PDA

View Full Version : Warlock Help



SirAxealot
2013-09-09, 01:45 AM
So the game I just joined recently turns out to be pretty high mortality. We've lost 3 out of 5 PCs in the past 4 sessions. Partly our own fault, but the other guys say that the enemies are a bit harder than they were designed to be. Not, like, 5 levels higher, but still.

To that end, I'm looking to make a Warlock as a backup character. A Hobgoblin Warlock, with the dual pact. Right now I'm planning to combine Vestige and Infernal. I want to be tough, deadly, and good at controlling. Will those two combine well for that?

Also, any ideas on a good Warlock theme?

ghost_warlock
2013-09-09, 02:12 AM
First off, what level will you be starting at?

Infernal & Vestige work well together, particularly if you focus on fire & thunder. It won't have lots of hard control (stun, immobilize, etc.) but it will deal high damage and include lots of forced movement to push/slide monsters into zones, off cliffs, or into positions where they'll be flanked by your allies. For instance, with the right feats & items the level 13 power Harrowstorm can slide a target 12+ squares.

With such a build, take Resounding Thunder at 12th or even 11th. It'll make Clarion Call and Howl of Doom into much larger blasts. Admix thunder into other area bursts and close blasts to make them even more massive (good choices are Sea Tyrant's Fury at 17th, Awaken the Dragon at 23rd, and Zutwa's Incandescence at 27th).

If you can take Dragonmarks definitely grab Mark of Storm. Lyrandar Wind-Rider is an amazing paragon path if you can get the Mark of Storm as it gives a +1 to hit and doubles up your Con modifier for all your lightning & thunder damage. Too bad the encounter and daily power from the path are a wash (you can always just use Reserve Maneuver to swap out the encounter, though). With the path, though, your curse becomes almost a minor debuff because you're dealing massive area damage, particularly if you follow some of the suggestions below. Still, if you're infernal you may as well spread your curse with dailies like Tyrannical Threat and Evil Expulsion.

For theme, Primordial Adept has a good area burst fire & thunder encounter power (can be made larger with Resounding Thunder) and will give you an always-on +2 power bonus to fire & thunder damage at 10th.

Staffs are the implement of choice for damage-dealers so I'd suggest you get proficiency with them - usual methods are either multiclassing Wizard or taking the White Lotus Dueling Expertise feat. You want the Staff of Ruin if you're looking to deal massive damage. A thunder-based forced movement build is just begging to take the feat for the Quickbeam staff superior implement (extra thunder damage and increased forced movement). Of course, you definitely can't go wrong with the usual Accurate Staff, either.

For armor, if you're looking to maximize defense you want Armor of Dark Majesty. Otherwise Shadow Warlock Armor + Warlock's Bracers should suffice.

Other ways to improve defense are through utility powers. I liked Mirror Darkly for becoming insubstantial and having my attacks originate from somewhere else and Spined Devil's Boon for flying around and staying out of melee reach of monsters.

SirAxealot
2013-09-09, 02:30 AM
First off, what level will you be starting at?


Level 11. Unfortunately we don't have any of the house rules I've seen floating around that free up feat slots.

ghost_warlock
2013-09-09, 04:25 AM
My group doesn't usually play with those house rules, either. But it's okay, you can still build an awesome character without them. :smallsmile:

Here's a couple quick & dirty sample builds.

Non-Eberron components build.
Features:
1/encounter Beguiling Strands
eldritch strike has reach from staff expertise
high accuracy with all attacks.
doesn't provoke attacks of opportunity for using ranged spells in melee
equally destructive with all damage types
increase the size of any thunder burst/blast by 1 (blast 3 becomes blast 4, burst 1 becomes burst 2, etc.)
1/round can deal curse damage to foes hit by your allies attacks
grant temporary hp and a shift to yourself and allies when you spend an action point
potential for contribution to a radiant mafia party



level 11
Hobgoblin, Warlock, Astral Ascendant
Eldritch Pact Option: Vestige Pact
Twofold Pact Option: Infernal Pact
Eldritch Strike Option: Eldritch Strike Constitution
Theme: Primordial Adept

