TBC Anniversary realms
Destruction Warlock leveling guide
The plan in one paragraph
Level as Affliction. It kills things as fast as Destruction does with functionally zero downtime. Keep your two professions moving the whole way up instead of panicking at 60. At 70, respec to the build you actually want to raid with. Unlike most classes, very little of the leveling knowledge is wasted: DoT management, curse choice and the Life Tap rhythm carry straight into any endgame warlock spec.
Your endgame is Destruction, which means two decisions are secretly the same decision: Fire or Shadow Destro, and which Tailoring specialization. Both are covered below, because getting them wrong costs 150g and a month of cloth cooldowns.
Milestones on the way to 70
Warlock milestones, 1 to 70
- 1You are here
- 10Voidwalker, and your first talent pointImproved Corruption 1/5. The Voidwalker quest chain starts in your capital; do it before you leave the starting zone's neighbour.
- 14Instant CorruptionImproved Corruption 5/5. The class starts to feel like itself here.
- 20Succubus questYour second demon. The quest starts at your class trainer.
- 24Drain-tanking is onlineFel Concentration 5/5. Drain Life through hits without pushback.
- 30Siphon Life, Felhunter, and a mountSiphon Life ends most downtime. The Felhunter quest chain is long; start it the day you hit 30. Apprentice riding is available.
- 39Shadow Mastery 5/5The biggest throughput talent in the run.
- 40Dark PactWith the Felhunter out you stop drinking. Row 7 of Affliction.
- 50Unstable AfflictionTailoring Master (cap 375) opens at 50 too; the trainer is in Hellfire.
- 58OutlandNetherweave starts dropping; Arcane Dust from your own disenchants.
- 70Switch to Destruction0/21/40. Sacrifice the Imp for Fire or the Succubus for Shadow.
- 70Spell hit to 16%Build the pre-raid set around hit, then everything else.
Leveling spec
Affliction main tree. Destruction is a poor solo questing spec in TBC: mana-hungry, no self-healing, and it kills things exactly as fast as Affliction while forcing you to drink after every third pull. Affliction levels with no downtime once Siphon Life and Dark Pact are in.
Pets while leveling: Imp until 10 (fastest kills before you have anything else). Voidwalker from 10 to roughly 40: it tanks, you DoT, you wand, you never lose health. Felhunter from 40 once Dark Pact turns it into a mana battery; Succubus when you want things dead faster and trust your positioning.
The only real priorities are instant Corruption immediately, Fel Concentration before you start drain-tanking, Siphon Life at 30 and Shadow Mastery at 39. Everything else is filler to open the next row.
Where each talent point goes
0 / 0 / 0 0 of 61 points
Affliction 0
Demonology 0
Destruction 0
The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.
Affliction leveling, 10 to 70 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Corruption 1/5 | affliction | Instant-cast Corruption. Changes how the class plays. Row 2 opens at 5. |
| 11 | Improved Corruption 2/5 | affliction | |
| 12 | Improved Corruption 3/5 | affliction | |
| 13 | Improved Corruption 4/5 | affliction | |
| 14 | Improved Corruption 5/5 | affliction | |
| 15 | Improved Life Tap 1/2 | affliction | 20% more mana per Life Tap. Your mana bar for the next 60 levels. |
| 16 | Improved Life Tap 2/2 | affliction | |
| 17 | Improved Drain Soul 1/2 | affliction | Mana back when a mob dies while you're channeling. You Drain Soul for shards constantly anyway. |
