.allakhazam.com/db/guides.html?guide=823

    Allakahazam Warlock Master II choices listing:
    http://eq2.allakhazam.com/db/guides...?guide=961#mage

    Warlock 1-70 Spell listing with M2 choices: **different format and some different details
    http://home.comcast.net/~eq2gamedata/warlock.html



    General EQ2 Links:EQ2 Database: ((Download that let's you view spells and items))
    http://www.eq2idb.com/index.php

    Allakahazam EQ2 Homepage:
    http://eq2.allakhazam.com/



    Other Links:
    Ultimate End-Game Gear (most of its proc gear)
    http://www.eq2flames.com/showthread.php?t=5945


    <2> Needed Guides and Tables:
    This section is a listing of needed guides, tables and tools that we should build as a community and can be added to this post at a later date. Please contribute by building or finding one of these resources on the net.

    --Chart: Common AA setups...
    --Assistance with priorities on the 'end game' upgrade chart below...
    --Article on the differences between Wizard and Warlock. Also, discuss where each of their strengths lie.
    --Article: Warlocks and choosing your Deity <<and using deity powers>>
    --Article: which casting order does the most dmg for which situation <<I'm working on a contribution to the 'Casting Order' thread and will paste it here as well>>
    --Pics/links of the legendary/fabled warlock sets
    --Must do quests for 65+ level warlocks <<sol ro cloak, hat, claymore, etc for good gear>>
    --How ACT parser views warlock damage.... are there any errors and fixes to those errors?
    --What should you be parsing? Estimates, comparisons to other classes <<gear dependent I know>>
    --
    About me: Limoncello was a Fae wizzy on Crushbone until level 67. Then I decided to change over to Neriak and become a warlock. I just completed the betrayal directly from Kelethin to Neriak like 30 minutes ago. I played another warlock until 30 and decided that I would just switch my main over and buy spells. So here I am, not sure which spells to upgrade and what not. I've decided to build this page to help people new level 70 warlocks learn and enjoy the class.
  2. ARCHIVED-knightcycle6am Guest

    <3> Spell Lines and Descriptions This table displays spell descriptions and the upgrades you are given as you level.
    Note: All Master II choices are in italics and blue. T7 Master II choices are in italics, bold and blue.

