"Happy Endings" Warlock Build

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Okay, here it is:  The "Happy Endings" warlock:

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Warlock DPR Build, level 16
Tiefling, Warlock, Blood Mage
Build: Deceptive Warlock
Eldritch Pact: Infernal Pact
Eldritch Strike: Eldritch Strike Charisma
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Background: Geography - Mountains (Athletics class skill)

Secrets of Belial: replace Soul Burn with Wrath of the Gods

FINAL ABILITY SCORESStr 12, Con 16, Dex 11, Int 20, Wis 9, Cha 22.
STARTING ABILITY SCORESStr 11, Con 15, Dex 10, Int 14, Wis 8, Cha 16.

AC: 27 Fort: 21 Reflex: 24 Will: 25HP: 103 Surges: 9 Surge Value: 25

TRAINED SKILLSInsight +12, Athletics +14, Bluff +21, Intimidate +19, Arcana +18
UNTRAINED SKILLSAcrobatics +8, Diplomacy +14, Dungeoneering +7, Endurance +11, Heal +7, History +13, Nature +7, Perception +7, Religion +13, Stealth +10, Streetwise +14, Thievery +8

FEATS
Level 1: Versatile Expertise
Level 2: Icy Clutch of Stygia
Level 4: Arcane Initiate
Level 6: Hellfire Master
Level 8: Arcane Implement Proficiency
Level 10: Hellfire Arcanist
Level 11: Hellfire Hex
Level 12: Lasting Frost
Level 14: Called Shot
Level 16: Secrets of Belial

POWERS
Arcane Initiate: Nightmare Eruption
Eldritch Blast: Eldritch Strike
Infernal Pact: Gift to Avernus
Warlock encounter 1: Grasp of the Iron Tower
Warlock daily 1: Crown of Stars
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Lure of Minauros
Warlock daily 5: Venomous Webs
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Lash of the Long Night
Warlock daily 9: Curse of the Black Frost
Warlock utility 10: Bond of Brotherhood
Warlock encounter 13: Dark Reach of Xevut (replaces Lure of Minauros)
Warlock daily 15: Plague of Frogs (replaces Venomous Webs)
Warlock utility 16: Insightful Riposte

ITEMS
Shadow Warlock Leather Armor +2, Rod of Corruption +1, Gloves of Eldritch Admixture (heroic tier), Jagged Incendiary dagger +3, Caustic Whetstone (heroic tier) (10), Bloodthirst Bracers (heroic tier)


I will not assume bloodhunt bonus on this
I will assume a relevant defense set at 30 (mainly because I don't know what the average defenses should be for NPCs at L16)
I will assume Prime Shot
I will assume enemies always save after one exposure to ongoing
I will include "ending" damage for Hellfire Arcanist and Icy Clutch where appropriate

How it plays out:
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Turn 1:  
Minor: retrieve whetstone
Move: forgo move for minor, tap dagger with whetstone
Standard: forgo standard for minor, delay action until party is assembled around me - Wrath of the Gods, grant +6 to my and party member's damage rolls for entire encounter.

Turn 2:
Minor: curse Target A
Move: keep distance, set up Shadow Walk, establish CA against A
Standard: Crown of Stars... 
  +22 to hit versus Reflex (6cha, 8hl, 3enh, 2feat - versatile exp, 2CA, 1prime) = hit on 8+ = 65% total hits (55% normal 10% crit - jagged wpn)
  Damage: 2d12 std +6 cha+3 enh+2d6 curse-fire+6 WoG+5 called shot+3 Hellfire Arcanist+2 ongoing acid whetstone+5 ongoing fire Hellfire Hex + 22 Hellfire Master 2x, once for ongoing acid, once for ongoing fire + 22 Icy Clutch of Stygia 2x, once for ongoing acid, once for ongoing fire
  Standard hit=(13+6+3+7+6+5+3+2+5+22+22) * .55 = 94 * .55 = 51.7
  Crit will max the base and curse dice, add 10 ongoing untyped and add 11 for Hellfire Master and 11 for Icy Clutch of Stygia
  Crit hit=(24+6+3+12+6+5+3+2+5+22+22+10+11+11) * .1 = 142 * .1 = 14.2
  Total DPR, Turn 2:  65.9

