"Let the righteous smite me..." - Lvl 30 Infernal Warlock

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"Let the righteous smite me" - Lvl 30 Infernal Warlock

Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5

This is part 2 of this build...the first time I posted...I left off a title that made sense...I also made numerous adjustments based on some previous feedback.

This is an expansion of a build I did for the DRP King 2.0.  I fleshed out levels 1, 6, 12, 16, 24, 30.  I would appreciate any feedback regarding the build.

The only set-up that is required the build assumes a hit the round before to activate Arcane Underpinning and Lasting Frost and that the character moved 3 spaces to activate shadow walk and gain CA (Shadow Warlock Armor).

*******Updated 7/27******
Included input from this and various other threads.  Increased Defenses and DPR.
*******Updated 7/30******
Corrected a retraining issue of Hellish Blast for levels 24 and 30.  DPR went up slightly.

Level 1: DPR 10
The build is not going to win a DPR contest.  It relies on Eldritch Strike due to no reliable way to trigger Hellish Rebuke…but it gets better, I promise!
Level 1 Stats
Attack Bonus:  4 (5) vs Reflex
4 Con
0 ½ Level
(1 Prime Shot)

Damage Bonus: 1d10+6+1d6   (Crit:  10+6+6=22)
4 Con
(2 Bloodpact of Cania)

DPR:
Eldricht Strike:  (.60*16)+(0.05*22) = 10.1

Level 1 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire and Brimstone 1, level 1
Tiefling, Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 10, Con 18, Dex 10, Int 16, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 15 Fort: 14 Reflex: 14 Will: 12
***AC:  17 (with shift - Shadow Walk)
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Religion +8, History +8, Intimidate +6, Bluff +8

UNTRAINED SKILLS
Acrobatics, Arcana +3, Diplomacy +1, Dungeoneering -1, Endurance +4, Heal -1, Insight -1, Nature -1, Perception -1, Stealth +2, Streetwise +1, Thievery, Athletics

FEATS
Level 1: Blood Pact of Cania

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos

ITEMS
Leather Armor, Dagger
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 6:  DPR 19.4 (22.2 when the Enemy is bloodied)
We are doing a little better at DPR by level 6 (actually achieving the 20 DPR by lvl 10 target).  The build still relies on Eldritch Strike (almost to Hellish Rebuke as the go to At-Will).  Items focus on taking advantage of using Eldritch Strike as an RBA.
Level 6 Stats
Attack Bonus:  11 (13) vs Reflex
4 Con
3 ½ Level
2 Enhancement
1 Eagle Eye Goggles
1 Superior Implement
(1 Prime Shot)
(1 Hellfire Blood)

Damage Bonus: 1d10+14+1d6    (Crit:  10+14+6+12)
4 Con
2 Enhancement
2 Blood Pact of Cania
2 Bracers of Perfect Shot
(2 Superior Implement Bonus)
(1 Hellfire Blood)
(1 Hellish Blast)

DPR:
Initial Damage (.75*23)+(0.05*42) = 19.35
Enemy Bloodied (.8*25)+(.05*44) = 22.2

Level 6 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire and Brimstone 6, level 6
Tiefling, Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 10, Con 19, Dex 11, Int 16, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 19 Fort: 18 Reflex: 18 Will: 16
***AC:  21 (with shift - Shadow Walk)
HP: 56 Surges: 10 Surge Value: 14

TRAINED SKILLS
Religion +11, History +11, Intimidate +9, Bluff +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +6, Diplomacy +4, Dungeoneering +2, Endurance +7, Heal +2, Insight +2, Nature +2, Perception +2, Stealth +5, Streetwise +4, Thievery +3, Athletics +3

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast
Level 4: Superior Implement Training (Ashen rod)
Level 6: Hellfire Blood

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip

ITEMS
Shadowdance Leather Armor +1, Bracers of the Perfect Shot (heroic tier), Eagle Eye Goggles (heroic tier), Gauntlets of Blood (heroic tier), Magic Ashen rod +2, Cloak of Resistance +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 12:  DPR 69.8
The build finally starts putting out some respectable damage.  Through the use of Shadowrift Dagger, we can now reliable trigger our Hellish Rebuke.  For the damage type folks, I believe I captured the damage applicable to the secondary damage from the rebuke…but feedback is appreciated here.  Also added Gloves of Eldritch Admixture to avoid fire resistance by adding cold to the damage type.
Level 12 Stats
Attack Bonus:  17 (21) vs Reflex
5 Con
6 ½ Level
3 Enhancement
1 Hellfire Blood
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 1d6+29+2d6 =39.5  (Crit:  6+29+12+18=65) /    Rebuke 1d6+29=32.5 (Crit:  6+29=35)
5 Con
3 Enhancement
3 Off-Hand Enhancement
3 Blood Pact of Cania
1 Hellfire Blood
2 Weapon Focus
3 Superior Implement Bonus
(1 Siberys Shard of the Mage)
(5 Lasting Frost)
(3 Sublte Weapon)

DPR:
Inital Damage/Crit (.90*39.5)+(0.05*65) = 38.8
Rebuke Damage/Crit (.90*32.5)+(.05*35) =  31
DPR = 69.8

Level 12 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire and Brimstone 12, level 12
Tiefling, Warlock, Academy Master
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 11, Con 21, Dex 13, Int 17, Wis 9, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 23 Fort: 24 Reflex: 22 Will: 22
HP: 88 Surges: 11 Surge Value: 22

TRAINED SKILLS
Religion +14, History +14, Intimidate +13, Bluff +15

UNTRAINED SKILLS
Acrobatics +7, Arcana +11, Diplomacy +8, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Nature +5, Perception +5, Stealth +9, Streetwise +8, Thievery +7, Athletics +6

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls

ITEMS
Shadow Warlock Leather Armor +2, Boots of the Fencing Master (heroic tier), Shadowrift Blade Dagger +3, Gloves of Eldritch Admixture (heroic tier), Siberys Shard of the Mage (heroic tier), Diamond Cincture (heroic tier), Circlet of Indomitability (heroic tier), Cloak of Translocation +2, Subtle Incendiary dagger +3
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Level 16:  DPR 90
Damage going up...replaced Gloves of Eldricht Admixture with the feat Arcane Admixture...chose to stick with a Prime Shot weapon to keep my +4 weapon while having enough gold left to support my defenses.
Level 16 Stats
Attack Bonus:  22 (26) vs Reflex
6 Con
8 ½ Level
4 Enhancement
1 Hellfire Blood
2 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 1d6+42+2d6=52.5  (Crit: 6+42+12+24=84)    /     Rebuke 3.5+37=40.5 (Crit: 6+37=43)
6 Con
4 Enhancement
3 Off-Hand Enhancement
1 Hellfire Blood
2 Weapon Focus
3 Blood Pact of Cania
3 Fundamental Mastery
3 Superior Implement Bonus
(3 Siberys Shard of the Mage)
(5 Called Shot)
(5 Lasting Frost)
(2 Prime Shot Weapon)
(2 Gloves of Ice)

DPR:
Inital Damage/Crit (.90*52.5)+(0.05*82) = 51.4
Rebuke Damage/Crit (.90*40.5)+(.05*43) = 38.6
DPR = 90

Level 16 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire & Brimstone 16, level 16
Tiefling, Warlock, Academy Master
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 11, Con 22, Dex 13, Int 18, Wis 9, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 27 Fort: 28 Reflex: 27 Will: 25
***AC:  32 (with shift - Shadow Walk, Boots, with CA - Cloak)  Reflex:  30 (with shift - Shadow Walk, Boots, with CA - Cloak)
HP: 109 Surges: 12 Surge Value: 27

TRAINED SKILLS
Religion +17, History +17, Intimidate +15, Bluff +17

UNTRAINED SKILLS
Acrobatics +9, Arcana +14, Diplomacy +10, Dungeoneering +7, Endurance +14, Heal +7, Insight +7, Nature +7, Perception +7, Stealth +11, Streetwise +10, Thievery +9, Athletics +8

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense

ITEMS
Boots of the Fencing Master (heroic tier), Shadowrift Blade Dagger +3, Shadow Warlock Drowmesh +3, Khyber Shard of the Fiery Depth (paragon tier), Prime Shot Incendiary dagger +4, Gloves of Ice (paragon tier), Circlet of Indomitability (heroic tier), Diamond Cincture (heroic tier), Razordark Bracers (paragon tier), Cloak of Translocation +3, Subtle Incendiary dagger +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 24:  DPR 128.1
Nice jump in damage.  The most interesting update is adding Hellfire Teleport.  Only once per round, but now you can get some damage out of using that Shadowrift Dagger besides using it to hurt yourself.
Level 24 Stats
Attack Bonus:  28 (32) vs Reflex
7 Con
12 ½ Level
5 Enhancement
1 Hellfire Blood
2 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+66+3d8=86.5  (Crit:  12+66+24+30=135)   /   Rebuke:  7+54=61   (Crit:  12+54=66)
7 Con
5 Enhancement
5 Off-Hand Enhancement
4 Blood Pact of Cania
1 Hellfire Blood
3 Fundamental Mastery
4 Superior Implement Bonus
3 Weapon Focus
(3 Siberys Shard of the Mage)*
(5 Called Shot)
(5 Subtle)*
(7 Teleport)
(5 Starborn)*
(5 Lasting Frost)*
(4 Gloves of Ice)*

DPR:
Inital Damage/Crit (.80*86.5)+(0.05*135) = 76
Rebuke Damage/Crit (.80*61)+(.05*66) = 52.1
DPR = 128.1

Level 24 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire and Brimstone 24, level 24
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 25, Dex 14, Int 21, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 35 Fort: 36 Reflex: 35 Will: 37
HP: 152 Surges: 13 Surge Value: 38

