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Warlock - Tips, Builds and Suggestions?

Discussion in 'Eldar' started by ItsGary, Mar 1, 2017.

  1. ItsGary Recruit

    Intro

    So I decided to purchase the game before it went free to play since I have been keeping an eye on its progress. Figured I may as well contribute and see what happens and get playing straight away before an influx of new players. Since there is no Tau I settled on Eldar, Something I am starting to regret.

    The Problem

    I ended up going with Warlock since I usually like to play medics. However I am feeling like I really cannot contribute in any situation. At range I am gunned down almost instantly as soon as I come under fire. At Melee I am killed before I can put out enough damage to kill the opponent.

    My healing does not seem to provide any sort of sustain and going in for a hand to hand revive sees me killed immediately. Trying to revive from range sees the target gunned down before it finishes. If the revive does go off they then die immediately again.

    My ranged weapon just feels lackluster compared to when I have tried the Space Marines Apothercary secondary weapon. The lack of any sort of accuracy and low impact just renders it useless.

    Attempting to Jinx just sees me gunned down thanks to the nice big red channeling beam. Perhaps the abilities could just put aura's around targets instead of revealing the location of the Warlock?

    Overall the Psychic side of things just leaves me to exposed and vulnerable.

    I feel like I cannot contribute in any situation and I am helpless whilst Space marines rush in and kill my team mates who all seem to fall after taking 1 or 2 rounds and they just take the point. Out of maybe 20 games I have only one 1. Most of them are so one sided even as new player still learning the ropes I feel like there are huge balance issues.

    I am on the verge of just going Space Marine and benefiting from increased durability, Damage and numbers over a speed advantage which just seems trivial =/

    In 5 - 6 Hours of non stop play I won 1 game and played against nothing but space marines.

    The Questions

    1. Am I doing something wrong?
    2. Does it get better with progression through the tree?
    3. What loadouts do you recommend?
    4. Is it just a case of "learn to use the weapons"?
    5. Any other tips you can give me?
  2. LucianNostra Well-Known Member

    When reviving allow someone in the open the chance to crawl behind cover, as they start to stand they can no longer move and will get killed in the open.

    Jinx (to me at least) is a total waste, I'd recommend getting the new enhance ability its much much better and only costs a bit more.

    When healing you can be behind boxes the line of sight is pretty forgiving so make sure your safe.

    The pistol is poop but I still think its better than destructor (ranged psychic ability) so I still equip one, but yes bolt pistol is better.

    Melee warlocks are still pretty legit it's just very unforgiving if you mess up, always always make sure you keep your target between you and enemies or keep open the line of fire to friendles because they will shoot the guy your in melee with regardless if your in the way

    My load out is the basic sword with warp Regen and clashing slotted, a standard shurkien pistol (dont use the smart version) I use renewer though a lot of people use the aoe heal embolden (I prefer renwer because more pugs understand beam = heal vs the aoe which they always run away before i can drop) and enhance as its a dual purpose buff.

    I than use the armor wargear item and the stamina wargear item. trinkets to fit and a plasma grenade
  3. ItsGary Recruit

    Thanks for the tips and your loadout, Will give them a go :) Please if others have more still post! :D I really want to main the Warlock!
  4. A Warlock main. Bless you sir. You are most welcome and needed.

    @LucianNostra 's advice is a nice middle build for a budding warlock.

    Not to be a contrarian but I will recommend you have a Jinx loadout aswell. Everyone and their gyrinx is running Enhance at the moment, if you go with your Enhance build first and find 2 or 3 other Locks running it too switch to your Jinx build. Jinx stacks on Enhance increasing your friends DPS further and will be netting you assist XP. You can stay pretty safe behind the main attack and keep your Jinx on priority targets. An Enhanced Dire Avenger will drop any build, even Vets, extremely fast if that target is Jinxed.

    It's not an easy power to run, you will not be killing very much your self and you will need to stay with the pack to be making a contribution. You will draw a lot of aggro and fire for using Jinx. I will admit that running Jinx works best with a coordinated team so consider joining a guild but I promise you can make it work with a PuG if you spend some time on it. You'll also be pulling XP from healing so if you feel like going full support Jinx/Renewer or Jinx/Embolden is for you.

