Patch 5.4 – Warlock Style

So, patch 5.4 went live this week including a new raid instance, the Timeless Isle filled with chests and other goodies… and the destruction of Vale of Eternal Blossoms.

Then what was changed for us Warlocks in this patch?

General changes that apply to us:

  • All Fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.
  • Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: Fellash, Gorefiend’s Grasp, Glyph of Explosive Trap, Thunderstorm, Typhoon, Ursol’s Vortex, and Whiplash.

These are mainly regarding PvP, but should be noted nonetheless. It’s mainly in regards to our Fear, and of course the knockback effect from our Succubus/Shivarra.

Warlock Specific Changes



  • Agony damage has been increased by 16%.
  • Drain Soul no longer energizes Soul Shards from the pets and guardians of players, and now deals 34% less damage. If other periodic Affliction damage effects are triggered by Drain Soul, they now deal 60% of their normal damage (down from 100%).
  • Haunt now deals 50% more damage, and increases damage done by all of the Warlock’s damage-over-time spells against the target by 40%.
  • Malefic Grasp now deals 34% less damage, and causes all of the Warlock’s other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).
  • Nightfall now gives Corruption a 10% increased chance to generate a Soul Shard on the most recently applied Corruption.
  • Soul Swap no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 3 seconds (down from 20 seconds).
  • Unstable Affliction damage has been increased by 21%.




  • Archimonde’s Vengeance has been redesigned and renamed into Archimonde’s Darkness.
    • Archimonde’s Darkness gives the Warlock’s Dark Soul spell two charges.
  • Grimoire of Sacrifice no longer affects Drain Life.
    • For Affliction Warlocks, Grimoire of Sacrifice now increases the power of various single target spells by 20% (down from 30%).
  • Harvest Life no longer replaces Drain LifeHarvest Life is now a passive talent that increases Drain Life damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
  • Howl of Terror is no longer a talent and is now a baseline skill for all Warlocks.
    • Demonic Breath is a new talent replacing Howl of Terror. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
  • Kil’jaden’s Cunning no longer reduces movement speed, and will now allow the Warlock to cast IncinerateMalefic Grasp, and Shadow Boltwhile moving.
  • Mannoroth’s Fury is no longer a passive ability. Mannoroth’s Fury now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for Hellfire, Immolation Aura, Rain of Fire, and Seed of Corruption.
  • Soul Leech can now also activate from Shadowburn, and caps out at 15% of the Warlock and their pet’s maximum health (down from 100%).
  • Soul Link now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock’s pet is active.


  • Major Glyphs
    • Glyph of Dark Soul has been replaced by Glyph of Curse of the Elements.
      • Glyph of Curse of the Elements causes Curse of the Elements to hit 2 additional nearby targets.
    • Glyph of Everlasting Affliction has been replaced by Glyph of Eternal Resolve.
      • Glyph of Eternal Resolve: Changes Unending Resolve into a passive ability that provides a constant 10% reduction to damage taken.
    • Glyph of Fear no longer causes Fear to have a cooldown.
    • Glyph of Imp Swarm now summons 4 Wild Imps (down from 5 Wild Imps).
    • Glyph of Shadowflame has been replaced with Glyph of Unending Resolve.
      • Glyph of Unending Resolve reduces the damage reduction of Unending Resolve by 20%, and the cooldown is reduced by 60 seconds.
    • Glyph of Soul Swap has been replaced with Glyph of Havoc.
      • Glyph of Havoc: Havoc gains 3 additional charges, but the cooldown is increased by 35 seconds.

Class Armor

  • Warlock Tier-14 4-piece set bonus now reduces the cooldown of Unending Resolve by 20 seconds.
  • Warlock PvP 4-piece set bonus now reduces duration of the debuff from using a Demonic Gateway by 15 seconds.

Bug Fix

  • Fixed an issue where Blood Horror was not working properly while Metamorphosis was active.

Hot Fixes since Patch Day


  • Fel Flame mana cost has been increased by 100%.


  • Incinerate damage has been increased by 5%.
  • Conflagrate now has a 15% chance to generate an additional Burning Ember.
  • Incinerate now has a 15% chance to generate an additional Burning Ember.


