Solitary 'Lock'down - Warlock/Broken Mirror/Planeshaper

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The purpose of this build is take one enemy and make him utterly useless. It could be a minion or an elite solo. It capitalizes on Dire Radiance, the only At-Will I could find with the Fear Keyword. Should anyone else know of one I missed, I may change this build completely. Unfortunately it targets Fortitude so you could get heavily disadvantaged depending on your DM's disposition towards you. It also uses a bit of Arcane Underpinning in the form of WL Enervation.

Anyways here's a complete runthrough of the build. I only provided an equipment loadout for Level 30, however I expect Levels 1-15 to be equipped with a rod with the best enhancement available. From level 16 and up you should be equipping the best Mindiron Shortbows you can get your hands on.

Level 1:
Really nothing remarkable to say. Its level one. The real gold of this build won't start until Paragon.

Level 1 Build

Aile K'traz, level 1
Revenant, Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Choose your Race in Life: Tiefling

FINAL ABILITY SCORES
Str 8, Con 18, Dex 14, Int 15, Wis 11, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 12 Fort: 14 Reflex: 13 Will: 12
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
History +7, Arcana +7, Bluff +6, Insight +5

UNTRAINED SKILLS
Acrobatics +2, Diplomacy +1, Dungeoneering, Endurance +6, Heal, Intimidate +3, Nature, Perception, Religion +2, Stealth +2, Streetwise +1, Thievery +2, Athletics -1

FEATS
Level 1: Mantle of Misfortune

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos

Level 1 Highlights

The bread and butter of this build is Dire Radiance so here's its DPR at Level 1:
    Attack: +4(Con Mod) +1(Prime Shot) =5 vs Fort 13; 5% Crit / 60% Hit w/o Crit / 35% Miss
    Damage: 1d6+4 +1d6(Curse) 3.5+4+3.5 = ~11(13.5; Critical) Radiant damage
    DPR: (.05*13.5)+(.60*11)= ~7.275 DPR

Also, our Level 1 feat is Mantle of Misfortune which gives us a sweet encounter ability that penalizes all enemies withing 5 squares for -2 to their attack rolls until the end of your next turn. And if they miss, you get to slide them 1 square.



Level 6:
Alright, now we have some more feats under out belt. Versatile Expertise is an obvious choice. It came down to WL Enervation or Hellfire Blood for level 4 and I took WL Enervation because it could help the whole party and more powers than just Dire Radiance. WL Riposte I took simply as a prerequisite and It was more beneficial at Level 6 than 8 or 10.

Level 6 Build

Aile K'traz, level 6
Revenant, Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Rod)
Choose your Race in Life: Tiefling

FINAL ABILITY SCORES
Str 8, Con 19, Dex 14, Int 16, Wis 11, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 16 Fort: 17 Reflex: 17 Will: 15
HP: 56 Surges: 10 Surge Value: 14

TRAINED SKILLS
History +11, Arcana +11, Bluff +9, Insight +8

UNTRAINED SKILLS
Acrobatics +5, Diplomacy +4, Dungeoneering +3, Endurance +9, Heal +3, Intimidate +6, Nature +3, Perception +3, Religion +6, Stealth +5, Streetwise +4, Thievery +5, Athletics +2

FEATS
Level 1: Mantle of Misfortune
Level 2: Versatile Expertise
Level 4: White Lotus Enervation
Level 6: White Lotus Riposte

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Unspeakable Bond

Level 6 Highlights

Starting off with our Level 6 Dire Radiance stats:
Attack: +4(Con Mod) +3(Level/2) +1(Ver. Exp.) +2(Enhance) +1(Prime Shot) =11 vs Fort 18; 5% Crit / 75% Hit w/o Crit / 20% miss
Damage: 1d6+4 +2(Enhance) +1d6(Curse) 3.5+4+2+3.5 = ~13(15.5) Radiant Damage
DPR: (.05*21.5)+(.65*13) = ~9.525 DPR

Unfortunately as you can see our At-will DPR is lacking as this is not a striker focused build. However Encounter and Daily powers should keep you useful enough to last until Paragon



Level 12:
Finally we get to the good stuff. My choice of PP was Broken Mirror. It grants an additional use of Mantle of Misfortune each encounter which is great. Its AP bonus is to allow me to slide any enemy within 2 squares of me 1 square or knock them prone. And that is guaranteed. At Level 16 I get a minion check against enemies that miss while under my Mantle of Misfortune.

