4e Warlocks - How Would You Fix Them?

Dausuul

Legend
One thing that emerged from the recent Class Survivor threads... people don't like warlocks. The oft-cited reason is, well, they kinda suck. Cool concept, well-designed mechanics, but at the end of the day they just don't bring enough damage and their debuffs aren't strong enough to compensate.

So, how would you go about fixing the warlock? A simple boost to curse damage? An accuracy bonus? Better debuffs? Or is the class just beyond fixing?
 

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I don't like the fluff around them, but I think they're just fine mechanically. They're a bit more fiddly and have more controller ability than most strikers but that just means they're more versatile and take a more tactical approach to play than the smash or shooters.
 

I'm quite happy with their current incarnation, though they did need the additional powers from Dragon and Arcane Power to get there. They could use a bit more damage, but the word is that there are going to be Superior Implements in PH3, I'm going to wait to see them before making judgements.
 



The feylock in our game (from 1-19 level) might not be the top dog when it comes to damage, but he is miles more resilient than any of the other strikers. With a gazillion of teleports, he is extremely hard to pin down and if that is not enough, his two-fold pact can also grant him 19 temp hit points, a significant buffer to avoid death.

His attack powers and very controllery, with such powers as thief of five fates often making him the "star" of the show.

I think it's very easy to suck at playing a warlock, but it's definitely possible. I can't speak for the other types of warlock, since it's the only one we have played extensively.
 

I really see no problem with the warlocks. If you want a striker to do pure damage, play a sorcerer or a barbarian. That is the kind of strikers they are. If you want more weird effects and self-buffing (I consider the feylock's teleporting ability a self-buff as you generally improve your positioning) then go with a warlock. I see no problems with the class.
 

I play a helllock in a group that also has a rogue and a ranger (and not much else, FWIW), and I can only say that if you are just concerned with how much damage you do, this situation will be quite depressing. I play it for the concept, this and the few controller powers the 'lock gets are enough to make it a fine class if no full-time controller is around.
 

If by "fix" you mean "how would I turn the warlock into a generic dpr cannon oriented striker" the answer is I wouldn't. We already have an arcane striker who points and makes things go boom, he's called the sorcerer. The only reason to have another one is if it occupies a distinct design space. Warlocks, at lurker-esque, high-accuracy, high-durability strikers/single-target controllers, are really like no other strikers in the game, and I'd like them to remain that way. The only "fixes" I'd want to see to the class are those that further emphasize their unique place in the system. That is, a "brutal curse" feat which upgrades curses to d8's isn't particularly interesting to me, because that just a generic dpr boost like other strikers get. But a "cursed focus" feat which gave cursed creatures a save penalty, or a "cursed accuracy" feat that gave them +1 to hit vs. cursed creatures, would be the sort of feats I'd like to see because they further define and expand upon the warlock's unique strengths.
 

I agree with the majority of the posters. Most of the negative perceptions surrounding the warlock are related to the idea that DPR is the end-all-be-all measurement of effectiveness, especially for strikers (if only the first PHB called out secondary roles more explicitly). To be fair, there were additional issues at time of release with power selection since the warlock is a V-class, but more powers can fix that issue (or have fixed that issue).
 

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