    (I will admit that I am biased towards Jinx, I was running it when it gave no XP, I was running it before Enhance was in game and will always look to run it if someone else in taking Enhance duty. I've seen Jinx and a single Reaper clear an entire room in seconds flat. And it's a great psychological weapon, smarter players will run for cover when they realise they are Jinxed so you can force people to disengage quite effectively too)

    You can of course change this out entirely for a Melee Worlock build, the other end of the spectrum, put Force in place of Enhance, Protect, Jinx or Destructor, take the clashing generator to bring your witchblade up a teir but you'll still be searching around for an Enhance Warlock to keep you buffed.

    I personally have three builds at hand most of the time, a Jinxer, an Enhance and a Protect and I flip between them depending on what the rest of the group are doing at any one time. None of the spells stack on themselves but only with each other so if your running something everyone else has got your helping more by running something else.

    Whatever you decide to go with remember, you are the squishiest character on the battlefield. Death is your new friend. You will learn to not over extend yourself quickly, that others should lead the way and that you should watch your back first so you can safely watch everyone else's. Only engage in combat if no one else can. You will be looking for cover, where the danger is and how to get away from it safely and that cautiousness will be your greatest strength.
    Boahwaji likes this.

  5. there are some good advice in this post:

    re. letting your allies crawl to cover before rezzing them, just heal them enough that they can actually crawl back to cover.

    embolden is great at that (you need to unlock it), as you can rez/heal people in combat while being able to do something else. Renewal is too visible and lock you a bit in tunnel vision.

    Jinx, you want to use when there a few eldars with you, you can use from pretty far and that s how I used it, opinion may vary.

    I play melee warlock a lot and since the patch it is a bit more difficult.
    here is my set up:
    no gun
    spell: force and embolden
    armor: golden
    sword: regular witchblade + impact and penetration mode
    wargear 1: armour +15
    wargear 2: armour regen +15%
    trinket 1: armour regen +5%

    the hardest skill to master is to be at the right place at the right time and not rush in all the time as you will be super squishy.

    It is best to attack on your term and run away if you can when not attacking in position of strength.
    Try to get to the points via the various alternative entrances. Once you kill someone, try to run away and repeat the same process: this is because you cant sustain a heavy fight unless there is a lots of confusion already (this will depend on your judgement).

    I avoid Powerfist/Klaw (having a gun against those is useful)
  6. Nether Nether Master

    1.) Some things I feel need to be added, Eldar have just undergone a major change in play and in the current they depend much more greatly on team work than any other faction. They are the most fragile across the board, need Warlocks using Protect, Enhance and Jinx with groups, and you need to stay with others. The powers for Warlock mentioned are what compensates us for our fragile form in this game.

    2.) Most definitely it gets better with the Warlock progression tree as your team will need the powers unlocked within it to function properly.

    3.) Once you get the Crone Blade you will be using that for most builds unless melee oriented. I would take armor/survival equipment and always have a charge/regen pouch on if you can. You will find that when doing your job that you will constantly be out of warp charge, so less downtime is a boon.

    4.)Not as much learn to use weapons unless you want to focus on melee combat and forgo your core support functions. Though learning to use the powers above without dying right away and getting your team the most benefit out of it will be paramount to your success. Do not stand out in the open ever, always be close to teammates, and learn positioning to be effective. So Protect, you can't use it while sprinting, but still don't be the first man in, be behind the front line, as close as possible. Jinx, fantastic powers that I keep seeing so many discard as worthless but as mentioned above, you run right behind a Shuricat Reaper and jinx everything in front of him and it will all die a death of a thousand cuts.

    5.) This I think is the most important tip, especially considering the faction and class you chose to focus on. .... JOIN A GUILD!!! ......
    I say this because they will stick with you, give you tips and pointers, over all excel your learning ability of the game and ultimately make it much more enjoyable for you.

