Blood Pact: Leveling a warlock, 40 to 60

Once again Blood Pact turns its gaze towards those up-and-coming warlocks; those who are learning the craft, battling foes to hone their skills and sharpen their minds. I've said before that leveling a warlock is great fun and part of this is due to the diverse ways in which you can go about it. By the time you start getting a decent pile of talent points to spend you can shape your lock in many and varied forms. There's the unstoppable train of death that is the affliction lock, cursing and corrupting all around it as it passes smoothly through the world. The demonologist, pouring their power into their minion and pushing them into the fore while sitting back and calmly picking off their foes. And of course, the destruction warlock, blazing a trail of raw power in an explosive display of mental prowess over physical frailty.
Let's see how these locks in training are getting on.
As I said in the last leveling guide, it's not Blood Pact's job to teach you how to level. The gathering of experience through quests and the like is very important and following a guide can be very handy, but this is not that guide. This is about being a warlock for the time between level 40 and 60. If you do want some help in questing then I linked a couple of very good addons in that last article, these can help a lot, as can many others.
I'm also not going to focus too heavily on our minions or skills that are general to the class through all the levels. Regular readers of Blood Pact will know that this is being covered in the 'meet the minions' series. This has covered such important topics as imps and the control of minions, voidwalkers and threat, the succubus and crowd control and the felhunter and mage-hate (as well as a look at the infernal and doomguard).
Talents
As I said in the 10-40 guide, you can place your talents all over the place and still have a lot of fun. This is certainly true if you focus on one tree in particular. The tree we focused on in that article was affliction, the reason being that it is considered the quickest leveling build until around the 50+ mark. We left you with this build as an example of something to work to at level 40, this can be continued to level 49 with this setup:
Example level 49 affliction build.
This is very much an example and you can move a lot of the points about as you see fit to work with your play-style and preference. At level 50 you have a choice to make. Do you want to carry on with affliction or swap over to demonology and get a felguard?
If you decide to stay with affliction then you can learn Unstable Affliction which is another DoT and a really nice spell. When I say 'nice' I'm referring to how I think it's a very warlock-y spell, especially with its dispel mechanic. It also is a requirement for Pandemic, which is also a great talent.
Moving over to demonology and getting yourself another pet is the 'standard form' though some suggest waiting until you can support the build with talents from another tree (to boost your own damage). Personally I don't think that's necessary. You may be a little nerfed but since you have just swapped spec it's probably a good idea to spend some time cleaning up some green quests while you learn the new setup.

If you do want to swap to demonology at 50 here's an example build that will make your new demon nice and strong.
Example level 50 demonology build.
For those of you going with destruction at this point you will have found that you can now reach Shadowfury. There are those that love this spell and while I agree that it is great fun to use and opens up a number of cool tricks, it's generally too much bother for me to worry about. If you enjoy it then go for your life, it's very cool, but I wouldn't worry if you find yourself under-whelmed by it.
Spells
What happened to all the new spells? Between levels 11 and 40 you gain 25 brand new spells to cast, but between 41 and 60 there are 5. You do get a lot of spell upgrades however, so it's still worth going back to the trainer often. I'll add the spells from talents below as well.
- Level 42 - Death Coil - Sometimes referred to as 'Skill Coil' by those who look on it as a warlock 'I WIN' button. This is pretty unfair as most classes have something that takes their opponent out of the game for a short time and many have more than us locks. That said, it's a great panic button with a 'run-away' effect that is short enough to use in tight spaces without calling down the fury of every mob in the area.
- Level 48 - Soul Fire - Without Decimation this is a spell that tends to get dusty in the back of the spell book. With Decimation, it covers the execute phase with great big fiery balls of crit.
- Level 50 - Inferno - You fight not just this warlock alone but the legions he commands! Summon forth meteors from the heavens to smite your enemy and raise up rock-demons terrify the populous. Well, that's what it's like in my head but you can read the last Blood Pact for what it's really like.
