Buddy Jesus, Invoker|Warlock/Astral Ascendant/Demigod Focus-Fire specialist.

43 posts / 0 new
Last post

Buddy Jesus: Makin' You Look Like a Champ, Since 2010.



buddy+jesus.jpg



"Hey, man, you're my BFF!!! After we kill these clowns, I'll buy you a beer!




Build Objective: Make you look awesome.

Why does Buddy Jesus do this?: Because he loves you!

HOW does Buddy Jesus do this?:
-- He lets YOU deliver his Warlock Curse damage (starting at L11)
-- He makes the guy attacking you have a harder time hitting you (starting at L14)
-- He supports Team Hero with focus fire, via Hand of Radiance (starting at birth)


Build Features

1. Buddy Jesus is surprisingly hard to kill. Deliverance of Faith (aq L6) gives him an effective HP pool of 125% over his listed value at any point, and he uses it religiously (seewutididthere?!) on T1 to avoid any 'I got blowed up' mishaps. Shadow Walk (aq L12) gives him a conditional +2 to all defenses, and Warding Curse (aq L28, as listed) sets him up to enter the "Gonna kill us some Tiamat" stage of the game with another, easily satisifed, conditional +2 to all defenses. Additionally, tricks like Ethereal Stride (aq L2), and Infurating Elusiveness (aq L16) give Buddy Jesus ways to get out of jams.

2. Buddy Jesus makes YOU look like a stud.
-- At L11, Buddy Jesus stops applying curse damage with his attacks. Istead, he uses Astral Ascendant's Radiant Curse feature to let YOU deal his curse damage for him! Meanwhile, Buddy Jesus happily zaps the guy you're beating on with Hand of Radiance, helping you bury that SOB fast so your friends think you're cool! Additionally, Killing Flames (aq L13) lets Buddy give the guy you're beating up a little nudge toward death, and when you get the killing blow, Buddy won't take any of the credit! Buddy and Sean Connery say, "YOU'RE THE MAN NOW, DAWG!!!"
-- At L14, Buddy Jesus learns a new trick, and actually makes you look TOUGHER, too! By T2, Buddy Jesus has 4 targets cursed, and is zapping 3 of them at a time (4 by Epic) with Hand of Radiance, triggering Protective Hex in the process. This effectively gives Buddy's frontline homeboys additional defenses!

3. Buddy Jesus has a heavy Pimp Hand (Daily power selection), even through Heroic. His weakest Daily through L10 is an Area burst 2 in 10 with an auto damage zone... his other two are multi-target Stun (save ends), and Blind (save ends).

4. Buddy Jesus is a Dwarf, and as such, he makes your party significantly beard-ier. Jesus, Sean Connery, Chuck Norris, Mr. T, and Leonidas all agree, this is a VERY GOOD THING.

5. Buddy Jesus laughs at your "Item Rarity" rules. HA! <--- that's the sound of Buddy Jesus laughing at your item rarity rules. HA! <--- there it is, again.

6. Knockout Power! When Buddy Jesus hits Epic, he 'goes all Old Testament' on that @$$ with Quickened Spellcasting: Hellish Rebuke!


Sample Turns for various levels

Level 6, Turn 1
(minor) Deliverance of Faith
(move) as desired, -or- convert to Minor to apply Warlock's Curse
(standard) Hand of Radiance

Level 11, Turn 1
(minor) Deliverance of Faith
(move)  convert to minor, Warlock's Curse @ 2 nearest targets
(standard) Hand of Radiance
(free) apply 'Radiant Curse' (2d8 Radiant damage) to a cursed target hit by an ally

Level 16, Turn 1
(move) Infuriating Elusiveness-- become Invis = gain CA, also sets up Shadow Walk
(minor) Warlock's Curse
(standard) Hand of Radiance, using 2/3 attacks against Cursed enemies, debuffing them via Protective Hex
(free) apply 'Radiant Curse' (2d8 Radiant damage) to a cursed target hit by an ally

