Whinston wrote:
I'm surprised Hellion didn't receive more votes. That class, and perhaps Paladin (to a lesser degree) has always seemed underpowered, and will very quickly be steamrolled by any other class, especially with the updates to enchant/consecrate. In a lot of ways Warlocks should be a top tier class, but for some reason, are not, and I'm not entirely sure why. They have great spells for ranged damage, can summon elementals, and wear light armor. Yet, that is the only class that never had a Hero.
The person who voted Barbarian must have been joking.
Don
I think a lot of the reasons warlocks are considered fine is, like rogues, they kill people who are unprepared stupid fast, typically. Magma can one shot some sorcs after all. However, against prepared people, like rogues, you're an easy pick and nullified. Sanc / protection is really all you need to nullify a warlock unless you're a centaur. Magma still destroys them regardless due to their fire weakness. Add on shield and resist elements and you're golden. Even moderate enchants are enough to stop a warlock's power house spells from doing 30% per cast down to 4-12% per cast. Sometimes 16 if you're really lucky. Unless you've a dispel wand, you're pretty much up the creek without a paddle. Even more so if they have healing vials.
The difference between other classes, such as necro or sorc, is they have melee damage to ball back on via barb charms etc and dispel and FoD / Petrification. The elemental is a mercenary which typically gets 3 attacks per round, but does little to no damage. Giving them frenzy is a death wish as their survival rate goes down the toilet for a very, very tiny boost of damage. However, making the elemental a barb isn't the answer. I think simply giving warlocks dispel is all they need or maybe make it so elementals can ingest things so it's slightly easier to buff them. They'll have a way to debuff people who have scripted RE / shield and all that stuff instead of having to run away helplessly.
Against melee, a warlock almost has to be in a tribunal. A storebought pet will never, ever suffice against a warrior with a brain. A reaching weapon will reach behind the elemental and kill the pet in 2-3 rounds at most typically, even if its buffed. If you're smart and put your elemental second row, then all they have to do is still down the pet and reach behind it. Also when you have spells like chain lightning and fireball which hit your pet, unless you have a magic immune pet, then your battlegrounds become severely limited. In the wilderness lightning bolt is the only spell that can reach and only 1 league away. In cities, fireball and chain lightning can reach 1-2 rooms away but hit everything in the room which may bring in more than you can handle. Earthquake brings in -everything- around you and is easily mitigated simply by flying. Not to mention the knockdown / prone effect of it is way, way too short to do any good. By the time you cast it, they're up the next round giving you no time whatsoever to cast a spell in between them. If you opt to spam earthquake, it's damage is very, very minimal. I'd say cause light is probably more powerful. However, despite that, earthquake is a strange spell because it, like magma, ignores MR and can damage golems and barbs.
All in all, warlocks are kind of like a magical artillery class. They may have range but they -have- to have support. Playing a solo warlock without a tribunal is near impossible to do anything offensively, despite the large scale devastation they're somewhat capable of. Ranged combat and ranged spell casting a like ate a huge nerf to the change that makes it so when your party enters combat, you do as well. It makes it so you absolutely cannot flee because your elemental will as well so you can't initiate combat and then start pelting fireballs or what have you.
Pair that with the fact that elementals can only be buffed via wands and staves (they can't ingest things so no quaffing potions or eating herbs) and you've a really odd class that's hard to balance.
Tl:Dr Give warlocks dispel so they aren't reliant on magical devices. Magical devices should add utility, not be a necessity. This would also make it so that they can dispel people who are buffed up instead of running away helplessly like a rogue.