How it works-
Round one it isn't special because that's spent casting the Hex. Round 2 it does great damage. Round 3 it pulls ahead of most damage specialists, and the target dies. Repeat from round 1.
At character level 5, the monk does 2d8+2d6+16 with a flurry, up to 5 times on a short rest, 15 times a day with two rests a day. That's an average of 32 a round, 96 in 3 rounds, good for 5 encounters in a day.
The sorclock comes online for the first time at level 5, dealing 2d10+2d6+8 twice on the following rounds. That's 26, 52, 26 or 104 in three rounds. The works only against a single target. The sorclock has 3 sorcery points and 10 1st level slots and 2 second level slots with the same rests. It takes a bonus action to restore Sorcery points so it takes one more level to be able to quicken two rounds in a row. This leaves enough to quicken 8 times a day and have one slot left over to cast the Hex which lasts up to an hour. This whole thing works much better at level 6 or 7, honestly.
>Anyway, the dps isn't the sole issue. It also blatantly does the warlock's thing of few spell slots, lots of eldritch blasts better than a pure warlock, without fail.<
How to fix it-
Eldritch Blast becomes a class feature of Warlocks again instead of a Cantrip. This solves a lot of little problems like a few creatures being immune to warlocks-and-only-warlocks. While they're at it, Hunter's Mark and Hex can become class features and not spells requiring concentration too.
This is pasted directly from 4chan, and I have to agree with this.
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