| 18 | Improved Drain Soul 2/2 | affliction | |
| 19 | Soul Siphon 1/2 | affliction | Boosts Drain Life per Affliction effect on the target. Row 3 opens here. |
| 20 | Fel Concentration 1/5 | affliction | Pushback resistance while channeling. This is what makes drain-tanking work. Row 4 opens at 15. |
| 21 | Fel Concentration 2/5 | affliction | |
| 22 | Fel Concentration 3/5 | affliction | |
| 23 | Fel Concentration 4/5 | affliction | |
| 24 | Fel Concentration 5/5 | affliction | |
| 25 | Nightfall 1/2 | affliction | Corruption and Drain Life proc instant Shadow Bolts. Free damage. |
| 26 | Nightfall 2/2 | affliction | |
| 27 | Empowered Corruption 1/3 | affliction | Corruption scales with your spell damage. Row 5 opens at 20. |
| 28 | Empowered Corruption 2/3 | affliction | |
| 29 | Empowered Corruption 3/3 | affliction | |
| 30 | Siphon Life 1/1 | affliction | A DoT that heals you. Downtime effectively ends here. |
| 31 | Shadow Embrace 1/5 | affliction | Gate filler. Row 6 opens at 25. |
| 32 | Shadow Embrace 2/5 | affliction | |
| 33 | Shadow Embrace 3/5 | affliction | |
| 34 | Shadow Embrace 4/5 | affliction | |
| 35 | Shadow Mastery 1/5 | affliction | +10% shadow damage. The biggest single throughput talent in the run. Row 7 opens at 30. |
| 36 | Shadow Mastery 2/5 | affliction | |
| 37 | Shadow Mastery 3/5 | affliction | |
| 38 | Shadow Mastery 4/5 | affliction | |
| 39 | Shadow Mastery 5/5 | affliction | |
| 40 | Dark Pact 1/1 | affliction | Drains mana from your demon. With a Felhunter out, you stop drinking. |
| 41 | Contagion 1/5 | affliction | More Corruption and Curse of Agony damage. Row 8 opens at 35. |
| 42 | Contagion 2/5 | affliction | |
| 43 | Contagion 3/5 | affliction | |
| 44 | Contagion 4/5 | affliction | |
| 45 | Contagion 5/5 | affliction | |
| 46 | Improved Howl of Terror 1/2 | affliction | Filler, but it saves your life in Outland. |
| 47 | Improved Howl of Terror 2/2 | affliction | |
| 48 | Malediction 1/3 | affliction | Gate filler. Row 9 opens at 40. |
| 49 | Malediction 2/3 | affliction | |
| 50 | Unstable Affliction 1/1 | affliction | Strong DoT that punishes dispels. |
| 51 | Demonic Embrace 1/5 | demonology | +15% Stamina; you are made of paper. Opens Demonology row 2. |
| 52 | Demonic Embrace 2/5 | demonology | |
| 53 | Demonic Embrace 3/5 | demonology | |
| 54 | Demonic Embrace 4/5 | demonology | |
| 55 | Demonic Embrace 5/5 | demonology | |
| 56 | Fel Intellect 1/3 | demonology | |
| 57 | Fel Intellect 2/3 | demonology | |
| 58 | Fel Intellect 3/3 | demonology | |
| 59 | Improved Healthstone 1/2 | demonology | Opens Demonology row 3. |
| 60 | Improved Healthstone 2/2 | demonology | |
| 61 | Demonic Aegis 1/3 | demonology | Fel Armor 30% stronger. |
| 62 | Demonic Aegis 2/3 | demonology | |
| 63 | Demonic Aegis 3/3 | demonology | |
| 64 | Fel Stamina 1/3 | demonology | |
| 65 | Fel Stamina 2/3 | demonology | |
| 66 | Fel Stamina 3/3 | demonology | |
| 67 | Fel Domination 1/1 | demonology | Nothing down here is make-or-break; Fel Domination and Master Summoner are the convenient picks. |
| 68 | Master Summoner 1/2 | demonology | |
| 69 | Master Summoner 2/2 | demonology | |
| 70 | Improved Voidwalker 1/3 | demonology |
Alternative for the row-2 filler: three points in Suppression instead of Improved Drain Soul and Soul Siphon. Suppression matters more if you fight mobs above your level; Improved Drain Soul is better when you kill at or below your level and want the mana back. Either reaches 10 points and unlocks Fel Concentration.