My Thoughts

Due to my guild desperately needing a tank, I’ve switched to playing my Paladin, at least for the remainder of this expansion, so I haven’t gotten to play around much on my Warlock yet. Fortunately there’s still LFR and maybe even flex raids for her to do. Can’t let her sit alone in a corner. (Nobody puts Démo in the corner!)

I’m definitely mourning the changes made to Kil’jaeden’s Cunning. I will miss the ability to move around more when casting. That said, I do like Chaos Bolt hitting harder. There’s nothing quite as fun as a high critting Chaos Bolt (and yes, that may or may not be the reason I play destruction!). Incinerate’s damage was buffed (twice!), which was needed in my opinion, because it always felt a bit like it his about as hard as a wet noodle.

On the whole, I don’t think it’s awful. Just getting used to the changes. Especially my beloved KJC.

How are you feeling about the changes the patch threw at your class?

I’ve updated the Talent Tree and Major Glyphs pages to reflect the changes made in 5.4. I will get to the Destruction Guide as soon as I’ve had a bit more time to play on my Warlock.

Why you should never read MMO-Champion late at night

I was up late the other night and decided to have a quick look at MMO-Champion before heading off to bed. My attention to detail and thought processes are quite impaired at this point, but I thought I might share this particular thought process that I had. Maybe you’ll get a chuckle out of my stupidity.

I came across this little bit of news on the site:

 Warlock (Forums / Skills / Talent Calculator)

  • Class Armor
    • Warlock Tier-14 4-piece set bonus now reduces duration of the debuff from using a Demonic Gateway by 15 seconds. the cooldown of Unending Resolve by 20 seconds. 

My thought process went something along the lines of this.

Stage 1: Outrage

OMG! That’s the worst set bonus I’ve ever seen? What am I supposed to do with that? There’s hardly any fights in raids where I use Demonic Gateway as it is! How is this going to help me? I want dps boosts dammit! Gief dps cooldowns naow!!! *rants like this for a couple of minutes*

Stage 2: Oh Wait…

Hang on… Tier 14? But.. We’re on Tier 15 now! The next tier will be Tier 16! Why are they messing about with our old tiers anyway?!! The old set bonus was fine! Though, I don’t really recognise the one in the crossed out text… Oh…

Stage 3: Realisation and /facepalm

It’s the PvP set. Duh. That’s why it seemed completely useless for raiding. Oh well… Never mind my ranting, sorry!


Destruction Warlock Guide (5.3)

I’ve been planning on finishing this for ages, and finally decide to do so now that Destruction is a spec that is actually viable in raids again dps wise. It will be updated again when 5.4 arrives, but should be up to date for 5.3. As always with guides on this site, it’s not the be-all-end-all of guides, but is meant as a quick guide to get the basics for those who may be a bit new to the Warlock class, or Destruction.


This expansion there really is no right or wrong way to spend your talent points. Most likely you will switch them between fights or depending on what suits your playstyle best. You can check out my Talent guide for more information on the separate talents.

Make sure you always bring a lot of Tome of the Clear Mind to raids, so that you can change your talents around when needed!

The two talents that you will want to take an extra look at are the tier 5 and tier 6 ones.

Tier 5 Talents

Tier 5 Talents

Grimoire of Supremacy together with the Observer pet usually yields the highest damage output. Grimoire of Service I rarely see used (but can be used in fights where you want a big burst of damage), while Grimoire of Sacrifice can be useful on fights where your pet will bug out or die a lot. (Ji-Kun, if you’re flying for example.) It’s also possible to play a GoSac spec with lots of Mastery on fights with multiple targets where they can snipe adds and cleave with Havoc. However, we’re not going to look too closely at that today.

Tier 6 Talents

Tier 6 Talents

There are few (if any) fights where Archimonde’s Vengeance is good at the moment that I’ve noticed. Kil’jaeden’s Cunning is currently my go-to talent for almost every boss fight, since it allows me to move while casting. On the odd fight here and there, Mannoroth’s Fury can be beneficial. (For example, on Primordius and his many, many adds.)


As a Destruction Warlock you will want to be at 15% Hit (5100 rating) for raiding to avoid misses. There’s nothing more frustrating than seeing a Chaos Bolt miss!