    AoE Spells - (area of effect)
    Deals instant disease damage to the target and surrounding encounter members.
    Negative Absolution (20) >> Null Absolution (34) >> Nil Absolution (48) >> Void Absolution (62)
    Deals instant poison damage to target enemy and surrounding encounter members, and leaving them stunned for a short duration. Epic targets have increased resistance to the stun duration.
    Gas Cloud (8) >> Putrid Cloud (22) >> Grievous Blast (36) >> Dark Nebula (50) >> Nebula (64)
    Interrupts and deals great amounts of poison damage over time to all enemies surrounding the warlock.
    Poison Cloud (2) >> Suffocate (14) >> Suffocating Cloud (28) >> Abysmal Fury (44) >> Boundless Fury (58) >> Chaostorm (70)
    Knocks all enemies in a large area around the warlock into the air. Anyone affected is stunned, and receives a large amount of damage when they land. This spell consumes a nil crystal.
    Rift (65)
    Creatres a powerful negative energy field around the warlock that continually radiates. Anyone affected by the radiation will be dealt additional poison damage every time they are the target of a hostile poison based spell. This spell has a recurrent power cost.
    Netherous Realm (58)
    DD Spells - (direct damage)
    Deals instant poison damage to the targeted enemy.
    Corrosive Strike (1) >> Corrosive Blast (6) >> Corrosive Bolt (12) >> Noxious Blast (20) >> Noxious Bolt (29) >> Soul Flay (43) >> Soul Blister (57)
    Deals instant poison damage to an enemy.
    Erupt (3) >> Emanate (10) >> Shadowy Emanations (17) >> Dark Emanations (31) >> Torment of Shadows (45) >> Scourge of Shadows (59)
    Deals instant poison damage to an enemy and returns a portion of this damage as power replenishment to the warlock.
    Dark Distortion (23) >> Nil Distortion (37) >> Null Distortion (51) >> Void Distortion (65)
    Stuns the warlock's target briefly and deals instant cold damage.
    Freeze (16) >> Flashfreeze (30) >> Deter (44) >> Thwart (58)
    Deals instant cold and heat damage and greatly slows movement speed for a short time. (scribed spell)
    Iceflame (35)
    DoT Spells - (damage over time)
    Deals disease damage over time to the target
    Suffocation (10) >> Suffocating Breath (24) >> Dark Pyre (38) >> Shadowed Pyre (52) >> War Pyre (66)
    Deals massive poison damage over time to as many as 5 enemies and stunning them for a short duration.
    Devastation (50) >> Apocalypse (70)
    Does poison damage over time to the target, and also has a chance to summon up to three dark broodlings to attack the target every time the target receives noxious damage. Be warned, dark broodlings are extremely unstable entities and will attack everything nearby while they're present.
    Dark Infestation (52)
    Buffs - Single Target and Self
    An augmentation which grants an ally the chance at dealing poison damage to all encounter members surrounding the enemy that struck the ally in combat.
    Poisonous Veil (20) >> Poisonous Mask (35) >> Nihilism (50) >> Nihilistics (64)
    Augmentation which grants an ally the chance to cause additional over-time Poison damage upon a successful attack on an enemy.
    Venomous Grasp (11) >> Venomous Runes (25) >> Toxic Grasp (39) >>Virulent Grasp (53) >> Malignant Grasp (67)
    For a short time, the warlock is granted a chance at additional poison damage in an area where an enemy was struck by a poison spell cast by the warlock. This consumes a small amount of power every time it triggers, and requires a nil crystal as a component.
    Abhorrent Gift (32) >> Wicked Gift (46) >> Corrupt Gift (60)
    An augmentation spell that benefits the caster by increasing avoidance, maximum health, and decreasing the chance of interruption.
    Magi's Shielding (4)
    Buffs - Group
    An augmentation cast on the warlock's ally that grants a chance to drain an attacker's power over time when the ally is hit in melee combat, adding the drained power to the ally. This spell does not require any concentration, but can only be maintained on a single ally.
    Boon of the Dark (18) >> Boon of the Shadowed (33) >> Vulian Gift (47) >> Boon of the Damned (61)
    A group augmentation that increases the effectiveness of all casting techniques of the warlock's group. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells and reduces the chance of spell fizzle.
    Spellbinding Pact (12) >> Dark Pact (26) >> Seal of Dark Rumination (40) >> Seal of Ebon Thought (54) >> Seal of Dismal Logic (68)
    An augmentation that increases the power pool and noxious resistance for the warlock's group. The noxious resist protects more against poison than disease.
    Boon of the Shadows (7) >> Boon of the Void (21) >> Bolster Energy (35) >> Aspect of Darkness (49) >> Aspect of Night (63)
    Power Drain Target Enemy to Power over Time Group
    Drains power from an enemy and surrounding encounter members, and converts a portion of this damage into power over time replenishment for the party. This spell requires a nil crystal component.
    Dark Siphoning (24) >> Dark Pillaging (38) >> Shadowed Pillaging (52) >> Phantom Pillaging (66)
    Debuff
    An impairment that causes the target additional poison damage when it is damaged by a spell. This impairment is removed after it has been triggered 3 times.
    Aura of Darkness (35) >> Aura of Emptiness (49) >> Aura of Nihility (63)
    Impariment that reduces the target's maximum heal and power pools. If the target is slain while under this curse, a Nil Crystal is granted to the Warlock.
    Curse of Darkness (25) >> Curse of Emptiness (39) >> Curse of Desolation (53) >> Curse of Isolation (67)
    Reduces target encounter's poison and disease resist.
    Stop Breath (1) >> Shorten Breath (13) >> Tumultuous Mailstrom (69)
    Impairment which reduces an enemy's strength and intelligence. If the enemy is slain while under this curse, a Nil Crystal is sometimes granted to the Warlock.
    Curse of Null (28) >> Curse of Nil (42) >> Curse of Nothingness (56) >> Curse of Void (70)
    Reduces target's poison resist, disease resist, and attack speed. This effect is contagious, and has a chance to spread to other enemies of the encounter when they take spell damage.
    Steal Breath (27) >> Chaotic Maelstrom (41) >> Anarchic Maelstrom (55)
    Dispel
    Cures magic, mental and divine impairments on target ally.
    Cure Arcane (6)
    Dispels beneficial magic spells from the mage's target.
    Dispel Magic (9)
    Hate Reduction
    Places a concussive augmentation on the sorcerer's next offensive spell that reduces the target's hate towards the sorcerer.
    Concussive (15)
    Augmentation which reduces an enemy's Hate towards the Warlock. Also replenishes instantly a portion of the damage done to the Warlocks upon a successful enemy attack.
    Nullmail (40)
    Health to Power Conversion
    Replenishes power over time for a short duration to target ally, at the cost of slowly draining the warlock's health.
    Strength of Void (33) >> Endow Energy (47) >> Bestow Energy (61)
    Converts some of the warlock's health into power.
    Tap Void (13) >> Invite Void (27) >> Grisly Contract (41) >> Ghastly Contract (55) >> Terrible Deeds (69)
    Interrupt/Pacify
    Instantly interrupts and pacifies the warlock's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.
    Interference (10) >> Nullification (24) >> Vulian Interference (38) >> Vulian Intrusion (52) >> Vulian Nullification (66)
    Pet Attack
    Summons a powerful minion for the wmailarlock to attack an enemy. Requires a Nil Crystal to cast.
    Netheros (48) >> Netherlord (62)
    Root Spells
    Roots the target and surrounding encounter members. Every hostile spell or damage received by the target has a chance at breaking the effect. The chances of this spell breaking is half that of normal root effects. Upgrades to this spell reduce the target's resistance to the full duration of the effect.
    Bony Grasp (40) >> Skeletal Grasp (54) >> Spectral Grasp (68)
    Roots the warlock's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's has a chance of running away in fear with a movement penalty for a short duration. Upgrades to this spell reduce the target's resistance to the full duration of the root effect.
    Bind (5) >> Fearful Bind (19) >> Paralyzing Fear (33) >> Cower (47) >> Cowering Bind (61)
    Special
    A group augmentation that grants sonicvision and allows the warlock's allies to see invisible enemies.
    Shadowsight (23)
    An augmentation that allows a mage's ally to see invisible enemies.
    See Invisibility (9)
    An augmentation that grants the mage the ability to see through the eyes of target ally. This augmentation breaks if the mage enters combat.
    Bind Sight (5)
    Teleports nearby targets, up to six, to a random location nearby and stuns them briefly. Also decreases movement speed drastically on the affected targets.
    Null Caress (55)
    Summons shadows around a single ally, granting them invisibility while reducing their movement speed. You can only maintain this spell on a single ally. This spell cannot be interrupted or fizzled.
    Summon Shadows (15)