- Level 50 minimum - Unstable Affliction - An awesome extra DoT with a sting in its tail.
- Level 50 minimum - Summon Felguard - New and hugely powerful minion to play with.
- Level 50 minimum - Shadowfury - AoE, ranged and damaging stun. A lot of fun if a little novelty/situational.
- Level 60 - Ritual of Doom - Summon the most powerful demon available to players; but only if you have been on a long and arduous quest, have four other people with you and remembered to go to the shops beforehand. Great spell, sadly too much hassle for too little gain. Also a topic of last week's Blood Pact.
- Level 60 - Curse of Doom - The spell that does the highest damage in a single strike and has the best damage-per-execute-time as well. Unfortunately your enemies have time to make tea and buttered crumpets between cast and damage. So unless this fight is going to take some time you don't need this spell.
No real change in the gear during this phase in leveling as it's still almost all Old-world stuff. Check out the last piece for a bit more detail. When you reach level 58 you are eligible for the Outland quests which will start throwing massive (though somewhat ugly) upgrades at you; so don't go investing in anything expensive in the latter half of the 50s.
Instances
Scarlet Monastery is probably getting a bit old for you now so Zul'Farrak, Maraudon and Sunken Temple should do you through the 40s with Blackrock Depths, Dire maul, Blackrock Spire (lower first, then maybe upper later), Scholomance and Stratholme through the 50s. Don't feel you have to go into these places if you like to play solo but they can get some nice upgrades, complete some nice quests and also teach some important warlock skills.
PvP / Balltlegrounds
If you like. I wouldn't, but don't let that stop you. Apparently there are lots of mages there that you can kill, so can't be all bad.
Final note
While playing about on Wowhead for this article I stumbled across a poem about the felguard that seems to be written by a disgruntled DPS warrior. Worth a read if you have the time.

Filed under: Warlock, How-tos, Guilds, Instances, Leveling, Guides, Classes, (Warlock) Blood Pact
Reader Comments (Page 2 of 2)
Seamus Jan 12th 2010 9:54AM
I really like your writing, Dominic. "Summon forth meteors from the heavens to smite your enemy and raise up rock-demons terrify the populous. Well, that's what it's like in my head but you can read the last Blood Pact for what it's really like." Pure win. Keep up the great job.
RavenJet Jan 19th 2010 4:18AM
I started playing WoW just a few months ago. I began with a study of classes and profs to decide what I want to be. Classwise, warlock instantly drew me - I loved the dark magic angle and the idea of a class that ... basically revels in slowly torturing enemies to death.
I chose a gnome for my race, though not for any of the (whatever they may be) usual reasons. I chose it because engineering seemed a fun prof and gnomes get a bonus on it (as it happens, I went goblin engineering and I have on occasion found those bombs great for getting a bit of emergency burst damage out... lately though, I just don't need them ... engineering still has some fun stuff but nothing of any actual use...).
I am, right now, level 69 and about 3 bars away from 70 - just started questing in Northrend last night so memories of the 40-60 range is still quite fresh.
I stuck to affliction for a few reasons. Firstly I had liked it all along, and it suited the reasons I chose warlock very well. I got my butt handed to me every time I was in a PvP scenario but then, I am not a big PvP player and I ruled in questing.
Just the other day I faced "Overlord" with a hunter, and as we took down all the ads he said "like OMG - full health and mana ?"
That is the awesome of the spec. I can't wait for my next ding to get my hands on seed of corruption though - and for good reason. Where affliction suffers terrible is in dungeons.
The reason is that, since WoTLK apparently dungeons have become purely about "tank gathers mob, everybody does AoE" ... well affliction locks suck at AoE.
Our best spells are hellfire and rain-of-fire. RoF does terrible damage if your affliction spec'ed (consistently lowest in the group). Hellfire does better (can usually at least get me second-from-last when combined with the DoT power on bosses) but needs a lot of healing to happen.