Intellect is your primary stat as always, and you will cherish it with your life. (Or someone else’s life… It’s what drain life is sure, right?)

Between the secondary stats, Mastery, Haste and Crit the values are fairly equal for Destruction. The difference is so small that changing one piece of gear will most likely change your stat values if you run SimCraft. I’ve been trying to keep them fairly balanced myself, but I know that some people are using a Mastery heavy build together with Grimoire of Sacrifice on some fights.

In the end, you can’t go entirely wrong in your secondary stats, which is nice in a way, since it allows you to reforge for Demonology or Affliction, and still use the same for Destruction.


This expansion, you’re left with a lot of choice. Like with talents, you can more or less choose your glyphs depending on what fits your play style best. I won’t go through them all here, but I’ve written them down on separate pages; Major Glyphs and Minor Glyphs.


As before, we work more on a priority based system than a rotation, and it’s all about building our embers and spending them on Chaos Bolts, or Shadowburn below 20%.

Your general “rotation” will be:

Some extra notes:

You’ll want to pop Dark Soul: Instability on cooldown, unless there’s a burn phase or phase with extra damage that you’re saving it for.

When you have Dark Soul: Instability up, you’ll want to try and squeeze out as many Chaos Bolts as possible since they will do extra damage with the crit bonus. (Higher crit chance = higher damage on CB.)

Try never to cap your embers. Use them! (Though feel free to save up 3 if you’re about to hit Dark Soul: Instability.)

Conflagrate causes Backdraft, which you will want to use on Incinerate, and not Chaos Bolt. Always make sure that you have less than 3 charges of Backdraft before casting CB!

Remember to never use Chaos Bolt when Shadowburn is available, so below 20% boss health!

At the start of a boss fight: Curse of Elements – Dark Soul: Instability – Conflagrate x2 – Incinerate x4 – Chaos Bolt x2 (3 if you have enough embers).. then reapply Immolate and go back to the regular rotation. The idea behind this is to build as many embers as possible quickly, so that you can shoot off a bunch of Chaos Bolts with high damage.

AoE and Havoc

On fights with two targets, you’ll want to put Havoc on one of them every cooldown, to split your damage. Havoc will duplicate either 3 single-target spells, or 1 Chaos Bolt. One trick you can use with Havoc, is that while Shadowburn can only be used on targets below 20% health, you can do it to a target at that health – and have another target take the same damage through Havoc.

You’ll want to use Rain of Fire any time there are 2+ targets, because the ember generation is so high. With 3+ targets, you’ll keep RoF going, and use your embers to activate Fire & Brimstone.
Then you follow the following rotation:

  • F&B: Immolate
  • F&B: Conflagrate
  • F&B: Incinerate

Re-apply Immolate as needed, and use Conflagrate on cooldown. Incinerate as a filler. And of course don’t forget to keep Rain of Fire running!

Warlock Gear in MoP (5.2/5.3)

This is an attempt at a complete list of all the gear currently available in Mists of Pandaria for Warlocks, and where to obtain it. I will try to update as more raids get released. Note however, that I will only list the normal version of gear from raids, so always keep in mind that the same piece will exist also in LFR and Heroic difficulty. There is a separate list for the gear found in the previous MoP patches.















Demonic Gateway / Demonic Circle

Demonic Circle has been quite a favourite of mine since it was first introduced to Warlocks. In Mists of Pandaria we got a new spell added, Demonic Gateway, which allows up to 5 people to teleport between two portals. Today I wanted to have a look at fights when these abilities can be useful for your raid.

Throne of Thunder

Jin’rokh the Breaker

On this fight, you can put down your Demonic Circle in the middle of the room where your raid will be stacking for Lightning Storm. If you want to, you can also put down a Gateway for the same, if you have people in your raid who are slow at moving out of the waters.


Put your Demonic Circle in the middle of the room so that you can use it for Down Draft and avoid getting kicked off the platform. Again, you can put down a Gateway in the same location if you want to help some raiders out who maybe don’t have any movement increasing cooldowns.

Iron Qon

Use your Demonic Circle to quickly get to the gathering for your group in the first phase. For phase two, you can put a Demonic Gateway down for a few people to quickly get away after Windstorm.

