Haplose wrote...
Umm, somewhere around level 10 Feint builds start to do that, yes.
Ok, then do you think they would be doing that with one sneak attack dice per round?
The Fred wrote...
Hmm, OK. I'm not sure HB quite compares
with feint/sneak attacks; at low levels, you cannot feint reliably, and
at high ones you have to have poured a lot into it (high Cha, bonus
Bluff feats, etc). When you don't make many attacks, adding some extra
damage dice to any of one of them which hits isn't that much worse than
adding some extra damage dice to any which do hit (since non of them
might hit), plus this is magical damage, which isn't affected by DR OR
crit/sneak immunities. HB can also apply an essense to your target,
meaning that you can force them to save or be slowed or blinded or
something every round (in fact you could alternate essenses, setting
them on fire and then hitting them with something else in between etc,
for a lot more than your plain EB damage).
I think you're looking at it backwards, you should be thinking about the weapon attacks being a bonus to the blast instead of the other way around like we do with sneak attack. Warlocks already set people on fire, blind them, aren't affected by DR etc etc. HB just adds some weapon damage to all that (which is affected by DR etc etc) AND it will lower your chance of connecting with any of that because you change your touch attack to weapon attacks. You can't even count it as a simple + damage, against high AC enemies it can easily be less damage than just blasting on average due to the higher AC. You also need to pour stats/feats into melee stuff as a warlock if you want HB to be worth it, just like with feint.
Now, I'm not sure that
is overpowered, but remember it's a least invocation. You could even
switch it out for something else at higher levels. Obviously, against
multiple enemies, Eldritch Chain will be better, but HB is the only one
even potentially useful against single foes, and it's a low level.
Remember, you could even combine HB with sneak/death attack (not sure
whether that would work out, but it's theoretically possible).
You mean sneak attack affecting both the melee attack that delivered it and the HB? I don't think you should get the SA dice on both, both from a rules and balance perspective.
Yes it's the only single target blast shape invocation that can increase damage but again, you're unlikely to even gain damage from it unless you've sacrificed something to make you better at melee (especially against tough single target enemies with decent AC), and you're risking getting your head chewed off by going into melee range. I'm not sure why you think it'd be a good invocation to switch off at higher levels since it keeps scaling with your BAB and you'd really have to build your char for it at least a little bit for it to be very useful at any level.
Anyway,
I'd be happy just to apply HB each round, but it feels so passive, it's
like a 24-hour invocation which increases your damage per round by your
EB damage (essentially giving you a blast AND an attack, with only the
melee touch vs melee attack drawback, which doesn't matter so long as
you hit once in a round). I feel there should be some sort of tactical
element, at least.
I'd say deciding whether you wanna go poke the wyvern with your spear instead of blasting from a distance is a tactical element. I do agree it feels weird as a 24 hour kinda buff, maybe something like 2 rounds per caster level would be better so you need to cast it at least at the start of every fight, and that'd deter multiclass abuse both with the duration and because you couldn't just cast it once at the start of the day and never make a spell failure check again if you're heavily armored.