Turn 3:
Minor: curse Target B (could be A, if saves were made after A's last turn)
Move: forgo move for minor, sustain CoS for attack against B
  +20 to hit versus Will (lost CA due to no move) = hit on 10+ = 55% total hits (45% normal, 10% crit)
  Damage: 6 + 2d6 curse-fire + 5 called + 2 ongoing acid + 5 ongoing fire + 22 H.M. x2 + 22 I.C. x2
  =6+7+5+2+5+22+22 * .45 = 69 * .45 = 31.05 standard
  Crit will max curse dice, add 10 ongoing + 11 HM + 11 IC
  =6+12+5+2+5+22+22+10+11+11 * .1 = 106 * .1 = 10.6
  Total damage CoS minor: 41.65
Standard: Lash of the Long Night against B
  +20 to hit v. Fort  Damage: 2d6+6cha+3enh+5called+6 Wrath+2 ong acid + 11 IC
  = 7+6+3+5+6+2+11 * .45 = 18
  Crit: 12+6+3+5+6+2+11+10+11 (icy clutch applies against ongoing) * .1 = 66 * .1 = 6.6
  Total damage Lash: 24.6
  Total Damage Turn 3: 66.25

Turn 4:
Move: Establish Shadow Walk, CA
Minor: sustain CoS against A or B (assuming one has saved against both now)
  +22 to hit
  Damage: 69 * .55 = 37.95 standard, 10.6 crit = 48.55 CoS
Standard: Gift to Avernus against target
  +22 to hit
  Damage: 2d10 + 6cha + 3 enh + 5 called + 6 Wrath + 2 ong acid + 11 IC
  = 44 * .55 = 24.2
  Crit:  20+6+3+5+6+2+11+10+11 = 74 * .1 = 7.4
  Total damage Gift: 31.6
  Total damage Turn 4: 80.15

Alternate Turn 4 (nova):
Minor: Sustain CoS, no CA, *no curse damage on this one*   
  Damage = 6 +5 called + 2 ong acid + 11 ic = 24 * .45 = 10.8  
  Crit = 6 + 5 + 2 + 11 + 10 + 11 = 45 * .1 = 4.5  
  Total = 15.3
Standard: Curse of the Black Frost
  +20 to hit  Damage: 2d8 + 6cha + 2d6 curse-fire + 3enh + 5called + 6 wrath + 2 ong acid + 11 ic + 11 hm + 5 ong fire + 11 ic + 11 hm
  = 9+6+7+3+5+6+2+11+11+5+11+11 * .45 = 87 * .45 = 39.15
  Crit: 16+6+12+3+5+6+2+11+11+5+11+11+10+11+11 * .1 = 131 * .1 = 13.1
  Inherent Effect of the power: save ends, yields 11 from HM  
  Total at time of application=63.25
Move: close to melee with target
Action Point: Standard action - Eldritch Strike
  +22 to hit  Damage: 1d4 + 6cha + 3enh + 5called (prime punisher) + 6 wrath + 2 ong acid + 11 ic + 10 untyp ong (Blood Mage AP) + 11 ic
  = 2.5+6+3+5+6+2+11+10+11 * .55 = 56.5 * .55 = 31.075
  Crit: 4+6+3+5+6+2+11+10+11 * .1 = 5.8 (if your DM allows "separate sources" for ongoing damage, this crit adds 10 untyped which would otherwise go wasted since this was your AP)
  Total: 36.875
  PLUS slide the target 1 - forcing the Effect of Curse of the Black Frost to kick in
CotBF: 1d8+6cha+3enh+5called+6wrath (ongoing acid and its aftermath have been dealt already, see if your DM allows separate sources)
  =4.5+6+3+5+6 *.65 = 24.5 * .65 = 15.925
  (note that anyone in your party can now make this target move to generate additional damage)
  Total for Alternate Turn 4: 131.35



* Rod of corruption will eventually fire, once you kill A or B, and will spread curse around for you.

Edit:  I forgot to mention, you could also trigger the Bloodthirst Bracers on another melee hit, maybe a followup to the Curse of the Black Frost, and generate additional ogd + ic.

