
Originally Posted by
Blastyswa
Overall, my experience with warlock is that it's very easy to achieve decent performance as a player with lower amounts of skill/practice (casual players, older folks, etc.) but has a very high level of performance that can be reached by people who have been effective with other classes/builds (College/teenage people, game is life folk). I don't see any problem with a player being able to take over an hour to complete a quest largely by standing still with an aura; it's not the way most people would prefer to play. Going as a shiradi or exalted angel warlock would have made this run a lot quicker, assuming that the original poster could survive without easy button heals (renewal, lay on hands if he took it) and innate defenses (several hundred extra hp, more PRR).
I played a warlock at cap on my main character for the first week of this update before reincarnating back to my old melee build, and in my experience epic level warlocks main advantage is ease of playing. Hopping into sentinel with a skyvault and aura going once every two seconds is much more power than casual players and unoptimized builds have had access to in the past. However, playing a decent offense based warlock will create the results that cause people to ask for nerfs. Warlock is however balanced somewhat by the fact that much of it's damage comes through resistance to lag, and high burst damage. In example, during the riposte bug, I had multiple LE completions of quests where the tactic utilized was the party was along the lines of watch Dazling stand next to enemies while the aura kills them all. In this situation, warlocks excel. In situations like EN/EH questing for experience, lower level EE's, or basically anything where enemies have 10,000 HP or less warlocks excel; in those situations, I could often lead the kill total with 50% or more of the entire parties kills (assuming a full 6 man group). In situations where HP exceeded that amount, like EE DoJ, EE new quests, and EE new raids, my kill total, on an offense based warlock (Exalted Angel, Thunderforge and insightful radiance weapons, twists and gear focused towards offense), dropped down to basically carrying my own weight, while builds specialized in sustained DPS would pull ahead (Well built palys, barbs, rangers, and mechanics typically).
Warlock's power doesn't come from it being innately overpowered, but from it's abilities to either output constant low levels of damage (my aura did about 1500/second, about a quarter of my melee builds sustained DPS) or to output high levels of damage (10k+ in the first two seconds from both bursts and two aura ticks) but rapidly tapers off from there as sustained damage builds overtake the bursty expertise of warlocks. Because of this, I am not surprised to see such a quick posting of an LE completion of these two raids at this level; I am also not surprised that it was done by a character playing with extreme emphasis on defense, using a build that, if played with a group of good players in other classes, would likely be outdpsed significantly. I expect that difficulty will remain at largely the same level throughout legendary content, with relatively few people suddenly finding themselves unable to make the jump from EE to LE, but hope that a spike will eventually come in the form of Reaper difficulty (If my LE raid group is able to do more than Reaper Casual when it's first released, I will be disappointed.).