How the class plays while leveling
The loop that carries you from 10 to 70: the pet holds the mob, you put Corruption and Curse of Agony on it, you wand, and you never lose health. Nothing about that changes for sixty levels; the talents just make each part of it cheaper and faster.
Life Tap is your mana bar. Every other caster sits down to drink. You convert health into mana with Life Tap, then let Drain Life, Siphon Life and your Healthstone put the health back. That is why Stamina is a real stat for you and why Improved Life Tap is an early pick. Tap between pulls, not mid-fight, until Dark Pact and a Felhunter turn your demon into the battery instead.
Curse choice. Curse of Agony on anything that will live long enough to tick; Curse of Weakness on a mob that is hitting your Voidwalker hard; Curse of Recklessness to stop a runner. Only one curse per target, so pick it before the pull, not during.
Shards. Drain Soul the last sliver of every kill that you can, and keep a stack of ten or so. Soulstone, Healthstone, your Voidwalker's Sacrifice and every summon after the Imp all cost one. Improved Drain Soul turns that habit into mana.
When it goes wrong: Howl of Terror scatters a bad pull, Death Coil buys three seconds and a heal, and Fear on a caster mob while the Voidwalker holds the melee one is the standard two-pull answer. Nightfall procs an instant Shadow Bolt; make the proc loud (see the UI section) so it never goes to waste.
Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.
Gear and stat priority
Stat priority while leveling, in order:
- Spell damage (or "+X Shadow damage"). Rare before Outland; take it every time it appears.
- Intellect. A bigger mana pool and spell crit.
- Stamina. For a warlock this is a second mana bar, because Life Tap converts health into mana. Don't dismiss it as a tank stat.
- Spell crit.
- Spirit. Near the bottom. The five-second rule switches Spirit regen off after every cast, you cast almost continuously, and your refill button is Life Tap. The Spirit-to-spell-power conversion people remember is a Wrath change to Fel Armor, not a TBC one.
- Strength / Agility. Zero value, ever.
Below 60 you replace every slot every few levels, so don't agonize: Int and Stamina good, Spirit filler, Strength and Agility never. At 58+, spell hit jumps to the top for raiding (16% against bosses). That is a level-70 problem, not a level-17 one.
Zones and dungeons by bracket
Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60) |
| 58 to 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass |
Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.
Why these professions
You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.
The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.
For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.
Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.
Your endgame build
The standard Destruction raid build is 0/21/40. The 21 points in Demonology exist for exactly one talent, Demonic Sacrifice, which is why every Destro build looks the same up top. Note that the 21 has to include Fel Domination: Master Summoner requires it, and a listing that takes Master Summoner without it cannot be built in game. The order below has been checked against the tree.
Fire Destro 0/21/40 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Healthstone 1/2 | demonology | |
| 11 | Improved Healthstone 2/2 | demonology | |
| 12 | Demonic Embrace 1/5 | demonology | |
| 13 | Demonic Embrace 2/5 | demonology | |
| 14 | Demonic Embrace 3/5 | demonology | |
| 15 | Demonic Embrace 4/5 | demonology | |
| 16 | Demonic Embrace 5/5 | demonology | |
| 17 | Fel Intellect 1/3 | demonology | |
| 18 | Fel Intellect 2/3 | demonology | |