FINAL ABILITY SCORES
STR 11, CON 21, DEX 13, INT 21, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 16, WIS 8, CHA 12

TRAINED SKILLS
Arcana +15, Bluff +11, History +17, Intimidate +11, Thievery +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primordial Adept Attack: Vezzuvu's Eruption
Hobgoblin Utility: Hobgoblin Discipline
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Eyes of the Vestige
Wizard Attack 1: Beguiling Strands
Warlock Attack 1: Clarion Call
Warlock Attack 1: Vestige of Mount Vaelis
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Vestige's Calamity
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Life Siphon
Warlock Attack 7: Howl of Doom
Warlock Attack 9: Vestige of the Onyx Queen
Warlock Utility 10: Transcendent Dance
Astral Ascendant Attack 11: Overwhelming Radiance

FEATS
Level 1: Arcane Initiate
Level 2: Staff Expertise
Level 4: Superior Implement Training (Accurate staff)
Level 6: Improved Defenses
Level 8: Implement Focus (Staff)
Level 10: <Retrained at 11 to Resounding Thunder>
Level 11: Twofold Pact


Eberron-component Murdering Thunder build
Features:
high accuracy with thunder attacks
thunder attacks deal additional damage equal to your Con mod +3
increase the size of any thunder burst/blast by 1 (blast 3 becomes blast 4, burst 1 becomes burst 2, etc.)
all lightning & thunder attacks have an additional slide 2 and any push/pull/slide any power already has is increased by 1
can fly (and hover) for a round when you spend an action point



level 11
Hobgoblin, Warlock, Lyrandar Wind-Rider
Eldritch Pact Option: Vestige Pact
Twofold Pact Option: Infernal Pact
Eldritch Strike Option: Eldritch Strike Constitution
Proficiency: Implement Proficiency (Staff)
Theme: Primordial Adept

FINAL ABILITY SCORES
STR 11, CON 21, DEX 13, INT 21, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 16, WIS 8, CHA 12

TRAINED SKILLS
Arcana +17, History +17, Intimidate +11, Thievery +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primordial Adept Attack: Vezzuvu's Eruption
Hobgoblin Utility: Hobgoblin Discipline
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Eyes of the Vestige
Warlock Attack 1: Clarion Call
Warlock Attack 1: Vestige of Mount Vaelis
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Vestige's Calamity
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Life Siphon
Warlock Attack 7: Howl of Doom
Warlock Attack 9: Vestige of the Onyx Queen
Warlock Utility 10: Transcendent Dance
Lyrandar Wind-Rider Attack 11: Wind Burst

FEATS
Level 1: White Lotus Dueling Expertise
Level 2: Superior Implement Training (Quickbeam staff)
Level 4: Implement Focus (Staff)
Level 6: Improved Defenses
Level 8: Mark of Storm
Level 10: <Retrained at 11th to Resounding Thunder>
Level 11: Twofold Pact

SirAxealot
2013-09-09, 05:15 AM
My group doesn't usually play with those house rules, either. But it's okay, you can still build an awesome character without them. :smallsmile:

Here's a couple quick & dirty sample builds.

Non-Eberron components build.
Features:
1/encounter Beguiling Strands
eldritch strike has reach from staff expertise
high accuracy with all attacks.
doesn't provoke attacks of opportunity for using ranged spells in melee
equally destructive with all damage types
increase the size of any thunder burst/blast by 1 (blast 3 becomes blast 4, burst 1 becomes burst 2, etc.)
1/round can deal curse damage to foes hit by your allies attacks
grant temporary hp and a shift to yourself and allies when you spend an action point
potential for contribution to a radiant mafia party



level 11
Hobgoblin, Warlock, Astral Ascendant
Eldritch Pact Option: Vestige Pact
Twofold Pact Option: Infernal Pact
Eldritch Strike Option: Eldritch Strike Constitution
Theme: Primordial Adept

FINAL ABILITY SCORES
STR 11, CON 21, DEX 13, INT 21, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 16, WIS 8, CHA 12