Terrace of Endless Spring

Sha of Fear

Put your Demonic Circle close to the tanks in the middle. This allows you to dps the adds more or less anywhere, and still teleport in time to avoid Breath of Fear. You can also put a Gateway inside the Wall of Light, with the other one outside where adds will spawn to help out your team mates.

Heart of Fear

Imperial Vizier Zor’lok

Put a Demonic Gateway between the first and second platform to allow people to move quickly across and avoid the pheromones. Make sure no dps gets across and starts attacking the boss before the tank though, since they will most likely die. Also, don’t let the tank take the Gateway, because they won’t be able to generate aggro for 15 seconds afterwards.

In the phases with Force and Verve, you can put down a Demonic Circle on one side and stand on the opposite. That way you should always have an easy way to get to a safe bubble.

Blade Lord Ta’yak

Place a Demonic Circle at the gathering-up spot for Unseen Strike. This allows you to stand fairly far away to place tornadoes aimed at you, and still gather up quickly enough when someone is targeted. Or you can use it to quickly get away from Blade Tempest on Heroic Mode.

A Demonic Gateway can be very helpful for people to move down the tornado alley quickly. Place it at the end of the room where you will first have to run towards (left side).

Grand Empress Shek’zeer

Use your Demonic Circle to get away if you get targeted by one of the adds in the transition phase.’

Mogu’Shan Vaults

Feng the Accursed

Place your Demonic Circle away from Feng to quickly get away after you’ve been gathering up for Arcane Velocity.

Gara’jal the Spiritbinder

You can put your Demonic Circle close to the boss to quickly get back to dps after returning from the Spirit Realm.


If you’re lazy (like me), put a Demonic Circle on your gathering spot. That way you can easily get back there after the transition phase ends.

A Demonic Gateway makes for easy movement between the gathering spot and the sides during the transition for your raid members.

Will of the Emperor

Put a Demonic Circle on one side of the room where the Emperor’s Courage will spawn to quickly get behind him to dps. Then put a Demonic Gateway in the middle of the room to the other side, where the Emperor’s Courage will spawn. This way you can always get behind the Courage when it spawns and start killing it.

Do you have any tips to add to this list for when you can make use of Demonic Circle and Demonic Gateway?

The Warlock Talent Tree

Recently we had a look at the glyphs available to us as Warlocks, and this week I wanted to take a closer look at our talent tree. What do our talents actually do, and when are they useful?

It’s going to be a fairly brief look, just to give us an idea of what they can be used for, with a focus on PvE content. For a more in-depth look at each talent, I suggest you head on over to Warlockery who is taking a much closer look and examining all aspects of the talents.

Tier 1 Talents (level 15)


Dark Regeneration
I’m personally quite fond of this talent. It’s a nice heal for yourself with a 2 minute cooldown, which means that you can choose when to use it yourself. In addition to healing you for 30% of your health (over 12 seconds), it also increases healing done to you by 25%. This means that you heal yourself and it gets easier for the healers to bump you up at the same time!

I usually use this on fights where I want some control over my own health, for example for Blade Lord Ta’yak and running down the whirlwind alley.

Soul Leech
When specced into Soul Leech some of your offensive abilities (depending on your specialisation) will provide you with an absorption shield for 15 seconds that will absorb some of the damage.

Except for times when either of the other two talents might be useful, this is most likely your best choice since it’s passive and doesn’t require any extra attention from you.

Harvest Life
Passive talent that increases the damage you do with your Drain Life spell by 50%, and the healing you receive by 150%.

The changes made in 5.4 turns Drain Life into a fairly good self-heal, and can be useful when soloing. Yes, you can use it when raiding, but do remember that any second that you’re using Drain Life, you’re not casting a spell that does more damage!

Tier 2 Talents (level 30)


Demonic Breath
Sends a cone of breath in front of you, slowing all enemies within 10 yards by 50% for 6 seconds. Mainly useful for PvP, or if your raid requires some kind of crowd control on a fight.

Mortal Coil
The new version of our old Death Coil, which causes the target to run in horror for 3 seconds and heals you for 15% of your maximum health. While the horror effect won’t work on bosses, the heal will and means that this is one of the most useful talents that you can take in this tier. Self-healing is never a bad thing!