As for feats, Astral Fire is just a place holder for retraining later. Extra damage is also nice as well. Now the next two feats, Acolyte of the Veil and Nightmare Master are the gold. Acolyte is just a prerequisite but Nightmare Master turns Dire Radiance into an At-Will Dazing attack. Unfortunately the dazing effect only lasts until the start of the opponents next turn, but if you delay to act right after your target it give your team a full round of manouvering without worrying about your mark getting OAs. The Arcane Admixture is a setup for later.
Level 12 Build

Aile K'traz, level 12
Revenant, Warlock, Broken Mirror
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Lightning
Choose your Race in Life: Tiefling
Arcane Admixture Power: Dire Radiance

FINAL ABILITY SCORES
Str 9, Con 21, Dex 15, Int 18, Wis 12, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 20 Fort: 21 Reflex: 21 Will: 19
HP: 88 Surges: 11 Surge Value: 22

TRAINED SKILLS
History +15, Arcana +15, Bluff +13, Insight +12, Stealth +13

UNTRAINED SKILLS
Acrobatics +8, Diplomacy +8, Dungeoneering +7, Endurance +13, Heal +7, Intimidate +10, Nature +7, Perception +7, Religion +10, Streetwise +8, Thievery +8, Athletics +5

FEATS
Level 1: Mantle of Misfortune
Level 2: Versatile Expertise
Level 4: White Lotus Enervation
Level 6: White Lotus Riposte
Level 8: Hellfire Blood
Level 10: Acolyte of the Veil
Level 11: Nightmare Master
Level 12: Arcane Admixture

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Ooze Incarnate
Warlock utility 10: Bond of Brotherhood

Level 12 Highlights

Dire Radiance Stats:
Attack: +5(Con Mod) +6(Level/2) +3(Enhance) +2(Ver. Exp)+ 1(Prime Shot)= 18 vs Fort 24; 5% Crit / 70% Hit w/o Crit / 25% Miss
Damage: 1d6+5 +3(Enhance) +2(Astral Fire) +2d6(Curse) 3.5+5+3+7= 18.5(21; Critical) Radiant/Lighting Damage
DPR: (.05*30)+(.70*18.5) = ~14.45 DPR
Effects: Daze on hit until end of your next turn.



Level 16:
Aaand things just keep getting better. At 14 Astral Fire is retrained into Deadly Draw and I take Mark of Storm as my Level 14 Feat. Now I can get CA against my target consistantly. Taking Moonbow Dedicate allows me to wield Mindiron Shortbows as an implement, which will set me up for Psychic Lock later.

Level 16 Build

Aile K'traz, level 16
Revenant, Warlock, Broken Mirror
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Lightning
Choose your Race in Life: Tiefling
Arcane Admixture Power: Dire Radiance

FINAL ABILITY SCORES
Str 9, Con 22, Dex 15, Int 19, Wis 12, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 22 Fort: 24 Reflex: 23 Will: 21
HP: 109 Surges: 12 Surge Value: 27

TRAINED SKILLS
History +17, Arcana +17, Bluff +15, Insight +14, Stealth +15

UNTRAINED SKILLS
Acrobatics +10, Diplomacy +10, Dungeoneering +9, Endurance +16, Heal +9, Intimidate +12, Nature +9, Perception +9, Religion +12, Streetwise +10, Thievery +10, Athletics +7

FEATS
Level 1: Mantle of Misfortune
Level 2: Versatile Expertise
Level 4: White Lotus Enervation
Level 6: White Lotus Riposte
Level 8: Astral Fire (retrained to Deadly Draw at Level 14)
Level 10: Acolyte of the Veil
Level 11: Nightmare Master
Level 12: Arcane Admixture
Level 14: Mark of Storm
Level 16: Moonbow Dedicate

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Ooze Incarnate
Warlock utility 10: Bond of Brotherhood
Warlock encounter 13: Killing Flames (replaces Howl of Doom)
Warlock daily 15: Fireswarm (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense

Level 16 Highlights

Dire Radiance Stats:
Attack: +6(Con Mod) +8(Level/2) +3(Enhance) +2(Ver. Exp) +2(CA) +1(Prime Shot)= 23 vs Fort 28; 5% Crit / 75% Hit w/o Crit / 20% Miss
Damage: 1d6+6 +3(Enhance) +2d6(Curse) 3.5+6+3+7= 19.5(31; Critical) Radiant/Lighting/Psychic Damage
DPR: (.05*31)+(.75*19.5) = ~16.175 DPR
Effects: Daze on hit until end of your next turn. Target is also slid 1 square.

We are almost into complete lockdown territory. Just a few more feats to seal the deal.



Level 22:
My choice of ED is still undecided. I took PlaneShaper for the double encounter power feature, but an ED which can Boost Con would work just as well.

