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Help me grock the warlock
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<blockquote data-quote="bardolph" data-source="post: 4405298" data-attributes="member: 2304"><p>Before feats, the Warlock is doing the same damage as any other striker. The problem is that the other strikers can use feats to improve their damage, while warlocks can't really. Warlocks need to set up good combos in order to be effective in combat.</p><p></p><p>Here's an example:</p><p></p><p>Cast Armor of Agathys at the start of combat. Second Round, Cast Hellish Rebuke, then move adjacent to your cursed enemy. Every round thereafter, cast Hellish Rebuke from point blank range (provoking OAs from the enemy).</p><p></p><p>Benefits of this combo:</p><ul> <li data-xf-list-type="ul">Prime Shot gives you +1 Attack for being adjacent.</li> <li data-xf-list-type="ul">Armor of Agathys + Hellish Rebuke + Warlock's Curse is doing 3d6+CON+CON damage per round, and the damage from Armor of Agathys is AUTOMATIC, meaning no attack roll is necessary.</li> <li data-xf-list-type="ul">If an enemy marked by a Defender makes an attack against you, they take extra damage from Divine/Combat Challenge.</li> <li data-xf-list-type="ul">If the enemy hits you with an OA, they take an additional 1d6+CON from Hellish Rebuke.</li> <li data-xf-list-type="ul">If the enemy is too timid to make OAs against you, switch to Eldritch Blast for 1d10 damage instead of 1d6.</li> </ul><p></p><p>A rogue or ranger will have a hard time matching this kind of damage output, even if they use their dailies. Of course, the Warlock may end up taking serious damage going this route, but what good is temporary hit points and high CON if you don't put it to good use?</p><p></p><p>Another Example is the Star Warlock relying on Dire Radiance combined with a push power from another character like Tide of Iron or Thunderwave. This is really nice to use against a melee-only Brute. The idea is to land Dire Radiance, then push them away from the line, and if they try to re-engage, they take extra damage from Dire Radiance. Otherwise, they give up their attack, which is also a plus. Also, when you have a teammate pushing for you, it's much easier to get close enough for the +1 Prime Shot bonus.</p><p></p><p>=====</p><p></p><p>Warlocks do suffer from a lack of feat choices to improve damage output. That is, until you consider multiclassing. A Warlock/Paladin can use Divine Challenge combined with Eyebite to do terrific damage every round. A Warlock/Rogue can use invisibility (from Eyebite, for example) to set up a Sneak Attack. A Warlock/Ranger can combine Warlock's Curse with Hunter's Quarry. A Warlock/Wizard can set up Hellish Rebuke, then catch himself in an area attack next round (if doing so would mean hitting more enemies).</p><p></p><p>And feats like Defensive Mobility combined with point-blank Hellish Rebuke/Armor of Agathys strategies can also get some nice synergy going.</p></blockquote><p></p>
[QUOTE="bardolph, post: 4405298, member: 2304"] Before feats, the Warlock is doing the same damage as any other striker. The problem is that the other strikers can use feats to improve their damage, while warlocks can't really. Warlocks need to set up good combos in order to be effective in combat. Here's an example: Cast Armor of Agathys at the start of combat. Second Round, Cast Hellish Rebuke, then move adjacent to your cursed enemy. Every round thereafter, cast Hellish Rebuke from point blank range (provoking OAs from the enemy). Benefits of this combo: [list] [*]Prime Shot gives you +1 Attack for being adjacent. [*]Armor of Agathys + Hellish Rebuke + Warlock's Curse is doing 3d6+CON+CON damage per round, and the damage from Armor of Agathys is AUTOMATIC, meaning no attack roll is necessary. [*]If an enemy marked by a Defender makes an attack against you, they take extra damage from Divine/Combat Challenge. [*]If the enemy hits you with an OA, they take an additional 1d6+CON from Hellish Rebuke. [*]If the enemy is too timid to make OAs against you, switch to Eldritch Blast for 1d10 damage instead of 1d6. [/list] A rogue or ranger will have a hard time matching this kind of damage output, even if they use their dailies. Of course, the Warlock may end up taking serious damage going this route, but what good is temporary hit points and high CON if you don't put it to good use? Another Example is the Star Warlock relying on Dire Radiance combined with a push power from another character like Tide of Iron or Thunderwave. This is really nice to use against a melee-only Brute. The idea is to land Dire Radiance, then push them away from the line, and if they try to re-engage, they take extra damage from Dire Radiance. Otherwise, they give up their attack, which is also a plus. Also, when you have a teammate pushing for you, it's much easier to get close enough for the +1 Prime Shot bonus. ===== Warlocks do suffer from a lack of feat choices to improve damage output. That is, until you consider multiclassing. A Warlock/Paladin can use Divine Challenge combined with Eyebite to do terrific damage every round. A Warlock/Rogue can use invisibility (from Eyebite, for example) to set up a Sneak Attack. A Warlock/Ranger can combine Warlock's Curse with Hunter's Quarry. A Warlock/Wizard can set up Hellish Rebuke, then catch himself in an area attack next round (if doing so would mean hitting more enemies). And feats like Defensive Mobility combined with point-blank Hellish Rebuke/Armor of Agathys strategies can also get some nice synergy going. [/QUOTE]
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