Blood Pact: Meet the minions, part 1

We're not hunters. We don't wander about shopping for a pet that catches our eye, like some fashion accessory. We reach through into the nether and wrest demons into this world, binding them to our will. We maintain our bond to this demonic denizen of the shadow, summoning them to our side at need. They are not pets, some companion for the terminally lonely and friendless, they are minions. They are our servants and slaves, powerful beings controlled through dominion, not feeble minded animals cooing for snacks.
This week I will start a review of our minions -- what they can do for us and how best we can use them. My aim is for this to be of use to anyone new to the class and these minions as well as more experienced players looking for tips and tricks. After the break we start right off with our pocket-mage.
The imp is the first demon you learn to summon. It's possible to get this little guy from level one, but until it's a trainable skill in patch 3.3, the quest may well require a few levels to be manageable (more about this in last week's Blood Pact). The Imp is kinda like a little mage, but don't worry, you won't have to read any of Mr Belt's articles to learn to control him. Here's a list of his abilities:
- Firebolt - This is your imp's only attack, a little ball of fire that does damage from range. Your imp will know this from level 1.
- Blood Pact - This is a buff that your imp can apply to you and your group increasing everyone's stamina. You'll have this from level 4.
- Phase Shift - The tricky imp casts this and makes himself unattackable to enemies, though it dissipates if he attacks. He'll start doing this at level 12.
- Fire Shield - A buff for friendly targets that does a little fire damage to anyone that hits them. The last of his spells, available from level 14.
When you first start out, your imp is both your tank and your fellow DPS. As soon as you learn to summon the little guy, cast that spell and find out what he's called. This name (as for all your minions) is not chosen by you, can't be changed by you, and will be the same every time you summon them. So hope for something that you like, or at least something you can pronounce. Controversially, I quite like this naming system. There have been many forum threads devoted to people asking for the ability to name their own demons but you only have to read some of them (and probably some of the comments on this article) to find out how bad an idea that would be. People are generally terrible at naming things, and demons should not be afflicted with a name like "MrFluffykins" or "RogueKillerXXX", they have a reputation to maintain. That said; I almost spilled my drink when I first saw a felguard called Thuthan (say it with a lisp).
On summoning the little-green-monster-with-too-many-hard-consonants-in-his-name you may have noticed a new addition to your user interface -- the "pet bar". This little bar is made up of ten button slots for all your pet's controls.

Three will be dedicated to directly controlling your minions. In the example above, these are the first three icons -- they make your pet attack, follow you around or stand in one place. The last three in that image are your demon's stances; the first icon of a shouty-guy on fire is Aggressive, which means your minion will attack the first enemy target it sees and keep attacking until all targets are dead or he is. The second image, a shield, is for Defensive stance; your demon will calmly follow you about but if you attack anything or anything attacks you then they will attack them. The last one of an "ikkle babby seal" is Passive; your demon will blithely ignore anything that happens around them no matter what.
The other slots on the pet bar are for the demon's abilities, these can be set to either be automatically cast or not. If not, they have solid yellow triangles in the corners of the icon and this ability will not be used unless you say so (by clicking it, for example). If set to auto-cast then a golden marching-ant border will let you know it's active and the pet will cast the spell whenever it can. Since the imp's Firebolt takes him time to cast it you might want to start combat by telling him to cast it first. If you don't then he won't start his cast until you finish yours. It is prudent to become familiar with your pet bar but as with most abilities, it's better to key-bind those you will use rather than click them from the bar.
When leveling, the imp doesn't often get that much of a look-in beyond the first ten levels. Personally I liked having him about but many people prefer to use a tanking pet (Voidwalker or Felguard) for PvE and in PvP the Sucubus and Felhunter offer more use. The two big advantages to using the imp is that it costs no shards to summon him and he can attack from range. Where he does come in very handy is when you already have a player to do the tanking. So if you are leveling with a meat-shield or going into an instance you might want to bring this little fella along with you. Your party will also thank you for

For solo work the imp is a good companion of the affliction lock. If you set your imp to not cast Firebolt and turn on Phase Shift then you end up with an arrogant little snotball who can be used as a mana-battery. He can't die, he buffs your health and he constantly regenerates mana that you can steal for yourself with Dark Pact. You do need to be level 40 for that ability but it certainly can reduce down-time when farming and grinding; should you choose to use it.
