Explain the Warlock to me.

Warlocks are to single enemies as Wizards are to groups.

Among other things, the Warlock is best at applying status effects to enemies, along with a bucket full of damage. Also, more survivable than the Wizard.
 

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Rechan said:
Warlocks are to single enemies as Wizards are to groups.

Among other things, the Warlock is best at applying status effects to enemies, along with a bucket full of damage. Also, more survivable than the Wizard.

Sure, but so what? Warlock and wizard have different roles. (Apparently. It's kinda hard to tell with the Wizard because we have no other controllers to compare them against.)

The Wizard is the god of minion slaying, but against most other things he's just a dude with a crossbow magic missile.
 

corwyn77 said:
You can still only apply curse damage once per round anyway. However it still allows Pact Boon to kick in when anyone kills your cursee.

AOE damage uses one damage roll to calculate the damage applied to everyone struck by the spell. There is only one damage roll to apply the Curse damage to, so it should affect every cursed enemy in the AOE. There is nothing in the Warlock Curse text that even talks about applying it based on attack rolls.

To be fair, some AOEs have more than one damage roll, so you'd have to pick which damage roll you wanted to apply the Curse Damage to.
 

Andor said:
Sure, but so what? Warlock and wizard have different roles. (Apparently. It's kinda hard to tell with the Wizard because we have no other controllers to compare them against.)

The Wizard is the god of minion slaying, but against most other things he's just a dude with a crossbow magic missile.

Wizard can do some pretty potent single target damage with clever combinations.

E.G. Blood Pulse + Thunderwave. 2d6 + int damage plus 1d6 damage for every square they move out of. High wisdom and the +1 move gloves makes a thunderwave pretty potent. Combine this with a warlords movement powers and possible intentional movement on the part of the target and it can start to add up.

E.G. Lets say you start with 18 wis and are level 14, so you now have 22 and push 7 squares on a thunder wave. Bloodpulse hits 2d6+int and the enemy sits where it gets hit. Warlord pushes him 5 squares with his 16 base int using one of his powers that does that, now we are up to 7d6. Wizard comes in and thunderwaves for 7 squares and now you are at 15d6 damage in the two rounds. Blood pulse is an encounter power and thunderwave is an at will. Dump an action point and you can thunderwave twice. With a little clever positioning you could be looking at 10-20d6+2-3 int over two rounds to multiple enemies. Chock up bolstering blood on top of that for another 2d10 each time the power does damage. Since blood pulse will be doing damage 1-5 times(action point same turn forced movement, thunderwave on second turn, warlord/fighter forced movement, intentional movement, initial damage)

Granted thunderwave hits fort and its 3 attacks, but still, for a potential 18d6+ 3x int + 6d10 + for 3 attacks as a daily/encounter power(action point) to multiple targets before considering any intentional movement by the target[another 2d10+1d6/square] or unintentional movement created by other party members[another 2d10 +1d6/square] at level 11.
 


Andor said:
The Wizard is the god of minion slaying, but against most other things he's just a dude with a crossbow magic missile.
Again, see: Status effects.

Most of the wizard's single-target spells do status effects which are nothing to sneeze at. In fact, status effects are what give your rogue friend combat advantage.
 

Wormwood said:
The Warlock's role as Artillery killer is quickly becoming my favorite aspect of the class.

Absolutely agreed. Sometimes I think that the flavor quote at the beginning of the Ranger chapter should be swapped over to Warlock!

Too bad Eldritch Blast hits Reflex, but with all the other options locks have, it's no big thing.
 

I like to think of it this way:
The Ranger has the highest damage potential, but also the highest risk for failing to do any damage since nearly all of the Ranger's attacks are made against Armor Class, which is most often the highest defense a creature has.

The Warlock has the most consistent damage potential, since the warlock can pick and choose powers that affect any of the target's defenses. If an enemy has a high armor class, they can attack their reflex or will defense instead.

Your overall damage isn't only a matter of how much damage your abilities do. Damage is a factor of the potential damage of your abilities and the chance for those abilities to hit. The Ranger has more potential damage, but the Warlock has a higher chance for their attacks to hit.
 

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