Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At the end of the day, warlocks main mechanic is bound mainly to melee, so its mainly a melee class. No way around that. Especially on bosses where there is nothing to kill.
The class has a close range aura to weaken enemies. its designed around being a melee caster. Try using melee?
It kinda gets ranged going if you have minions shooting fireballs, and the percent essence gain on kill, and are in a combo sending novas. But even then, rushing in to melee range so that your aura weakens enemies is key warlock play. so usually the minions are trailing as I rush in and kill.
I use Souls mastery and use a dirk and shield (just for extra tank and to help with traps), and always pick lifesteal on essence gain. Things only got hard at the Courts level, but that's standard for everyone rn. I try to get the stun on the tail whip ability, so I can stun a group or dangerous targets, rush in, dark ritual+vortex, and stab away, out healing most any damage I take (makes sense they nerfed the healing). The souls that are released on attack help mop up enemies in the middle range so they don't need to be chased down, letting me focus on more important/dangerous targets. Still have to be aware of the enemy telegraphs, and not get too swamped if there's a lot of elites. I try to stack damage mitigation on my equipment (parry and evasion), to help make going in melee less risky. Extra stun chance on my weapon (the dirk attacks so fast, so lots of chances for on hit effects to go off), or other abilities that increase disabling effects are also useful.
I think the reason you're not having fun/are disappointed is because the warlock is a melee class, and all the abilities are designed for melee (staying far away completely robs you of the benefit of your aura passive, for example). It's definitely fair if you don't enjoy the play-style though! I have a few characters I just rushed to 20 for the benefits, but hate actually playing lol.
Literally everyone is saying youre trying to ranged on a melee class and thats 90% of the issue. Its ok if you dont like mainly melee classes, but you cant be upset with subpar results when you try and wrench in something that makes it almost impossible to use the classes mechanic.
With a Melee weapon that continuously proc the Essence and adding Life Siphon would therefore render the Warlock a self healing unit. Need to test that. Thanks you.
Bonus points if you get the upgrade that makes your ritual circle give life leach to you and allies in it, then things die, minions in the circle are great.
I don't put anything into strength or dex, and put my stats into int, focus and vit, and I often have a large health pool, and do great melee damage, and can self heal so fast that I hp tank.
I use the whip, then dual dagger charge, then drop a ritual and stab things. spewing out minions whenever I get essence.