When you start doing level 80 dungeons and raids then your choice of pet is far more dictated by what talents you choose. I went through the most popular raiding builds in the article about glyphs, while these are liable to change as spell mechanics alter, it seems that Blizzard are keen for deep destruction warlocks to be accompanied by an imp. Spells like Demonic Power and Empowered Imp really bring out the best in the belligerent trip-hazard.
In a raid situation your imp is pretty much a simple point-and-shoot weapon. I would suggest having a keybind for Pet Attack as mentioned before as well as one for Pet Follow -- this can be handy to stop them going after the wrong target (for whatever reason they decide to) and also for moving them out of sh... stuff on the ground. In a stationary fight with player-targeted AoE damage (such as Northrend Beasts phase one) it's a good idea to tell your imp to stand somewhere others (including yourself) are not. This way he won't get toasted when whoever they are stood next to has a fire bomb thrown at them. All minions have Avoidance but they can still get fried if left in fire for too long.
Dark Pact is simply not worth using in a raid situation these days (or any situation where you have a load of healing available). Life tap returns more mana and doesn't deplete the mana of your pet. Don't bother having Fire Shield switched on, I can't remember if it uses an imp's GCD but it will use it's mana and offers next to no gain.
One final imp raiding tip from me (feel free to add your own) -- your imp can make tricky boss pulls easier. Most of the time this won't be needed but he's able to move away from the raid, shoot from range and is fairly expendable which makes him ideal in some circumstances. I've used the imp to pull on Auriaya and back in Black temple we used him on Council. Remember to call him back as soon as he casts the first Firebolt and wait for the boss (hopefully a tank will step in). This is a very situational use of an imp but by Balgaras' beard, it's the way imps are supposed to be (ab)used!

Filed under: Warlock, Analysis / Opinion, How-tos, Leveling, Guides, (Warlock) Blood Pact
Reader Comments (Page 3 of 4)
jnk796 Nov 3rd 2009 8:22AM
Yeah I think wowwiki's hunter page sums it up quite nicely.
"It has been said by many, and throughout history, that hunters consider their weapons and pets to be their only true friends."
"All hunters create lifelong friendships with animal companions, who are also often their best and only friends"
I'm not saying i'm a hunter and we are better then locks they dont deserve to name their minions. I'm just saying it doesn't fit.
Fung Nov 2nd 2009 10:33PM
i'm amazed how many lvl80 warlocks don't know to unphase their imp for raidbuffs. there isn't really a point to having them phased at all at 80 anymore anyway.
most significant thing i can remember ever having to do w/ the imp was back in kara on prince i'd park him phased near where the tank was, so that the tank never lost the stam buff as i ran in and out for enfeeble.
Sanc Nov 2nd 2009 10:39PM
Tangthang the Voidwalker. I remade my Warlock.
paragorillabear Nov 3rd 2009 1:25AM
that's funny!! and, yeah, maybe the worst name ever for a VW
paragorillabear Nov 3rd 2009 1:27AM
He should be a Big Orange Guy instead of a Big Blue Guy...
I... AM... TANGTHANG!!! FEAR MY SPACEAGE ORANGE FLAVOR!!!
Eri Nov 3rd 2009 11:48AM
You shouldn't complain. My voidwalker is called Hartphorn... A warlock friend will usually ask me to summon him so he can summon his succubus...
Psiwave Nov 3rd 2009 6:58PM
Ziltip is my littlest minion, as destro he kicks ass, it's a good tip about leaving phase shift off in raids. It took me a while to notice that and i've lost count of the number of guildies and puffers I've whispered in raids with that advice.
As far as naming goes, yes rebinding would be good, but spare a thought for deathknights as unholy I saw some terrible names and you never know what will pop up, bonegobbler was the worst to have spawn in a pug. And glacierstealer, that name doesn't even begin to make sense.
tim Nov 3rd 2009 12:10AM
Might have added that Fire Shield can (and should) be thrown on tanks. Comes in handy in 5-mans especially.
Smoe Nov 2nd 2009 11:48PM
Other uses for the little green bastard:
Patchwerk Legendary Mode: (Note: the tank has to kite Patchwerk in a figure eight through frogger to initiate this) If you place the imp in front of frogger, he can block for the tank and your spells should heal him fast enough for him to survive. (Make sure that your group can get the patchwerk speed kill if you want to down him).