Other good tweaks:    
  Fey Revel Glamour can add a save-ends slow to the dailies with curse damage, granting another chance for Hellfire Arcanist to kick in, so at L18 drop Prime Punisher, get Twofold Pact and FRG  
  One more feat slot could be used for Superior Implement Proficiency to take advantage of the incendiary nature of the dagger  
  Dual Implement Spellcaster can also be used here to good effect  
  Dark Reach of Xevut is here to grab one of these ongoing damage saves and reapply it to another enemy

If you manage to inflict a lot of various effects and ongoings, blow a second wind to trigger Burning Blood (Blood Mage 16th feature) and you will inflict 8 psychic and 5 ongoing fire + 11 Icy Clutch of Stygia to every one of the enemy within 10 of you, including all cursed targets (who are all "suffering an effect you caused" which is the second purpose of the Rod of Corruption)  

So all in all, you're looking at a repeatable damage curve of mid-60s to 80 as a fairly reliable DPR, with a nova round of 131.

Thoughts?

  T
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Revised damage curve using 30/28/28/28 targets, and including re-roll odds for Gift to Avernus:

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Turn 1:  
Minor: retrieve whetstone
Move: forgo move for minor, tap dagger with whetstone
Standard: forgo standard for minor, delay action until party is assembled around me - Wrath of the Gods, grant +6 to my and party member's damage rolls for entire encounter.

Turn 2:
Minor: curse Target A
Move: keep distance, set up Shadow Walk, establish CA against A
Standard: Crown of Stars...   
  +22 to hit versus Reflex (6cha, 8hl, 3enh, 2feat - versatile exp, 2CA, 1prime) = hit on 6+ = 75% total hits (65% normal 10% crit - jagged wpn)
  Damage: 2d12 std +6 cha+3 enh+2d6 curse-fire+6 WoG+5 called shot+3 Hellfire Arcanist+2 ongoing acid whetstone+5 ongoing fire Hellfire Hex + 22 Hellfire Master 2x, once for ongoing cold, once for ongoing fire + 22 Icy Clutch of Stygia 2x, once for ongoing cold, once for ongoing fire
  Standard hit=(13+6+3+7+6+5+3+2+5+22+22) * .65 = 94 * .65 = 61.1
  Crit will max the base and curse dice, add 10 ongoing untyped and add 11 for Hellfire Master and 11 for Icy Clutch of Stygia
  Crit hit=(24+6+3+12+6+5+3+2+5+22+22+10+11+11) * .1 = 142 * .1 = 14.2
  Total DPR, Turn 2:  75.3

Turn 3 (sustainable at-will version, doable every round):
Move: Establish Shadow Walk, CA via Shadow Warlock armor (alternate rounds of move for CA and curse something new, or spend minor on some other activity)
Minor: sustain CoS against A or B (assuming one has saved against both now)
  +22 to hit v Will = hit on 6+ (65%std/10%crit)
  Damage: 69 * .65 = 44.85 standard, 10.6 crit = 55.45 CoS
Standard: Gift to Avernus against target
  +22 to hit (65%/10%, remaining 25% with reroll becomes 16.25%/2.5% extra, total 81.25%std/12.5%crit)
  Damage: 2d10 + 6cha + 3 enh + 5 called + 6 Wrath + 2 ong acid + 11 IC  = 44 * .8125 = 35.75
  Crit:  20+6+3+5+6+2+11+10+11 = 74 * .125 = 9.25
  Total damage Gift: 45
  Total damage Turn 4: 100.45

Alternate Turn 3 (nova version - conceivably Turn 2 if curse is established, but let's say turn 3 to get CA out of the deal):
Minor: Sustain CoS, *no curse damage on this one*
   +22 v Will (hit on 6+, 65%std/10%crit)
   Damage = 6 +5 called + 2 ong acid + 11 ic = 24 * .65 = 15.6
   Crit = 6 + 5 + 2 + 11 + 10 + 11 = 45 * .1 = 4.5
   Total = 20.1
Standard: Curse of the Black Frost
  +22 to hit v Reflex (hit on 6+, 65%/10%)
  Damage: 2d8 + 6cha + 2d6 curse-fire + 3enh + 5called + 6 wrath + 2 ong acid + 11 ic + 11 hm + 5 ong fire + 11 ic + 11 hm
  = 9+6+7+3+5+6+2+11+11+5+11+11 * .65 = 87 * .65 = 56.55
  Crit: 16+6+12+3+5+6+2+11+11+5+11+11+10+11+11 * .1 = 131 * .1 = 13.1
  Inherent Effect of the power: save ends, yields 11 from Hellfire Master
  Total CotBF at time of application=80.65
Move: close to melee with target
Action Point: Standard action - Eldritch Strike
  +24 to hit v AC (extra +2 comes from proficiency), hit on 6+ (65%/10%)
  Damage: 1d4 dagger + 6cha + 3enh + 5called (prime punisher) + 6 wrath + 2 ong acid + 11 ic + 10 untyp ong (Blood Mage AP) + 11 ic
  = 2.5+6+3+5+6+2+11+10+11 * .65 = 56.5 * .65 = 36.725
  Crit: 4+6+3+5+6+2+11+10+11 * .1 = 58 * .1 = 5.8 (if your DM allows "separate sources" for ongoing damage, this crit adds an additional 10 untyped + 11 ic which would otherwise go wasted since this was your AP, these calcs assume it is lost)
  Total: 42.525
  PLUS slide the target 1 (Eldritch Strike effect) - forcing movement and causing the Effect of Curse of the Black Frost to kick in
  CotBF Move Damage: 1d8+6cha+3enh+5called+6wrath (ongoing acid and its aftermath have been dealt already, not applicable as "statics", see if your DM allows separate sources, this assumes not)
  =4.5+6+3+5+6 *.75 (hit chance with Eldritch Strike) = 24.5 * .65 = 18.375
  (note that anyone in your party can now make this target move to generate additional damage)
  Total for Turn 4 - Nova: 20.1 + 80.65 + 42.525 + 18.375 = 161.65