I use this talent on pretty much every boss fight where I don’t feel that Shadowfury is useful.

This ability stuns enemies within eight yards for three seconds. It’s nice for PvP, but there are also a few boss fights where this may be useful. Usually ones where there are adds that can be crowd controlled. Personally I use this talent on fights like Will of the Emperors to stun the Emperor’s Rage mobs as they come running, or  stunning adds on Elegon etc.

Tier 3 Talents (level 45)


Soul Link
If you have a demon up, you and your demon will share 20% of the damage done to you. 3% of the damage you deal will also be converted to healing for you and your demon. If you use the Sacrifice talent, and don’t have a demon up, you will instead receive a 20% health bonus.

I use this talent a fair deal, it’s very useful for taking less damage and getting passive healing.

Sacrificial Pact
This causes your demon to sacrifice 25% of its health to provide a 10 second shield that absorbs 400% of the health sacrificed. If you don’t have a pet, it will take the health off of you instead. One possibility is to use this during an AoE phase, since your demon generally will take a lower amount of AoE damage, so the lost health won’t kill it – and instead you get a nice absorption.

It’s an interesting talent, and the absorption shield can definitely be useful in some fights.

Dark Bargain
Using this gives you a full absorption for eight seconds, where you take no damage. After the eight seconds, you will take 50% of the damage you absorbed as a DoT over eight seconds. This can be really useful in some fights to prevent you from large damage, as long as your healers are aware that you will need some healing after it wears off.

One fight where I’ve been using this, for example, is on Feng the Accursed. If I get the Arcane Resonance and can’t run to the boss during Arcane Velocity. It’s a life-saver for moments like that!

Tier 4 Talents (level 60)


Blood Horror
This is an instant cast ability that lasts for 1 minute, with a 30 second cooldown. When someone hits you with a melee attack, they are basically feared (it counts as a horror effect though and won’t apply dmr for Fear) for 4 seconds. It only has one charge though, so you’ll want to time it well. It’s mainly a PvP ability.

Burning Rush
Increases your running speed by 50%, but drains 4% of your health every second while active. This ability can be really neat at times when you need to move quickly, but don’t necessarily have to worry about taking damage.

I sometimes use it on Will of the Emperors to quicker get into range of adds, or moving up and down the whirlwind alley on Blade Lord Ta’yak.

Unbound Will
Costs 20% of your max health and removes magic effects, movement impairment and loss of control. For example it can be used to break out of the fear on Grand Empress, or the Amber Prison on Wind Lord, or the Petrification by trash in Mogu’shan.

Another time when it can be useful is on the first boss in HoF. While it won’t break you out of his mind control, the 20% health removed will help your raid members to quicker get you below 50% to free you.

Tier 5 Talents (level 75)


Grimoire of Supremacy
With this talent your demons are replaced with stronger ones, that deal 20% increased damage and have slightly different abilities. In 5.4 this is the best talent for Affliction Warlocks, but works well for Destruction and Demonology as well.

Grimoire of Service
This will summon a second demon that will fight for 20 seconds, on a 2 minute cooldown. Demonology Warlocks currently fare very well with this grimoire since it allows them to time it with their other cooldowns and abilities and get some good burst numbers.

Grimoire of Sacrifice
With this talent you will sacrifice your demon for a buff to your own damage. It means no micro-managing your pet, and can be useful on certain fights. Destruction generally is the spec that does best with this talent (but all three are very close in damage currently), but in fights with more than one target GoSac tends to pull ahead.

Tier 6 Talents (level 90)


Archimonde’s Darkness
This talent causes your Dark Soul ability to have two charges, making it one of the best talents on this tier.

Kil’jaeden’s Cunning
This was changed in 5.4 to only allow you to cast Incinerate, Shadowbolt or Malefic Grasp (depending on your spec) while moving. It can still be used in a movement heavy fight, but is nowhere near as good as it used to be.

Mannoroth’s Fury
This makes the radius of your AoE spells about five times bigger. which makes the talent useful in some fights if there’s a lot of AoE damage needed.

Warlock Glyphs: Minor

Today we will have a look at the Minor glyphs that are available to us. These are mainly cosmetic or fun glyphs, so choosing which ones you use is entirely up to you.