In Mimiron's room: The imp's avoidance lets him survive through bombs so it is good to have for when the /h/-tard decides to MD the bombs to the party. It is also a useful tool for killing said /h/-tard using a more sacrificial/controlled method.
If you want to improve turnover and were told that you wouldnt get heals if you ninja-pulled you can have the imp do your dirty work and not suffer the 1-hit as the imp will be somewhere far away from you yet still in the party (it takes a bit ov management but it's doable).
The 100% crit proc also works in pvp and is a great addition when dueling in raid gear. While you may not beat an affliction lock in a pvp match as destro without a succubus, you can gain the cutting edge against the elusive resto druid without having to fear and mana drain him all across the room just to watch him innervate.
Also because of this proc, the imp is one of the few keys to soloing heroic instance mobs when you just so happen to pull agro off the tank in 2 or 3 hits.
His ranged ability is also important when that oh so arrogant boom-chicken challenges you to a duel on top of the buildings in Wintergrasp and forgets that your demonic summoning circle counters his tidal wave. (also works when that idiot DK decides to death grip you onto another building after said facero-duel and you teleport to a different building and pick him off).
Cant think of any other ways I abuse my imp.
paragorillabear Nov 3rd 2009 1:32AM
"Since the imp's Firebolt takes him time to cast it you might want to start combat by telling him to cast it first. If you don't then he won't start his cast until you finish yours."
For me, it seems the best solution to the imp's delayed cast is to simply start with an Instant cast spell, one of the curses.
Kia Nov 3rd 2009 1:38AM
Agree on the demon naming to an extent, but resets would be nice. My succubus ended up with a flawless name, Elernia. My gf and I think it's one of the best we've heard.
Callimaco Nov 3rd 2009 1:50AM
One good thing to remember is that Blood Pact has a 20 yard range. Most Lock spells have a 30+ yard range. You may have to tell your Imp to stay at a spot in between you and the Tank to give everyone the benefit of the buff if you plan on keeping your distance.
ZookCloak Nov 3rd 2009 2:39AM
My Warlock's Imp is named Lazuri. Coolest Imp name I've ever seen. Her Succubus has a cool name, too: Cattevere.
I got lucky. :D
vandenhamster Nov 3rd 2009 3:09AM
"For solo work the imp is a good companion of the affliction lock."
I love my Imp, but with all the recent buffs to the Felhunter, the Imp is a rather poor minion (minion, NOT companion :P!) choice for an Affliction Lock. The Improved Felhunter talent allows you to let your Felhunter use all of its abilities freely while still regenerating plenty of mana to use for Dark Pact thanks to Shadow Bite.
Wouldn't want to go without the Imp leveling as Destruction though.
Skeat Nov 3rd 2009 5:11AM
Right now my warlock is bugged. She's my main, level 80 raiding toon and *EVERY TIME* I summon my imp, he has a different name. In fact, all of my pets like to change their names, but sometimes they wait a few summons before switching (i.e. I'll get voidy out 3 times with the same name, but on the 4th, it'll be different).
I'm just curious if anyone else has this going on- when I put in the petition to Blizz, they said they'd never heard of it before and actually can't seem to fix it, though they did determine that it is on their side of the game that something happened.
studs Nov 3rd 2009 6:44AM
My girlfrieds succubus was named Hellrida.
Umehte Nov 3rd 2009 8:26AM
Just wanted to see if anyone else suffers from this problem as well:
When I dismount from my flying mount, it seems that 1/4 of the time my fellhunter's mana and health stop refilling halfway up instead of the full amount, even if they were completely at full health moments before takeoff. So I never know as I am casting my first unstable affliction (auto dismount on cast) if my pet is going to be at full capacity or not. Anyone else notice or have this issue?
Chad Nov 8th 2009 9:21PM
I've only noticed this with my Felguard and Felhunter when I was leveling Demo/Destro. Now that I'm Destro at 80, I don't have the Felguard but my Imp and Voidwalker don't have that issue any more. It was quite annoying to dismount and have to heal my minion before I could attack.
sephirah Nov 3rd 2009 10:22AM
Yes, it's a well known issue that probably will be fixed in 2 or 3 xpacs from now.
Seaborn Nov 3rd 2009 11:52AM
This is going to have a bunch of parts.