Turn 1, setup
Turn 2 damage:  75.3
Turn 3, sustainable damage:  100.45
Nova round damage:  161.65 

Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Some quick thoughts

NAD are a bit low (this was an issue with my Infernal Warlock too).  Cloak or amulet would help with this...AC with concealment is decent.

At Will DPR is around 37...which is on track for a baseline Striker.

Nova looks really good though!  Should be a fun build to play...really gets to shine once per day and effective the rest.

Why Bloodmage though?  
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
Thanks much ).

Bloodmage simply because it seemed to favor the ongoing damage aspect, I didn't really throw a lot of thought into the PP choice because it didn't seem like many of them really added a lot to the damage curve.  Although I didn't include it in the calcs, Blood mage has good options to increase the damage to even sillier levels with the self-damaging business, AP ongoing damage, and when the Rod of Corruption goes off once or twice, triggering Burning Blood will throw 7 untyped plus ongoing fire 5 on every cursed and otherwise-effected creature within range ten - and every one of them will be subject to Icy Clutch when they save.  So 5 ogd + 18 to a potentially large pool of baddies.  

If a friendly warlord or bard grants him a free standard action during his nova round, he could pile on "Blood Pulse" or at later levels, "Destructive Salutation" for more save-ends fun. Come to think of it, I didn't look at the other PPs for potential save-ends damage sources from Hellfire Master.  

The NADs are definitely low, but I only spent 25k on this guy's equipment - I didn't take the L+1, L, and L-1 items or convert them to cash to buy up other equipment.  Figured if someone really wants to play this guy, that's an option they can pursue in upgrading armor or getting a pendant or something like that.  

I did notice I was thinking party-friendly in the startup of the damage curve here.  If he's purely in the "solo arena" for this, turn one could be assumed to already have the whetstone in hand, so spend a minor on Curse and standard on CoS to get rolling early, then turn 2 do Wrath of the Gods as minor instead of curse and get the 100 steady DPR rolling a turn earlier...so turn one would probably be about 69-70 damage, turn 2 rolls out the 100 carpet.

  T



 
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Well, I was reading this build and I didnt understand some stuff very well...

When you say +22 for Icy Clutch and +22 for Hellfire, in my calculations it's 12 and 12 (5+your charisma) so unless you have a 11 cha bonus idk where the 22 comes from... (or are you applying WoG and Called Shot to this? I dont think they apply)

And you say 2x the damage for both of these, I dont see any cold ongoing damage... Its only the 5 ongoing from Hellfire Hex and the 2 ongoing from the whetstone. I dont think they would hit for 22 x2, in my calculations it would be 12 x1 for each...

Please clarify those points so I can see that build as great as it looks, I think I'm loosing something there...

And why use a talent to get a dagger implement, if you are not using the incendiary dagger bonuses? For me it looks like just any other implement... Just for the versatile expertise? You could just expertise in two implements... or get only one implement and a superior one, idk...

Tank you for your time and for your patience answering (I'm a little noob so please don't be mad at me for losing those points :D)
Glad to help -

The CHA bonus at L16 for me is +6, so Icy yields 11 points per occurrence (5+Cha), same for Hellfire Master; the 22 is because there are two separate instances of ongoing damage - 5 fire for Hellfire Hex as a result of Crown of Stars, and 2 acid from the whetstone.  Icy kicks in when the target saves versus any ongoing damage you put on it, so it would blow for the saves of both the acid and the fire.  