TRAINED SKILLS
Religion +22, History +22, Intimidate +19, Bluff +21

UNTRAINED SKILLS
Acrobatics +14, Arcana +19, Diplomacy +14, Dungeoneering +12, Endurance +19, Heal +12, Insight +12, Nature +12, Perception +12, Stealth +16, Streetwise +14, Thievery +14, Athletics +13

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)

ITEMS
Boots of the Fencing Master (heroic tier), Shadowrift Blade Incendiary dagger +5, Razordark Bracers (paragon tier), Siberys Shard of the Mage (epic tier), Circlet of Indomitability (paragon tier), Diamond Cincture (heroic tier), Cloak of Translocation +4, Subtle Incendiary dagger +5, Shadow Warlock Anathema Armor +5, Gloves of Ice (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 30:  DPR 149.5
Happy with the damage at 30...depending on survivablity requirements, DPR can be sacraficed for defense.  Also finished up the Riposte option...may be worth considering move this one earlier in the build to add some additional defensive options.
Level 30 Stats
Attack Bonus:  34 (38) vs Reflex
8 Con
15 ½ Level
6 Enhancement
1 Hellfire Blood
3 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+80+3d8=100.5  (Crit: 12+80+24+36= 152)  /   Rebuke:  7+67=74  (Crit=12+67=79)
8 Con
6 Enhancement
5 Off-Hand Enhancement
1 Hellfire Blood
4 Blood Pact of Cania
5 Fundamental Mastery
4 Superior Implement Bonus
3 Weapon Focus
(5 Siberys Shard of the Mage)*
(5 Called Shot)
(6 Sublte Dagger)*
(6 Cursed Spells)
(7 Teleport)
(6 Starborn)*
(5 Lasting Frost)*
(4 Gloves of Ice)*

DPR:
Inital Damage/Crit (.80*98.5)+(0.05*150) = 86.3
Rebuke Damage/Crit (.80*74)+(.05*79) = 63.2
DPR = 149.5

Level 30 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Fire and Brimstone 30, level 30
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 26, Dex 14, Int 22, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 41 Fort: 43 Reflex: 40 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Religion +26, History +26, Intimidate +22, Bluff +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +23, Diplomacy +17, Dungeoneering +15, Endurance +23, Heal +15, Insight +15, Nature +15, Perception +15, Stealth +19, Streetwise +17, Thievery +17, Athletics +16

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will
Level 26: Warding Curse
Level 28: White Lotus Master Riposte
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)
Warlock daily 25: Infernal Chains (replaces Caution of Dispater)
Warlock encounter 27: Hellfire Curse (replaces Infernal Moon Curse)
Warlock daily 29: Hurl Through Hell (replaces Avernian Eruption)

ITEMS
Boots of the Fencing Master (heroic tier), Razordark Bracers (paragon tier), Shadow Warlock Starleather Armor +6, Siberys Shard of the Mage (epic tier), Eye of Awareness (epic tier), Diamond Cincture (paragon tier), Subtle Incendiary dagger +6, Cloak of Translocation +6, Shadowrift Blade Incendiary dagger +5, Gloves of Ice (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


The defenses on the build are not horrible, but they are not top notch either...I am very open to any recommendations regarding this.

***Warning - the following 2 builds are meant to take advantage of the recent CS ruling that stipulates that the Rebuke damage is triggered every time caster takes damage.  Please check with your DM, your parents, your second cousin, and your accountant before using in a game...while legal, it may cost your your friends***Innocent
To reliably trigger the damage three times, I am using a +3 Shadowrift Dagger (free action on hit - 5 damage) and Boots of Caiphon (Minor to shift 1sq*2)...taking a total of 9 damage (as long as I can kill an enemy in 3 hits, I can absorb all the damage with Temp HP from Dark Ones Blessing).

Level 24 DPR:  225.5
Level 30 DPR:  257.9

Level 24 Stats

Attack Bonus:  28 (32) vs Reflex
7 Con
12 ½ Level
5 Enhancement
1 Hellfire Blood
2 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+64+3d8=84.5  (Crit:  12+64+24+30=133)   /   Rebuke:  7+52=59   (Crit:  12+52=64)
7 Con
5 Enhancement
3 Off-Hand Enhancement
4 Blood Pact of Cania
1 Hellfire Blood
3 Fundamental Mastery
4 Superior Implement Bonus
3 Weapon Focus
(3 Siberys Shard of the Mage)*
(5 Called Shot)
(5 Subtle)*
(7 Teleport)
(5 Starborn)*
(5 Lasting Frost)*
(4 Gloves of Ice)*

DPR:
Inital Damage/Crit (.80*84.5)+(0.05*133) = 74.3
Rebuke Damage/Crit (.80*59)+(.05*64) = 50.4
Rebuke Damage/Crit (.80*59)+(.05*64) = 50.4
Rebuke Damage/Crit (.80*59)+(.05*64) = 50.4
DPR = 225.5

Level 24 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
24 DRP Build, level 24
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 25, Dex 14, Int 21, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 35 Fort: 35 Reflex: 36 Will: 36
HP: 152 Surges: 13 Surge Value: 38

TRAINED SKILLS
Religion +22, History +22, Intimidate +19, Bluff +21

UNTRAINED SKILLS
Acrobatics +14, Arcana +19, Diplomacy +14, Dungeoneering +12, Endurance +19, Heal +12, Insight +12, Nature +12, Perception +12, Stealth +16, Streetwise +14, Thievery +14, Athletics +13

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)

ITEMS
Boots of the Fencing Master (heroic tier), Razordark Bracers (paragon tier), Circlet of Indomitability (paragon tier), Diamond Cincture (heroic tier), Subtle Incendiary dagger +5, Shadow Warlock Anathema Armor +5, Gloves of Ice (epic tier), Shadowrift Blade Incendiary dagger +3, Boots of Caiphon (epic tier), Siberys Shard of the Mage (paragon tier), Cloak of Translocation +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 30 Stats

Attack Bonus:  34 (38) vs Reflex
8 Con
15 ½ Level
6 Enhancement
1 Hellfire Blood
3 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+78+3d8=98.5  (Crit: 12+78+24+36= 150)  /   Rebuke:  7+60=67  (Crit=12+60=72)
8 Con
6 Enhancement
3 Off-Hand Enhancement
1 Hellfire Blood
4 Blood Pact of Cania
5 Fundamental Mastery
4 Superior Implement Bonus
3 Weapon Focus
(5 Siberys Shard of the Mage)*
(5 Called Shot)
(6 Sublte Dagger)*
(6 Cursed Spells)
(7 Teleport)
(6 Starborn)*
(5 Lasting Frost)*
(4 Gloves of Ice)*

DPR:
Inital Damage/Crit (.80*98.5)+(0.05*150) = 86.3
Rebuke Damage/Crit (.80*67)+(.05*72) = 57.2
Rebuke Damage/Crit (.80*67)+(.05*72) = 57.2
Rebuke Damage/Crit (.80*67)+(.05*72) = 57.2
DPR = 257.9

Level 30 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
30 DPR Build, level 30
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 26, Dex 14, Int 22, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 41 Fort: 43 Reflex: 42 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Religion +26, History +26, Intimidate +22, Bluff +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +23, Diplomacy +17, Dungeoneering +15, Endurance +23, Heal +15, Insight +15, Nature +15, Perception +15, Stealth +19, Streetwise +17, Thievery +17, Athletics +16

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will
Level 26: Warding Curse
Level 28: White Lotus Master Riposte
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)
Warlock daily 25: Infernal Chains (replaces Caution of Dispater)
Warlock encounter 27: Hellfire Curse (replaces Infernal Moon Curse)
Warlock daily 29: Hurl Through Hell (replaces Avernian Eruption)

ITEMS
Razordark Bracers (paragon tier), Shadow Warlock Starleather Armor +6, Siberys Shard of the Mage (epic tier), Eye of Awareness (epic tier), Diamond Cincture (paragon tier), Subtle Incendiary dagger +6, Cloak of Translocation +6, Gloves of Ice (epic tier), Boots of Caiphon (epic tier), Shadowrift Blade Incendiary dagger +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Below are the previous comments from the build.

Corwynn
Hitting a bag of rats to trigger an effect, hitting an ally to trigger an effect, hitting yourself to trigger an effect... these all fail the "bag of rats" test.

Don't get me wrong, if you attack the bag of rats then the rats are still dead .  But the effect you wanted doesn't trigger.

Here's the full quote: "When a power has an effect that occurs upon hitting a target—or reducing a target to 0 hit points—the power functions only when the target in question is a meaningful threat. Characters can gain no benefit from carrying a sack of rats in hopes of healing their allies by hitting the rats."

Now I suppose you can start to dissect this statement, and start claiming that there's no power involved, or you're not hitting a target, or who knows what.  If so, then I think you're missing the forest for the trees, but hey... go for it if your DM buys it.



lordduskblade
Not to mention that even adjusting for Shadow Walk your AC is low, and even with a +6 Neck and Shadow Walk those NADs look pretty sad. This build needs some work.



Black_Knight_Irios
Hitting a bag of rats to trigger an effect, hitting an ally to trigger an effect, hitting yourself to trigger an effect... these all fail the "bag of rats" test.

Don't get me wrong, if you attack the bag of rats then the rats are still dead .  But the effect you wanted doesn't trigger.

Here's the full quote: "When a power has an effect that occurs upon hitting a target—or reducing a target to 0 hit points—the power functions only when the target in question is a meaningful threat. Characters can gain no benefit from carrying a sack of rats in hopes of healing their allies by hitting the rats."

Now I suppose you can start to dissect this statement, and start claiming that there's no power involved, or you're not hitting a target, or who knows what.  If so, then I think you're missing the forest for the trees, but hey... go for it if your DM buys it.



