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<blockquote data-quote="Lonely Tylenol" data-source="post: 1883630" data-attributes="member: 18549"><p>Well it depends, doesn't it? The sorcerer can also cast spider climb, darkvision, see invisibility, and probably dispel magic. His spells don't need a 250' range because many of them are already 400'. The long duration and "at will" nature of the warlock's powers are moot. Who needs spider climb for 24 hours anyway? The rest of the party has to rest every so often, so it doesn't matter that the warlock is still good to go. The sorcerer will have Fireball (or lightning bolt) at level 6 or level 7 if he took dispel at 6th, which is going to leave the eldritch blast in the dust for damage if there happens to be more than one opponent at a time...a common occurrence, no? And Fireball/Lighting Bolt aren't the only area-of-effect damage spells either. The warlock gets area effects at higher levels, but by that time the sorc is hurling around Chain Lightning, Disintegrate, and Delayed Blast Fireball. The warlock is non-typed damage, but it's one opponent at a time unless you start giving up your nifty powers in order to enhance it. The sorcerer gets that for free, and Energy Substitution goes a long way to solving the problem of typed energy damage.</p><p></p><p>He doesn't get damage reduction or use magic device, but that's what the Cleric is for anyway: damage management and using cleric items. The UMD ability is just a nice fringe benefit, especially considering that the warlock can't use Arcane items normally and must roll for them, which the Sorc doesn't have to do.</p><p></p><p>If I wanted a crowd-control blaster who could also throw a couple of utility spells to help the party, I'd take a sorcerer. If I wanted a self-sufficient sniper who's good at a few nasty tricks as well, I'd take a warlock.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 1883630, member: 18549"] Well it depends, doesn't it? The sorcerer can also cast spider climb, darkvision, see invisibility, and probably dispel magic. His spells don't need a 250' range because many of them are already 400'. The long duration and "at will" nature of the warlock's powers are moot. Who needs spider climb for 24 hours anyway? The rest of the party has to rest every so often, so it doesn't matter that the warlock is still good to go. The sorcerer will have Fireball (or lightning bolt) at level 6 or level 7 if he took dispel at 6th, which is going to leave the eldritch blast in the dust for damage if there happens to be more than one opponent at a time...a common occurrence, no? And Fireball/Lighting Bolt aren't the only area-of-effect damage spells either. The warlock gets area effects at higher levels, but by that time the sorc is hurling around Chain Lightning, Disintegrate, and Delayed Blast Fireball. The warlock is non-typed damage, but it's one opponent at a time unless you start giving up your nifty powers in order to enhance it. The sorcerer gets that for free, and Energy Substitution goes a long way to solving the problem of typed energy damage. He doesn't get damage reduction or use magic device, but that's what the Cleric is for anyway: damage management and using cleric items. The UMD ability is just a nice fringe benefit, especially considering that the warlock can't use Arcane items normally and must roll for them, which the Sorc doesn't have to do. If I wanted a crowd-control blaster who could also throw a couple of utility spells to help the party, I'd take a sorcerer. If I wanted a self-sufficient sniper who's good at a few nasty tricks as well, I'd take a warlock. [/QUOTE]
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