DoT's are useless - pretty much every mob dies before you got your second DoT up - without time to run through, your damage from DoT's is basically zero'ed.
It was during this phase that I radically redesigned my macro's for casting. I wanted a solid cast sequence for DoT'ing up - but with the flexibility to change tactics fast when needed.
My keyboard macros therefore are basically a sequence of ten each covering a part.
1 is precombat preps, cast sequence to apply all bufs, and the alt version which applies soulstone ressurection.
2 is items, a single button which instantly-uses all available trinkets and jewelry items (I modify this one as my gear changes) - it's basically an "oh shat" button I guess. Nicest trinket I've found for a lock in this level range is the mark of the alliance you get for doing the PvP quest in Hellfire peninsula. It gives us the one major thing locks lack from any skill we can learn: a stunbreaker !
At just about to hit level 70 - I still have it on, I'll probably keep it on and never remove it unless I find a better item with the same ability. In PvP especially against rogues, a stunbreaker is the only chance you got (rogues have gotten used to locks being a basically a free honor kill... so it's really fun when you suddenly break stun and whack haunt at him).
3 Is my DoT button, a castsequence which applies in order: Haunt (I like to open with Haunt, because it boosts other shadow DoT's it's good to have it on first, it's also the slowest casting so putting it first means you can use it as a pull - before you get aggro - and not get beaten while it's casting). Then CoA and Corruption, both instant-casts which can be done while moving - so if you need to run, you can. UA is the last on this one, second longest cast, it can now be left out in an emergency - but if you can apply it... well let's just say after running this sequence on any enemy up to two levels above me, I can just fear him and he'll be dead before fear breaks :P)
Similiar macros take care of healing, draining and mana recovery (each time making the preferred and the backup mechanisms easily available. E.G. hit 7 for dark pact, Alt-7 for life tap).
Despite this I still have every optional action bar on - and their filled with other spells so I can use them when I see a need (like Curse of doom for when I want a doomguard, and Curse of Elements so I can get more than 3 seconds of enslave on him :P )
Okay - so I wrote a lot here, but I am hoping to provide some insight as to why I'm sticking with affliction. Yes it probably is the hardest spec for the hardest class - but get it right and it's a PVE powerhouse that is unbeaten and comes with a massive sense of achievement. You are powerful, not just because of what your character can do - but because of how you control it, steer it, time it.
I do think a good set of macros are an essential thing for an affliction lock, sure you can just click on spells, but a macro can let you work out the best ordering for your playstyle and consistently get it right while still having the option to opt-out and break pattern when you need to.
Lately... I'm not so bad at PvP anymore either... warriors still tend to be an issue as lock's suck at melee and keeping them off you is hard, but the last mage who tried me on just got flat out trounced... three times in a row, him and his pet water balloon.
It's sad though that affliction simply cannot hold it's own in dungeons anymore, so much so that I'm considering dual-spec'ing with destro to use the latter in instances (and soon: raids). Pity though, because destro is really not very warlock-like playing (to me) at all... but how many lock's above level 80 do you still see who has any other spec ? With good reason :S
I'll dual-spec though, I like affliction way too much to give up on it entirely. That is... unless seed of corruption with it's combination DoT/AoE will prove to be able to tip the scales in instances. If it does... I may just be able to prove that affliction is not dead for dungeons... here's hoping.
Anyway, hopefully I provided some nice tips along the way. I love these blogs, the best and most up-to-date info I've found to help me improve the way I play my class. Until I read the latest meet-the-minions I used my infernal purely as an "oh crap" button - now he's actually a nice dungeon-damage-booster as well, and I pretty much ignored the doomguard... these days - he's my private tank when I really need it. I've studied a lot to get my character up, not just grinding leveling but reading about the class, how it's used and what strategies people employ - and from that, developing my own. This blogset has been among my favorite sources - so hopefuly my comment can be a small contribution back :D