The dagger implement really could be anything.  I needed something to fill in the other half of the Versatile Expertise feat as you say, so I took the weapon group Light Blades.  Could have gone with anything, really.  If you take "Gritty Sergeant" background and get longsword weapon proficiency and then Ver. Exp. for heavy blades, you can actually add a couple points of damage by taking a longsword.  I just wanted it to get the Jagged Weapon and give myself another shot at more ongoing damage.  You could really screw up someone's day with a Lifesapper rod, too, as that imposes ongoing when you curse the target.  

Does that explain it?  I want to make sure I answered your question here ).  

  T

Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Yep, questions are all answered, thank you very much! You just made a noob a happier person ^^ Great build BTW =)

I was just trying to make something similar... in the end, it's only really feasible to do this trick at-will 24/7 as a warlock|paladin in epic. Here it is (assuming free expertise, and arcane admixture only so the CB recognizes eldritch blast as a fire power):


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Warlock, level 26
Tiefling, Warlock|Paladin, Academy Master, Demigod
Eldritch Pact (Hybrid): Star Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Reflex
Eldritch Blast: Eldritch Blast Charisma
Hybrid Paladin: Hybrid Paladin Fortitude
Hybrid Talent: Prime Shot
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Intelligence
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture Power: Eldritch Blast

FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 23, Wis 10, Cha 29.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 12, Int 12, Wis 8, Cha 18.


AC: 38 Fort: 32 Reflex: 38 Will: 38
HP: 152 Surges: 10 Surge Value: 38

TRAINED SKILLS
Arcana +26

UNTRAINED SKILLS
Acrobatics +15, Bluff +24, Diplomacy +22, Dungeoneering +13, Endurance +15, Heal +13, History +19, Insight +13, Intimidate +22, Nature +13, Perception +13, Religion +19, Stealth +17, Streetwise +22, Thievery +15, Athletics +14

FEATS
Level 1: Crimson Fire
Level 2: Hellfire Blood
Level 4: Hybrid Talent
Level 6: Hellish Blast
Level 8: Arcane Implement Proficiency
Feat User Choice: Versatile Expertise
Level 10: Superior Implement Training (Incendiary dagger)
Level 11: Arcane Initiate
Level 12: Hellfire of Mephistopheles (retrained to Called Shot at Level 22)
Level 14: Hellfire Master
Level 16: Icy Clutch of Stygia
Level 18: Consuming the Weak
Level 20: Burn Everything (retrained to Paladin's Truth at Level 21)
Level 21: Hell's Burning Mark
Level 22: Hellfire Arcanist
Level 24: Dual Implement Spellcaster
Level 26: Cursed Spells
Feat User Choice: Arcane Admixture

POWERS
Arcane Initiate: Cloud of Daggers
Hybrid at-will 1: Virtuous Strike
Hybrid at-will 1: Eldritch Blast

ITEMS
Prime Shot Incendiary dagger +6, Rhythm Blade Incendiary dagger +5, Bracers of the Perfect Shot (epic tier), Eagle Eye Goggles (epic tier), Bloodfire Legion Plate Armor +5, Repulsion Anathema Armor +5, Amulet of Protection +6


ITEMS
Darkleaf Leather Armor +2, Amulet of Protection +2, Belt of Vigor (heroic tier), Prime Shot Dagger +2, Prime Shot Incendiary dagger +6, Rhythm Blade Incendiary dagger +5, Bracers of the Perfect Shot (epic tier), Eagle Eye Goggles (epic tier), Bloodfire Legion Plate Armor +5, Repulsion Anathema Armor +5

The summary is starting in epic, you can apply fire vulnerability with Divine Challenge (Hell's Burning Mark) and ignore resistance/immunity (Paladin's Truth) with a further bonus of rolling d10s for curse damage (Crimson Fire). It's playable until then, but the ongoing stuff isn't really worth it. Also using Eldritch Blast lets you pile on extra bonuses applicable to RBAs.


