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– The Basics
Warlock Guide
Contents
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That Rock - Basics
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That Rock - Spell List
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That Rock - Methodology
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That Rock - Quests & Nice Equipment Drops
Sorcerer Achievements
Warlock Achievements
1.1 – Character Creation
Some players prefer to maximize their stats from
the get-go,
choosing a race solely for the adventurer attributes.
Given that you’re going to be staring at and playing this
character for countless hours, I’d urge you to at least give some
thought to
aesthetics and personality too. Variety
is the spice of life, and things would be thoroughly boring if every
warlock-in-training chose Erudite, or every fighter chose Barbarian,
every
scout chose ratonga or halfling, etc.
The difference in INT between the highest and lowest INT
characters is
nothing a few lucky drops couldn’t fix.
Chose the class you enjoy!
Race & primary stats:
That being said, INT, power pool, and power
regeneration are
very important stats for a good Warlock.
INT has a few important functions: 1) it lowers the power cost
of spells
point for point (until a predefined minimum per each spell), 2) more
INT means
more effective casting (less fizzles, less chance of interrupts, higher
damage), 3) more INT has more positive impact on your power pool than
the
“power” attribute on items until around 90 INT (e.g. increasing INT
from 63 to
64 grants 2 power points, rather than the 1:1 impact of “straight”
power
points).
Races with the most starting INT: Erudite (30),
Gnome (27),
Dark Elf (26), Ratonga (25). Racial
traditions and personal attributes are almost identical between each of
these
races, so the choice is yours.
After 90 INT, start concentrating moreso on
building power
regen and power pool. Power = damage,
the more you have, the faster the mob drops.
1.2 – Introductory Tips
Check out “Methods and Procedures” for detailed
info on how
best to use your spells and abilities.
What follows are some general tips and definitions of common
terms used throughout
the guide.
The least you need to know while solo:
My #1 tip: know when to run.
There’s nothing to be ashamed of, and the
debt you could incur is worth erring on the side of caution.
style=""> I use “50/50” as a rule of thumb, if I
haven’t reduced the mob’s health past 50% (or 50% of the group isn’t
“dead”)
when I hit 50% power, it’s time to run. Have a clear path to the exit,
and
don’t forget to /yell – you’ll lose the mobs faster.
Don’t forget to buff up (buffs are spells which
augment your
physical abilities, many use up concentration points) before going into
any
hostile area. Buff spells like “Burning
Radiance” are short-duration and must be used immediately before combat
begins. Choose your path of movement
carefully: if
you can make every battle a battle of your choosing, you’ll stay out of
experience debt 99% of the time.
The general form of solo fighting: select your
target
carefully, stand back about 20 paces, turn on melee, lead off with a
root (a
spell like “Frozen Manticles” which reduces the enemy’s movement to
zero
briefly) and apply all the DoT spells you can (a DoT or “damage over
time”
spell does a certain amount of damage every few seconds (“ticks”) and
may have
initial and final damage bonuses as well) before the root breaks.
style=""> If there’s still time, apply another
root. Next, start firing off your nukes
/ DDs (DD stands for direct damage) via Heroic Opportunities or HO’s.
style=""> Use HO’s, it’s free damage!
The only time to be careful of using HO’s when
solo is when “Arcane Storm” comes up when fighting in close proximity
to
non-aggro mobs (enemies which won’t attack you unless provoked) or
gray-con
agro mobs. “Arcane Storm” is an AoE
(Area of Effect) spell, which will damage all mobs within a certain
radius. Simply hit “Arcane Augur” again
and use another HO.
On most solo mobs, 2 or 3 HO s in conjunction with
your DoTs
should do the trick, with a filler stun/DD used while “Arcane Augur”
cycles. Use nil-crystal granting spells
toward the end of the fight to ensure you have a huge supply while
grouped (nil
crystals grant your group increased power pools). If
the battle goes sour, be sure to save at least enough power to
root the mob and sprint to safety.
The least you need to know while grouped:
My #1 tip while grouped: play as conservative
as you need
to, just don’t draw aggro under any circumstances.
If the mob turns to attack you because you
can’t manage your spells properly: 1) you might get killed, and 2) your
group
isn’t going to be happy if all their doing is peeling mobs off of you.
style=""> You should ramp up your damage spells, start
with the milder debuffs and DoTs at the start of the fight and slowly
progress
to the heavier hitting DDs, DoTs, and power drains after the mob group
has
reached 50% health or less. Stand back
from the encounter a modest distance unless you’re the meleeing sort-
really,
you should be casting full time and being close might earn you
substantial AE
damage.
Don’t forget your buffs, which again should all be
kept
active while in hostile territory. Get
a “feather” or “spirit call” from your healer; you’re in the back row
and
should survive to rez the healer if things go south.
You eventually will have a wide variety of very
useful
spells; ranging from crowd control to spell interrupts to lifetaps,
drains, and
the “nil crystal” power augmentations for your group.
Check out “Methods and Procedures” for hints on how to
effectively use some of these more exotic spells effectively.
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