Ok, you're a warlock in a PUG running x instance for y gear the z'th time, and you want to do your part to get the run done quickly. Stuck in a subpar dps position until you hit longer battles like bosses, you need to make sure your party likes having you around. So here are some handy hints regarding some of our abilities and how to put them best to use.
Health StonesDO: When you enter the instance, ask in party chat who wants a health stone, and clearly state that if they require another one, they need to ask you.
DON'T: Refrain from constantly offering in party chat, they understand you can make stones and will ask you. Don't open up trade windows with them continuously either, that can get very annoying very quickly. Also, don't bother handing them to feral tanks, they can't use them in bear form.
DoT'sDO: As a lock (especially afflic locks) you may think that putting dots on all the mobs is a good idea. For me it means extra life, extra chances for nightfall to proc and generally higher dps. This however can also mean unwanted attention from mobs. ASK THE TANK FIRST. He's the one that has to do more work, and i generally don't even bother asking unless it's a pally aoe tanking. If the tank is ok with it the tank go ahead.
DON'T: Don't go ahead with dots without your tank's consent. He will /ragequit which generally means the end of the instance. It's like the AoE mage, only worse since once you put on a dot, you can't stop it from running it's full duration. If the tank doesn't like it, don't dot it.
Your PetDO: Think logically about what pet you want out. generally due to the party buffs people will expect your imp out, and really that's fair enough, however whilst taking into consideration their wants, don't let them play their game for you, no matter how many cries of "I HAVE A 70 LOCK NUB" you may encounter.
DON'T: Don't bring out a pet that will take agro off the MT. Bring your vw to take any aggro you might accidentally take from the MT, and for sacrificing for the mad bubble. Bring your succubus out for CC. Bring your Felhunter out for annoying the shit out of mage mobs. Bring your imp out for buffs. Bring your Felguard out to hurt things. But for gods sake don't tank with them, intentionally or unintentionally. Otherwise MT /ragequit will once again be on the menu with a side of instance failure.
FearingDO: Be VERY VERY CAREFUL with these abilities. DC, HoT and vanilla fear are the bane and deathknell of many groups. Watch videos of it being done. Learn how to CoR kite (in your own time. End of the instance is a terrible time to "try it out") and ALWAYS ask your party if it's ok to do it BEFORE pulls.
DON'T Don't get me started.
Ok too late.
Fear spells, like mages overaggroing, rogues accidentally pulling half the room due to ill-placed trust in stealth, and hunter's needing on healing gear ("It helps with bandages!" but thats another story) fear spells are the pet peeves of every warlock trying to get a group. If you fear a mob, there is a high chance that he will in fact run to another mob and aggro them. This is why CoR kiting is so important. DC has less of a chance of aggroing more mobs but regardless be careful ( usually I use it to take mobs off aggroed healers, allowing the tank to establish aggro again.) HoT is a blessing and a curse. it can give a struggling group much needed breathing space, but you can not possibly CoR kite all of them at the same time, meaning that if you are near mobs you are left at the mercy of the Random Number Gods.
Just don't be an idiot and for gods sake don't fear and forget!
SoulstoneDO: SS someone who can res mutliple times: Priests, Pallies and Shamans. Simple as that.
DON'T Don't SS yourself. You can't res (unless you're an engineer, and even then that is only once every half hour, if it doesnt fail.) If you start an instance and have already used it, then say so and let them know when the CD is finished so you can SS someone.
That's it for now, Just think logically, try not to be a mockery of our class and we'll get along just fine