Lord of Hatred dropped last night. The Warlock is on every D4 streamer’s screen and in every Reddit thread. If you logged in this morning, made a Warlock, hit Level 4, and immediately drowned in two resource pools and four cryptic icons in the corner of the screen, same. Let’s slow down.
This is the first new class in a year and a half, and it is genuinely complicated. The Warlock has more moving parts at level 1 than any class D4 has shipped before. The good news: most of that complexity is just one mechanic dressed up to look like five. If you understand the dual resource system, you understand the class.
Here’s what you actually need to know before you waste an evening on a build that falls apart.
What the Warlock Actually Is
Warlocks are descendants of the Vizjerei mage clan who figured out how to weaponize Hell against Hell. Mechanically, they’re a hybrid summoner-caster with high survivability and an anti-hero aesthetic. Lead class designer Stephen Trinh described the fantasy as “exploiting demons and Hell to fight Hell, and there’s no line they won’t cross.” Blizzard Watch’s hands-on preview put it more bluntly: “What if your Sorcerer and Necromancer had a baby, and that baby listened to a lot of Black Sabbath.”
Primary stat is Willpower. Damage types are Hellfire, Abyss, and a sprinkle of physical. The class plays surprisingly tough in early zones. Multiple preview writers reported reaching Level 30 on Hard difficulty without a single death.
If you mained Necromancer in the base game and felt the minion fantasy was a little too clean, Warlock is what you wanted. Demons are expendable, not pets.
The One Thing That Confuses Everyone: Two Resources
This is the bit that breaks new Warlock players. Every other D4 class has one resource pool. Warlock has two, and they behave differently.
Wrath is the pink bar. Fast regen. You spend it on offensive Hellfire and Abyss skills like Dread Claws or Hell Fracture. It’s basically mana. You can spam it.
Dominance is the purple bar. Slow regen. You spend it on summoning Greater Demons and commanding their abilities. There are limited gear modifiers that boost Dominance regen, but mostly you have to actively manage it.
Here’s the rule that’ll save you twenty hours of frustration: Wrath is for “always casting.” Dominance is for “save it for the right moment.”
The single biggest mistake I’m seeing on launch day is players burning Dominance casting Archfiend skills on cooldown, then having nothing left when a Hulk-tier elite shows up and they actually need a Greater Demon. Don’t do that. Wrath is the rhythm. Dominance is the panic button.
Soul Shards Unlock at Level 15. Here’s Which One to Pick
Soul Shards are the Warlock’s class specialization mechanic. Every Warlock chooses one of four, and the choice changes how the entire class plays. You unlock them at Level 15 by completing the Disciple of the Forbidden quest at Ked Bardu. Don’t skip this quest. It’s not optional. Multiple builds literally don’t function without their Shard.
(A second tier called Fragments unlocks at Level 30 and adds a secondary modifier on top of your Shard. For your first character, pick the Shard that fits your playstyle and figure out Fragments later.)
The four options:
- Legion (Ae’grom): Pure summoner. Spawn a swarm of expendable Lesser Demons that fight for you. After they die in sufficient numbers, your next Greater Demon is free. This is the “Necromancer with worse pets” build, in the best way possible.
- Mastermind (Laalish): Shadow assassin. Recasting skills doesn’t break Stealth. High burst, tactical playstyle.
- Vanguard (Abodian): Frontline melee. Lean into Demonform and become the demon yourself. Highest risk-reward.
- Ritualist (Vollach): Sacrifice and Overpower scaling. Big damage windows, complex resource management.
For your first Warlock, pick Legion. It’s the most forgiving. Maxroll’s launch-day leveling guides recommend it. Mobalytics agrees. Game8 agrees. Even hands-on previewers from a week ago independently reached the same conclusion.
The reason is simple: Legion has a built-in safety valve. Lesser Demons die constantly during normal play, and after enough of them go down, your next Greater Demon costs zero Dominance. You can’t really run out of resources if you keep moving. For a class that punishes resource mismanagement, that’s huge.
If you’ve played Diablo before and want a faster speed-leveling option, Dread Claws with Mastermind Shard is the meta pick on launch day. It clears screens fast and benefits from Shadowform stacking. But it’s a higher skill ceiling. Legion gets you to 70 with way fewer “what just killed me” moments.
