Well … it’s that time again. ![]()
Time for another one of my severely off-meta leveling builds (I know, shocker, right?).
This build does all kinds of things “wrong” to reach an island of stability in which everything works together surprisingly well once you get there. Rather than being a specialist build relying on a One Trick Pony™ approach, this plan attempts to leverage the versatility and flexibility of your ability to summon Fel Minions to equip yourself for being able to take down almost any (and every?) adversary. So instead of specializing in a single Minion and investing everything exclusively into that one Minion to the exclusion of all else, this build attempts to make ALL of your summoned Minions stronger in ways that let them each have something advantageous that they can do to support the sheer pain and misery you’ll be inflicting.
The other thing this build does is it attempts to do multiple things simultaneously in order to synergize everything together to your own advantage. There is a rather heavy investment in the talents which offer the best recovery spells that a Warlock can use, so as to stretch precious resources of health and mana further than they otherwise might be able to go.
Once again, this is another build strategy trying to make best use of an extremely valuable insight I gained from my Starshards Priest.
This runs demonstrably counter to the Conventional Wisdom™ with regards to the standard best practices of How To Warlock that have been developed over the years. ![]()
- EVERYONE KNOWS that Warlocks have the “worst rate of return on green/blue bar yields from Spirit” of any class!

- EVERYONE KNOWS that the 5 Second Rule of Casting prevents mana recovery from Spirit even being an OPTION (let alone relevant) in a spellcaster who intended to be casting continuously … especially if playing a One Button Spellcaster playstyle.

- Shadow Bolt

- EVERYONE KNOWS that the One Button Spellcaster style of play is the ONLY WAY TO PLAY Warlock!

Congratulations. ![]()
I’m not “everyone” … ![]()
The mentality behind this particular build strategy is less about SPEED (Time to Kill, TtK) and more about EFFICIENCY (Net Loss per Kill, NLpK). The idea being that “it’s okay to kill slower” if you expend fewer resources (green bar, blue bar) in net balance terms in order to do so. The purpose to optimize for isn’t TIME … it’s conservation of OPTIONS (in the form of resources needed to keep fighting). The purpose isn’t to quickly “win” discrete engagements, it’s to “endure” over the longer haul of a sequence of battles (not all of which will necessarily happen by choice at a time/place of the Warlock’s choosing!).
When playing, there are basically 3 activities that consume time during each hour of play:
- Moving to next target(s)
- Dealing damage to those target(s)
- Recovering resources expended to kill those target(s)
Optimizing 1 has few options to improve (reliably, sustainably).
Optimizing 2 is where most people expend the vast majority (to all) of their effort(s).
Optimizing 3 is mostly an afterthought (and maybe not even that), because eating/drinking is an option (that most people resort to without a second thought).
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So the “default option” (for most Players) to Optimize 3 is to “outsource” the responsibility for resource recovery from your Spirit attribute (the original way to do it) to your inventory slots (food, drink and sitting down a LOT). The reason for this is relatively straightforward … health and mana recovery from Spirit “stops” while in combat, so minimize Spirit as much as possible (see: Dump Stat) and then work around the problem by substituting eating/drinking for low Spirit totals in a build plan.
Eating/drinking is a strategy “that works” so long as you can reliably exit combat in order to be able to eat/drink whenever you want/need to.
Eating/drinking is a strategy “that fails” under runner/chain pull/ZERG conditions in which getting exhausted and/or overrun can be a serious hazard (see: Murlocs, et al.).
So this {Off-Meta} build strategy cuts against the grain of that Conventional Wisdom™ which says that Spirit is “worthless” to Warlocks (because, lowest Return on Investment of any class!) and instead relies on Spirit recovering mana while continuously spending mana on spells to mitigate NET mana loss over time during combat in ways that make the Warlock’s mana pool FEEL BIGGER than it actually is … by NET consuming less mana over time, while still killing targets. The principles are still the same as those revealed in my Starshards Priest build, but “translated” into applicability for a Warlock. Consequently, this build does NOT invest in the Demonic Embrace talent in Demonology like so many other Warlock builds are prone to doing (and if that’s a deal breaker for anyone reading this, here’s your advance warning).
And yes … this does mean that for Alliance Warlocks, the Human Racial of +5% Spirit is taken advantage of most successfully by this build plan … so Human Warlocks don’t necessarily have to be “self-gimped” compared to Gnomes, when following the Best Practices espoused in this build plan and play strategy.
So, with that bit of heretical thought in mind
… let’s have a look at the talents I’m looking at for this build (and of course, my own Warlock who will be using this), and the strategy behind the choices.
