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Help me grock the warlock
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<blockquote data-quote="Aservan" data-source="post: 4405642" data-attributes="member: 63340"><p>Tactics are good. I have been doing the divine challenge hellish rebuke trick since day one. There are a few problems with it as a combo though it can be a very good one. It takes a minor action to challenge an enemy. That is an action you are not using to curse. You have to keep attacking in order to maintain the challenge which uses up your standard action. You have to move in order to keep your shadow walk up and to keep away from the enemies (taking two+ OAs for using a single ranged attack is a BAD idea). The other issue with it is that it works once per encounter and usually takes two + rounds to set up (at least if you want to curse the enemy first) so it doesn't last long and is a lot of effort for anything other then elites and solos. Still it is worth it against them. Don't keep it up long versus a solo though (too much damage).</p><p></p><p>Those of you trying to say that the warlock's numbers can keep up with rogue's or ranger's usually neglect adding in the improved quarry or backstabber feats (feats that those players pretty much always choose).</p><p></p><p>Armor of Agathys is also a daily power. A daily. It is one of the best dailies in the warlock arsenal granted. But at best you will use it once per 4 fights or so. Compare that to what a rogue does with combat advantage and a daily. Things aren't so in the 'locks favor now. The rogue can blind a bunch of people until the end of his next turn (incidentally this works great against eyebite as bursts and blasts ignore invisibility), or better yet get slow and combat advantage until the target saves. The warlock has to give up on a lot to use the Armor of Agathys tactic as well. Despite his good defenses he is not a defender. The warlock does not have the HP or the Defences to stand toe to toe in Melee long (he has to give up his shadow walk to be in melee).</p><p></p><p>Remember rogues have an at-will that targets Reflex only they get to add +4 to the attack (dagger + rogueiness) the warlock gets no such advantage.</p><p></p><p>If the warlock could rain down curses all over the place then the tactics many of you are suggesting might work. As it is you can only get a few temp HP from your curses. Or a teleport here or there. Or a bonus per enemy. Temp hit points from the same source don't stack for one thing, and you can only curse the closest target. There won't always be a good place to teleport to in 5 squares, and despite bonuses you can still miss. Until you can get a rod of corruption, or two fold curse the fact is that you can only curse one opponent a round for the most part.</p><p></p><p>The warlock's powers do not synergize well. Shadow walk wants you to move around, but a 10 square range limits how far you can go. Shadow walk wants you to move but many spells (the above armor of agathys) want you to get real close where shifting 1 square is the norm. All ranged attacks don't mesh well with prime shot. An ability that wants you to be closer then the melee people to work. Yes there are situations where all of this is useful. The problem is that those situations just aren't that common in my experience.</p><p></p><p>A ranger or rogue attacking with their favorite weapons are common situations. A one on one situation versus a single enemy who doesn't individually outclass you isn't.</p><p></p><p>Again the point of 4th edition was to bring the joy of the well oiled team back/forward. For the most part the designers accomplished this. The exception is the design of the warlock. Think about it. You have to think about combos with the 'lock to figure out how he can help the party. The other classes just perform their role. The thinking is about how they can do it better not about how they can do it at all.</p></blockquote><p></p>
[QUOTE="Aservan, post: 4405642, member: 63340"] Tactics are good. I have been doing the divine challenge hellish rebuke trick since day one. There are a few problems with it as a combo though it can be a very good one. It takes a minor action to challenge an enemy. That is an action you are not using to curse. You have to keep attacking in order to maintain the challenge which uses up your standard action. You have to move in order to keep your shadow walk up and to keep away from the enemies (taking two+ OAs for using a single ranged attack is a BAD idea). The other issue with it is that it works once per encounter and usually takes two + rounds to set up (at least if you want to curse the enemy first) so it doesn't last long and is a lot of effort for anything other then elites and solos. Still it is worth it against them. Don't keep it up long versus a solo though (too much damage). Those of you trying to say that the warlock's numbers can keep up with rogue's or ranger's usually neglect adding in the improved quarry or backstabber feats (feats that those players pretty much always choose). Armor of Agathys is also a daily power. A daily. It is one of the best dailies in the warlock arsenal granted. But at best you will use it once per 4 fights or so. Compare that to what a rogue does with combat advantage and a daily. Things aren't so in the 'locks favor now. The rogue can blind a bunch of people until the end of his next turn (incidentally this works great against eyebite as bursts and blasts ignore invisibility), or better yet get slow and combat advantage until the target saves. The warlock has to give up on a lot to use the Armor of Agathys tactic as well. Despite his good defenses he is not a defender. The warlock does not have the HP or the Defences to stand toe to toe in Melee long (he has to give up his shadow walk to be in melee). Remember rogues have an at-will that targets Reflex only they get to add +4 to the attack (dagger + rogueiness) the warlock gets no such advantage. If the warlock could rain down curses all over the place then the tactics many of you are suggesting might work. As it is you can only get a few temp HP from your curses. Or a teleport here or there. Or a bonus per enemy. Temp hit points from the same source don't stack for one thing, and you can only curse the closest target. There won't always be a good place to teleport to in 5 squares, and despite bonuses you can still miss. Until you can get a rod of corruption, or two fold curse the fact is that you can only curse one opponent a round for the most part. The warlock's powers do not synergize well. Shadow walk wants you to move around, but a 10 square range limits how far you can go. Shadow walk wants you to move but many spells (the above armor of agathys) want you to get real close where shifting 1 square is the norm. All ranged attacks don't mesh well with prime shot. An ability that wants you to be closer then the melee people to work. Yes there are situations where all of this is useful. The problem is that those situations just aren't that common in my experience. A ranger or rogue attacking with their favorite weapons are common situations. A one on one situation versus a single enemy who doesn't individually outclass you isn't. Again the point of 4th edition was to bring the joy of the well oiled team back/forward. For the most part the designers accomplished this. The exception is the design of the warlock. Think about it. You have to think about combos with the 'lock to figure out how he can help the party. The other classes just perform their role. The thinking is about how they can do it better not about how they can do it at all. [/QUOTE]
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