Some numbers, assuming attacking cursed, challenged target:


Eldritch Blast: +36 vs ref, 2d10+42 (see CB for sources). Another +3 from Hellish Blast since you'll always be doing fire damage with it. Curse damage is 3d10+6. Fire vulnerability adds another 5 and let's assume called shot for another 5 + 3 from the dagger. So the total is 5d10 + 64 = 91 average damage. The ongoing is another 5 + 5 vulnerable = 10, with a failed save doing another .55 (save chance) * 33 + 5 vuln = 21 damage. Total is a whopping 122 damage, hitting an at-level monster on a 2 even without called shot, combat advantage or any other bonuses. More if you add the acid whetstone ongoing.


Note you can also take Hellfire Teleport to add even more damage, but I kept it out just to keep the calculations simpler. Admittedly I stacked more items than you should have by level 26, but whatever. It's feasible to rack up all this stuff by level 28.


Unfortunately I don't think this is really workable as a defender unless you have a very accommodating party, as you're going to get piled on and don't have great AC. I guess you could dump Prime Shot + Called Shot for Plate Armor and a couple of White Lotus feats. Twofold pact - infernal pact gives some extra survivability. But for now this is just a silly exercise in pure DPR charop. And yet another minus side is that you're a cha-primary firey warlock, so your choice of good encounter powers is limited. There are a decent number of immediate action powers, I suppose.

Hey was just having a look at your spec and I'm confused about a few things.


What element are you choosing for the Gloves of Eldritch Admixture?

What is the "ongoing cold damage" mentioned?

What's the purpose of Lasting Frost in this spec?

And the thing that confused me the most:
How are you overcoming the requirement for Hellfire Master that it only triggers from "an effect bestowed by your fire attack"?
From what I can tell Crown of Stars isn't a fire attack. So doesn't that mean that the effects it bestows (the ongoing fire and acid) can't trigger Hellfire Master damage?


Sorry if any of these questions are obvious, I'm rather new to the game and still coming to grasps with some of the finer rules.


Sorry about that, didn't realize there'd been another set of questions...



What element are you choosing for the Gloves of Eldritch Admixture?



Fire, to make the attack a "Fire" attack and qualify for the Hellfire Master feat's requirement.


What is the "ongoing cold damage" mentioned?



Typo, should have been "acid" ).  Corrected now.


What's the purpose of Lasting Frost in this spec?



In my calculations, zip.  It's a leftover from the character I started this build from, you could assign anything you wanted there.  I suppose it could help the Icy kick harder, if you arcane admixtured something in.


And the thing that confused me the most:
How are you overcoming the requirement for Hellfire Master that it only triggers from "an effect bestowed by your fire attack"?
From what I can tell Crown of Stars isn't a fire attack. So doesn't that mean that the effects it bestows (the ongoing fire and acid) can't trigger Hellfire Master damage?



I probably answered this question with the Admixture gloves above, but just in case - the changing of curse damage to fire damage type makes the attack the curse rode in on a fire attack, so it would qualify for the Hellfire Master feat.


Sorry if any of these questions are obvious, I'm rather new to the game and still coming to grasps with some of the finer rules.



No worries, even "obvious" questions are sometimes tough ones...might seem obvious to me, but I had my head wrapped around that combo for a while.  

  T 
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Okay, here it is:  The "Happy Endings" warlock:

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Warlock DPR Build, level 16
Tiefling, Warlock, Blood Mage
Build: Deceptive Warlock
Eldritch Pact: Infernal Pact
Eldritch Strike: Eldritch Strike Charisma
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Background: Geography - Mountains (Athletics class skill)

Secrets of Belial: replace Soul Burn with Wrath of the Gods

FINAL ABILITY SCORESStr 12, Con 16, Dex 11, Int 20, Wis 9, Cha 22.
STARTING ABILITY SCORESStr 11, Con 15, Dex 10, Int 14, Wis 8, Cha 16.

AC: 27 Fort: 21 Reflex: 24 Will: 25HP: 103 Surges: 9 Surge Value: 25

TRAINED SKILLSInsight +12, Athletics +14, Bluff +21, Intimidate +19, Arcana +18
UNTRAINED SKILLSAcrobatics +8, Diplomacy +14, Dungeoneering +7, Endurance +11, Heal +7, History +13, Nature +7, Perception +7, Religion +13, Stealth +10, Streetwise +14, Thievery +8

FEATS
Level 1: Versatile Expertise
Level 2: Icy Clutch of Stygia
Level 4: Arcane Initiate
Level 6: Hellfire Master
Level 8: Arcane Implement Proficiency
Level 10: Hellfire Arcanist
Level 11: Hellfire Hex
Level 12: Lasting Frost
Level 14: Called Shot
Level 16: Secrets of Belial

