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Help me grock the warlock
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<blockquote data-quote="DracoSuave" data-source="post: 4404367" data-attributes="member: 71571"><p>One simple fact that has gone unnoticed about the warlocks is the design methodology for their at-wills.</p><p></p><p>You always have Eldritch Blast, which, if you have an 18 in your primary stat is only one or two points short of Twin Strike in terms of damage potential.</p><p></p><p>However.... that's not what makes you special.</p><p></p><p>Your -other- at will does less damage for sure, 1d6-base as opposed to 1d10... but unlike -any other striker-, you get an additional effect that in one way or another discourages further attacks enemy you just zotted.</p><p></p><p>Fey Pact makes you -invisible- to the enemy. This gives you +2 to hit them next round from Combat Advantage (something NO other striker at-will guarantees on a hit) and allows for you to potentially flank them at close range to give others the same Combat Advantage with little risk to yourself (barring close burst abilities of course), and allowing you to get +1 from Prime Shot against foes in melee with your dudes.</p><p></p><p>Infernal Pact gives you a blast, and then if you take damage <em>by any means</em> you get another blast for free. This makes it potentially more damaging than Twin Strike in the right circumstances. Combine this with the fact that you can -take- more damage due to the obscene number of temp hps your abilities give you, means you can doubledip on your damage rolls like a ranger.</p><p></p><p>Star Pact gives you the blast, and then makes soldiers, skirmishers, and brutes face a difficult decision. If they stay at range, they do not get their offense against you. If they close, they'll take more damage than they bargained for. Toss in some forced movement, and you'll find Star Pact isn't lacking on the damage when the enemy's deciding safety is no longer their concern.</p><p></p><p>With both Infernal Pact and Star Pact, you must concider that there will be situations where you're not getting the double damage. These situations are usually tactically in your favor anyways, because now you're not just blasting the enemy, you're controlling them and forcing them to hold off from their own large attacks, while -still- getting a decent amount of damage in there.</p><p></p><p>Your -at-wills- with the exception of Eldritch Blast give you defensive options that other strikers simply do not have without delving into daily utility abilities, and -because- they are at-will, you can dip into them whenever you want.</p><p></p><p>You're giving up a couple points of damage in return for making your enemies make tactical decisions that benefit you. This is the strength of the Warlock.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4404367, member: 71571"] One simple fact that has gone unnoticed about the warlocks is the design methodology for their at-wills. You always have Eldritch Blast, which, if you have an 18 in your primary stat is only one or two points short of Twin Strike in terms of damage potential. However.... that's not what makes you special. Your -other- at will does less damage for sure, 1d6-base as opposed to 1d10... but unlike -any other striker-, you get an additional effect that in one way or another discourages further attacks enemy you just zotted. Fey Pact makes you -invisible- to the enemy. This gives you +2 to hit them next round from Combat Advantage (something NO other striker at-will guarantees on a hit) and allows for you to potentially flank them at close range to give others the same Combat Advantage with little risk to yourself (barring close burst abilities of course), and allowing you to get +1 from Prime Shot against foes in melee with your dudes. Infernal Pact gives you a blast, and then if you take damage [I]by any means[/I] you get another blast for free. This makes it potentially more damaging than Twin Strike in the right circumstances. Combine this with the fact that you can -take- more damage due to the obscene number of temp hps your abilities give you, means you can doubledip on your damage rolls like a ranger. Star Pact gives you the blast, and then makes soldiers, skirmishers, and brutes face a difficult decision. If they stay at range, they do not get their offense against you. If they close, they'll take more damage than they bargained for. Toss in some forced movement, and you'll find Star Pact isn't lacking on the damage when the enemy's deciding safety is no longer their concern. With both Infernal Pact and Star Pact, you must concider that there will be situations where you're not getting the double damage. These situations are usually tactically in your favor anyways, because now you're not just blasting the enemy, you're controlling them and forcing them to hold off from their own large attacks, while -still- getting a decent amount of damage in there. Your -at-wills- with the exception of Eldritch Blast give you defensive options that other strikers simply do not have without delving into daily utility abilities, and -because- they are at-will, you can dip into them whenever you want. You're giving up a couple points of damage in return for making your enemies make tactical decisions that benefit you. This is the strength of the Warlock. [/QUOTE]
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