WLMR as our Level 18 Feat completes the Lockdown strategy. Truthfully you could take this before Moonbow Dedicate but for some reason I felt like waiting. Psychic Lock and Ulban's Flare add a combined -4 penalty to you targets attack roll. In order to get constant concealment against your foe you will need Leather Armor of Dark Deeds. Hellfire Blood... while it would of been nice earlier there really wasn't any room. But here it is for +1 Hit/Damage on Fear/Fire attacks which stack with any other bonuses.

Level 22 Build

Aile K'traz, level 22
Revenant, Warlock, Broken Mirror, Planeshaper
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Lightning
Choose your Race in Life: Tiefling
Arcane Admixture Power: Dire Radiance

FINAL ABILITY SCORES
Str 10, Con 24, Dex 16, Int 22, Wis 13, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 27 Fort: 28 Reflex: 28 Will: 25
HP: 141 Surges: 13 Surge Value: 35

TRAINED SKILLS
History +22, Arcana +22, Bluff +19, Insight +17, Stealth +19

UNTRAINED SKILLS
Acrobatics +14, Diplomacy +14, Dungeoneering +12, Endurance +20, Heal +12, Intimidate +16, Nature +12, Perception +12, Religion +17, Streetwise +14, Thievery +14, Athletics +11

FEATS
Level 1: Mantle of Misfortune
Level 2: Versatile Expertise
Level 4: White Lotus Enervation
Level 6: White Lotus Riposte
Level 8: Astral Fire (retrained to Deadly Draw at Level 14)
Level 10: Acolyte of the Veil
Level 11: Nightmare Master
Level 12: Arcane Admixture
Level 14: Mark of Storm
Level 16: Moonbow Dedicate
Level 18: White Lotus Master Riposte
Level 20: Psychic Lock
Level 21: Hellfire Blood
Level 22: Ulban's Flare

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Ooze Incarnate
Warlock utility 10: Bond of Brotherhood
Warlock encounter 13: Killing Flames (replaces Howl of Doom)
Warlock daily 15: Fireswarm (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Sea Tyrant's Fury (replaces Chains of Levistus)
Warlock daily 19: Minions of Malbolge (replaces Fireswarm)
Warlock utility 22: Entropic Ward

Level 22 Highlights

Dire Radiance Stats:
Attack: +7(Con Mod) +11(Level/2) +4(Enhance) +3(Ver. Exp) +2(CA) +1(Prime Shot) +1(HF Blood)= 29 vs Fort 34; 5% Crit / 75% Hit w/o Crit / 20% Miss
Damage: 2d6+7 +4(Enhance) +1(HF Blood) +3d6(Curse) 7+7+4+10.5= 28.5(47.5; Critical) Radiant/Lighting/Psychic Damage
DPR: (.05*47.5)+(.75*28.5) = ~24.55 DPR
Effects: Daze on hit until end of your next turn. On hit, target takes -2 to its next attack roll and an additional -2 to all attack rolls until the end of your next turn. You also can slide the target 1 square. This all stacks with Mantle of Misfortune.

Lockdown

Ok, here is the point of the whole build. Now before I get started there is one thing you need to make sure you are doing. Always end your turn adjacent to the enemy.
When you hit the opponent will severly penalized and so has to decide whether he will:

a)Move and provoke OA
b)Shift away
c)Attack you or an adjacent ally nearby

If there is an ally nearby then you arent getting your prime shot so thats bad. Try to be the only combat option for the target. Should the target decide to move and provoke OA, the go ahead and take it gratefully and close in on the next turn using Mark of storm to slide the opponent adjacent granting you CA and focing him back into the situation he was last turn. Should he attack you, this time use WLMR to slide him away from you thus making him waste his attack. He will be suffering from a -4 to attacks as well which by itself is devestating and an additional -2 if under the effect of Mantle of Misfortune.



Level 30:
These last eight levels were just for wrapping up the build. With Bow Mastery, I now have an expanded Crit range without the prerequisites of the Warlock Implement Mastery. Protective Hex piles on yet another -2 penalty to attack rolls, this time for melee/close attacks against my allies. Warding Curse on the other hand gives me a +2 to all defenses against targets of my Warlock's Curse. Finally Dispater's Iron Discipline is a last minute cover for my severely lacking Will defense. It also has a nice boost to saving throws against Stuns, Dazing and Dominating

Level 30 Build

Aile K'traz, level 30
Revenant, Warlock, Broken Mirror, Planeshaper
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Star Pact
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Admixture Damage Type: Arcane Admixture Lightning
Choose your Race in Life: Tiefling
Arcane Admixture Power: Dire Radiance

FINAL ABILITY SCORES
Str 10, Con 26, Dex 16, Int 22, Wis 13, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 15, Wis 11, Cha 13.


