4e Warlocks - How Would You Fix Them?

One or two small house rules and the Warlock is dang near perfect.

One of my groups use this house rule: the first saving throw a creature gets against a 'lock's daily power takes a -5 penalty. Makes it MUCH easier to get off on a normal enemy and an elite, and solos get a "normal" chance to save. It's worked out really well so far.

Fluff isn't the problem, at least not for us. Not only is it easy to tie in to most campaigns, but the variety in the pacts is great!
 

log in or register to remove this ad

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.
We already have reckless curse (from Arcane Power) which does that. However, it's just for humans and it grants the cursed target a +1 to hit the warlock as well.
 

I know--if it wasn't just for humans it would fit the bill, but the fact that it is renders it pointless to a lot of characters. And for no reason whatsoever, I might add. There isn't anything especially exclusively reckless about humans, especially as compared to dragonborn or tieflings. Its like empowering shadows not scaling, it is just such an arbitrary nerf to a feat that doesn't need it.
 


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?

Physical-stat based spells half-ruin them for me. Also, IMO, fiendish-flavored warlocks should use Charisma as their main stat.
 



The warlock doen't need fixing. DPR is great but there is more to strikers than just high damage. The striker is the role that deal high damage to enemies and get away with it. Most non-strikers can't escape unfavorable attacks or discourage aggessive enemies. There are mainly 2 types of ways to build/play a striker.

Damage striker: Deals a whole lot of damage.
Survival striker: Deal high damage while making yourself the worse target for your enemy.

Warlocks and Avengers are more survival strikers while the rest are more about high damage.

Some strikers have both options: one that focuses on more damage (melee rangers, brutal rouges) and one that keeps the striker alive after he deals damage (artful rogue, ranged ranger). Some strikers have all their build focus on damage dealing (barbarian, sorcerer).

3 Warlock pacts focus on keeping the warlock safe. The Dark pact focuses on damage. Since warlocks are already survial based; the infernal, star, and fey pact work well as "I'm gonna hit you and you can/wont do jack squat about it". The Dark pact.... err... is confused.
 

3 Warlock pacts focus on keeping the warlock safe. The Dark pact focuses on damage. Since warlocks are already survial based; the infernal, star, and fey pact work well as "I'm gonna hit you and you can/wont do jack squat about it". The Dark pact.... err... is confused.

Darkspiral aura is a better damage deterrant than any other pact boon.
 

Darkspiral aura is a better damage deterrant than any other pact boon.

The Warklock damage deterrant is a mix of his pact boon, pact at-will, Shadowwalk, and utility combat powers.

Darkspiral aura is good and all

but your more reliable damage deterrant is your at-will and Spiteful Glamor doesn't make enemies not want to hit you like Hellish Rebuke, Eyebite, and Dire Radiance do. It almost does the opposite.
 

Remove ads

Top