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I like the new Warlock
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<blockquote data-quote="Chaosmancer" data-source="post: 9009341" data-attributes="member: 6801228"><p>So, there is a lot to discuss about the Warlock, and I want to set aside the PAct magic versus Half-Caster debate for just a second and talk about some of the Good and Bad of the playtest, because there are things I'm not seeing mentioned here that are REALLY important. </p><p></p><p><span style="font-size: 22px"><strong>Good</strong></span></p><p></p><p>The Pact boons all got pretty great buffs. </p><p></p><p>Medium armor is 100% a win. Love this. </p><p></p><p>The ability to choose your own spellcasting score is interesting. </p><p></p><p>Some of the Invocations got buffed. Favor of the Chain Master is sickeningly good. Gaze of Two minds is very good, especially for infiltration use.</p><p></p><p><span style="font-size: 22px"><strong>Bad</strong></span></p><p></p><p>Hex: How has no one mentioned Hex getting nerfed? It now applies only once per turn. I thought originally this could be fine, because you can upcast it to get the 2d6 and 3d6... except now those come way later. It used to be 2d6 by 5th and 3d6 by 11th. Now it is 2d6 by 9th and 3d6 by 17th. This is a massive nerf, since Warlocks are still relying on Eldritch Blast like always</p><p></p><p>Blade Pact is still worse damage than Eldritch Blast. It really needs the Heavy restriction removed.</p><p></p><p>Armor of Shadows is useless. To be better than medium armor requires the warlock to have an 18 to 20 Dex, which they won't. And you can take a feat for Medium Armor Mastery to get the stealth and better armor if you have high dex.</p><p></p><p>How have we still not fixed Fiendish Vigor? It is an easy fix. </p><p></p><p>Mystic Arcanum... Man, I almost want to put this below, but I have to put it here. The good thing is that is allows you to keep at least 1 spell of the right level, but it costs so many invocation slots. Previously Mystic arcanum gave you a total of four spells, that means that to at least keep par you need four uses of this... which is nearly HALF your invocations. I know they don't give many invocations worth having, but still, that is a hefty price to pay. And since you are getting them for spells you don't have, it is 1/day. </p><p></p><p>Hex Master sucks. It might have been good at like, level 10, but at level 18? Seriously? I can cast a 1st level spell at will to do an extra d6 damage? The invocation I can get at level 2 is better than this. </p><p></p><p>How do we have nothing in the base class other than eldritch invocations? </p><p></p><p></p><p></p><p><span style="font-size: 22px"><strong>Don't Know</strong></span></p><p></p><p>Weirdly, in terms of damage and control... The Pact of the Chain is the best. Pact of the Tome's best at-will is Eldritch Blast + Hex + Agonizing Blast, maybe a bit of Repelling blast. This is better than the Pact of the Blade, which will be consistently be dealing less damage even with the Lifedrinker (E.Blast gets 3d10+2d6+12 (35.5) Blade Pact gets 2d8+2d6+2d6+8 (31) Blade Pact does get some healing, but they don't get the control option or the safety of range.) But Chain Pact Warlocks can use a reaction to have their familiar attack, dealing more damage than Tomelock, and adding a nasty, no-save condition, like poison.) </p><p></p><p>The only question is whether Tomelocks... rather interesting but anemic ability counters the familiar's power. </p><p></p><p>The Pact of the Tome interesting bit of utility I'm talking about is that you get two 1st level rituals and two cantrips, but you get them after casting the spell. Meaning you can recast it to get different rituals and cantrips. I don't know HOW useful it is to have any of that after an hour casting, but it is there which is pretty neat. The issue is... it doesn't scale. Your pact of the Tome NEVER gives access to any other spells. Which sucks.</p><p></p><p></p><p>Gift of the Protectors should allow us to have a death ward on each party member, not just the first one to hit zero. Especially since Pact of the tome doesn't get anything else, and this is supposed to be comparable to Lifedrinker and Favor.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9009341, member: 6801228"] So, there is a lot to discuss about the Warlock, and I want to set aside the PAct magic versus Half-Caster debate for just a second and talk about some of the Good and Bad of the playtest, because there are things I'm not seeing mentioned here that are REALLY important. [SIZE=6][B]Good[/B][/SIZE] The Pact boons all got pretty great buffs. Medium armor is 100% a win. Love this. The ability to choose your own spellcasting score is interesting. Some of the Invocations got buffed. Favor of the Chain Master is sickeningly good. Gaze of Two minds is very good, especially for infiltration use. [SIZE=6][B]Bad[/B][/SIZE] Hex: How has no one mentioned Hex getting nerfed? It now applies only once per turn. I thought originally this could be fine, because you can upcast it to get the 2d6 and 3d6... except now those come way later. It used to be 2d6 by 5th and 3d6 by 11th. Now it is 2d6 by 9th and 3d6 by 17th. This is a massive nerf, since Warlocks are still relying on Eldritch Blast like always Blade Pact is still worse damage than Eldritch Blast. It really needs the Heavy restriction removed. Armor of Shadows is useless. To be better than medium armor requires the warlock to have an 18 to 20 Dex, which they won't. And you can take a feat for Medium Armor Mastery to get the stealth and better armor if you have high dex. How have we still not fixed Fiendish Vigor? It is an easy fix. Mystic Arcanum... Man, I almost want to put this below, but I have to put it here. The good thing is that is allows you to keep at least 1 spell of the right level, but it costs so many invocation slots. Previously Mystic arcanum gave you a total of four spells, that means that to at least keep par you need four uses of this... which is nearly HALF your invocations. I know they don't give many invocations worth having, but still, that is a hefty price to pay. And since you are getting them for spells you don't have, it is 1/day. Hex Master sucks. It might have been good at like, level 10, but at level 18? Seriously? I can cast a 1st level spell at will to do an extra d6 damage? The invocation I can get at level 2 is better than this. How do we have nothing in the base class other than eldritch invocations? [SIZE=6][B]Don't Know[/B][/SIZE] Weirdly, in terms of damage and control... The Pact of the Chain is the best. Pact of the Tome's best at-will is Eldritch Blast + Hex + Agonizing Blast, maybe a bit of Repelling blast. This is better than the Pact of the Blade, which will be consistently be dealing less damage even with the Lifedrinker (E.Blast gets 3d10+2d6+12 (35.5) Blade Pact gets 2d8+2d6+2d6+8 (31) Blade Pact does get some healing, but they don't get the control option or the safety of range.) But Chain Pact Warlocks can use a reaction to have their familiar attack, dealing more damage than Tomelock, and adding a nasty, no-save condition, like poison.) The only question is whether Tomelocks... rather interesting but anemic ability counters the familiar's power. The Pact of the Tome interesting bit of utility I'm talking about is that you get two 1st level rituals and two cantrips, but you get them after casting the spell. Meaning you can recast it to get different rituals and cantrips. I don't know HOW useful it is to have any of that after an hour casting, but it is there which is pretty neat. The issue is... it doesn't scale. Your pact of the Tome NEVER gives access to any other spells. Which sucks. Gift of the Protectors should allow us to have a death ward on each party member, not just the first one to hit zero. Especially since Pact of the tome doesn't get anything else, and this is supposed to be comparable to Lifedrinker and Favor. [/QUOTE]
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