Falling Icicle said:That's a good point about the reserve feats. A Wizard can have an unlimited supply of blasts through those feats that are equivalent in power to the Eldritch Blast of a same level Warlock. These feats seem to really take away the entire point of playing a Warlock.
Except, as I think was shown in the recent "How do Warlocks play" thread, those that commonly thought that Warlocks were a fun and strong class, were those that observed Warlock play that depended upon the Eldritch Blast as the option of last resort not first.
A single class Warlock, with a Warlock's Scepter, the amulet that adds bonus dice to the Eldritch Blast, and the feats Maximize Spell Like Ability and Quicken Spell Like Ability, and Improved Critical Eldritch Blast will still never match the damage output of a Melee fighting character, or a Spell blasting character due to the limitation of one Eldritch blast per round. A Warlock will have good rolls, and a memorable crit or two, but dealing massive amounts of damage is not their bag.
Dimension Dooring around like Nightcrawler, using any magic item that cross their path, hurting people with their at will Dispel Magic, those are the things that make a Warlock interesting.
An Evoker/Warlock Eldritch Theurge could be a terror in a fight. Likewise on the player side, the DR will help you survive, and Warlock Invocations let you game the system a bit more, and make it easier to suck up the hit from being a Specialist Wizard.