Carrion Swarm (Demonology)
With this glyph your Carrion Swarm will no longer have a knock-back, something that will most likely be appreciated by tanks in instances.

Crimson Banish
This turns your Banish from green to red. Since we’re getting green fire soon, I think we should keep our Banish green!

Enslave Demon
Not much use to this glyph. It reduces the cast time of Enslave Demon by 50%. Maybe if they added a fight where Warlocks had to enslave some big, bad demon? Please Blizzard??

Eye of Kilrogg
This glyph can actually be quite fun. It allows your Eye of Kilrogg to fly around, and seems to let it do so even if you cannot (not indoors though). So if you’re leveling in Pandaria, it can actually help you by flying up hills and placing your Portal.

Falling Meteor (Demonology)
With this you can use Demonic Leap while falling to not die. You still take damage though. If the fall would have killed you, you end up with 1 health. If you time Demonic Leap correctly though, you will take 0 damage even without the glyph. However, this provides you with a bit of a fail-safe if you have high latency, so that if you time it wrong you won’t die. (Just almost!)

Felguard (Demonology)
Make your Felguard look all stylish by giving him different weapons! Do note that it appears that the weapons have to be in your actual Backpack (the original starting one).

Gateway Attunement
This glyph means that your Demonic Gateway will activate when you’re close to it, rather than having you click on it. It could be useful, but I have to admit it makes me worried about getting too close and sent across when I don’t want to be!

Hand of Gul’dan (Demonology)
Allows you to target your Hand of Gul’dan spell where you want it, rather than it hitting your targeted mob.

Health Funnel
This makes you instantly heal your demon for 15% of your health, rather than channeling. However, it gives Health Funnel a 10 second cooldown. To be fair, you could probably heal your demon quicker with Soulburn+Health Funnel as an Affliction Warlock, but it may be nice for the other two specs.

Your Dreadsteed and Felsteed can now run on water! Not only that, but they leave a trail of fire behind them as they do so!

Shadow Bolt (Demonology)
Changes your Shadow Bolt into three smaller bolts. This used to be useful because each bolt had a chance to cause procs. However, it seems these days they don’t seem to proc much more, and there may be other glyphs that are more useful. (It still looks pretty cool though!)

This makes your Soulwell glow with eerie light, as it says. I personally like this glyph because it makes the Soulwell much easier to see and less likely for your raid members to ignore.

Subtlety (Affliction)
Purely cosmetic, since it makes your Soul Shards not show out of combat. Nice for those who may not like the look of them.

Unending Breath
Lets you swim 20% faster with Unending Breath. Always nice, since swimming is soooo boring and slow!

Verdant Spheres (Affliction, Destruction)
Purely cosmetic, changing the looks of your Soul Shards into Verdant Spheres.

Personally I tend to run with Verdant Spheres, Soulwell and Nightmares.

Which minor glyphs are you enjoying the most?

Warlock Glyphs: Major

Mists of Pandaria brought along with it some changes to our glyph system, leaving us with only Major and Minor glyphs. I wanted to take a look at the glyphs available to us, and what they do. Today we will have a look at the Major glyphs.

Conflagrate (Destruction)
With this glyph you no longer need to have Immolate on the target to trigger the snare. This can be quite useful in a PvP setting.

Curse of Exhaustion (Affliction)
Using this, your CoEx will reduce the movement speed by 70% (instead of 30%), but will only last half as long and receive a 10 second cooldown. There are few PvE uses for this, but it can be useful in PvP.

Curse of Elements
This makes your Curse of Elements spell hit two additional targets.

Demon Hunting (Demonology)
This is the so called “tanking-glyph” of the Demonology Warlock. However, it should be noted that you’re definitely not a tank, you just gain a taunt and become a bit harder to kill. It’s a nice glyph for soloing, and it might work for you to pop it and briefly tank something while the real tank is being resurrected. It’s quite a bit of fun though, and you look pretty cool, getting to run around with demon wings!

Demon Training
When using this glyph your demons’ special abilities will be “improved”, but truth be told it’s not really much better. I’ve seen little to no use for this glyph in PvE since it doesn’t seem to have any dps increase. However, it might be nice for soloing, since it does increase the Voidwalker’s armor by 10%.

