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Warlocks and high level play
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<blockquote data-quote="AtomicPope" data-source="post: 6671973" data-attributes="member: 64790"><p>I've been playing a Warlock for quite some time (since about 3 months after the Start Set released) and our group has advanced slowly but steadily. Currently, we're in the middle of 14th level with lots of magic items attuned to each character. I chose my character for the schtick more than anything else and sometimes it's a problem. Warlocks have to make tougher choices than other caster classes because their selection is greatly limited and so is their damage output. The lack of spell slots makes it difficult to decide when you should cast a using a spell slot or just use Eldritch Blast. As a result, I rely VERY heavily on magic items much more so than the other players. Full Disclosure: I've been VERY lucky with random magic table rolls, too lucky to the point where the DM had to tone down the actual results (my Girdle of Cloud Giant Strength at 7th level was lowered to Frost Giant Strength). Currently I'm attuned to a +2 Rod of the Pact Master and a Staff of Power. The save DC for my spells is sitting at a hard 20, allowing me to shut down all but the hardiest or luckiest monsters. We primarily face Devils since they have solid saves, lots of resistances and immunities which greatly hurts my Warlock's lack of variety.</p><p></p><p>My Warlock is a Feypact, which grants him access to several spell-like powers that recharge on a short rest. All told I have 3 powers that recharge on a short rest, 3 spell slots and 1 permanent power that uses a reaction to counter-attack. This is like having 6 spells plus 1 permanent spell defense against Charms. Looking at the Warlock Pacts from this perspective, I'm glad I chose Feypact as it seems like I'm really using 6 spells per short rest adding to the variety of status effect powers. However, those powers and spells are similar to have a middling caster in a high level game. So for me it's almost as if I'm able to cast 6 low to mid level spells per short rest. I suppose there are ways to exploit your powers, to use your Mystic Arcanum to recharge your spell slots. I've already used Forcecage to trap our own party inside just so we (especially me) could get a short rest before a deadly encounter. But players being douchey-creative isn't necessarily the class, it's just players mitigating class disadvantages (like the 5min work day), but I digress.</p><p></p><p>The lack of true spell slots and spell selection means you have to be less impulsive within those narrowly defined limits (translation: Warlocks are predictable). The Mystic Arcanum are really no different than what any other caster can do until you need to boost the perfect spell. This could be seen as a class feature to differentiate the Warlock from other casters but it is somewhat of a nuisance. Other classes can "Nova" pretty much any spell they can cast using a higher slot. Warlocks always use their highest slot but that stops at level 5. This means when you're able to cast something like "Hold Monster" you'll only ever affect one target. Putting that into game terms, Warlocks are a half-caster class that has access to a full-caster's spell list. Allow me to explain.</p><p></p><p>Currently I have a 6th and 7th level Mystic Arcanum, but they're not spell slots so I can't convert them to allow Hold Monster to affect more than 1 monster. This pushes Warlocks to the middle of the pack of casters (5th level spell slots max is like a half caster), while still granting them access to higher level spells (7th level and higher Mystic Arcanum is like a full caster). That's one of the curious builds of a Warlock that you'll never see until you're playing a high level Warlock. Yes you can cast a powerful spell like Hold Monster or Banishment, but you're not going to affect 3 or 4 targets. Ever. You're essentially a half-caster with a couple of high level spell-like abilities usable once per day. I believe this is why the power-gamer intuition focuses on lower level Warlock dips to capitalize on the classes strengths without being saddled by the weaknesses of higher level Warlocks. Just dipping 2 or 3 levels into Warlocks adds a great variety to any Cha caster's spell power, but the reverse is not equally true for Warlocks. You can dip a few levels into Warlock but then go all the way as Bard or Sorcerer to have greater spell variety and lots of spell slots, even 8th and 9th level. Thus reaching full potential as a spell caster and adding the variety that Warlocks lack.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 6671973, member: 64790"] I've been playing a Warlock for quite some time (since about 3 months after the Start Set released) and our group has advanced slowly but steadily. Currently, we're in the middle of 14th level with lots of magic items attuned to each character. I chose my character for the schtick more than anything else and sometimes it's a problem. Warlocks have to make tougher choices than other caster classes because their selection is greatly limited and so is their damage output. The lack of spell slots makes it difficult to decide when you should cast a using a spell slot or just use Eldritch Blast. As a result, I rely VERY heavily on magic items much more so than the other players. Full Disclosure: I've been VERY lucky with random magic table rolls, too lucky to the point where the DM had to tone down the actual results (my Girdle of Cloud Giant Strength at 7th level was lowered to Frost Giant Strength). Currently I'm attuned to a +2 Rod of the Pact Master and a Staff of Power. The save DC for my spells is sitting at a hard 20, allowing me to shut down all but the hardiest or luckiest monsters. We primarily face Devils since they have solid saves, lots of resistances and immunities which greatly hurts my Warlock's lack of variety. My Warlock is a Feypact, which grants him access to several spell-like powers that recharge on a short rest. All told I have 3 powers that recharge on a short rest, 3 spell slots and 1 permanent power that uses a reaction to counter-attack. This is like having 6 spells plus 1 permanent spell defense against Charms. Looking at the Warlock Pacts from this perspective, I'm glad I chose Feypact as it seems like I'm really using 6 spells per short rest adding to the variety of status effect powers. However, those powers and spells are similar to have a middling caster in a high level game. So for me it's almost as if I'm able to cast 6 low to mid level spells per short rest. I suppose there are ways to exploit your powers, to use your Mystic Arcanum to recharge your spell slots. I've already used Forcecage to trap our own party inside just so we (especially me) could get a short rest before a deadly encounter. But players being douchey-creative isn't necessarily the class, it's just players mitigating class disadvantages (like the 5min work day), but I digress. The lack of true spell slots and spell selection means you have to be less impulsive within those narrowly defined limits (translation: Warlocks are predictable). The Mystic Arcanum are really no different than what any other caster can do until you need to boost the perfect spell. This could be seen as a class feature to differentiate the Warlock from other casters but it is somewhat of a nuisance. Other classes can "Nova" pretty much any spell they can cast using a higher slot. Warlocks always use their highest slot but that stops at level 5. This means when you're able to cast something like "Hold Monster" you'll only ever affect one target. Putting that into game terms, Warlocks are a half-caster class that has access to a full-caster's spell list. Allow me to explain. Currently I have a 6th and 7th level Mystic Arcanum, but they're not spell slots so I can't convert them to allow Hold Monster to affect more than 1 monster. This pushes Warlocks to the middle of the pack of casters (5th level spell slots max is like a half caster), while still granting them access to higher level spells (7th level and higher Mystic Arcanum is like a full caster). That's one of the curious builds of a Warlock that you'll never see until you're playing a high level Warlock. Yes you can cast a powerful spell like Hold Monster or Banishment, but you're not going to affect 3 or 4 targets. Ever. You're essentially a half-caster with a couple of high level spell-like abilities usable once per day. I believe this is why the power-gamer intuition focuses on lower level Warlock dips to capitalize on the classes strengths without being saddled by the weaknesses of higher level Warlocks. Just dipping 2 or 3 levels into Warlocks adds a great variety to any Cha caster's spell power, but the reverse is not equally true for Warlocks. You can dip a few levels into Warlock but then go all the way as Bard or Sorcerer to have greater spell variety and lots of spell slots, even 8th and 9th level. Thus reaching full potential as a spell caster and adding the variety that Warlocks lack. [/QUOTE]
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