| 19 | Fel Intellect 3/3 | demonology | |
| 20 | Fel Domination 1/1 | demonology | |
| 21 | Fel Stamina 1/3 | demonology | |
| 22 | Fel Stamina 2/3 | demonology | |
| 23 | Fel Stamina 3/3 | demonology | |
| 24 | Demonic Aegis 1/3 | demonology | One point to open row 4. |
| 25 | Unholy Power 1/5 | demonology | |
| 26 | Unholy Power 2/5 | demonology | |
| 27 | Unholy Power 3/5 | demonology | |
| 28 | Unholy Power 4/5 | demonology | |
| 29 | Unholy Power 5/5 | demonology | |
| 30 | Demonic Sacrifice 1/1 | demonology | Sacrifice the Imp for +15% Fire damage. The reason the 21 exist. |
| 31 | Cataclysm 1/5 | destruction | Destruction spells cost less mana. |
| 32 | Cataclysm 2/5 | destruction | |
| 33 | Cataclysm 3/5 | destruction | |
| 34 | Cataclysm 4/5 | destruction | |
| 35 | Cataclysm 5/5 | destruction | |
| 36 | Bane 1/5 | destruction | Faster Immolate and Shadow Bolt casts. |
| 37 | Bane 2/5 | destruction | |
| 38 | Bane 3/5 | destruction | |
| 39 | Bane 4/5 | destruction | |
| 40 | Bane 5/5 | destruction | |
| 41 | Devastation 1/5 | destruction | +5% crit on Destruction spells. |
| 42 | Devastation 2/5 | destruction | |
| 43 | Devastation 3/5 | destruction | |
| 44 | Devastation 4/5 | destruction | |
| 45 | Devastation 5/5 | destruction | |
| 46 | Shadowburn 1/1 | destruction | Instant execute; costs a shard. |
| 47 | Intensity 1/2 | destruction | |
| 48 | Intensity 2/2 | destruction | |
| 49 | Destructive Reach 1/2 | destruction | |
| 50 | Destructive Reach 2/2 | destruction | |
| 51 | Improved Immolate 1/5 | destruction | Immolate is a real part of your damage in a Fire build. |
| 52 | Improved Immolate 2/5 | destruction | |
| 53 | Improved Immolate 3/5 | destruction | |
| 54 | Improved Immolate 4/5 | destruction | |
| 55 | Improved Immolate 5/5 | destruction | |
| 56 | Ruin 1/1 | destruction | Spell crits do double damage instead of 1.5×. The reason Destruction exists. |
| 57 | Emberstorm 1/5 | destruction | +Fire damage and faster Incinerate. |
| 58 | Emberstorm 2/5 | destruction | |
| 59 | Emberstorm 3/5 | destruction | |
| 60 | Emberstorm 4/5 | destruction | |
| 61 | Emberstorm 5/5 | destruction | |
| 62 | Backlash 1/3 | destruction | |
| 63 | Backlash 2/3 | destruction | |
| 64 | Backlash 3/3 | destruction | |
| 65 | Conflagrate 1/1 | destruction | Consumes Immolate for a big instant hit. |
| 66 | Shadow and Flame 1/5 | destruction | Shadow Bolt and Incinerate gain a large chunk of extra spell damage. |
| 67 | Shadow and Flame 2/5 | destruction | |
| 68 | Shadow and Flame 3/5 | destruction | |
| 69 | Shadow and Flame 4/5 | destruction | |
| 70 | Shadow and Flame 5/5 | destruction |
Sacrifice the Imp for +15% Fire damage, keep Immolate rolling, spam Incinerate, and Conflagrate when the Immolate is about to expire anyway.
The Shadow Destro variant keeps the same 21-point Demonology half but sacrifices the Succubus for +15% Shadow damage, and the Destruction half leans toward Shadow Bolt: Improved Shadow Bolt 5/5 (the raid debuff, though only one warlock in the raid needs to supply it), Nether Protection 3/3 and Soul Leech 3/3, dropping Emberstorm, Improved Immolate and Conflagrate. Ruin and Shadow and Flame stay; they are mandatory in both.
Fire or Shadow
The most important thing to understand: this is mostly a question about your raid, not about your character. Both specs press similar numbers of buttons and do similar damage in a vacuum. What separates them is whose buffs they depend on.
Shadow Destro runs on buffs your raid already has: Improved Shadow Bolt from a warlock and Shadow Weaving from a Shadow Priest, both staples of TBC raid groups. The catch is that Improved Shadow Bolt wants roughly three warlocks to keep uptime high; with one lock, some of that synergy is wasted.
