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<blockquote data-quote="Blue" data-source="post: 7298129" data-attributes="member: 20564"><p>I'm not sure I understand your comments about using hex you are level 5. Once you've reached 5th level you cast it once using your 3rd level slot and it will last 8 hours. Leaving you with free slots for most of the day to do all of the things you are talking about, AND still have hex up. Concentration DCs are generally easy, though there are times you want to drop it for a different spell with Concentration. Not a big deal, but doesn't prevent you from taking advantage of a single casting lasting many fights, including over short rests where you regain slots.</p><p></p><p>"Sustained damage is the specialty of martial characters" seems to ignore that the Warlock is not built on the chassis of any other caster in 5e and is actually good at it.</p><p></p><p>"Agonizing Blast isn't really worth it before 5th" - I can see this mistake if your impression that sustained damage isn't something casters do. But when a weapon wielder at range is doing d8+ability, and you do d10 (EB) +d6 (Hex) + ability and way out-damage them, I have to think that's a useful thing to do at that level range - do the most sustained damage of your party. Even without Hex you out-damage them, though a two-hander who has to go into melee can do equal or do more without it - pull it out only when you think it's appropriate. If you have a feature like Dark One's Blessing that triggers when you drop an opponent, then it's even more useful. Though I agree that there's lots of great invocation and there's an opportunity cost in picking any of them.</p></blockquote><p></p>
[QUOTE="Blue, post: 7298129, member: 20564"] I'm not sure I understand your comments about using hex you are level 5. Once you've reached 5th level you cast it once using your 3rd level slot and it will last 8 hours. Leaving you with free slots for most of the day to do all of the things you are talking about, AND still have hex up. Concentration DCs are generally easy, though there are times you want to drop it for a different spell with Concentration. Not a big deal, but doesn't prevent you from taking advantage of a single casting lasting many fights, including over short rests where you regain slots. "Sustained damage is the specialty of martial characters" seems to ignore that the Warlock is not built on the chassis of any other caster in 5e and is actually good at it. "Agonizing Blast isn't really worth it before 5th" - I can see this mistake if your impression that sustained damage isn't something casters do. But when a weapon wielder at range is doing d8+ability, and you do d10 (EB) +d6 (Hex) + ability and way out-damage them, I have to think that's a useful thing to do at that level range - do the most sustained damage of your party. Even without Hex you out-damage them, though a two-hander who has to go into melee can do equal or do more without it - pull it out only when you think it's appropriate. If you have a feature like Dark One's Blessing that triggers when you drop an opponent, then it's even more useful. Though I agree that there's lots of great invocation and there's an opportunity cost in picking any of them. [/QUOTE]
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