Are you talking about using the shadowrift blade to trigger hellish rebuke's secondary damage or did I miss something else?

Lost a bit of DPR on the level 30...but was able to get my defenses up a bit:

AC = 44 (41 + 2 for Concealment + 1 Boots of Fencing Master)
Fort = 43
Ref = 41 (includes +1 Boots of Fencing Master)
Will = 42

Still working on what else I can do.

Corwynn...still thinking on the bag of rats theory.  Not sure I agree with you on this one, but I am considering.  Another option is to go Secrets of Beleil and select Body Guard Stance (someone in my part is bound to get hit - but I need to be adjacent.

Otherwise - maybe my low defense would help trigger



Do you intend to use your move action to shift 1=> gain the bonus from the boots and use the teleport proc of the blade to fulfill your shadow walk trigger?

I suggest declare the current build as some nice theoretical dpr optimization and build it again but settle for around 100-110dpr and push your DEFs to 45+.




Corwynn
Corwynn...still thinking on the bag of rats theory.  Not sure I agree with you on this one, but I am considering.  Another option is to go Secrets of Beleil and select Body Guard Stance (someone in my part is bound to get hit - but I need to be adjacent.

Otherwise - maybe my low defense would help trigger

Absolutely, low defenses definetly help if your intent is just to trigger Hellish Rebuke. 

Most monsters aren't dumb however.  The monsters will weigh the benefit of attacking you vs the damage.  If it's in their favor (in game mechanic terms I'd say if they expect to do roughly 50+ pts of damage) then they will attack you.

If you find the monsters *are* deciding to attack you (at 50+ dmg a pop), then you won't last long however, so that doesn't really help you ;)




Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Credit where credit is due; you assimilated the criticisms and made a better character as a result. Props.

Your AC is a little low, still, but being in the backline should make it a bit easier to live with it.
The bonus for Hellfire Arcanist is +2/3/4, not +2/4/6.
Blasted CB...should never had trusted it...thanks for the catch Melos...updated DPR.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
I've actually been toying around with this kind of build for a little bit and it's pretty cool!  Though I'm curious, is there something you get from the Tiefling racials that you wouldn't get from being a Revenant with past life (tiefling)?  It seems it would let you be a bit more flexible with ability scores by having 18 con at level 1 along with 16 int, 13 cha, and 12-13 dex and being able to pump Con/Int at every level.  I know bloodhunt is nice, as is resist fire, and the racial powers are fairly similar.  Just wondering.  Although with the nice revenant feats you'd probably have to cut some feats out, probably Hellfire Teleport and WLR/WLMR.
Thanks!

I stuck with Tiefling for flavor only.  The build is actually a little bit easier with Revenant Tiefling since Con is Primary stat.  But the benefit wasn't huge.  There is something to be said for a Tiefling brought back from the 9 Hells, given the power of devils to create havok in the mortal realm Laughing
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
I love it :P
Oh yea, the flavor of a tiefling revived from by devils is really awesome!  It's basically the backstory for my character.  And it opens up so much for your DM to play with in terms of flashbacks from your previous life.

I'd like to know what your opinion on paragon paths are.  You went Academy Master and I really want to do so too, but the Hellbringer PP (from Arc Power) does have the ignore fire resist feature so I could get Hands of Hadar (AV2, Epic Item Set) rather than relying on Gloves of Eldrith Admixture for overcoming resist/immunity.  I'm kinda torn.  Also, Sage of Ages ED (AP) is something I'm considering, but that's mainly to boost death saves with the revenant and all.  Radiant One, I'm still weighing cuz it's a REALLY good ED.  Laughing

Also, you may wanna look at Subtle Dagger (from AV) for the +1-6 item bonus to damage while you have CA.  Unless Prime Shot got errataed, it seems you would get more usage from Subtle.  Also, Cloak of Translocation (AV2) is sweet.  Laughing
PPs:
Hellbringer is great for punching through resistance...but for me, that is about it, especially since I will still need to invest in another feat to deal with immunity.  There are other ways to do this without dedicating an entire paragon path.  Also, if you are not facing something with fire resistance, you get very little (5 vulnerabilty for 1 turn 5% of the time) and some average powers.  But the flavor is there Smile.

Academy Master, while a little lackluster in fluff, mechanically provides a nice boost to attack and damage and increases the number and power of your encounter powers!  Also, reroll on your moment in the sun (reroll miss on attack after expending action point)


EDs:
Radiant One is the easy pick I will admit.  Damage boost with CA, resistance etc...
Sage of Ages:  Reverse Time has a nice Revenant "reset" flavor to it.

For a build I have not played into Epic...Radiant One looks to good on paper to pass up

Gear:
Subtle is the way to go...my bad.  Last couple of builds I have been playing with were martial so no mixing of Iron Armbands and Subtle Weapons...Thanks...I can add +3 to damage potential (put don't think it can be added to the Rebuke damage since that does not rely on CA)

Cloak of Translocation - agreed better cloak...it came down to a money issue though...but I reread it and may try to fit it in given the less than stellar defences of the build.

Thanks for the feedback...I will try to update the posted build later tonight or early tomorrow.  Probably get the DRP at level 30 up to 130 or so.


Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
I'm partial to the Cloak of Distortion for a back-liner, but it's also fairly expensive. Translocation's better if you teleport a lot, but if not, could be worth a look.
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
Hmm, you know I didn't notice at first, but the 21st level feature for Radiant One technically gives the fire keyword to your attacks against cursed enemies.  That actually solves one issue I had with lack of Fire encounter powers/Eldritch Blast damage.  It also provides flexibility in what powers you do take, even dailies i.e. Vestige of the Onyx Queen, close blast fire attack that petrifies?  Sweeet!  Smile  And if there was a way to boost saving throws, that utility becomes pretty ridiculous.  Hmm... I do believe I'll be revising my build a bit.

And I see what you mean with Hellbringer PP.  The utility is kinda cool, but it's pretty meh overall.  Only thing is ignoring fire resist which is completely solved by Radiant One since it technically bestows the radiant keyword along with fire, bypassing all fire resist/immunity unless it has both.  I wonder how common that is?  But what about bypassing resist/immune pre-epic?
Hmm, you know I didn't notice at first, but the 21st level feature for Radiant One technically gives the fire keyword to your attacks against cursed enemies.  That actually solves one issue I had with lack of Fire encounter powers/Eldritch Blast damage.  It also provides flexibility in what powers you do take, even dailies i.e. Vestige of the Onyx Queen, close blast fire attack that petrifies?  Sweeet!  Smile  And if there was a way to boost saving throws, that utility becomes pretty ridiculous.  Hmm... I do believe I'll be revising my build a bit.

And I see what you mean with Hellbringer PP.  The utility is kinda cool, but it's pretty meh overall.  Only thing is ignoring fire resist which is completely solved by Radiant One since it technically bestows the radiant keyword along with fire, bypassing all fire resist/immunity unless it has both.  I wonder how common that is?  But what about bypassing resist/immune pre-epic?



Pre-Epic...I would go Eldricth Admixture Gloves or Arcane Admixture Feat to add cold damage type...otherwise something likes Wizard's Wrath (works after they are bloodied) or one of the other resitance stripping feats.  Sort of annoying, I know.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Updated with new DPR results (see original post) after adding all the input from this Topic and a few others...thanks to everyone who contributed and may continue to do so!
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Once you hit epic, it is time to trade out that Shadowrift Dagger. It starts to simply do too much damage to you. Add some Boots of Caiphon to be able to cut yourself as a minor action (and get some sweet sweet mobility) and swap your offhand for a rod of starlight. Since Starborn deals radiant damage, you just gained an extra 10 or 12 damage. The issue is that it only applies for your next two turns so you need to get the target bloodied quickly to allow you to re-curse.
Yea, I'm surprised Boots of Caiphon haven't been errataed at all yet.  At-will, minor action, shift up to your speed?  And get a +2 item bonus to Reflex? Geez.  And only take a paltry 2xsquares moved in damage.  I was actually considering them before too, but there are a couple issues that may rise:
1. Action economy - the teleport from Shadowrift is a free action and cursing a target is a minor action.  More than likely this won't be any issue whatsoever, but it can be limiting.
2. Gold Allowance - Not sure if Boots can be fit in with everything else and still be under the gold limit for level 30.

And then other things, like teleports ignore difficult terrain etc.  Very corner case.  I was actually looking into Incisive Dagger offhand to boost Ethereal Sidestep distance, but that's an even worse case of limiting actions.
Thought of the same thing this morning...will need to consider the boots.  I actually thought of either a) going down to a +3 in the offhand (-5 DPR) b) going down to a +3 in the offhand, dropping DIS and adding TWF Primed Curse (+1 to hit is worth approx 5% of the total damage potential that gains me about 6 DPR)...so I would break even and only take 5 damage.

Not sure if going to the +4 (10 damage) is worth it to save the move action I need to spend with the +3 (teleport 2 vs 3) for Shadow walk.

Will look into resources for boots as well...

Thanks for the insight.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Ironically, I thought of something similar this morning too.  Except it was to downgrade to the +4 Shadowrift so that you take less damage, still have a 3 square teleport to activate Shadow Walk, and still get a decent boost from DIS.  Also, you can more easily afford the Boots.  

I don't think TWF adds to hit, just +1 damage.  Unless I'm missing something?   

Edit:  Also, an interesting little trick.  Not consistently useful but kinda cool 1/day.  The Academy Master 20D increases duration of any effect on the at-will to save ends.  So, if you can find some way to damage yourself more than once in a round, you can probably trigger Hellish Rebuke damage twice or more.  Like if you have the Boots, make two minor action shifts, trigger Rebuke damage twice.  And if you get hit before the target's turn?  More Rebuke damage.  And if you're lucky enough that they don't save, another round of it. 
Ironically, I thought of something similar this morning too.  Except it was to downgrade to the +4 Shadowrift so that you take less damage, still have a 3 square teleport to activate Shadow Walk, and still get a decent boost from DIS.  Also, you can more easily afford the Boots.  