Fire Destro runs on one specific buff from one specific player: a Fire Mage keeping Improved Scorch stacked. With that, Fire Destro can out-damage Shadow Destro. Without it, Fire Destro is just worse. The historical failure mode is that mages abandon Fire in TBC's middle phases once their Tier 5 bonuses land, and the fire warlocks who built their whole gear set around it are stranded. Your damage becomes hostage to another player's spec choice.
| Fire Destro | Shadow Destro | |
|---|---|---|
| Main nuke | Incinerate. Casts faster, but needs Immolate on the target for full damage | Shadow Bolt. Slower cast, no prerequisite |
| Maintenance | Immolate at 100% uptime, or your nuke is weaker | Fewer moving parts |
| Conflagrate | Consumes your Immolate; a real decision every time | Not used |
| Pet sacrificed | Imp (+15% Fire); costs no shard to resummon | Succubus (+15% Shadow); costs a shard to resummon |
| AoE | Seed of Corruption is Shadow damage. Your Imp sacrifice does nothing for it | Your Succubus sacrifice buffs single-target and AoE. No conflict |
| Outside raids | Nearly useless; everything you cast solo is Shadow | Works everywhere |
That AoE line is the friction point people underestimate. As Fire Destro, every trash pull and every AoE fight either costs you damage or costs you a pet swap and a soul shard. As Shadow Destro there is nothing to think about.
| Situation | Better pick |
|---|---|
| Solo questing, leveling, dailies | Shadow, decisively |
| PvP | Shadow; the leech and the shard economy both matter |
| Dungeon trash and AoE | Shadow |
| Raid with a committed Fire Mage and one or two warlocks | Fire; this is where its ceiling is real |
| Raid with three or more warlocks and a Shadow Priest | Shadow; the amplifiers are all there |
| Raid comp you can't predict week to week | Shadow; it is self-sufficient |
| Late expansion (Tier 6 era) | Shadow; the T6 set bonuses tilt it back |
Default to Shadow Destro. It doesn't depend on a stranger's talent choices, it is the only one of the two that works outside a raid, it handles AoE without friction, and it ages better through the expansion. For a character that is your fun DPS alt rather than your main, reliable and works everywhere beats a higher ceiling under conditions you don't control. This decision is entangled with your Tailoring specialization; the professions section explains why the naive mapping (Fire to Spellfire, Shadow to Shadoweave) is not quite right.
Endgame prep. Start now
Spell hit becomes your top stat at 70. Against raid bosses you need 16% spell hit to stop missing. Every piece of pre-raid gear with hit on it is worth more than its item level suggests; plan the dungeon-blue set around that number.
Learn the Destruction rotation before raid night. The natural window is after questing is done and you are running dungeons for pre-raid gear: you have a tank, mana isn't your problem, and Destruction is a much better group spec than it is a solo one.
Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.
Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.
The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.
Respec plan
Anniversary realms have Dual Talent Specialization, added to the 20th Anniversary realms in December 2024 and carried into TBC Anniversary. That changes the plan: instead of one respec at 70, buy dual spec as soon as you can afford it and level in the leveling spec while carrying your endgame build in the second slot. You can heal or DPS dungeons in the "real" spec from the mid-levels without paying a respec each time.
Sources disagree on the exact price on TBC Anniversary realms (the Classic-era unlock was 50g at level 40; secondary sources quote higher figures for TBC), so check the trainer in game before you budget for it.
UI and addons
A warlock's UI problem is one problem: knowing when each DoT falls off, on every mob you have touched. You don't need a dedicated DoT addon for that; you need WeakAuras configured, plus Plater for nameplates. Adding a third tracker on top of WeakAuras gives you two things to maintain that disagree with each other.
| Layer | Addon | Solves |
|---|---|---|
| Timers on your current target | WeakAuras | "Is Corruption about to fall off? Can I Conflagrate yet?" |
| Timers on every enemy at once | Plater Nameplates | Multi-dotting, Seed of Corruption packs, dungeon trash |
Nothing here conflicts with Bartender, Bagnon, OmniCC, Questie, Details or a boss mod. Pick one of DBM or BigWigs and uninstall the other; running both means double timers and double sound alerts.