TRAINED SKILLS
Arcana +15, Bluff +11, History +17, Intimidate +11, Thievery +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primordial Adept Attack: Vezzuvu's Eruption
Hobgoblin Utility: Hobgoblin Discipline
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Eyes of the Vestige
Wizard Attack 1: Beguiling Strands
Warlock Attack 1: Clarion Call
Warlock Attack 1: Vestige of Mount Vaelis
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Vestige's Calamity
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Life Siphon
Warlock Attack 7: Howl of Doom
Warlock Attack 9: Vestige of the Onyx Queen
Warlock Utility 10: Transcendent Dance
Astral Ascendant Attack 11: Overwhelming Radiance

FEATS
Level 1: Arcane Initiate
Level 2: Staff Expertise
Level 4: Superior Implement Training (Accurate staff)
Level 6: Improved Defenses
Level 8: Implement Focus (Staff)
Level 10: <Retrained at 11 to Resounding Thunder>
Level 11: Twofold Pact


Eberron-component Murdering Thunder build
Features:
high accuracy with thunder attacks
thunder attacks deal additional damage equal to your Con mod +3
increase the size of any thunder burst/blast by 1 (blast 3 becomes blast 4, burst 1 becomes burst 2, etc.)
all lightning & thunder attacks have an additional slide 2 and any push/pull/slide any power already has is increased by 1
can fly (and hover) for a round when you spend an action point



level 11
Hobgoblin, Warlock, Lyrandar Wind-Rider
Eldritch Pact Option: Vestige Pact
Twofold Pact Option: Infernal Pact
Eldritch Strike Option: Eldritch Strike Constitution
Proficiency: Implement Proficiency (Staff)
Theme: Primordial Adept

FINAL ABILITY SCORES
STR 11, CON 21, DEX 13, INT 21, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 16, WIS 8, CHA 12

TRAINED SKILLS
Arcana +17, History +17, Intimidate +11, Thievery +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primordial Adept Attack: Vezzuvu's Eruption
Hobgoblin Utility: Hobgoblin Discipline
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Eyes of the Vestige
Warlock Attack 1: Clarion Call
Warlock Attack 1: Vestige of Mount Vaelis
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Vestige's Calamity
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Life Siphon
Warlock Attack 7: Howl of Doom
Warlock Attack 9: Vestige of the Onyx Queen
Warlock Utility 10: Transcendent Dance
Lyrandar Wind-Rider Attack 11: Wind Burst

FEATS
Level 1: White Lotus Dueling Expertise
Level 2: Superior Implement Training (Quickbeam staff)
Level 4: Implement Focus (Staff)
Level 6: Improved Defenses
Level 8: Mark of Storm
Level 10: <Retrained at 11th to Resounding Thunder>
Level 11: Twofold Pact


Got anything for fire, darkness, etc?
I know resistance is a big issue for fire, do Warlocks have a way around it?

ghost_warlock
2013-09-09, 05:40 AM
There's a number of different items that give resistance to fire if that's what you mean; Forgemaster's Glove, Demonskin Tattoo, Keicha's Amulet, etc. The Blast Scepter is a great off-hand rod that gives resist 10 fire and lightning as well as giving a lower-damage, Con-based version of Thunderwave that doesn't rely on Wis. It's a rare item, though, so that might affect how easy it is get.

If nothing else, potions of resistance are a pitiful 40gp and give resist 5 to whatever type you want (chosen when you make/purchase them) for the whole encounter.

As for dealing with darkness, sunrods are so cheap they're essentially free at 11th level. :smallconfused:

Neither of the builds I posted deal that much fire, actually. Outside Hellish Rebuke and the area damage from Vezzuvu's Eruption, most of the powers are either thunder or psychic (with some other damage types thrown in for good measure). Vestige's Calamity deals so many different types of damage that nothing should be resisting the damage.

If absolutely necessary, there's the Gloves of Eldritch Admixture (Level 8+ Uncommon) that makes your warlock's curse deal typed damage (choose one of acid, cold, or fire). With the right choice, you should't really need to worry about most creatures' resistances.