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Most common application is combining it with Malediction which does and extra +1d6 per hit. So bare minimum you should be doing 1d10 +5(agonizing blast) + 1d6 (maeldiction) per ray.
You can take the repelling blast invocation and knock foes off bridges or into effects setup by you or your team mates such as a wall of fire, blade barrier, ect...
So it's on par with Ranger for damage, definitely way more damage dealing than a cleric. It has utility if you build it in but it's different than other characters, so it take getting used to.
Powerful cantrip is in the base game, I usually take that first then either the warlock feature or the feat that ignores cover. If you are looking for the warlock to replace a wizard as a damage dealer or crowd control they can't do that.
Depending on how you build them they can add the utility spells like fly, spider climb, and jump or you can add some Area effect such as fireball. They will only be able to cast those once or twice where the wizard will have many more spells to cast. I use Warlocks to replace my ranger or rogue if I want a different flavor while getting some utility spells.
If you're level 10 then you're attacking twice per turn with Eldritch blast as warlock, not once. What's more, you add your agonizing blast damage to each individual beam. At level 5 you can deal 2d10+8or10 (if you don't have at least 18 on your eldritch blast warlock build idk what's going on) damage and push the target back 4 squares each turn. Then Warlock has their own version of Hunter's Mark so it becomes 2d10+8or10+2d6 damage and push the target back 4 squares. That's an average of 26-28 damage a round no crit. max 42 no crit 74 crit damage. at level 5. This is comparable to a melee attacker using a versatile weapon 2h or a polearm and either the weapon is magic with +1d6 damage or they also have a spell or ability that allows them to add more dice. Except the Warlock can hit from over 100 feet away.
If the cantrip isn't pulling the weight by itself, then you really need to evaluate your play-style and maybe read up on some guides or watch someone else play. It's just such a straight forward cantrip with no special info needed to make it work. It's like asking how to make a heavy crossbow work when you have hunter's mark.
Here is what I personally find to my liking: the spell damage is great. If you enable invocations to go with it that increase the damage and the ones that push the enemy back, you can get out of some tight spots by pushing melee fighters away from you or other party members and then running away without triggering the idiotic 100% attack of opportunity. In addition you will get other invocations that will allow you to cast more than one blast at the same time, so you can either target the same enemy more than once or several enemies. The damage over time for me is also quite nice. In addition you get special features for warlocks, like either casting haste without debuff later or augmenting certain powers and stuff.
Basically you have add the right invocations to the spell so that it becomes powerful. In addition, the powerful cantrips feat is a must imo for this class. The issue here is that there is a specific non-obvious way to play the class and you need to learn how before you do. Also, it will not do a massive AOE damage, unless you waste one spell slot. For this problem is solved with scrolls. You craft and buy scrolls with the spell you want to use and then use those instead in the fight.
Basically if your warlock "sucks", I recommend the following. Check how you specked them first. Maybe your stat allocation for this class is not that great and if you change them, it will improve. Then learn all invocations and select which ones you like. There are some specific ones for each warlock type, but I think all of them get the modifiers to make Eldritch Blast more powerful. Select those and darkvision, then you can block your enemies sight while you will be able to blast them for about 2 turns. So basically, read up on the class a little to make sure you are utilizing it properly. It really is not a bad class. But it also doesn't really replace the wizard in the same way. Do not play it as a wizard with a different class name because it's not. I have battle cleric with me for AOE damage together with the warlock, so you can think about changing the party around as well.
The warlock is a ranged damage dealer like an archer, but based on eldritch blast. With the invocations it is better than most ranged weapons. But yes, you have to take lots of short rests to make use of the renewing spellpoints. If you do he gets to cast a spell or two every fight without needing to sleep.
On the other hand, the fighter is very good at dishing it out, as seems to be the ranger (rolled one for a new game). So the warlock is an alternative if you want something new.
Added to Eldrtich Blast, and possibly powers from specific paths, they can be amazingly powerful, you just have to think about what spells to take, build etc :)
In palace of ice you get a 1d10+3d8+3+Dex damage crossbow that marksman rangers can shoot 4 times/turn.
In the other campaigns it is 3x 1d8+1d10+1+Dex(+2 with bracers of archery).
And those aren't even using special bolts/arrows.
Compared to eldritch blast which does 3x 1d10(+1d6 with malediction)+Cha...
Warlock is not bad, but eldritch blast is not the same as a spam weapon attacker with the high damage weapons found in this game.