I don't think TWF adds to hit, just +1 damage.  Unless I'm missing something?   

Edit:  Also, an interesting little trick.  Not consistently useful but kinda cool 1/day.  The Academy Master 20D increases duration of any effect on the at-will to save ends.  So, if you can find some way to damage yourself more than once in a round, you can probably trigger Hellish Rebuke damage twice or more.  Like if you have the Boots, make two minor action shifts, trigger Rebuke damage twice.  And if you get hit before the target's turn?  More Rebuke damage.  And if you're lucky enough that they don't save, another round of it. 



Ooooh, that's nasty!
Ironically, I thought of something similar this morning too.  Except it was to downgrade to the +4 Shadowrift so that you take less damage, still have a 3 square teleport to activate Shadow Walk, and still get a decent boost from DIS.  Also, you can more easily afford the Boots.  

I don't think TWF adds to hit, just +1 damage.  Unless I'm missing something?   

Edit:  Also, an interesting little trick.  Not consistently useful but kinda cool 1/day.  The Academy Master 20D increases duration of any effect on the at-will to save ends.  So, if you can find some way to damage yourself more than once in a round, you can probably trigger Hellish Rebuke damage twice or more.  Like if you have the Boots, make two minor action shifts, trigger Rebuke damage twice.  And if you get hit before the target's turn?  More Rebuke damage.  And if you're lucky enough that they don't save, another round of it. 



Not missing anything...posting before coffee is not always wise.  I was confusing another post with adding Primed Curse to add the +1 to hit...edited the post.  Thanks for the catch.  But that does make the buld even more reliant on the Prime Shot feature which cannot always be guaranteed.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Also...just got a response back from CS regarding how often in a turn Hellish Rebuke can be triggered...looks like lots - as long as you can absorb the damage!








 Subject
Hellish Rebuke Frequency
 
 Discussion Thread
 Response (Support Agent)07/28/2010 11:33 AM
Hello Jeff,

Thank you for contacting us. Here are the answers to your questions:

1. Does the extra damage trigger every time the caster takes damage before the end of his turn or only the first time he takes damage?
A: Each time you are damaged is a separate 1d6 + Constitution modifier fire damage to the target.

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Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
That's....um....a big change. I'm not sure I could get my DM to go with that ruling, and I just bought her kittens.

Wow.
So the next question is - for the level 30 build, do I drop down to a +3 Shadowrift Dagger (to reduce my damage) and add Boots of Caiphon.  This would allow me to auto trigger rebuke damage twice and add about 56 more damage to the build Surprised
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Wow... that ruling is... wow. Also, questionable at best, and seemingly way too powerful for an at-will.

And I thought our massive DPR builds were dangerous enough as is. 
Frankly I think that's just CS being insane, because there's absolutely no way that that's the actual rule.


The RAW is unclear, so you'll never meet any DM, anywhere (even at LFR, because unclear RAW is subject to interpretation), who will run it that way.
The difference between madness and genius is determined only by degrees of success.
Frankly I think that's just CS being insane, because there's absolutely no way that that's the actual rule.


The RAW is unclear, so you'll never meet any DM, anywhere (even at LFR, because unclear RAW is subject to interpretation), who will run it that way.



Why...the RAW is technically no longer unclear because we have word from CS that has clarified it.  Now you may be correct that a DM may not want to run it this way (I Seriously doubt my DM would...but at the same time, he would have nixed the pre-nerf Arcane Slasher, the Half-Elf Avenger/Morninglord with Twin Strike, etc).  What makes some builds acceptable and others not IF they are within the RAW and RAI (including clarification from CS - sometime dubious or unclear themselves - but technically, they are the "law").  Maybe that is a topic for itself...Smile

Posted this back on the front page...but it was too fun not share...as stated before, might be difficult to convince a DM to allow it...if only because it would throw the game balance all askew.



***Warning - the following 2 builds are meant to take advantage of the recent CS ruling that stipulates that the Rebuke damage is triggered every time caster takes damage.  Please check with your DM, your parents, your second cousin, and your accountant before using in a game...while legal, it may cost your your friends***Innocent
To reliably trigger the damage three times, I am using a +3 Shadowrift Dagger (free action on hit - 5 damage) and Boots of Caiphon (Minor to shift 1sq*2)...taking a total of 9 damage (as long as I can kill an enemy in 3 hits, I can absorb all the damage with Temp HP from Dark Ones Blessing).

Level 24 DPR:  215.4
Level 30 DPR:  246.2

Level 24 Stats

Attack Bonus:  28 (32) vs Reflex
7 Con
12 ½ Level
5 Enhancement
1 Hellfire Blood
2 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+61+3d8=81.5  (Crit:  12+61+24+30=129)   /   Rebuke:  7+49=56   (Crit:  12+49=61)
7 Con
5 Enhancement
3 Off-Hand Enhancement
4 Blood Pact of Cania
1 Hellfire Blood
3 Fundamental Mastery
4 Superior Implement Bonus
(3 Siberys Shard of the Mage)
(5 Called Shot)
(5 Subtle)
(7 Teleport)
(5 Starborn)
(5 Lasting Frost)
(4 Gloves of Ice)

DPR:
Inital Damage/Crit (.80*81.5)+(0.05*129) = 71.7
Rebuke Damage/Crit (.80*56)+(.05*63) = 47.9
Rebuke Damage/Crit (.80*56)+(.05*63) = 47.9
Rebuke Damage/Crit (.80*56)+(.05*63) = 47.9
DPR = 215.4

Level 24 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
24 DRP Build, level 24
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 25, Dex 14, Int 21, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 35 Fort: 35 Reflex: 36 Will: 36
HP: 152 Surges: 13 Surge Value: 38

TRAINED SKILLS
Religion +22, History +22, Intimidate +19, Bluff +21

UNTRAINED SKILLS
Acrobatics +14, Arcana +19, Diplomacy +14, Dungeoneering +12, Endurance +19, Heal +12, Insight +12, Nature +12, Perception +12, Stealth +16, Streetwise +14, Thievery +14, Athletics +13

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)

ITEMS
Boots of the Fencing Master (heroic tier), Razordark Bracers (paragon tier), Circlet of Indomitability (paragon tier), Diamond Cincture (heroic tier), Subtle Incendiary dagger +5, Shadow Warlock Anathema Armor +5, Gloves of Ice (epic tier), Shadowrift Blade Incendiary dagger +3, Boots of Caiphon (epic tier), Siberys Shard of the Mage (paragon tier), Cloak of Translocation +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 30 Stats

Attack Bonus:  34 (38) vs Reflex
8 Con
15 ½ Level
6 Enhancement
1 Hellfire Blood
3 Versatile Expertise
1 Superior Implement
(1 Prime Shot)
(2 Combat Advantage-Shadow Warlock Armor)
(1 Arcane Underpinning)

Damage Bonus: 2d6+73+3d8=93.5  (Crit: 12+73+24+36= 145)  /   Rebuke:  7+57=64  (Crit=12+57=69)
8 Con
6 Enhancement
3 Off-Hand Enhancement
1 Hellfire Blood
4 Blood Pact of Cania
5 Fundamental Mastery
4 Superior Implement Bonus
(5 Siberys Shard of the Mage)
(5 Called Shot)
(6 Sublte Dagger)
(6 Cursed Spells)
(7 Teleport)
(6 Starborn)
(5 Lasting Frost)
(4 Gloves of Ice)

DPR:
Inital Damage/Crit (.80*93.5)+(0.05*145) = 82.1
Rebuke Damage/Crit (.80*64)+(.05*69) = 54.7
Rebuke Damage/Crit (.80*64)+(.05*69) = 54.7
Rebuke Damage/Crit (.80*64)+(.05*69) = 54.7
DPR = 246.2

Level 30 Build
====== Created Using Wizards of the Coast D&D Character Builder ======
30 DPR Build, level 30
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 26, Dex 14, Int 22, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 41 Fort: 43 Reflex: 42 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Religion +26, History +26, Intimidate +22, Bluff +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +23, Diplomacy +17, Dungeoneering +15, Endurance +23, Heal +15, Insight +15, Nature +15, Perception +15, Stealth +19, Streetwise +17, Thievery +17, Athletics +16

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will
Level 26: Warding Curse
Level 28: White Lotus Master Riposte
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)
Warlock daily 25: Infernal Chains (replaces Caution of Dispater)
Warlock encounter 27: Hellfire Curse (replaces Infernal Moon Curse)
Warlock daily 29: Forbiddance of the Ninth (replaces Avernian Eruption)

ITEMS
Razordark Bracers (paragon tier), Shadow Warlock Starleather Armor +6, Siberys Shard of the Mage (epic tier), Eye of Awareness (epic tier), Diamond Cincture (paragon tier), Subtle Incendiary dagger +6, Cloak of Translocation +6, Gloves of Ice (epic tier), Boots of Caiphon (epic tier), Shadowrift Blade Incendiary dagger +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Just a little nit-pick... Can you crit with rebuke damage?
Just a little nit-pick... Can you crit with rebuke damage?



Good question...Is there precedence with another power that say secondary damage is maxed when the primary hit crits?  It cannot be treated like Curse or Sneak Attack damage...so I am not sure.  DPR won't really change (.05*5=.25)*3 Rebukes only loses .75 from the Level 30 build.

BUT I would like to have all my numbers line up pretty.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
You don't roll a second attack, so i assume not.  But if so, what happens if you crit with stinking cloud?

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.



Why...the RAW is technically no longer unclear because we have word from CS that has clarified it. 



I would disagree with that statement.

