Darkrok wrote on Jul 31
st, 2015 at 10:38am:
Sounds good. So the short version of this would be:
1) There's really no wrong way to build a Warlock...it may not be OP for power gamers but it certainly makes things easy.
2) Max/Emp are the only 100% necessary feats. Beyond that build whatever sounds fun but pure has the advantage of getting the goodies faster and getting to play with the level 18 stuff pre-20.
3) The only thing that really matters for gear is spell power/spell crit for the applicable spell types.
4) Anything you do other than burst/blast from ES or shape attacks from your main line will likely pale in comparison to the damage output from those.
Still have a couple levels to finish up to IR to a lock but that's a lot to think about that sounds like it matters very little. All the choices and none of them wrong...have to try as many as I can in those 3 lives.

Thanks for the input everyone!
As someone who has played around with 3 different builds in heroics with warlock and warlock/paladin, what has been said is true. Just about any warlock build is a good build. However I will say that Warlock 18 is a must for using the Aura due to the 2 sec pulsing, and if you go 18 it's hard not to get the full 20. The ES capstone is incredibly good and taking 2 paladin for the saves might be nice, but you're losing 20% hps and some good spellpower for little in return. Now if you could get the 2 sec aura before 18, then 3 splash of Pally for the Sacred Defender PRR, MRR and HP boosts would be nice... Honestly I feel they did a good job on warlock since it's such a balanced(at least within itself) class that any type of build can work, some just better than others and most classes don't have capstones that are "must haves".
My recommendation is to focus mostly on ES whether you do aura or not and be sure to grab utterdark blast. Changing your core force damage to light synergizes well with all the ES light damage. If you want to pew-pew then go chain and grab up to core 4 in TS for the crit damage along with all the pact damage boosts. It doesn't hurt to grab a little from the SE tree for single target damage.
IMHO Aura is the stronger build, even if you don't plan to do melee. Taking the aura means you're picking up a lot of the PRR/MRR and bonus hps from that enhancement line which makes you a lot more survivable. With the boosts, you have nearly the same PRR/MRR in medium armor as you would in heavy(you don't get the boosts while wearing heavy). With all the hp boosts and temp hp from shining through, you likely won't even need much(any?) healing in the later levels it's that good.
Just pop on the aura, do the AoE bursts(empower+maximize+quicken for free) and then cast SLA's and spells in between the cleave cooldowns. For heroic play, I'd even recommend putting most points into con because most things don't save often on your pact damage and even if they do, most of your damage will come from the force/light damage side which can't be resisted. The con will make you un-killable even if you lose a slight bit of pact damage due to resists(pick up spell focus evo and some evo DC gear and it won't be an issue).
In short, you can't go wrong with anything but there are a few things that can be brokenly good.