Demonic Circle
This glyph reduces the cooldown on your Demonic Circle ability by 4 seconds. In PvE there are few fights (if any) where I have found myself needing a shorter cooldown, so I would say this is more useful in a PvP/Arena setting.

Drain Life
When using this glyph your Drain Life spell heals you for an additional 30%. It should be noted that this does not seem to apply to Harvest Life, if you’ve specced into that.

Ember Tap (Destruction)
With this glyph your Emper Tap will heal you for an additional 5% of your health, but it will do so over 10 seconds rather than instantly. Personally I generally prefer the instant heal, but this can be useful during a fight where you know there is sustained damage or a DoT you can negate with the over-time version.

Eternal Resolve
Unending Resolve is now a passive ability that reduces damage by 10%.

This glyph probably would not be used much in PvP, since the 5 second cooldown could be quite bad. However, it can be useful if you’re doing a controlled dungeon run where you need good crowd control. It will be nice to not have your feared target running around the entire room pulling the next five or so packs. Do remember though, that unlike other CC abilities, your Fear does still trigger combat!

Havoc (Destruction)
Your Havoc spell gains 3 additional charges, but the cooldown is increased by 35 seconds.

Your healthstone will restore double the amount of health, but will do so over 10 seconds. I personally prefer the one-time use on my healthstones (especially since it can crit, which I’ve not seen this do), but there might be fights where this is useful. If you know you’re not going to take more damage for a while, or there’s some sort of DoT on you, then maybe this is nice.

Imp Swarm (Demonology)
This teaches you an ability to summon 4 imps, which will all deal damage to your target. However, you won’t be able to spawn any new Wild Imps while this is active. (The ones that are already up when you pop them remain though.) It can be nice for when you need extra burst damage. They seem to provide you with Demonic Fury when attacking as well, so with 4 of them, you should get a fair bit while they’re up.

Life Tap
When using Life Tap you no longer lose health, instead you absorb healing done to you for 30 seconds (in my current gear it absorbs 63 230). It can be a nice glyph for not giving your healers a heart attack, but it also means you have to pay a bit more attention to the fight. There are times when you really won’t want to Life Tap, but to be fair that’s the case when it costs health as well. However, it should be noted that when you’re out soloing and maybe not being hit (cause your demon is), it will essentially mean a free Life Tap, since you won’t need heals and it won’t use your health.

Siphon Life
This will make your Immolate heal you for 0.5% of your maximum health when dealing periodic damage.

Soul Consumption
I would say that this is a leveling glyph (or possibly for questing/soloing), since it heals you for 20% of your health when killing something that would give you experience or honour. PvP may also be quite a nice use for this. However, you need to kill them with a specific ability depending on your spec. Affliction – Drain Soul, Destruction – Chaos Bolt or Shadowburn, Demonology – you have to be in Demon Form (Dark Apotheosis seems to count for this as well.)

With this the target you Soulstone will come back to life with 100% health. It’s quite a nice glyph, and if you often find yourself being the person battle rezzing (ie. you have no Druid or DK), it may be well worth it to keep your healers happy in raids.

Unending Resolve
You get a decreased cooldown of 60 seconds on your Unending Resolve, but it will also lower the damage reduction by 20%.

Unstable Affliction (Affliction)
This will cause Unstable Affliction to deal damage to both the target and the person dispelling them, but removes the silence effect. Possibly nice for PvP, but little to no use in PvE. (This glyph is most likely changing in the next patch.)

Which Glyphs Should I Use?

It’s pretty much to each player’s preferences to choose which glyphs to use this expansion. I will list my own choices, but remember that you have to choose what works best for your own play style. Also, it should be noted that at times it can be useful to switch glyphs for specific fights.


Soul Swap
This glyph I chose because I like having my DoTs ticking on both targets, rather than moving them from one to the other. It’s supposed to be a bit of a dps increase as well.

Siphon Life
In a raid setting, I just don’t see there ever being a bad time for a bit of extra healing. We have other people that usually handle our resurrections in combat, or I probably would have switched this for Soulstone. But since it takes me a couple of seconds to resurrect someone, while the other classes do it instantly, we usually have them do it.

Getting more healing out of your healthstone is never a bad idea. If there’s no other glyph that works better for the fight (some are quire situational after all), then this is always a nice go-to glyph.


