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回報翻譯問題
Warlocks are great single-target damage dealers because Malediction + Invocations + Eldritch Blast can really add-up -- all without using spell slots. Malediction does use a spell slot but, as long as you maintain Concentration, you can have it running for hours -- even after a Short Rest when all of your spell slots recharge.
I am not sure what you are referring to when you can't equip weapon to launch beam. You don't really need to remove the spells unless you aren't liking one you have already selected. Generally I just ignore the choice then add an additional spell, they will never match what a wizard pool will be so best to make them good at a certain type of spell casting. Damage, control, or utility.
In terms of raw utility or very focused blasting they don't quite measure up to a Wizard or Sorcerer in many respects, but the general consistency and lesser focus on resource management is a major factor in their favor.
They do strike me as a class you would give to a newer player trying to learn how to best use a caster. I am not saying there isn't subtlety to them, you can get by by just using eldritch blast while still being an effective damage dealer though.
Even stuff like hellish rebuke just stays great. By like level 8 I'm running around begging monsters to hit me so I can whollup them with 4d10 damage lol.
Warlocks are alot of fun.
Charisma is you're main stat. Try and get at least a 16 in that. After that try for at least a 14 or higher for constitution and dexterity. Constitution will help your hp and concentration so you have less chance of losing your hex(err malediction in this game) if you get hit.
Dexterity will boost your armor class since you can only wear light armor.
For cantrips pick eldritch blast and whatever(only eldritch blast matters.)
For spells pick malediction and hellish rebuke.
In combat start by casting malediction on an enemy as your bonus action, and then eldritch blast on that same enemy as your main action. Your other spell slot is for hellish rebuke if you get hit. Rinse and repeat. It's a warlock life.
At 2nd level pick agonizing blast and repelling blast as your 2 invocations.
That will get you started. At third level you can pick your pact boon. I personally like pact of the chain because the sprite gives me immunity to opportunity attacks, but in this game their all pretty decent for what they do. I would only go pact of the blade though if I was going for a more melee oriented warlock instead of a straight eldritch blaster.
But it's really all about that eldritch blast. That's the warlock life.
I'm currently running a timekeeper warlock, but for my next adventure I'm definitely running a pact of the blade Treelock. All that retaliatory damage sounds great for a frontline warlock.
Extremely few spell slots so you rely on cantrips much like martials tend to rely on particular weapon types (at least in tabletop where you have feats for crossbows, ranged weapons, heavy weapons, polearms so you get specific combos like hand crossbow + crossbow expert + sharpshooter).
But, vs. other spellcasters, they have invocations for customizability and some of those invocations boost the effectiveness of Eldritch Blast, specifically. One, with Agonizing Blast, unlike almost every other caster you can add a modifier from your casting stat to the damage roll and not just the attack roll or spell DC. Another is that EB scales via multiple beams, which means that you can finish off a weak enemy and launch separate attacks at another target, and each gets the +CHA from AB invocation. In addition, it's force damage, which is up there with radiant and psychic in terms of being rarely resisted. With repelling blast, you get some control that allows e.g. knocking back an enemy into some ongoing AoE effect.
But for almost their entire career they have measly spell slots -- two at a time -- and a lot of the invocations which allow them to cast a specific spell once per long rest cost a warlock spell slot to do so. At least it's generallly easier in Solasta to frequenlty short-rest and recover those slots han it would be in many tabletop games. The invocations also allow a lot of freedom re: class features, like you can have at-will detect magic at no cost but for concentration if you really want. Or, say, Pact of the Tome + Book of Ancient Shadows -- means that you can acquire ritual spells from /any/ class, which adds a bit of versatility, in addition to picking up some extra cantrips from another class.
Force damage is THE defacto best damage in dnd 5e. Only one monster in all the books is immune, and none are resistant. It's even better than psychic and radiant by a good margin.