POWERS
Arcane Initiate: Nightmare Eruption
Eldritch Blast: Eldritch Strike
Infernal Pact: Gift to Avernus
Warlock encounter 1: Grasp of the Iron Tower
Warlock daily 1: Crown of Stars
Warlock utility 2: Charm of Hearts
Warlock encounter 3: Lure of Minauros
Warlock daily 5: Venomous Webs
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Lash of the Long Night
Warlock daily 9: Curse of the Black Frost
Warlock utility 10: Bond of Brotherhood
Warlock encounter 13: Dark Reach of Xevut (replaces Lure of Minauros)
Warlock daily 15: Plague of Frogs (replaces Venomous Webs)
Warlock utility 16: Insightful Riposte

ITEMS
Shadow Warlock Leather Armor +2, Rod of Corruption +1, Gloves of Eldritch Admixture (heroic tier), Jagged Incendiary dagger +3, Caustic Whetstone (heroic tier) (10), Bloodthirst Bracers (heroic tier)


I will not assume bloodhunt bonus on this
I will assume a relevant defense set at 30 (mainly because I don't know what the average defenses should be for NPCs at L16)
I will assume Prime Shot
I will assume enemies always save after one exposure to ongoing
I will include "ending" damage for Hellfire Arcanist and Icy Clutch where appropriate

How it plays out:
Show

Turn 1:  
Minor: retrieve whetstone
Move: forgo move for minor, tap dagger with whetstone
Standard: forgo standard for minor, delay action until party is assembled around me - Wrath of the Gods, grant +6 to my and party member's damage rolls for entire encounter.

Turn 2:
Minor: curse Target A
Move: keep distance, set up Shadow Walk, establish CA against A
Standard: Crown of Stars... 
  +22 to hit versus Reflex (6cha, 8hl, 3enh, 2feat - versatile exp, 2CA, 1prime) = hit on 8+ = 65% total hits (55% normal 10% crit - jagged wpn)
  Damage: 2d12 std +6 cha+3 enh+2d6 curse-fire+6 WoG+5 called shot+3 Hellfire Arcanist+2 ongoing acid whetstone+5 ongoing fire Hellfire Hex + 22 Hellfire Master 2x, once for ongoing acid, once for ongoing fire + 22 Icy Clutch of Stygia 2x, once for ongoing acid, once for ongoing fire
  Standard hit=(13+6+3+7+6+5+3+2+5+22+22) * .55 = 94 * .55 = 51.7
  Crit will max the base and curse dice, add 10 ongoing untyped and add 11 for Hellfire Master and 11 for Icy Clutch of Stygia
  Crit hit=(24+6+3+12+6+5+3+2+5+22+22+10+11+11) * .1 = 142 * .1 = 14.2
  Total DPR, Turn 2:  65.9

Turn 3:
Minor: curse Target B (could be A, if saves were made after A's last turn)
Move: forgo move for minor, sustain CoS for attack against B
  +20 to hit versus Will (lost CA due to no move) = hit on 10+ = 55% total hits (45% normal, 10% crit)
  Damage: 6 + 2d6 curse-fire + 5 called + 2 ongoing acid + 5 ongoing fire + 22 H.M. x2 + 22 I.C. x2
  =6+7+5+2+5+22+22 * .45 = 69 * .45 = 31.05 standard
  Crit will max curse dice, add 10 ongoing + 11 HM + 11 IC
  =6+12+5+2+5+22+22+10+11+11 * .1 = 106 * .1 = 10.6
  Total damage CoS minor: 41.65
Standard: Lash of the Long Night against B
  +20 to hit v. Fort  Damage: 2d6+6cha+3enh+5called+6 Wrath+2 ong acid + 11 IC
  = 7+6+3+5+6+2+11 * .45 = 18
  Crit: 12+6+3+5+6+2+11+10+11 (icy clutch applies against ongoing) * .1 = 66 * .1 = 6.6
  Total damage Lash: 24.6
  Total Damage Turn 3: 66.25

Turn 4:
Move: Establish Shadow Walk, CA
Minor: sustain CoS against A or B (assuming one has saved against both now)
  +22 to hit
  Damage: 69 * .55 = 37.95 standard, 10.6 crit = 48.55 CoS
Standard: Gift to Avernus against target
  +22 to hit
  Damage: 2d10 + 6cha + 3 enh + 5 called + 6 Wrath + 2 ong acid + 11 IC
  = 44 * .55 = 24.2
  Crit:  20+6+3+5+6+2+11+10+11 = 74 * .1 = 7.4
  Total damage Gift: 31.6
  Total damage Turn 4: 80.15

