ghettognome
First Post
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.