    <4> End Game Spells and Priority to Upgrade to Adept III or Master I(Also, Master II recommendations)
    This table lists the ‘end game' spells from highest adventure level to lowest adventure level. The priority denotes the urgency and usefulness of the spell.
    Priority Key1 Upgrade immediately, vastly improves your usefullness to the raid. Will make people /shout YAY for warlocks and AOEs!!!
    2 Upgrade once priority ones are completed, helps a lot when raiding.
    3 Upgrade once you have some extra plat, helps when raiding.
    4 Upgrade if you happen to get a master drop of this spell, assists sometimes when raiding.
    5 Upgrade so you can say: "I have ALL master spells!!" Not used often enough to be a priority.
    N No upgrade available.
    MII Recommended master II upgrade for a raiding warlock.
    Pri. Spell (Level) 1 Apocalypse (70)
    1 Chaostorm (70)
    4 Curse of Void (70)
    3 Terrible Deeds (69)
    ? Tumultuous Mailstrom (69)
    ? Seal of Dismal Logic (68)
    3 Spectral Grasp (68)
    4 Curse of Isolation (67)
    3 Malignant Grasp (67)
    3 Phantom Pillaging (66)
    1 Vulian Nullification (66)
    1 War Pyre (66)
    2 Rift (65)
    1 Void Distortion (65)
    2 Nebula (64)
    2 Nihilistics (64)
    3 Aspect of Night (63)
    MII Aura of Nihility (63)
    2 Netherlord (62)
    1 Void Absolution (62)
    4 Bestow Energy (61)
    3 Boon of the Damned (61)
    5 Cowering Bind (61)
    1 Corrupt Gift (60)
    2 Scourge of Shadows (59)
    4 Netherous Realm (58)
    1 Thwart (58)
    5 Soul Blister (57)
    3 Anarchic Maelstrom (55)
    ? Null Caress (55)
    1 Dark Infestation (52) **you are not likely to find a master I of this spell
    N Nullmail (40)
    5 Iceflame (35)
    N Shadowsight (23)
    N Concussive (15)
    N Summon Shadows (15)
    N Dispel Magic (9)
    N See Invisibility (9)
    N Cure Arcane (6)
    N Bind Sight (5)
    N Magi's Shielding (4)
    Note: Below is a table of rares needed to upgrade each teir of spells to Adept III.
    T7 Acrylia Cluster
    T6 Vanadium Cluster
    T5 Rhodium Cluster
    T4 Ruthenium Cluster
    T3 Palladium Cluster
    T2 Silver Cluster
    T1 Copper Cluster
    Note: As I stated above, I just became a warlock and I have no idea which ones people should upgrade. I will modify the priorities as I become familiar with the class or as professional warlocks help me with posts. Please post your thoughts.
  3. ARCHIVED-knightcycle6am Guest