WeakAuras: import, don't build
Copy the import string from the page, then in game: /wa, Import, paste, Enter.
Warlock DoT trackers: TBC Warlock Dot Tracker, Elva Warlock DoT timer, Warlock Multi-Target Dot Timers. Full suites with procs and cooldowns: Warlock UI, TBC Anniversary, Not's TBC Classic Warlock 60 to 70. Browse everything at wago.io/tbc-weakauras/classes/warlock.
Check the version tag before importing. Wago hosts Retail, Classic Era, SoD, TBC and Wrath auras side by side, and a Retail import will either error out or silently do nothing. Look for TBC or TBC Anniversary. Start with a DoT-only import, not a full suite. The suites are built for level 70 raiding and will throw a wall of icons at a low-level warlock, half of them tracking spells you won't have for 40 levels.
Building it yourself (ten minutes, and you'll understand it)
/wato open WeakAuras. New, then Progress Bar. Name it Corruption.- Trigger tab: Type Aura (the newer Aura trigger, not Aura Legacy), Unit Target, Aura Type Debuff. Tick Own Only, or in raids you'll be watching another warlock's Corruption. Match by Spell Name, type Corruption. Show On: Active.
- Load tab: Class, Warlock. Optionally tick In Combat so it hides while questing between pulls.
- Display tab: make the font big enough to read in peripheral vision. You want to catch this without looking at it.
- Duplicate it (right-click the aura, Duplicate) for Immolate, Curse of Agony, Siphon Life (from level 30), Unstable Affliction (from 50), and later Curse of Doom and Curse of the Elements for raids.
- Select all of them, right-click, New Group, and make it a Dynamic Group. Grow: Up. Sort: Ascending Time.
Why match by spell name, not spell ID: every DoT has ranks in TBC. Corruption rank 1 through rank 8 are eight different spell IDs, and an aura matched by ID silently stops working the next time you train a rank. Name matching survives every rank-up. This is the single most common reason people's Classic DoT auras "randomly break". Why a Dynamic Group: it only shows the DoTs that are up and slides them together, sorted so the one about to expire is always at the same edge; you watch one position instead of five bars.
Put the group directly under your target frame or just above your action bars, somewhere your eyes already are. Don't park it in a corner.
Auras worth adding beyond DoT timers: the Nightfall proc (free instant Shadow Bolt, easy to miss, make it loud); Immolate up and Conflagrate ready for Fire Destro at 70; Fel Armor missing; and your soul shard count, because you will run out at the worst moment.
Plater: import a profile
First, in Plater's General Settings, tick Show Enemy Nameplates. If it is off, enemy nameplates never appear and nothing Plater does will be visible; this is the number one reason a fresh install looks broken. Leave friendly nameplates off.
Don't configure the 27 tabs by hand. Import a finished profile: Anadow's Plater TBC Anniversary, LucyUI Plater Profile, or HPLT's Plater Profile; browse at wago.io/browse/plater/plater-profiles. Import from the Profiles tab or the Wago Imports tab.
The only two tabs that matter afterwards: Buff Tracking (switch to manual tracking and list only your own DoTs, because the default tracks far too much) and Buff Settings (turn the countdown text on and make it big). Ignore the rest.
If WeakAuras feels like too much
TellMeWhen is the simpler alternative: fill in a grid of spell names and it shows icons with timers. Less powerful, far less configuration, and a legitimate choice if you'd rather spend the time playing. Don't run it and WeakAuras for the same DoTs.
Order of operations right now: install Plater and set it to own-auras only; build the Corruption bar by hand; duplicate it for Immolate and Curse of Agony. That is your entire setup until 40. Add Siphon Life at 30 and Unstable Affliction at 50, one duplicate each; revisit at 70 for the Conflagrate and Immolate pairing.
The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.
Checklist
Ticks are remembered in this browser for this class and spec.
Now
At 60
At 70