CS is great at clarifying very simple things, but it takes multiple answers to get a consensus from them, because they frequently disagree with each other (as well as frequently disagreeing with the rules.)  When CS is obviously wrong (as in this case), then one should take their answers with a grain of salt, and remember that they're just people who can make mistakes.
The difference between madness and genius is determined only by degrees of success.
Why do you say it is wrong?  You might not like it or allow it (I may even share that opinion), but that does not make it wrong.  I can find as many arguments on this board supporting the CS answer as against.
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
Why do you say it is wrong?  You might not like it or allow it (I may even share that opinion), but that does not make it wrong.  I can find as many arguments on this board supporting the CS answer as against.



Because every single thing that functions 'each time' says 'each time' in D&D.

Hellish Rebuke's "if" statement is a binary statement.  IF is not a "for each instance" operator.  It's either true or false; it happens one or zero times.  There is nothing about it that would allow it to trigger each time, and no reason to think it does.

This is a case that won't be errata'd, because it's not worth the effort to errata.  Every person who is not actively trying to misread the rules knows that it only works once.  People who actively try to twist semantics and sophistry to subvert the rules cannot be errata'd away; they can only be dealt with by a DM, which is why the game has a DM.
The difference between madness and genius is determined only by degrees of success.
Why do you say it is wrong?  You might not like it or allow it (I may even share that opinion), but that does not make it wrong.  I can find as many arguments on this board supporting the CS answer as against.



Because every single thing that functions 'each time' says 'each time' in D&D.

Hellish Rebuke's "if" statement is a binary statement.  IF is not a "for each instance" operator.  It's either true or false; it happens one or zero times.  There is nothing about it that would allow it to trigger each time, and no reason to think it does.

This is a case that won't be errata'd, because it's not worth the effort to errata.  Every person who is not actively trying to misread the rules knows that it only works once.  People who actively try to twist semantics and sophistry to subvert the rules cannot be errata'd away; they can only be dealt with by a DM, which is why the game has a DM.


Not sure if anyone (myself included) is trying to twist semantics and sophistry - just reading the rules and doing the best I can to interpret - no subversion intended (nor do I particularly appreciate the accusation)...that is why I asked for a CS response.  Is really any more abusive than adding damage types to powers under the new rulings?  I know I have gotten a lot of mileage out of the CS clarification.

Back to the discuss...your argument assume a effect can only occur once - for that to happen there would need to be an end statment in the power (example, once per turn - like slasher damage).  The condition that enables the effect only ends at the end of the characters next turn.

Example: 

(1)If bad guy one hits me, then bad guy 1 gets rebuke damage - condition met, action occurs.  (2)Then if friend of bad guy hits me, bad guy takes damage - condition met, action occures.

In (1), condition was met, damage was inflicted...no end statement to limit
In (2), condition was met, damage was inflicted...no end statement to limit
etc

Sort of like a computer program run amok...If I hit the 20 button on an ATM and there was no limit on the amount of times I could get $, I would be rich...but the programs wrote a limit in the code to stop me when I ran out of money.

"Because every single thing that functions 'each time' says 'each time' in D&D."
- Is there a power written like this that provides that provides a precedence with this language?  Is it safe to say that every singe thing that functions once per turn says "once per turn" or has been errated to say as such (teleport damage for example)

Is there a way to get a confirmation from CS on their decision?

Playing the build in "real life", I certainly understand why a DM would say no way (mine does)...it is abuse whether it is RAW, RAI or neither of the above...But it is fun to put together and I think the main mechanical bits fit well together to make an effective Warlock striker (140 DPR before the multi-trigger trick).
Let the righteous smite me; it shall be a kindness: and let him reprove me; it shall be an excellent oil, which shall not break my head: for yet my prayer also shall be in their calamities. Psalm 141:5 Let the Righteous smite me...Infernal Warlock Build Red Sun Legionnaire...Paladin/Warlock Hybrid Build
That...is an odd ruling.  I had always thought the text for Hellish Rebuke was "the next time you take damage..." and so it only triggered once, but I re-checked it and it does say "if you take damage before the end of your next turn...".  I guess that means it can trigger more than once.  There probably will be errata (only damage from an enemy, can only trigger 1/turn, or it becomes the next time you take damage).  If it does get hit with errata, I really hope its next time you are damaged since that's pretty much how we've been playing it the entire time.  

Ahhh, Primed Curse, I see.  Yea that makes more sense.  That's kinda awesome!   
Quick RAW question about the Boots of Caiphon:  The power on the boots says, "You shift your speed and take damage equal to two times the number of squares you shifted."  It doesn't say "You shift UP TO your speed".  Wouldn't you HAVE to shift 6 if your speed was 6 and take 12 damage for every time you shift?  That would be a little less sweet.
As far as the Hellish Rebuke abuser build goes, the original build is fine (if a bit outdated, since I don't see much in the way of Essentials content there, and the AC could be a bit higher). The CS ruling he got is pants-on-head *expletive deleted* (which is to say, dead wrong), though, and I wouldn't encourage anyone to follow it. As such, the build that was made around it is of questionable value, but there might be something useful to derive from it.



Thank you for entertaining a discussion of the subject, LDB. Honestly I was expecting more (and more outspoken) remarks. My thanks also to whomever has anonymously added the build to the collection. My apologies for the delay and change of venue, but I've been busy slowly working on an update (I've found quite a few options that seem more optimal, but don't change the build enough to warrant a new thread) and I thought this thread might be a more appropriate place to discuss the issue. It is the last part of your response, "...there might be something useful to derive from it...," on which I would like to focus, but I feel compelled to offer my own 2 copper...

Regarding the Debate: Landsknecht73 is not the first to find excessively exploitable RAW (Rules as Written), nor will he be the last. Some of these builds spur the RAI (Rules as Intended) debate.  Regardless, RAW is the hands down winner, every time, the measuring stick by which CharOp judges a character, and the tools used to build all characters. The question in this particular case is whether the wording of the power Hellish Rebuke supports multiple instances of rebuke's secondary damage or not. The answer, unfortunately, is unclear. The power is worded ambiguously. In stark contrast, a Paladin's Divine Challenge (which states, "...the first time each round...,") or the Warlock's Curse of the Twin Princes (which states, "...Until the end of the encounter, every time you take damage...,") clearly define the parameters and circumstances which trigger the powers' respective secondary effects. The best written argument against Rebuke Abuse to my knowledge comes from ankiyavon, but his premise is clearly wrong when one looks at the closest officially written precedent, in the power Wall of Fire and many zones which also use the operative (and hotly debated) word "If." The Players Handbook FAQ has made it clear that by RAW, in the case of Wall of Fire, the operative word not only means when, but also every time. There doesn't seem to be any reason to believe the word means anything else for Hellish Rebuke.

It also seems relevant to point out that certain exploits have and always will exist in the game, the most notable and widely used of these being the irrefutable Frost Cheese. One could reasonably surmise that this exploit actually was and remains the designers' intent. Is it possible that Hellish Rebuke is and has always been one of these? Given the lack of support (in terms of minor action attacks, or single-target multi-attack powers) enjoyed by various other striker classes, I enjoy subscribing to this theory. This position makes Hellish Rebuke potentially the most damaging At-Will power in the game, but at lower levels this potential remains unrealized due to the lack of any way for the caster to reliably trigger the secondary damage. Also important to note is that this potential does have its cost, and without care the consequences of realizing the potential of this power can be grave. Even with care, exploiting the power's potential is not without risk, which by itself does a bit to offset the power's potential in terms of balance.

For lack of a more clear
(and officially published) ruling, the best authority is the hotly debated Customer Service Ruling and more (or most) importantly, each individual Player and his or her DM. My own history with D&D colors this last remark. In both the first and second editions of the game, as well as its variarations (basic and expert) and even its predecessors (Chainmail, Eldritch Wizardry, and Blackmoor), Gary Gygax's narratives always presented the rules as "guidelines" with every DM serving as the supreme and final authority in each respective game. In such a climate, Rules Lawyers could always lose to the Introduction in the DM's Guide (not to say they always did, cases and measurements of real world Charisma were often exhibited). My experience with 3rd Ed is limited (read "non-existent") but it seems this flavor may have changed somewhat.

As a Side Note: If you, the reader, are interested in abusing the ambiguity of Hellish Rebuke, a frank discussion with your DM about the subject is of greatest import. Make the judge aware of the ramifications of his or her ruling in either regard. Please refer to RuinsFate's A Beginner's Primer to CharOp  and the  quotes found there of AlphaTheGreat's Theoretical Optimization Manifesto. Rebuke Abuse is capable of producing ridiculous amounts of Damage, but limiting Hellish Rebuke to the first instance of Damage seems (IMO) to spite the flavor of the power's intent. Playability and the enjoyment of the game by ALL participants (meaning fellow players and your DM) need to be your primary concerns, and the DM's ruling will dictate the manner in which the build is played. As far as I can tell, imposed limits on the power would still leave the playing field slightly skewed in some other strikers' favor in terms of reliable DPR and Nova capacity. All things said, however, if your enjoyment of a character depends upon abusing this power, come prepared with an alternate character in case the DM rules against Rebuke Abuse. Anyone attempting to abuse the power as a surprise(!) maneuver deserves (IMO) to get ruled against, regardless of coming armed with your own Cust Service response, RAW, RAI, and any other argument...

It has occured to me that some or many may already believe the argued RAW position, and accept the possibility or likelihood that this is RAI as well, but simply find the unrestrained use of the power distasteful or incompatible with their own play style. I understand such a position, and my own playtesting of the build has yet to begin. The points, as mentioned above, would be compatibility with the other players as well as what kind of impact the build would have on the overall challenge of encounters in general. In my own unfortunate circumstances I will be unable to test the build against a) encounters suited to the challenge (currently playing through the canned series starting with The Keep on the Shadowfell, pretty much verbatim) and b) other highly optimized strikers, and I will probably need to cut damage output by 20-40%. In a highly optimized party, on the other hand, I just don't think the Rebuke Abuser would stand out terribly. Yes, it can manage impressive DPR, but it is hardly indefeatable. It has its exploitable weaknesses. If anyone has the opportunity to test the unrestrained build in a highly optimized party I would love to hear how it goes...

