Lonely Tylenol
First Post
Haven't tried it in play yet...we'll see what happens if my RttTOEE character dies and my DM is feeling generous with the pretty new non-core book. However, from first glance the class looks like it will turn out to be pretty balanced with minimal tweaking. It looks like it's going to play something like an arcane Wilder...lots of blasting, a (very) few special tricks, and if you can find out what the warlock you're facing can't respond to due to his limited repertoire, you will beat him easily. A good support character, easily grappled into submission, easy to kill if you can get in close with a tank fighter due to low HP, and it looks like it will be pleasingly customizable, since you get so few invocations and so many of them are interesting. Ironically, a wilder would do well against one due to the high touch AC...
As for the Eldritch Chain invocation...keep in mind that you need to make a ranged touch attack for each additional target, and if you miss it stops there. Also, the damage for each target is half of what the first target took. So the 12th level warlock in question only does 3d6 damage to each additional target. I suspect there should be some reduction for save DCs for additional targets (like there is for Chain Spell), but it was left out...we'll see if that's errata'd.
The major limitation to the Warlock seems to be that he can do one thing really well, but not much else. He blasts people. He's great at blasting them. He's a great guy to have on your side if you can't get a chance to rest and recover spells. But the sorcerer (or kineticist) is probably a better blaster overall if you don't have to keep it going all day without running out of juice. There are many strategies for fighting a warlock. How about to begin with, Entropic Shield? 20% miss chance on all ray attacks, no matter what the warlock's level is, for a 1st level spell. He's also got poor reflex and fort saves, so nail him with high-damage spells or save-or-die spells. The average wizard of equivalent level will kill or seriously wound a warlock who fails his reflex save if he can hit him with a fireball or lightning bolt.
Anyway, a monk will wipe the floor with this guy. Crazy touch AC, super grappling, fast movement to close with him from outside the 60' blasting range, spell resistance at higher levels... Got warlock problems? Hire a monk.
As for the Eldritch Chain invocation...keep in mind that you need to make a ranged touch attack for each additional target, and if you miss it stops there. Also, the damage for each target is half of what the first target took. So the 12th level warlock in question only does 3d6 damage to each additional target. I suspect there should be some reduction for save DCs for additional targets (like there is for Chain Spell), but it was left out...we'll see if that's errata'd.
The major limitation to the Warlock seems to be that he can do one thing really well, but not much else. He blasts people. He's great at blasting them. He's a great guy to have on your side if you can't get a chance to rest and recover spells. But the sorcerer (or kineticist) is probably a better blaster overall if you don't have to keep it going all day without running out of juice. There are many strategies for fighting a warlock. How about to begin with, Entropic Shield? 20% miss chance on all ray attacks, no matter what the warlock's level is, for a 1st level spell. He's also got poor reflex and fort saves, so nail him with high-damage spells or save-or-die spells. The average wizard of equivalent level will kill or seriously wound a warlock who fails his reflex save if he can hit him with a fireball or lightning bolt.
Anyway, a monk will wipe the floor with this guy. Crazy touch AC, super grappling, fast movement to close with him from outside the 60' blasting range, spell resistance at higher levels... Got warlock problems? Hire a monk.