Destruction doesn’t seem to have many Major glyphs that make a big impact, so I’ve just gone for ones that provide some utility. Should I ever need to Soulstone someone, having them return with full health is usually appreciated.

Siphon Life
In a raid setting, I just don’t see there ever being a bad time for a bit of extra healing.

Getting more healing out of your healthstone is never a bad idea. If there’s no other glyph that works better for the fight (some are quire situational after all), then this is always a nice go-to glyph.


Demon Hunting
While not necessarily very useful in a raid setting, I just love this glyph that turns me into a mini-tank. It’s proven quite fun to have in Scenarios.

Imp Swarm
What can I say? I love having my own little army of imps! Also, it’s nice to be able to time it for a nice little dps increase.

Siphon Life
In a raid setting, I just don’t see there ever being a bad time for a bit of extra healing.

As mentioned before, it’s largely up to you to choose which glyphs you use, and you can even change them depending on the fight. Which glyphs are your favourites?

Warlock News/Changes for 5.2

Patch 5.2 is looming on the horizon and other than new raids and a new daily questing area there are a lot of tweaks to classes happening. I wanted to try and summarize what’s happening for Warlocks as it currently stands. Obviously, this is all still subject to change since the PTR is still in full swing.

Patch Notes

  • The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3-second blanket silence.
  • Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 20% health to activate, and has a 30-second cooldown.
  • Soul Leech now provides an absorption shield instead of healing.
  • Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
  • Kil’jaeden’s Cunning is now a passive talent, and its activated ability has been removed.
  • The passive damage from Archimonde’s Vengeance no longer has a visual effect.
  • Grimoire of Sacrifice now increases the damage of abilities by 20% (was 25%) for Destruction, and 45% (was 50%) for Affliction.
  • Grimoire of Sacrifice now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
  • Glyph of Burning Embers has been removed, and its effects are now baseline for Destruction Warlocks.
  • Glyph of Soul Shards has been removed, and its effects are now baseline for Affliction Warlocks.
  • New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 50%.
  • New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.

New Item Sets

Blizzard has released previews for our Tier 15 set, as well as our Season 13 PvP set. I don’t like them as much as the current sets, but the PvP set looks quite decent. The tier set however I’m not over the moon about. It’s not bad, but it doesn’t make me overly concerned about getting it either (like some other sets have).

Tier 15 - Warlock

Tier 15 – Warlock

Set Bonus
2-Piece: While Dark Soul is active, your chance to trigger Nightfall is increased by 30%, Chaos Bolt and Shadowburn consume 20% less Embers, and abilities cost 30% less Demonic Fury.
4-Piece: Your Malefic Grasp and Drain Soul deal 5% more periodic damage, your Incinerate has a 8% chance to generate twice the normal Embers, and your Shadow Bolt and Soul Fire grant 5% more Demonic Fury.

Season 13 PvP - Warlock

Season 13 PvP – Warlock

Green Fire

Blizzard is finally going to add the class specific quest for Warlocks to be getting green fire. I have high hopes for this quest, since I really enjoyed the solo bit of the Legendary quest last expansion where we got to go in and complete a special version of The Nexus. Getting green fire also means we will stand out and not look like those silly Mages when we fling our great balls of fire and doom.

Green Fire > Red Fire

Green Fire > Red Fire

Other Notes on Warlocks

Here are a few tidbits that have been floating around on the forums or on Twitter that involve Warlocks and what’s in the works for us.

  • They’re talking about buffing Supremacy to make it a more viable choice in raiding.
  • Part of the reason Warlocks were revamped as much as they were for MoP was the low population of them. But Blizzard also wanted them to feel different from Mages.
  • It’s under consideration to make Dark Intent provide the Stamina buff. (Here’s to hoping!)

I’m personally looking forward to the 5.2 patch. While I’m not keen on the nerf to Sacrifice, I’m interested to see if Supremacy will end up better in its stead. Something which I would quite enjoy, since I feel odd as a Warlock running around without a demon. Then there’s also the green fire to look forward to (though I wouldn’t have minded purple!). Most of all, I hope they add the Stamina buff to Dark Intent.

What are your hopes for the 5.2 patch?