    I will toot my Clan because I think the world of MYST and they are a fantastic group of peeps.
    They will support you if it is casual or more competitive play, and are all about friendly and good gamesmanship no matter how much salt comes our way.
    If interested, you can message @Demetri_Dominov on the forums here, and or check out the Myriad Shrines website on enjin.

    PS. If you choose to check us MYST guys out and message that Demetri guy, you tell him the secret code word is "Nether is the coolest" ok? K :) (just teasing, but I don't mind the props either)

    As well, best of luck to you and if you have more questions about Warlock feel free to pm me.
  7. Thalion100 Recruit

    As a melee focused Warlock i am currently running Enhance/Embolden with maxxed out Warpenergy (not regen, I personally find the result the not sufficient) .
    Since you can heal yourself try to maximize your Healthpool as well.

    Lifesteal and damage mod on the Sword.
    Do not bother with reviving - always stay on the move. Run over your fallen comrade and pop embolden. If you are around team members - pop enhance, if someone is hurt, pop embolden and move, move, move - never stand still.

    Do not take any opponent head on - flanking is your playstyle.
  8. Fistikuffz da Harassa Lawro Well-Known Member

    Personally ran a few Warlock versions since last patch, tried Jinx and Destructor and both are extremely fun. The problem is you're squish as hell and have to always stand within 5 feet of cover so you can flip behind it when shit hits the fan. I run the beam heal with those builds so I don't have reason to leave cover while being useful.

    My favorite 'lock build tho is Embolden+Enhance+pistol+Advanced armor, with 20LP clashing gadget on sword, 20LP heavy barrel on pistol and 100LP +15 armor wargear. Enhance you need to pop only every 30 secs, more if you're running into new allies in need of a buff. That 20% damage reduction and +20% pistol damage is really nice, had a few situtations where I downed ranged opponents with 1 clip (pistol aim and heavy barrel make headshots easy). On top of that, popping Embolden every once in a while gives you additional damage reduction, though with a far shorter duration than Enhance.

    Basically you end up with perhaps the most useful build for your team (2 AoE effects) and the tankiest build for you own enjoyment and solo play.
  9. ItsGary Recruit

    That right there does not sound good. My Bolt pistol takes a few solid hits to bring someone down but I need an entire clip from the squishiest class in the game to bring down something.

    On top of this I have noticed that some of the support powers actually award no XP or credit for using them at all. Losing the will to play Warlock especially when I can just play an apothecary allowing me to do Almost instant Revives and healing, Ranged Healing and revives through the grenade. All this on a frame which is tougher more resilient, Able to go toe to toe with foes thanks to the Bolt Guns being so favoured.

    Honestly wish they would look at the balance... EVen the Servo skull just out does the warlocks Jinx. A grenade you throw which then spots and debuffs enemies in the room, doesn't have to be channeled either.

    Honestly only been playing 2 days now but it feels like they looked at the Eldar and thought "better make sure they are just sub par to Space Marines in every way."

    Glass Cannon without the cannon and a race designed for hit and run tactics in a game without the need for hit and run Tactics since everything is Defense. Even when you attack you end up defending a small zone.

    To put my frustration into perspective I have 21 hours played and have won 7 games.
    Dragonkindred likes this.
  10. Fistikuffz da Harassa Lawro Well-Known Member

    Its definitely not a build for racking XP, Enhance won't give you jack and the beam heal is far more consistent than Embolden in that regard. I just found that build suits me the most, you still have to stay on your toes and play defensively, count on melee as your only real killing tool, but can surprise someone with a stream of shurikens to the face when they're hurt or not paying attention. And the survivability is not to be underestimated, 100 armor but almost 40% dmg reduction with both buffs? As soon as you start taking damage flip behind cover and you're good to go again in 4 secs. I'd be dead on the spot with other Warlock builds in the same situation.

    Apothecary is more resilient and killier in the current game iteration, no doubt about that. While you stay away from the heat, you can still dish out massive fire support. Warlock on the other hand is more of a "mobile symbiote", not as xp or kill rewarding but useful in its role of efficiently babysitting a whole squad of teammates on the move.

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