    Reserved for future use.
  4. ARCHIVED-knightcycle6am Guest

    Reserved for future use.
  5. ARCHIVED-knightcycle6am Guest

    Reserved for future use.
  6. ARCHIVED-knightcycle6am Guest

    Reserved for future use.
  7. ARCHIVED-Zardoz Guest

    A great start, thank you, thank you! :thumbup:
    How do we get mods to sticky a post?
  8. ARCHIVED-agressiv4 Guest

  9. ARCHIVED-Mastire Guest

    For your recomended master 2 choice I would recomned Aura of Nihility (63) its a single target damage spell. That is one of teh best "damage:power" and "Damage:time cast" spells a warlock has. Where as Void Absolution increses the damage of AE. More AE = more chance for agro = dead warlock. And besidse we have enough AE damage.
  10. ARCHIVED-knightcycle6am Guest

    Mastire wrote:
    Noted and changed. I've talked with some other people and they seem to think the same thing. Good feedback, keep it coming =)
  11. ARCHIVED-knightcycle6am Guest

    Agaxiq@Unrest wrote:
    Noted and added. I really liked the Spell Efficiency guide, that answered some questions I had =)
  12. ARCHIVED-miliskel Guest

    well i like the idea of this and looked at one by illusive thoughts on wizard forums and that was very very good lol i would like to see some good casting orders coz i cant do over 1.2k on singles and 3k on 4 mobs and sometimes more on more than 4 whereas some people are parsing 2k on singles and 8 k on encounters! so looknig forward to a guide on casting orders hehehe
  13. ARCHIVED-Melseb Guest

    The cool thing about warlocks is you can go absolute nutso on singles and rarely ever (like when tank goes LD) pull aggro. Precasting is important. So right before pull make sure you got Corrupt Gift and Netherous Realm going. I also used to precast Rift, but you may wanna rethink that with the recent aggro nerf. 1st and most important thing to remember is to NEVER NOT BE CASTING. After that it simply becomes a system of spell priority. For example, if all your refresh timers are gone, which spell will will do the most dps (not dmg, dps). So if you havent precasted rift on the pull, make sure you cast it only when focused casting is up. On singles: Infestation> Apocalypse> Aura of nihility> Netheros (if mob doesnt aoe) Distortion> War Pyre> (always have pyre ticking. it should do about 12-14% of your single target dmg) Soul Blister> Chaostorm With dots, (especially scourge and netheros, also war pyre) having the refresh timer up is not enough to push it back into the rotation. It has to be very close to being done ticking or done altogether. So it kinda feels like casting aura, then a couple dots, then rotating aura of nihility -> distortion -> war pyre a couple times then /rinse /repeat. If you follow this priority and are always always always casting, AND are AGI specced on your sorc AA's you should be getting close to 1800dps reliably. With excellent gear, buffs, and practice you can get 2000 dps consistently. You should be doing WAY more dmg on aoe encounters. Its hard to say exactly what your dps should range from because that totally depends on how long the fight is and how much the average HP per mob is in the encounter. Obviously the number of mobs also factors in significantly, but getting 3-4k is pretty decent for most aoe raid encounters. On Aoe Encounters: *Precast corrupt gift and netherous realm* -3 or more mobs- Apocalypse> Infestation> Absolution> Nebula> Chaostorm> -2 Mobs- Apocalypse> Infestation> Absolution> Chastorm> Distortion> Aura of Nihility> The key to parsing well on aoe encounters is knowing how spell priority changes as the number of mobs decreases.
  14. ARCHIVED-miliskel Guest

    so is this with average spec of agi wis hastenings explosives? got explosives , hastenings ,str and int 4448 for the hate gain decrease respecing kos in 5 days tho( prolly gonna have to go back to that in next gu tho =/)
  15. ARCHIVED-knightcycle6am Guest

