How is the warlock not overpowered?

Hammerhead said:
Weak class, poor damage. At 12th level, my warlock has a little popgun that does 8d6 points of damage. My friend the wizard, on the other hand, shoots Scorching Rays that do 12d6 damage. Sure, my popgun has unlimited uses per day, but I haven't ever really seen the wizard run out of Scorching Rays. And he has all those 3rd, 4th, 5th and 6th level spells.

The last D & D character I had was a warlock, and at 12th level, I could certainly hold my own in the group, and at times was the only one who could do real damage. There are lot of things that help a warlock. In using the right combination of invocations, it can do a lot of damage. There is an ability somewhere around that level that allows a maximized blast 3 times per day. Using that in conjunction to the vitrolic blast (which penetrates SR automatically, and having an additional 2d6 in acid damage for the round it is shot and for several rounds following), it can do a lot. Sure the mage may have a lot more damage, but the target will usually get a saving throw, and wizard will usually have to make a check to penatrate SR, which I think creates a balance between the two.

When compared to a fighter, a good warlock is going to hit at least as often, if not more so. Hitting a touch AC makes a huge difference.

Sure, there is an arguement about what it can do and whether it is overpowered or not. When played right, it certainly is a very competitive class. It is also one of the least complicated classes to play. I love the warlock and try not to make one every time I talk about playing another game, even if it is just a one-shot.

The warlock's sceptor is a nice magic item to add to it as well. Get that +1 to attack rolls while it still has charges on it, and use the charges in a big battle. It came in quite handy with some of the brutal battles my GM through us up against. :D
 

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ghettognome said:
The last D & D character I had was a warlock, and at 12th level, I could certainly hold my own in the group, and at times was the only one who could do real damage. There are lot of things that help a warlock. In using the right combination of invocations, it can do a lot of damage. There is an ability somewhere around that level that allows a maximized blast 3 times per day. Using that in conjunction to the vitrolic blast (which penetrates SR automatically, and having an additional 2d6 in acid damage for the round it is shot and for several rounds following), it can do a lot. Sure the mage may have a lot more damage, but the target will usually get a saving throw, and wizard will usually have to make a check to penatrate SR, which I think creates a balance between the two.

When compared to a fighter, a good warlock is going to hit at least as often, if not more so. Hitting a touch AC makes a huge difference.

I play with Hammerhead, so I'm familar with his warlock. He has Maximize Spell like Ability, Eldritch Chain, uh - the burning one (needed for Hellfire Warlock), Noxious Blast (this is his best power IMO - 1 minute of nausea is nasty), and scaled up versions of the fell power booster. If there's stuff to boost warlock damage, he's pretty much got it (except Eldritch Glaive).

Give him some credit. But at the same time, for every trick a warlock can use, other characters generally have access to an even larger selection of ways to boost their damage.

Vitrolic Blast was deemed an overall downside, since it locks you into using Acid versus SR and prevents use other essences. Demons and Devils come standard with Acid Resistance, for example, and Resist Energy knocks off a fair chunk of damage at a low cost. Relying on Vitrolic also means that other invocations will suffer against SR.
 

pallandrome said:
I'd still suggest Fey Power as well. an extra point of DR, and +1 to the save DC on his invocations, who you'll obviously be wanting to get as high as possible.

I don't think it is that obvious. I often make Warlocks who take Invocations which do not rely on saves, but that's just me. Just saying, it isn't always an "obvious" choice to boost DCs if you don't plan on taking invocations which have DCs.
 

about the SR if you dont what to use the acid blast just get Arcane Mastery. most things you will fight wont beat that... and if that dont work have a wand of Assy SR. but keep in mind that golams still suck.
 


Egres said:
A grappled warlock is almost dead.

Flee the Scene...dont leave home w/out it.

I love how this thread is turning around, and becoming a thread about how the Warlock is underpowered...... illustrates the difference between Knowledge and Wisdom.

Of course if droids could think, none of us would be here ;)
 

RigaMortus2 said:
I don't think it is that obvious. I often make Warlocks who take Invocations which do not rely on saves, but that's just me. Just saying, it isn't always an "obvious" choice to boost DCs if you don't plan on taking invocations which have DCs.
Sorry, I thought the Fey heritage feats boost Enchantment DCs, are all these Warlock invos enchantment? I thought not.
 


satori01 said:
Flee the Scene...dont leave home w/out it.

But there is the concentration check to make when grappled

Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.


Flee the scene lesser, 4th

The Concentration DC (when grappled) is 24.

And if someone also threatens the square the warlock will generate an AoO when uisng his invocation.

Far from automatically free, IMO.
 

Jemal said:
Oh don't even bring up Wish.. 5000 XP cost, and the fact that the DM decides what happens?
The only time I ever used it my DM was a Dick.

DAR(My char): Damit, that Dragon's really abusing the Magical darkness in here, and our DM won't let us cast light spells. AHA! "I WISH I could See the Dragon!"
DM: "OK, the Dragon is 100' ahead of you. Her turn. You hear her say 'I wish Dar couldn't see me', and you can't see her."
ME: That was 5000 XP well spent.

Of course, if the dragon you're fighting is sufficiently advanced to cast wish (assuming it comes from her natural spell progression), that's an epic CR :p . Sounds like your DM just railroaded you, though.

ALso:
Um... I take it you haven't read house of M?

Yeah, that was also my assumption. Since . . . in House of M, what she does can only be compared to Wish.
 

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