The Build to Run from Level 1 to 70
You don’t need to fine-tune every skill point. You need a leveling skeleton you can stick with through the whole expansion campaign and into early endgame. Here’s the Legion-based one Maxroll converged on by launch:
Skills (filling out as you level):
- Hellion Sting (basic, your resource generator)
- Dread Claws (early AoE, swaps to Bombardment-Rampage later)
- Wall of Agony (defensive, do not skip)
- Nether Step (mobility, do not skip)
- Command Ae’grom (your Greater Demon, unlocks with Legion Shard)
- Profane Sentinel or Sigil of Summons depending on what feels better
Soul Shard: Legion, with Sacrificial Fragment unlocked at 30 (gives you Unstoppable to handle crowd control)
Stat priority on gear:
- Weapon damage (a higher base damage rare beats an old legendary)
- Movement speed
- Resource generation / Maximum Dominance
- Willpower
- Cooldown reduction
That’s your kit. Don’t overthink it.
Five Mistakes Beginners Are Making Today
These are showing up across launch day Reddit threads, stream chats, and Discord servers. Easy to avoid if you know they’re coming.
1. Burning Dominance on Archfiend skills every cooldown. Dominance is your emergency reserve. If you’re spending it like it’s Wrath, you’re going to hit elite packs with an empty bar. Save it for Greater Demon casts when you actually need the burst.
2. Skipping Wall of Agony and Nether Step. Warlock’s reputation as durable comes from these two skills, not from the class being inherently tanky. Skip them and you’ll discover the class is squishier than the previews suggested. Slot both. Always.
3. Salvaging every common and magic item. Patch 3.0 brought back the Horadric Cube, which uses common and magic items with Greater Affixes for crafting. Don’t auto-salvage. Check the affix list first.
4. Trying to play on Expert World Tier from the jump. Multiple launch-day guides converged on this: stay on Hard for leveling. Expert is doable but the damage scaling makes it clunky and you’ll just respec out of frustration. Hard is the sweet spot from 1 to 70.
5. Picking Vanguard or Ritualist for your first character. They’re harder. The class fantasy is cool, but you’re going to fight the resource system AND the playstyle simultaneously. Legion first. Vanguard or Ritualist on a second character once you understand the rhythm.
What Else Changed at Launch (Quick Hits)
A few free Patch 3.0 changes every returning player should know about, since they affect the Warlock too:
- Level cap is now 70, up from 60. You unlock your fifth Paragon board slot at 70.
- Skill trees got reworked across all eight classes. Passives moved off the skill tree onto the Paragon system. Each skill now has up to 12 points and three customization branches with rune-like nodes.
- Loot filter is in. Go to Options > Gameplay > Loot Filter. Set it up. Future you will weep with gratitude.
- Torment 12 is the new highest difficulty tier.
- The Tower got renamed to The Artificer’s Tower and now drops loot.
- Rings have implicit All Resist now, instead of a single elemental resist.
The biggest practical change for a new Warlock: passives are now on Paragon, not the skill tree. So at Level 50 when Paragon unlocks, you have to actually engage with that system to keep scaling. Don’t ignore it the way some of us ignored it in the base game. It matters now.
About Season 13
One thing worth flagging since it’s actually a feature, not a bug: Season 13, “Season of Reckoning,” shipped intentionally bare-bones. No unique seasonal theme. No new gimmick mechanic to learn. Blizzard explicitly chose to keep the seasonal layer minimal so the expansion content could breathe.
For a beginner Warlock, this is great news. You’re not learning a new class AND a new season mechanic AND a new endgame system AND a new region simultaneously. You’re learning the class, period. The seasonal progression track is just 100 objectives that reward skill points, paragon points, cosmetics, and crafting materials. Run it casually. Future seasons will go back to having full themes.
Where to Go After Level 70
When you hit 70 and finish the Lord of Hatred campaign, head to Temis, the new endgame hub city in Skovos. Temis centralizes War Plans, the Pit, Echoing Hatred, Helltides, and Kurast Undercity access. Don’t grind random activities like you did in the base game. Set up a War Plan with five activities you actually want to do, and let the system stack the bonuses.
If you want to skip the campaign on a second character later, the Lord of Hatred campaign skip unlocks after you complete it once. So push through the story on this Warlock, and your next Paladin or alt-class Warlock can rocket straight to endgame.
The Real Takeaway
Warlock is the most complicated class D4 has shipped. It’s also the most rewarding to learn. If you stick with it past the first ten levels and the resource system clicks, you’ll find yourself piloting a class that has answers for almost every situation in the game.
Just don’t try to min-max it on day one. Pick Legion. Stay on Hard. Keep Wall of Agony slotted. Save your Dominance for the moments that matter. The build will carry you to 70. From there you can experiment with Mastermind, Vanguard, or Ritualist on alts once you know what the class actually feels like.
Welcome to demon ownership. The contracts are non-refundable.
What Soul Shard did you pick on day one, and how badly did you regret it? Come compare notes in the TAG Discord.