AC: 40 Fort: 40 Reflex: 41 Will: 37
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
History +26, Arcana +26, Bluff +24, Insight +21, Stealth +23

UNTRAINED SKILLS
Acrobatics +18, Diplomacy +19, Dungeoneering +16, Endurance +25, Heal +16, Intimidate +21, Nature +16, Perception +16, Religion +21, Streetwise +19, Thievery +18, Athletics +15

FEATS
Level 1: Mantle of Misfortune
Level 2: Versatile Expertise
Level 4: White Lotus Enervation
Level 6: White Lotus Riposte
Level 8: Astral Fire (retrained to Deadly Draw at Level 14)
Level 10: Acolyte of the Veil
Level 11: Nightmare Master
Level 12: Arcane Admixture
Level 14: Mark of Storm
Level 16: Moonbow Dedicate
Level 18: White Lotus Master Riposte
Level 20: Psychic Lock
Level 21: Hellfire Blood
Level 22: Ulban's Flare
Level 24: Bow Mastery
Level 26: Protective Hex
Level 28: Warding Curse
Level 30: Dispater's Iron Discipline

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Ooze Incarnate
Warlock utility 10: Bond of Brotherhood
Warlock encounter 13: Killing Flames (replaces Howl of Doom)
Warlock daily 15: Fireswarm (replaces Flames of Phlegethos)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Sea Tyrant's Fury (replaces Chains of Levistus)
Warlock daily 19: Minions of Malbolge (replaces Fireswarm)
Warlock utility 22: Entropic Ward
Warlock encounter 23: Starless Void (replaces Frigid Darkness)
Warlock daily 25: Thirteen Baleful Stars (replaces Minions of Malbolge)
Warlock encounter 27: Shattering of the Sword (replaces Sea Tyrant's Fury)
Warlock daily 29: Hurl Through Hell (replaces Ooze Incarnate)

ITEMS
Swordwing Armor of Dark Deeds +6, Mindiron Shortbow +6, Siberys Shard of the Mage (epic tier), Cloak of Distortion +5, Bracers of Archery (epic tier), Backlash Tattoo (heroic tier), Gloves of Ice (epic tier), Headband of Intellect (epic tier), Ring of the Radiant Storm (paragon tier), Diamond Cincture (paragon tier), Boots of Quickness (paragon tier), Ring of Free Time (epic tier)

Level 30 Highlights

Dire Radiance Stats:
Attack: +8(Con Mod) +15(Level/2) +6(Enhance) +3(Ver. Exp) +2(CA) +1(Prime Shot) +1(HF Blood) +1(Headband of Int)= 37 vs Fort 42; 10% Crit / 70% Hit w/o Crit / 20% Miss
Damage: 2d6+8 +6(Enhance) +1(HF Blood) +3d6(Curse) 7+8+6+10.5= 31.5(56.5; Critical) Radiant/Lighting/Psychic Damage
DPR: (.10*56.5)+(.70*31.5) = ~27.7 DPR
Effects: Daze on hit until end of your next turn. On hit, target takes -2 to its next attack roll and an additional -2 to all attack rolls until the end of your next turn, an additional -2 to melee/close attacks against allies until the end of your next turn and +2 to your defenses against an enemy under your Warlock's Curse.


Also, I just noticed I left out the bonus from WL Enervation so DPR is slightly higher, but not by much.

Anyways any comments or improvements will be greatly appreciated.
It should be noted that Nightmare Master only dazes until the start of the creatures next turn!


Nightmare Master

When you hit a creature with a fear power, the creature is dazed until the start of its next turn.
Fffff... I read that as "...start of your next turn." wait, how does that even work? It makes the entire feat useless then.
Fffff... I read that as "...start of your next turn." wait, how does that even work? It makes the entire feat useless then.



Not ENTIRELY useless. It still stops the target from providing flanking, taking OA's, and immediate actions, as well as providing combat advantage for your allies that go between you and the target. Not amazing by any stretch, but not totally useless.
Well I suppose thats better than nothing but in that case I would be better off making a wizard with a super buffed Winged Horde. Although it is still a massively debilitating build. Since I dont daze the enemy for a round I dont actually need to keep him point blank. If I switch out my Armor of Dark Deeds for Shadow Warlock Armor, I will no longer Deadly Draw+MoS+Arcane Admix for CA, freeing up 3 feats... anyonje have suggestions as  to what I should take?
Also note that Dire Radiance deals damage and most minions are totally useless at 0 hp (slight sarcasm). But there are better ways to afflict more minions at the same time with that dreaded 0-hp condition (deadsies).