My own question to Customer Service yielded the same response as Landsknecht73, but please, if you are reading this, send your own question to Customer Service. I am not sure what kind of threshold constitutes "Frequently Asked Questions" but an officially published ruling, one way or the other, would be of obvious value, either in the FAQ, or in published errata. Furthermore, should anyone recieve a Customer Service response which contradicts the heretofore recieved responses with regard to Hellish Rebuke, this would be a fine (excellent!) place to share...

Finally...

...The CS ruling he got is pants-on-head *expletive deleted* (which is to say, dead wrong),,,



If this argument could be substantiated, there would be no debate. Please note, this statement is not intended to minimize or invalidate your opinion, simply to clarify that it is an opinion. You (and the many who share it) are entitled to it. However if you could set this opinion aside for a moment to ask yourself, "If a character actually wanted to take multiple instances of damage, but wanted to mitigate that damage without eliminating it entirely, how would that best be accomplished?" then I am certain your experience, expertise, and knowledge (as well as the many who agree with you) could and would be invaluable assets to the build...

To my knowledge it has always been the aim and intent of CharOp to find the tricks and exploits available by RAW, regardless of how compatible they may be to various play styles or differing opinions. It is for this that Landsknecht73 should be congradulated, and the build celebrated and honored, instead of shelved.

Ok, just one last note:
I am well aware that I am backing an unpopular horse here, and I would like to remain undecided regarding Unrestrained Rebuke Abuse until I see it in actual play.

That's in the case of TheoOp. Some of us (I most definitely include myself in the group) think TheoOp is not good for anything until it's been fit into a playable build. In other words, it's the rough draft before the finished product.

As far as Rebuke goes, the power of the English language applies here. It's an "if...then" clause, which by nature is satisfied once. Did you take damage before the start of your next turn? If yes, then the target takes more damage. Done and done.
That's in the case of TheoOp. Some of us (I most definitely include myself in the group) think TheoOp is not good for anything until it's been fit into a playable build. In other words, it's the rough draft before the finished product.



Theoretical Optimization presupposes a character built within the Rules, which is what I am claiming this is. A character built outside of RAW is meaningless nonsense. If you define this character as unplayable on the grounds of its defenses, I would argue that while the listed defenses are weak, they are hardly unplayable.

As far as Rebuke goes, the power of the English language applies here. It's an "if...then" clause, which by nature is satisfied once. Did you take damage before the start of your next turn? If yes, then the target takes more damage. Done and done.



Very close to the argument presented by ankiyavon, if not the exact words. Landsknecht73's response was also good and valid, but I shall approach this argument from a slightly different angle.


The definition of "If" from dictionary.com
–conjunction

1. in case that; granting or supposing that; on condition that: Sing if you want to. Stay indoors if it rains. I'll go if you do.


2. even though: an enthusiastic if small audience.


3. whether: He asked if I knew spanish.

4. (used to introduce an exclamatory phrase): If only Dad could see me now!


5. when or whenever: If it was raining, we had to play inside.

Nothing in the dictionary implies a condition no longer applies after it has been met. What's more, Customer Service has ruled that the 5th definition is what one should look at in regards to this power, and while many would argue that Customer Service is not or should not be the final authority, the closest precedent remains in the FAQ with regard to Wall of Fire, clearly indicating that definition 5 is preferred.

I do not believe anyone expected the Customer Service response received by Landsknecht73, including Landsknecht himself, who, I'm fairly certain, wrote to ask about making the secondary damage a Save Ends event by means of Master's Surge and Learned Boost (which does not seem to be RAW, as the Secondary Damage is not an Effect proper). However the Ruling does not contradict either the English Language or anything else in the rules, and even finds support.






Alright, on to the "...something useful to derive from it...," part:

The Premise: The Landsknecht73 model is both classic and elegant, and (IMO) of import to anyone wishing to optimize damage on Hellish Rebuke.


As a player and DM with a long history with the game, I was excited when, upon opening the 4thEd Player'sHandbook, I saw that Tiefling (first introduced to my knowledge, in 2ndEd's supplement Planescape) had been introduced as a core Race. As I continued onward through the pages I found the Warlock class and scanning it found the Scourge build and the Infernal Pact. "That's great!" I thought, "A perfect fit for a Tiefling character." It wasn't until later, after the realization of how much more capable Tieflings were as Fey'locks, that disappointment set in. It wasn't until just recently that this changed. With the recent support given to Tieflings and the new option of a racial boost to Con, there has never been a more auspicious time to develop this build.

Hellish Rebuke holds an uncommon position amongst At-Will Powers, having both strong offensive and defensive qualities. At lower levels the offensive qualities of this power remain largely unrealized due to a character being unable to reliably trigger the secondary damage. It seems clear, though, that the build classified as "Scourge Warlock" was intended to be built around this power. Few other powers, be they encounter or daily, in a Warlock's repertoire can come close to matching the potential of the At-Will intended for the Scourge build. Even with the Striker mechanism installed into each of the initial Striker classes the Scourge build was a crippled concept. It wasn't until the introduction of self-damaging items (to my knowledge the first of these did not appear until AV) that the Infernal Warlock became a playable concept. As a concept, though, how wonderful! Strikers willing to spill thier own blood to insure their enemys' demise! Now that's an Infernal Pact!

In the posts to follow I will be refering to three states into which an Infernal Pact Warlock (ala PH) can belong:
The Crippled: The lowest but irrefutable state, interpreting Hellish Rebuke's secondary damage as triggerable only one time. As will be shown, even this state is capable of producing very competitive DPR figures.
The Limited: This term will be used to refer to Hellish Rebuke's secondary damage as triggerable one time per turn. This state represents a compromise between the Crippled (above) and the Abuser (below). Your reliable DPR will be no greater than the crippled, but the soft defensive control of the power is retained. I can offer few notes regarding this state, as boosting secondary damage becomes reliant on other party members and team monster. As a player you may, however, be generally looking for inclusion in party members area attacks or forced movement into damaging zones, especially when the damage incurred happens to fall into a typed category you resist. It goes without being said that you hope to resist most, but not all, of said damage, and that stunts like this pose grave risks (meaning unless there is static damage against which you can measure exactly the damage you'll take vs what you can resist, you will probably be better off to simply settle for what you can accomplish on your turn).
The Abuser: The highest (and quite possibly broken) state of unlimited secondary damage from Hellish Rebuke. So long as you have the means to take and survive inflicted damage the capacity to boost the secondary auto damage exists. This state is capable of producing significant (if not ridiculous) numbers, but does not top the list of legal DPR builds (as listed in DPR King Candidates thread) at every level. If you enjoy this state myriad possibilities open up in terms of boosting DPR and Nova capacity. It is on the supposition of this state that Landsknecht73 built his Warlock (achieving the noteworthy DPR numbers in Epic levels found below or elsewhere) and I have followed this supposition for the updated build.

I have been looking at Landsknecht's Warlock for a few weeks now, and have actually broken down a detailed analysis at the benchmark levels cited in the DPR King thread. Landsknecht73's numbers are, in fact, slightly inaccurate. His DPR is slightly (perhaps even significantly)  lower at Level 12, but in epic the differences are only very slight. The breakdown reveals that even without abuse, the Landsknecht73's Warlock is a formidable 2 round striker from 16th level onward (just shy at the 12th level benchmark). Please do not misconstrue the following for criticism, as the observations have arisen from admiration...

Inaccuracies of Landsknecht73's build numbers:
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  • First, accuracy. At 12th lvl Landsknecht73 has determined that +21 hits reflex 95% of the time. Enemy of Level should have a reflex of 24 (Level +12). Accuracy should be altered/edited to 90%. This error is only present in the Level 12 numbers.



  • Rebuke (hereafter referred to as secondary) damage does not benefit from a critical hit. This ruling comes from Customer Service, and is thus subject to debate on that level, however because Landsknecht73's build relies on a Customer Service ruling regarding multiple applications of secondary damage at higher lvl (my own does as well) I will not be questioning the validity of this ruling.



  • Lasting Frost bonus has been incorrectly applied at Level 12. Gloves of Eldritch Admixture changes Curse damage at will, but 5 pts have been added to primary and secondary damage modifiers. As Curse damage may only be applied once per round, the Lasting Frost damage modifier should be applied once per round (with curse damage only) but only after the first attack against a target. As the numbers assume a previous hit (for Arcane Underpinning bonus) simply subtracting 5 from the secondary damage is sufficient. By Level 16 Landsknecht 73 has added Arcane Admixture, which solves the problem.



  • Landsknecht73 has used some kind of alternate formula to derive the funds he is allowed to spend on equipment, resulting in an array of items that have a bearing on DPR figures, defenses, and maybe other areas as well. Any update I could offer would not duplicate the exagerated funds, but no effort has been made to alter this in the numbers below.



  • The question has been raised as to whether the Subtle Weapon added its Item bonus to Hellish Rebuke's secondary damage, and I think it's a good one which to my knowledge was never directly answered. Reading the Item's property leads me to believe that the answer is yes, so long as the Warlock in question has Combat Advantage, but should it come to light that a correction is needed well, I'll burn that bridge when I come to it...



  • Extra Crit dice have been erroneously Maximized.



  • The Level 16 feature Fundemental Mastery specifies "When you hit...," which is indicative that the bonus damage granted from this feature applies only to the Initial damage roll, not the secondary instances. This is a big loss, but we'll survive.