Alternate Turn 4 (nova):
Minor: Sustain CoS, no CA, *no curse damage on this one*   
  Damage = 6 +5 called + 2 ong acid + 11 ic = 24 * .45 = 10.8  
  Crit = 6 + 5 + 2 + 11 + 10 + 11 = 45 * .1 = 4.5  
  Total = 15.3
Standard: Curse of the Black Frost
  +20 to hit  Damage: 2d8 + 6cha + 2d6 curse-fire + 3enh + 5called + 6 wrath + 2 ong acid + 11 ic + 11 hm + 5 ong fire + 11 ic + 11 hm
  = 9+6+7+3+5+6+2+11+11+5+11+11 * .45 = 87 * .45 = 39.15
  Crit: 16+6+12+3+5+6+2+11+11+5+11+11+10+11+11 * .1 = 131 * .1 = 13.1
  Inherent Effect of the power: save ends, yields 11 from HM  
  Total at time of application=63.25
Move: close to melee with target
Action Point: Standard action - Eldritch Strike
  +22 to hit  Damage: 1d4 + 6cha + 3enh + 5called (prime punisher) + 6 wrath + 2 ong acid + 11 ic + 10 untyp ong (Blood Mage AP) + 11 ic
  = 2.5+6+3+5+6+2+11+10+11 * .55 = 56.5 * .55 = 31.075
  Crit: 4+6+3+5+6+2+11+10+11 * .1 = 5.8 (if your DM allows "separate sources" for ongoing damage, this crit adds 10 untyped which would otherwise go wasted since this was your AP)
  Total: 36.875
  PLUS slide the target 1 - forcing the Effect of Curse of the Black Frost to kick in
CotBF: 1d8+6cha+3enh+5called+6wrath (ongoing acid and its aftermath have been dealt already, see if your DM allows separate sources)
  =4.5+6+3+5+6 *.65 = 24.5 * .65 = 15.925
  (note that anyone in your party can now make this target move to generate additional damage)
  Total for Alternate Turn 4: 131.35



* Rod of corruption will eventually fire, once you kill A or B, and will spread curse around for you.

Edit:  I forgot to mention, you could also trigger the Bloodthirst Bracers on another melee hit, maybe a followup to the Curse of the Black Frost, and generate additional ogd + ic.

Other good tweaks:    
  Fey Revel Glamour can add a save-ends slow to the dailies with curse damage, granting another chance for Hellfire Arcanist to kick in, so at L18 drop Prime Punisher, get Twofold Pact and FRG  
  One more feat slot could be used for Superior Implement Proficiency to take advantage of the incendiary nature of the dagger  
  Dual Implement Spellcaster can also be used here to good effect  
  Dark Reach of Xevut is here to grab one of these ongoing damage saves and reapply it to another enemy

If you manage to inflict a lot of various effects and ongoings, blow a second wind to trigger Burning Blood (Blood Mage 16th feature) and you will inflict 8 psychic and 5 ongoing fire + 11 Icy Clutch of Stygia to every one of the enemy within 10 of you, including all cursed targets (who are all "suffering an effect you caused" which is the second purpose of the Rod of Corruption)  

So all in all, you're looking at a repeatable damage curve of mid-60s to 80 as a fairly reliable DPR, with a nova round of 131.

Thoughts?

  T

Dumb question I guess...how are you getting Wrath of the Gods?? Is it from a Paladin in the party?  Or am I just missing something key here?
No worries - it didn't show up in the builder output.  Wrath is a power swap from Secrets of Belial.

  T 
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
Question...is this build still legal with the changes that have been made since you originally released it? 

Additionally can anyone see anything that would prevent this build from being legal in LFR?

Thanks,

Draco
Question...is this build still legal with the changes that have been made since you originally released it? 

Additionally can anyone see anything that would prevent this build from being legal in LFR?

Thanks,

Draco

Sorry, wasn't watching this space - I don't think there have been any moves that would invalidate it so far.  Hadn't built it in the new CB, though, so I can't say with veracity.

  T 
Yeah. I did just kill your BBEG with a vorpal frisbee. Problem?
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