• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Ranger > Warlock


log in or register to remove this ad

Mr. Wilson said:
Warlock is shortened to 'Lock because in WoW, there are two War classes.

Warrior and Warlock.

'Lock makes more sense than 'Rior in shorthand, leaving War for warrior.

I aim to edumacate. ;)

Which works fine in 4E too, now that we have the similarly named Warlord and Warlock. I've already confused these names countless times :S
 


It's going to be so hard not calling a Shadow Pact 'Lock's Eldritch Blast a shadow bolt when that power source comes out. :P

--

Hong: I made the lock and lord joke like a month ago. <3
 

So at 9, rangers get 6[W] + 2Dex + 2bonus for their damage daily. which is about 50 damage. The obvious warlock damage power is 3d8 + Con + bonus, which would be 20.5 damage and an immobilized for 2 turns, which for some enemies effectively takes them out of the fight completely for that time period. So they're probably around the same utility. Note that the ranger daily is probably the best level 9 daily in the game from a pure damage perspective.

However, there's a stronger warlock damage power, in the right situation: 15 on hit, 7.5 damage whenever the target moves, and 9 damage on sustain if the target fails its save. If you can get a friendly party member to get frost vul 5 on the target (say a rogue), and have a situation where you can shift the target multiple times before the target gets a chance to save (say, a rogue and warrior), you can really spike a target out - the rogue can set up 3 shifts with an action point, the warrior can force 2 shifts with an action point, the warlock 1, so damages from shifts alone would be 62.5 damage, and if the target fails the save, it'll take 14 + 3 more shifts of damage (36.5). Even without spending action points and dailies, 2 forced shifts a round give 45 damage the first round, and on a failed save 39 more damage, which makes the power on average do 84. So with decent teammate support (and this doesn't seem too spectacular a situation), warlock damage has the potential of being supurb.

On encounter powers: the best ranger encounter is 2[W]+dex, then 1[W]+dex, which will be about 32.5 damage, while the best warlock ranged is around 17 damage and the target is out of the fight until the end of your next turn (and the warlock could instead get an aoe that could do 15 per target in a blast 3, which will then run close to the ranger as long as there's two targets). It seems in general the warlock will lag behind damage on their encounters by about a basic attack, but in exchange get a fairly strong debuff or get an AoE.
 

I can't look at that ability, but I suspect forced movement (push, pull, slide) doesn't trigger the damage, just actual shifts or actual moves.

If not, sweet, I love synergy stuff. I may be missing something, but the ranger really looks boring to me. I mean, fantastic on numbers, woo damage, but comparing it to a rogue or warlock and being like 'and then I slide X, shift Y, blind, immobilize, etc'
 


loisel said:
I didn't include curse/quarry, which further favors the ranger. Also, your calculations are wrong.

No, yours are. Neener neener neener.

Seriously - at least provide some working, or say WHERE they're wrong.
 

loisel said:
If you have these two characters fight one another, the lock needs a 12 to hit and the ranger needs a 6 to hit.

This lock targets mostly reflex, which is often not much lower than AC. He's got one encounter power (Diabolic Grasp) which targets Fort, which is the Ranger's weakest point. For that one power, the lock needs a 6 to hit.

Your warlock should have a minimum of 24 AC (10, +5 level, +4 stat, +2 armor, +3 magic item) which goes up to 26 as soon as he acts (shroud of black steel. Does the ranger really get a +20 to hit? By my count he should only have a +16 (+5 level, +5 stat, +3 prof, +3 magic item).
 
Last edited:

Heiji said:
So at 9, rangers get 6[W] + 2Dex + 2bonus for their damage daily. which is about 50 damage. The obvious warlock damage power is 3d8 + Con + bonus, which would be 20.5 damage and an immobilized for 2 turns, which for some enemies effectively takes them out of the fight completely for that time period. So they're probably around the same utility. Note that the ranger daily is probably the best level 9 daily in the game from a pure damage perspective.

However, there's a stronger warlock damage power...

Thanks for pointing out the Fey power 'Curse of the Black Frost'. If everybody spends an action point and a couple of dailies and ends up shifting the enemy twice, the enemy will take lots of damage. Also, with Thudertusk Boar Strike (Ranger Attack 3, 4[W]+2dex), you can slide the enemy down the bottomless pit for infinite damage. I understand that with the tactics and your team-mates you can greatly increase your effectiveness, but I'm trying to come up with simple numbers. The infernal warlock cookies have lots of "target is immobilized", which is good against melee fighters who can't teleport. Ranger cookies tend to be about "dazing", "weakening", and moving either you or the target.

the warlock could instead get an aoe that could do 15 per target in a blast 3, which will then run close to the ranger as long as there's two targets

If you're gonna go that way, shouldn't you rather be playing a wizard?
 

Into the Woods

Remove ads

Top