  • At Epic levels, Damage ascribed for teleportation (via Hellfire Teleport) has been incorrectly calculated (7 listed at 24 should be 10, 7 listed at 30 should be 11). Perhaps he was basing the damage here off of his Cha modifier? Furthermore, the damage is seperate and distinct from the attack, and  thus benefits from the Epic feature Starborn.




As Landsknecht73 himself has not posted anything in several months I have taken the liberty of correcting the numbers myself. Though improvements are possible and the benefits of an update should not be understated (and I will be making an effort to update the build, should Landsknecht73 not reappear), the build is still playable as is and the following numbers make no effort to alter it whatsoever...

Landsknecht73's Warlock

Level 12:

The Build:
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Landsknecht73's Fire and Brimstone, level 12
Tiefling, Warlock, Academy Master
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 11, Con 21, Dex 13, Int 17, Wis 9, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 23 Fort: 24 Reflex: 22 Will: 22
HP: 88 Surges: 11 Surge Value: 22

TRAINED SKILLS
Religion +14, History +14, Intimidate +13, Bluff +15

UNTRAINED SKILLS
Acrobatics +7, Arcana +11, Diplomacy +8, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Nature +5, Perception +5, Stealth +9, Streetwise +8, Thievery +7, Athletics +6

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls

ITEMS
Shadow Warlock Leather Armor +2, Boots of the Fencing Master (heroic tier), Shadowrift Blade Dagger +3, Gloves of Eldritch Admixture (heroic tier), Siberys Shard of the Mage (heroic tier), Diamond Cincture (heroic tier), Circlet of Indomitability (heroic tier), Cloak of Translocation +2, Subtle Incendiary dagger +3
======================================================================


Level 12 At-Will DPR
53.6 First Strike, 61.2 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +1 Instance of Secondary Damage
The Targets: 2 Round Striker 4*level+12 = 60, 1 Round Striker 8*Level+24 = 120
Initial + Curse Damage = 30.225 First Strike, 36.45 Subsequent to a successful First Strike vs Same Target
Secondary Damage = +23.375 per instance First Strike, +24.75 Subsequent to a successful First Strike vs Same Target
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Attack Bonus: 
+05 Con
+06 ½ Level
+03 Enhancement
+01 Hellfire Blood
+01 Versatile Expertise
+01 Superior Implement Bonus, Incendiary Dagger
+01 Prime Shot
+02 Combat Advantage, Shadow Warlock Armor
+01 Arcane Underpinning, applied only Subsequent to a successful First Strike vs Same Target

Damage Bonus:
+05 Con
+03 Enhancement
+03 Off-Hand Enhancement
+03 Blood Pact of Cania
+01 Hellfire Blood
+02 Feat Bonus, Weapon Focus
+03 Superior Implement Bonus, Incendiary Dagger
+01 Siberys Shard of the Mage
+05 Lasting Frost, applicable only with curse damage on attacks Subsequent to a successful First Strike vs Same Target
+03 Item Bonus, Subtle Weapon - Dagger

DPR:
First Strike: Does not add Arcane Underpinning to attack or Lasting Frost to Initial Damage.
Base: 1d6 +24 =27.5
Crit:  6 +24 +3d6 =40.5
Curse Base: 2d6 = 7
Curse Crit: 12
Rebuke: 1d6 +24 =27.5
+20 vs Reflex@24: (Miss = .15, Hit = .8, Crit = .05)
Adusted Inital Damage/Crit (.8 x 27.5 = 22) + (0.05 x 40.5 = 2.025) = 24.025
Adjusted Curse Damage: (.8 x 7 = 5.6) + (.05 x 12 = .6) = 6.2
Rebuke Damage: (.85 x 27.5)=  23.375
(Initial) + (Curse) + (Secondary x1) = 53.6

Subsequent to a Successful First Strike vs Same Target
Base: 1d6 +24 = 27.5
Crit:  6 +24 +3d6 = 40.5
Curse Base: 2d6 +5 = 12
Curse Crit: 12 +5 = 17
Rebuke: 1d6 +24 =27.5
+21 vs Reflex@24: (Miss = .1, Hit = .85, Crit = .05)
Adusted Inital Damage/Crit (.85 x 27.5 = 23.375) + (0.05 x 40.5 = 2.025) = 25.4
Adjusted Curse Damage: (.85 x 12 = 10.2) + (.05 x 17 = .85) = 11.05
Rebuke Damage: (.90 x 27.5)=  24.75
(Initial) + (Curse) + (Secondary x1) =  61.2


Level 16:

The Build:
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======================================================================
Landsknecht73's Fire and Brimstone, level 16
Tiefling, Warlock, Academy Master
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 11, Con 22, Dex 13, Int 18, Wis 9, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 27 Fort: 24 Reflex: 24 Will: 21
HP: 109 Surges: 12 Surge Value: 27

TRAINED SKILLS
Religion +17, History +17, Intimidate +15, Bluff +17

UNTRAINED SKILLS
Acrobatics +9, Arcana +14, Diplomacy +10, Dungeoneering +7, Endurance +14, Heal +7, Insight +7, Nature +7, Perception +7, Stealth +11, Streetwise +10, Thievery +9, Athletics +8

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Called Shot
Level 14: Arcane Admixture
Level 16: Lasting Frost

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense

ITEMS
Boots of the Fencing Master (heroic tier), Shadowrift Blade Dagger +3, Shadow Warlock Drowmesh +3, Khyber Shard of the Fiery Depth (paragon tier), Gloves of Ice (paragon tier), Circlet of Indomitability (heroic tier), Razordark Bracers (paragon tier), Subtle Incendiary dagger +4
======================================================================


Level 16 At-Will DPR
81.175 First Strike, 90.375 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +1 Instance of Secondary Damage
The Targets: 2 Round Striker 4*level+12 = 76, 1 Round Striker 8*Level+24 = 152
Initial + Curse Damage = 45.625 First Strike, 52.85 Subsequent to a Successful First Strike vs Same Target
Secondary Damage = +35.55 per instance First Strike, +37.525 per instance Subsequent to a Successful First Strike vs Same Target
Show

Attack Bonus:
+06 Con
+08 ½ Level
+04 Enhancement
+01 Hellfire Blood
+02 Versatile Expertise
+01 Superior Implement Bonus, Incendiary Dagger
+01 Prime Shot
+02 Combat Advantage, Shadow Warlock Armor
+01 Arcane Underpinning, applied only Subsequent to a Successful First Strike vs Same Target

Damage Bonus:
+06 Con
+04 Enhancement
+03 Off-Hand Enhancement
+01 Hellfire Blood
+02 Feat Bonus, Weapon Focus
+03 Blood Pact of Cania
+03 Fundamental Mastery, applied only to Initial damage
+03 Superior Implement Bonus, Incendiary Dagger
+03 Siberys Shard of the Mage
+05 Called Shot, applied only to Initial damage
+05 Lasting Frost, applied only to secondary damage on First Strike
+04 Item Bonus, Subtle Weapon - Dagger
+02 Gloves of Ice

DPR:
First Strike:
Base: 1d6 +39 =42.5
Crit:  6 +39 +4d6 =59
Curse Base: 2d6 = 7
Curse Crit: 12
Rebuke: 1d6 +36 =39.5
+25 vs Reflex@28: (Miss = .1, Hit = .85, Crit = .05)
Adusted Inital Damage/Crit (.85 x 42.5 = 36.125) +(0.05 x 59 = 2.95) = 39.075
Adjusted Curse Damage: (.85 x 7 = 5.95) + (.05 x 12 = .6) = 6.55
Rebuke Damage: (.9 x 39.5)=  35.55
(Initial) + (Curse) + (Secondary x1) = 81.175

Subsequent to a Successful First Strike vs Same Target
Base: 1d6 +44 = 47.5
Crit:  6 +44 +4d6 = 64
Curse Base: 2d6 = 7
Curse Crit: 12
Rebuke: 1d6 +36 =39.5
+26 vs Reflex@28: (Miss = .05, Hit = .9, Crit = .05)
Adusted Inital Damage/Crit (.9 x 47.5 = 42.75) +(0.05 x 64 = 3.2) = 45.95
Adjusted Curse Damage: (.9 x 7 = 6.3) + (.05 x 12 = .6) = 6.9
Rebuke Damage: (.95 x 39.5)=  37.525
(Initial) + (Curse) + (Secondary x1) = 90.375


Level 24:

The Build:
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======================================================================
Landsknecht73's Fire and Brimstone, level 24
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 25, Dex 14, Int 21, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 35 Fort: 35 Reflex: 36 Will: 36
HP: 152 Surges: 13 Surge Value: 38

TRAINED SKILLS
Religion +22, History +22, Intimidate +19, Bluff +21

UNTRAINED SKILLS
Acrobatics +14, Arcana +19, Diplomacy +14, Dungeoneering +12, Endurance +19, Heal +12, Insight +12, Nature +12, Perception +12, Stealth +16, Streetwise +14, Thievery +14, Athletics +13

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)

ITEMS
Boots of the Fencing Master (heroic tier), Razordark Bracers (paragon tier), Circlet of Indomitability (paragon tier), Diamond Cincture (heroic tier), Subtle Incendiary dagger +5, Shadow Warlock Anathema Armor +5, Gloves of Ice (epic tier), Shadowrift Blade Incendiary dagger +3, Boots of Caiphon (epic tier), Siberys Shard of the Mage (paragon tier), Cloak of Translocation +3
======================================================================


Level 24 At-Will DPR
Non-Abusive Numbers: 116.45 First Strike, 127.875 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +Hellfire Teleport +1 Instance of Secondary Damage
Abuser's Number's:  206.25 First Strike, 223.075 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +Hellfire Teleport +3 Instances of Secondary Damage
The Targets: 2 Round Striker 4*level+12 = 108, 1 Round Striker 8*Level+24 = 216
Initial +Curse +Telport Damage = 71.65 First Strike, 80.275 Subsequent to a Successful First Strike vs Same Target
Secondary Damage = +44.8 per instance First Strike, +47.6 per instance Subsequent to a Successful First Strike vs Same Target
Show

