Diablo 4 Redefines What It Means To Be A Warlock In The Most Diablo Way Possible

Diablo 4's Lord of Hatred expansion being set in Skovos led many players (myself included) to believe that the next class coming to the game would be the Amazons. After all, Skovos is their homeland, and what pairs better with a returning, fan-favorite class--the Paladin--than another returning, fan-favorite class? Blizzard, however, had another class in mind--and not only does it make complete sense in the context of the expansion, it's fun as hell, too.

With Lord of Hatred, Blizzard is introducing the Warlock class to Diablo 4. And while this class might not have the same narrative ties to Skovos as the Amazons, the Diablo team explained it was more focused on the Warlock's thematic relevance. The expansion introduces two classes that represent the union between heaven and hell, with the Paladins (playable now if you preorder Lord of Hatred) serving as a manifestation of goodness, while Warlocks represent the darker side of mankind.

"Skovos is the place where humans were created, and humans were created by an angel and a demon. There's a light and dark aspect of it," narrative designer Matt Burns explained. "So with the Paladin and the Warlock, they're thematically occupying that duality. That was really the connection we were making rather than there being some kind of specific backstory where the Warlock needs to find something on Skovos, or came from Skovos."

In addition to representing the darker side of humanity, the Diablo team emphasized that the Warlock is largely influenced by one other thing: heavy metal music. In the Warlock's official press release, Blizzard even went so far as to write that the class is "a fresh fantasy for Diablo IV" that is "rooted in rebellion and a heavy metal attitude." Senior game designer Bjorn Mikkelson explained that while players can think of the Warlock as a "high-level summoner class," similar in design to Necromancer, the Warlock is far more chaotic and physical.

Traditionally, Warlocks have generally been portrayed as dark entities who draw their power from more sinister means than other magic users. However, Diablo 4 takes some liberties with how the class harnesses these powers. Typically, a Warlock enters a pact with a demon or supernatural entity to gain access to great power, creating a symbiotic relationship that raises questions about who is truly in control; in Diablo 4, however, there is no question that the Warlock holds all the power.

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"We wanted the Warlock to feel much more dominating. They're in control of their demons. It's not a pact that they're making with them; it's really just about them exerting their willpower and control over these demons," lead game designer Stephen Trinh said. "One of the core ideas that we have for the Warlock is that they treat their demons like tools and they're disposable. You summon the demon in and then afterwards, just kill them. They don't keep them for safekeeping later or like a pet. I think the relationship has more conflict in it for that reason."

As for how the Warlock asserts control over these demons, Mikkelson explained that Warlocks have the unique ability to create soul shards: synthetic crystals that capture, bind, and sap power from greater demons.

"If anything, it's almost like the opposite of a pact. Instead of getting power from someone who's helping you, it's like, 'I'm going to go steal this power for myself and repurpose it,'" Mikkelson added.

Though we'll have to wait until Lord of Hatred launches to learn more about how these shards are made--and how the Warlocks stumbled upon this profane knowledge--our hands-on preview with the class gave us a look at how each of the four soul shards operates and lends itself to a unique playstyle.

Regardless of what archetype you choose, the Warlock is a Willpower-based class that uses two resources: Wrath to bring "chaotic destruction," and Dominance to summon demons. From there, the Warlock is divided into four main archetypes, each possessing a unique soul shard that amplifies their respective playstyles and grants that subclass a greater demon players can summon.

The first of these archetypes is the Legion Warlock, which focuses on unleashing massive amounts of demons onto the battlefield. Ae'grom is this subclass's greater demon, and keeping in theme with the class, this creeping horror spews forth lesser demons--its own children, mind you--as it moves across the battlefield. If I had to describe this subclass in a single word, it would be fleshy. As I stumbled through the Helltide, blood, muscles, and sinew painted the battlefield. A well-placed Wall of Agony--a barrier made up of living demons, flailing in rage--was both a beautiful and horrific sight.

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The Vanguard is definitely the Warlock subclass with the most physicality and frontline viability, fully capable of charging through crowds and creating openings. It primarily does this in two ways: by summoning forth the greater demon Abodian to ride into battle, and by transforming into a fiery demon themselves. Everything about this subclass emphasizes its raw power, and it was a trip to watch my character transform into one of the creatures I've spent over two decades slaying.

The Mastermind delves into the more shadowy aspects of the Warlock, granting heightened cloaking and mobility while still unleashing plenty of hellspawn onto the battlefield. If the Vanguard is all about charging onto the battlefield, the Mastermind is all about manipulating it; and compared to all of the Warlock archetypes, this one is perhaps the most similar to your more traditional summoning class, giving the player more breathing room than the others. This subclass's greater demon, Taz'Rauth, first appears as a slithering mass of purple shadows Once enemies approach, however, it reveals itself to be an abyssal abomination, leaping out from the earth to consume enemies, effectively removing them from the battlefield while they are devoured in the Terror Realm.

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Lastly, the Ritualist possesses the greatest affinity for hellfire and rituals, using these to ensnare and explode enemies. More so than any of the previous archetypes, the Ritualist is the one that exploits one of the coolest features of the Warlock, which is the ability to summon and sacrifice your own demons to reap various stat benefits. To me, the Ritualist felt like the most independent imagining of the Warlock. Though you should absolutely still be summoning forth demons, the Ritualist keeps the focus on your own strength and prowess--in short, fewer demon swarms, more strategy. This subclass's greater demon is Vollach, a horned monstrosity that increases your overpower and wrath regeneration, ultimately ramping up the damage you dish out.

Though I've been absolutely loving my arbiter Paladin this season, it goes to show how fun the Warlock is that I'm already eager to trade it in for its darker counterpart. Regardless of how you play it, the class feels absolutely brimming with power and is fully capable of filling your entire screen with grotesque creatures and massive sigils that dish out massive amounts of damage. And ultimately, that's a huge part of the core Diablo experience and the series' appeal.

The Warlock also beautifully dances between feeling familiar and fresh. Yes, we have had summoner classes before, but there is plenty that prevents the class from feeling like just a new take on the Necromancer, namely how it adds a substantial amount of physicality to what could simply be a mid-range, magic-based class. Everything about the Warlock feels so at home in the world of Diablo, too. As I played it, I kept thinking how shocking it was that it took 30 years for us to get a class that utilizes hell's own demonic forces against it. Though our upcoming trip to Skovos might not come with the chance to play as my favorite Diablo 2 class, it seems poised to deliver my new favorite from Diablo 4.

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