Warlocks have a few problems with them. The first really is the lack of dispel. Preparation for a warlock is not the same as preparation for a mercenary or other classes. A warlock is fine, borderline OP against classes who don't have access to defensive buffs or good enchanted armor. Once that comes into play, their spellpower gets absolutely nerfed. This isn't exactly warlock exclusive, but it boils down to spell damage in general. With dispel, and not having to hunt for wands to cast it, warlocks might actually have a chance to do something and a reason for art trains. Wands and staves are supposed to augment your class. You shouldn't have to rely on one and hope one isn't hoarded to be able to do anything.
Since spell damage is static almost and front loaded, there is no way to increase it like melee damage. Faerie fire is the only way to really increase it, but it's not as big of a boost as everyone thinks. Warlocks also don't have any one shot spells like petrification or FoD to rely on to take out pets or such like other caster classes do. This is a huge thing as they have to spell down the pet first which can take 2-4 rounds unless you have a certain item that can magma or something like an OP wand. Casting spells in this game simply is a waste of time almost 99% of the time in this game. In the two rounds it takes you to cast magma, your elemental can either be dispelled or severely hurt, leaving you with not enough time to finish off the opponent. It's a bit sad that often times it's more preferable to zap or brandish than it is to actually cast spells. OP devices really shouldn't exist or their lag time should be increased to match that of the spell being cast in my opinion.
Elementals are also a bit difficult. If things are hoarded, such as wands or staves, warlocks have no way to buff their elementals to protect them. Elementals cannot wield or ingest things. This makes preparation for a warlock dependent entirely on wands and staves. If all the good ones are hoarded, the subpar ones that are weak or moderate simply will not do enough to protect you. Let's also not forget the fact that elementals can be dispelled leaving the warlock vulnerable for a good 27 minutes real time. This is a huge disadvantage. Warlocks simply don't have a way to reliably defend themselves. Let's not even get into the realm of reaching weapons. This is why a warlock either needs some type of root or a tribunal guard to take blows. Otherwise, they have nothing that can protect them for the extended battle which it will take them to kill the opponent or opponents they're facing. If you put the elemental second row, they can just target the storebought pet then target you once you're second row. If it's first row, they can just ignore the damage the elemental does and focus down the storebought pet. Elementals don't do damage. They shouldn't, but they should be MUCH more resilient than they are currently. Sure, they might can last 6-8 rounds against a super buffed opponent, but it doesn't matter if you have no way to damage said superbuffed opponent. Spells doing 2-8% damage is not going to cut it.
Finally, there was the dig spell and earthquake spell. These are nice spells, but really they're useless in any type of combat scenario. For those that dont' know, Dig will knock people prone if they're not in your group. However it's not like bash to where people are prone for 3 rounds. They're prone for about a round. You have time to maybe get a shocking grasp off or a lightning bolt and they're back up. Earthquake however does damage and hits all around you. Every. Single. Room. This can pull in a ton of NPCs but the damage of it is absolutely laughable. Given the fact that both of these spells can also be bypassed simply by flying, their cast time needs to be decreased dramatically, their prone effects extended to at least two rounds or so and their damage, at least in earthquake's case, made much, much higher. Given the ease of bypassing it, it should be a very strong.
Ironically, earthquake is like magma in the fact that it too ignores magical resistance. This of course still doesn't make it useful because you will never kill anything with it anyways. It does 1-2% maybe if you're lucky to GM players with a GM casting it. Anyways, if you play a warlock, you -have- to have tribunals or a certain cabal or a static group. They simply can't function on their own at all. Anyways, that's just my thoughts. Later guys.
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