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<blockquote data-quote="Ashrym" data-source="post: 7840454" data-attributes="member: 6750235"><p>That build isn't killing stuff faster enough and cantrip spamming is what your warlock is doing. The wizard example included shatter for AoE and would use weapons for damage because the weapons do more damage than the cantrips. The benefit of the cantrips is the status effects that come with them; pick a favorite status effect. The damage is more of a bonus to go along with the effect.</p><p></p><p>Guiding bolt is nice but at 5th level agonizing blast on my flavor build covers the at-will damage well enough in comparison over a slot, and the diviner example could just as easily have been magic missile for auto hit ability or ice knife for a ranged AoE instead of sleep. Witch bolt is not a great spell on my flavor build but it's still 2d12 automatic damage after the 1st round as long as distance isn't broken 6d12 damage over 3 rounds of combat for the same slot as guiding bolt's 5d6 in 1 round is better than a person might think. I'd be good with getting 2 rounds out of it over guiding bolt.</p><p></p><p>Flaming sphere is the only spell I like on your known spells would consider taking at those levels, and the diviner could have done that instead of shatter. You could have skipped hex and eldritch blast, kept guiding bolt and flaming sphere for damage, used a light crossbow almost as effectively as eldritch blast at that level and kept your concentration open for flaming sphere, and opened up an invocation and another spell for very little change in actual damage.</p><p></p><p>Don't fixate on eldritch blast before it's worth it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ashrym, post: 7840454, member: 6750235"] That build isn't killing stuff faster enough and cantrip spamming is what your warlock is doing. The wizard example included shatter for AoE and would use weapons for damage because the weapons do more damage than the cantrips. The benefit of the cantrips is the status effects that come with them; pick a favorite status effect. The damage is more of a bonus to go along with the effect. Guiding bolt is nice but at 5th level agonizing blast on my flavor build covers the at-will damage well enough in comparison over a slot, and the diviner example could just as easily have been magic missile for auto hit ability or ice knife for a ranged AoE instead of sleep. Witch bolt is not a great spell on my flavor build but it's still 2d12 automatic damage after the 1st round as long as distance isn't broken 6d12 damage over 3 rounds of combat for the same slot as guiding bolt's 5d6 in 1 round is better than a person might think. I'd be good with getting 2 rounds out of it over guiding bolt. Flaming sphere is the only spell I like on your known spells would consider taking at those levels, and the diviner could have done that instead of shatter. You could have skipped hex and eldritch blast, kept guiding bolt and flaming sphere for damage, used a light crossbow almost as effectively as eldritch blast at that level and kept your concentration open for flaming sphere, and opened up an invocation and another spell for very little change in actual damage. Don't fixate on eldritch blast before it's worth it. ;) [/QUOTE]
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