    Melseb wrote:
    Thanks for replying with this. I'm going to do my own study on the dps and casting orders but this will help me get going in the right direction..... looks like you have your stuff together and I might only prove exactly what you said but it will be fun for me as I like math and making complex excel files =))
    I just went on a raid tonight with my guild (we had about 8 slots to fill with pickups though). We visited Lyceum of Abhorrence and made it to the last two bosses. We took four shots at the boss that starts with a V and failed. The raid broke up due to people having to go to work early on Thursday morning. All good, it is a good experience even if you don't complete the zone and our guild just started raiding so we still have a few things to work out. Now I don't know all the deagro and dps buffs that other classes can give warlocks, but I was in the MT group and had a Guard taking agro from me. If I casted agressively I would steal agro with a 1100 dps (which was at the top of the parse, I know this is low). Next raid I will try out the casting orders you listed above but I think I was doing something similar all the eight times I died =) Also we had a troub in the group for a while and that seemed to help.
    I have master crafted and legendary gear (also foot relic and Sol Ro cloak), 4x +14 int 2x +70 power 1x 100+ power adornments, all adept IIIs (with deagro master), AGI/WIS AA (50 in tree) and Focused Casting with some explosive (41 in tree). This was like my fourth raid and I am always scared of pulling agro. After the raid I respec'd to AGI/INT and Focused Casting with the 15% deagro buff and 5 points into each of the two encounter deagro spells. Maybe I went a little over the top with deagro but hey I can always respec later. My solo int stands at about 590.
    Hopefully when I raid on Saturday I can dps a lot highier and not be the only who dies during the entire encounter more than a few times. Thanks for the advice and any pointers would be great.
  16. ARCHIVED-Ruut Li Guest

    [p]eeks you shouldnt be in MT group :)[/p][p]Hopefully you will be put in a caster friendly group. A troubadour in a caster group is a "must", helps you a lot. I understand it can be hard to voice your opinion on raid set-up if your not a raid coordinator. Hopefully your raid-team will learn fast :D[/p]
  17. ARCHIVED-Aranieq Guest

    Melseb wrote:
    this is great advice.. I have a slightly modified spell chain personally...

    On singles:
    Infestation
    Aura of nihility
    Apocalypse
    War Pyre (always have pyre ticking. it should do about 12-14% of your single target dmg)
    Netheros (if mob doesn't aoe)
    Scourge of Shadows
    Distortion
    Chaostorm
    Twart
    Soul Blister


    On Aoe Encounters:

    *Precast corrupt gift and netherous realm* --- i never precast netherous you loose damage efficiency from missing the first tic or 2, and you have a danger of early aggro.

    -3 or more mobs-
    Aura of nihility
    War Pyre
    Netherlord on the off mob if longer than 60s fight
    Infestation
    Scourge of Shadows
    Netherous Realm-----------------
    Apocalypse
    ---- depending tank aggro set-up concussive and vulian
    Absolution>
    ----------------longer fights I hit FC right about here
    Rift
    Chaostorm
    Nebula


    -2 Mobs-

    War Pyre
    Infestation
    Netherous Realm----------------
    Apocalypse
    Absolution
    Chastorm
    Aura of nihility
    War Pyre
    Scourge
    Chaostorm
    Distortion

    the reason I have so many reds early in my ae cycles is for aggro. I run with either 48% moderate or 40%.
    I'm FC and Explosive Spec'd
    We use Assassin not swahsy for aggro buddy so swashy people would be able to go green much earlier IMO.
    I push 1.8k-2.8k dps on 1-3 mobs average, when I don't kill myself.

    Chaostorm is often under-valued for it's dps to casting efficiency. Not only is it higher up than a lot of the reds for even single target damage its an interrupt. Even Absolution is higher up than soul blister and twart for single target damage efficiency, but because of it's cast time I still throw in thwart and blister to keep in time with the refreshes of the other better efficiency spells like chaos, war pyre and aura of Nihility.

    apocalypse hits in the neighborhood of 1.8k per tik If I hit it on an AE pull sooner than I've gone through 4 reds, I can't cast another green spell for at least another 4 red spells. I;ve been experiementing and working to get back the dps loss of of early rift but havn't found it yet without dying too often for my dps desires =p.

    Netherlord, Aura of Nihility and War Pyre (for those that have blackheart robe) are the top red efficiencies.
    Broodlings, Netherous Realm and Apocalypse are our most efficient Green/Blue spells.
  18. ARCHIVED-miliskel Guest

    installed a parse and when the raid leader gets back i am testing both those casting orders lol
  19. ARCHIVED-Aranieq Guest

    hehe, don't forget I'm restricted by Assassin/Guardian aggro... people with the swashy would have the liberty of going green/blue little sooner... Our assassin is 3+k-1.9k dps 1-3 mobs He's basically the inverse of me in dps but he does work hard to make good ae aggro for me... I love that little rat-punk.. don't tell em I said that though he's already got a big head.
  20. ARCHIVED-Formerly Bbert Guest

    One of the posters above mentioned casting Netherlord on the off-mob if more then a 60s fight. What happens to the agro Netherlord generates when it dies, does it transfer to me, or is it just wiped off hate list?