Attack Bonus:
+07 Con
+12 ½ Level
+05 Enhancement
+01 Hellfire Blood
+02 Versatile Expertise
+01 Superior Implement Bonus, Incendiary Dagger
+01 Prime Shot
+02 Combat Advantage, Shadow Warlock Armor
+01 Arcane Underpinning, applied only Subsequent to a Successful First Strike vs Same Target

Damage Bonus:
+07 Con
+05 Enhancement
+03 Off-Hand Enhancement
+04 Blood Pact of Cania
+01 Hellfire Blood
+03 Fundamental Mastery, applied only to Initial damage
+04 Superior Implement Bonus, Incendiary Dagger
+03 Feat Bonus, Weapon Focus
+03 Siberys Shard of the Mage
+05 Called Shot, applied only to Initial damage
+05 Item Bonus, Subtle Weapon - Dagger
+04 Gloves of Ice
+05 Starborn
+05 Lasting Frost, applied only to secondary damage on First Strike

DPR:
First Strike:
Base: 2d6 +52 =59
Crit: 12 +52 +5d6 =81.5
Curse Base: 3d8 =13.5
Curse Crit: 24
Hellfire Teleport: 10 Base +5 Starborn = 15
Secondary: 2d6 +49 =56
+31 vs Reflex@36: (Miss = .2, Hit = .75, Crit = .05)
Adusted Inital Damage/Crit (.75 x 59 = 44.25) + (0.05 x 81.5 = 4.075) = 48.325
Adjusted Curse Damage: (.75 x 13.5 = 10.125) + (.05 x 24 = 1.2) = 11.325
Adjusted Hellfire Teleport Damage: (.8 x 15) = 12
Adjusted Secondary  Damage: (.8 x 56)=  44.8
(Initial) + (Curse) + (Teleport) + (Secondary x1) = 116.475
(Initial) + (Curse) + (Teleport) + (Secondary x3) = 206.075

Subsequent to a Successful First Strike vs Same Target
Base: 2d6 +57 =64
Crit: 12 +57 +5d6 =86.5
Curse Base: 3d8 =13.5
Curse Crit: 24
Hellfire Teleport: 10 Base +5 Starborn = 15
Secondary: 2d6 +49 =56
+32 vs Reflex@36: (Miss = .15, Hit = .8, Crit = .05)
Adusted Inital Damage/Crit (.8 x 64 = 51.2) + (0.05 x 86.5 = 4.325) = 55.525
Adjusted Curse Damage: (.8 x 13.5 = 10.8) + (.05 x 24 = 1.2) = 12
Adjusted Hellfire Teleport Damage: (.85 x 15) = 12.75
Adjusted Secondary  Damage: (.85 x 56)=  47.6
(Initial) + (Curse) + (Teleport) + (Secondary x1) = 127.875
(Initial) + (Curse) + (Teleport) + (Secondary x3) = 223.075


Level 30:

The Build:
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======================================================================
Landsknecht73's Fire and Brimstone, level 30
Tiefling, Warlock, Academy Master, Radiant One
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Hellish Rebuke
Background: Imbuer (Imbuer Benefit)

FINAL ABILITY SCORES
Str 12, Con 26, Dex 14, Int 22, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 41 Fort: 43 Reflex: 42 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Religion +26, History +26, Intimidate +22, Bluff +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +23, Diplomacy +17, Dungeoneering +15, Endurance +23, Heal +15, Insight +15, Nature +15, Perception +15, Stealth +19, Streetwise +17, Thievery +17, Athletics +16

FEATS
Level 1: Blood Pact of Cania
Level 2: Hellish Blast (retrained to Weapon Focus (Light Blade) at Level 8)
Level 4: Superior Implement Training (Ashen rod) (retrained to Arcane Implement Proficiency at Level 7)
Level 6: Hellfire Blood
Level 8: Superior Implement Training (Incendiary dagger)
Level 10: Versatile Expertise
Level 11: Dual Implement Spellcaster
Level 12: Lasting Frost
Level 14: Arcane Admixture
Level 16: Called Shot
Level 18: White Lotus Riposte
Level 20: Warlock's Wrath
Level 21: Robust Defenses
Level 22: Hellfire Teleport
Level 24: Epic Will
Level 26: Warding Curse
Level 28: White Lotus Master Riposte
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Shadowslip
Warlock encounter 7: Infernal Moon Curse
Warlock daily 9: Feast of Souls
Warlock utility 10: Accursed Souls
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Warlock's Bargain (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Feast of Souls)
Warlock utility 22: Wings of the Fiend
Warlock encounter 23: Spiteful Darts (replaces Warlock's Bargain)
Warlock daily 25: Infernal Chains (replaces Caution of Dispater)
Warlock encounter 27: Hellfire Curse (replaces Infernal Moon Curse)
Warlock daily 29: Hurl Through Hell (replaces Avernian Eruption)

ITEMS
Razordark Bracers (paragon tier), Shadow Warlock Starleather Armor +6, Siberys Shard of the Mage (epic tier), Eye of Awareness (epic tier), Diamond Cincture (paragon tier), Subtle Incendiary dagger +6, Cloak of Translocation +6, Gloves of Ice (epic tier), Boots of Caiphon (epic tier), Shadowrift Blade Incendiary dagger +3
======================================================================



Level 30 At-Will DPR
Non-Abusive Numbers: 134.225 First Strike, 146.75 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +Hellfire Teleport +1 Instance of Secondary Damage
Abuser's Number's:  233.425 First Strike, 252.15 Subsequent to a successful First Strike vs Same Target
Derived from Initial +Curse +Hellfire Teleport +3 Instances of Secondary Damage
The Targets: 2 Round Striker 4*level+12 = 132, 1 Round Striker 8*Level+24 = 264
Initial +Curse +Telport Damage = 84.625 First Strike, 94.05 Subsequent to a Successful First Strike vs Same Target
Secondary Damage = +49.6 per instance First Strike, +52.7 per instance Subsequent to a Successful First Strike vs Same Target
Show

First Strike (does not count Arcane Underpinning): 34 (37) vs Reflex @42 (miss = .2, hit = .75, crit = .05)
Subsequent to a successful First Strike vs Same Target:  34 (38) vs Reflex @42 (miss = .15, hit = .8, crit = .05)
+08 Con
+15 ½ Level
+06 Enhancement
+01 Hellfire Blood
+03 Versatile Expertise
+01 Superior Implement Bonus, Incendiary Dagger
+01 Prime Shot
+02 Combat Advantage-Shadow Warlock Armor
+01 Arcane Underpinning (applied only Subsequent to a successful First Strike vs Same Target)

Damage: 2d6 Base, +3d8 Curse Damage (modified as noted below)
+08 Con
+06 Enhancement
+03 Off-Hand Enhancement
+01 Hellfire Blood
+04 Blood Pact of Cania
+05 Fundamental Mastery (applied only to Initial Attack hit)
+04 Superior Implement Bonus, Incendiary Dagger
+03 Feat Bonus, Weapon Focus
+05 Siberys Shard of the Mage
+06 Item Bonus, Subtle Weapon - Dagger
+06 Starborn
+04 Gloves of Ice
+05 Lasting Frost (applied only with rebuke damage on First Strike)
+05 Called Shot* (applied only to Initial Attack hit)
+06 Cursed Spells* (applied only with Curse Damage)
+17 Hellfire Teleport* (applied only once per round, Benefits from Starborn: 11 base +6)

DPR:
First Strike:
Base: 2d6 +60 =67
Crit: 12 +60 +6d6 =93
Curse Base: 3d8 +6 =19.5
Curse Crit: 24 +6 = 30
Hellfire Teleport: 11 Base +6 Starborn = 17
Secondary: 2d6 +55 =62
+37 vs Reflex@42: (Miss = .2, Hit = .75, Crit = .05)
Adusted Inital Damage/Crit (.75 x 67 = 50.25) + (0.05 x 93 = 4.65) = 54.9
Adjusted Curse Damage: (.75 x 19.5 = 14.625) + (.05 x 30 = 1.5) = 16.125
Adjusted Hellfire Teleport Damage: (.8 x 17) = 13.6
Adjusted Secondary  Damage: (.8 x 62)=  49.6
(Initial) + (Curse) + (Teleport) + (Secondary x1) = 134.225
(Initial) + (Curse) + (Teleport) + (Secondary x3) = 233.425

Subsequent to a Successful First Strike vs Same Target
Base: 2d6 +65 =72
Crit: 12 +65 +6d6 =98
Curse Base: 3d8 +6 =19.5
Curse Crit: 24 +6 = 30
Hellfire Teleport: 11 Base +6 Starborn = 17
Secondary: 2d6 +55 =62
+38 vs Reflex@42: (Miss = .15, Hit = .8, Crit = .05)
Adusted Inital Damage/Crit (.8 x 72 = 57.6) + (0.05 x 98 = 4.9) = 62.5
Adjusted Curse Damage: (.8 x 19.5 = 15.6) + (.05 x 30 = 1.5) = 17.1
Adjusted Hellfire Teleport Damage: (.85 x 17) = 14.45
Adjusted Secondary  Damage: (.85 x 62)=  52.7
(Initial) + (Curse) + (Teleport) + (Secondary x1) = 146.75
(Initial) + (Curse) + (Teleport) + (Secondary x3) = 252.15

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Stay tuned for an updated build...


Eloquent Stuff


I hope I'm not committing thread necromancy here, but has there been any updates to this build? I was linked to this thread off of the Char Op Collection.

Thanks

Phos
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