(immediate) Killing Flames @ target who becomes bloodied

         Level 16, Turn 2
          (move) reposition to curse 2 new targets
          (minor) Warlock's Curse @ 2 new targets
          (standard) Hand of Radiance @ 3/4 Cursed targets
          (free) apply 'Radiant Curse' to a cursed target hit by an ally

Level 21, Turn 1
same as L16

         Level 21, Turn 2
         same as L16

                  Level 21, Turn 3
                  (minor) Deliverance of Faith
                  (move) convert to Minor, Quickened Spellcasting: Hellish Rebuke
                  (standard) Hand of Radiance @ 4/4 cursed targets
                  (free) apply 'Radiant Curse' to a cursed target hit by an ally, if you missed with Hellish Rebuke.


L30 CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
BuddyJesus, level 30
Dwarf, Invoker|Warlock, Astral Ascendant, Demigod
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Will
Eldritch Pact (Hybrid): Vestige Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Will
Hybrid Talent: Shadow Walk
Divine Spark: Divine Spark (Constitution)
Divine Spark: Divine Spark (Wisdom)
Quickened Spellcasting: Hellish Rebuke
Background: Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 15, Con 28, Dex 12, Int 13, Wis 28, Cha 10.

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


AC: 43 Fort: 43 Reflex: 39 Will: 45
HP: 155 Surges: 15 Surge Value: 38

TRAINED SKILLS
Dungeoneering +31, Insight +29, Religion +21

UNTRAINED SKILLS
Acrobatics +15, Arcana +16, Bluff +15, Diplomacy +15, Endurance +25, Heal +24, History +16, Intimidate +15, Nature +24, Perception +25, Stealth +15, Streetwise +15, Thievery +15, Athletics +16

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Superior Implement Training (Dragontooth wand)
Level 4: Wand Expertise
Level 6: Implement Focus (Wand)
Level 8: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 10: Killing Curse
Level 11: Twofold Curse
Level 12: Hybrid Talent
Level 14: Protective Hex
Level 16: Improved Defenses
Level 18: Power of the Moon
Level 20: Empowering Shadows (retrained to Punishing Radiance at Level 22)
Level 21: Invoker Implement Expertise
Level 22: Quickened Spellcasting
Level 24: Devastating Invocation
Level 26: Invoked Devastation
Level 28: Warding Curse
Level 30: Epic Reflexes

POWERS
Hybrid at-will 1: Hellish Rebuke
Hybrid at-will 1: Hand of Radiance
Hybrid encounter 1: Lightning's Revelation
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Ethereal Stride
Hybrid encounter 3: Fiery Bolt
Hybrid daily 5: Vestige of Ugar
Hybrid utility 6: Deliverance of Faith
Hybrid encounter 7: Rain of Blood
Hybrid daily 9: Searing Orb
Hybrid utility 10: Symbol of Hope
Hybrid encounter 13: Killing Flames (replaces Fiery Bolt)
Hybrid daily 15: Tendrils of Thuban (replaces Vestige of Ugar)
Hybrid utility 16: Infuriating Elusiveness
Hybrid encounter 17: Glyph of Radiance (replaces Rain of Blood)
Hybrid daily 19: Tomb of Magrym (replaces Silent Malediction)
Hybrid utility 22: Wall of Inky Night
Hybrid encounter 23: Cascade of Five Suns (replaces Lightning's Revelation)
Hybrid daily 25: Invoke the Fallen (replaces Searing Orb)
Hybrid encounter 27: Compel Action (replaces Cascade of Five Suns)
Hybrid daily 29: Word of the Gods (replaces Tomb of Magrym)

ITEMS
Adventurer's Kit, Magic Spiritmail +6, Magic Dragontooth wand +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +24

At-Wills:
Hellish Rebuke. +34 vs Reflex, 2d6+23, +3d8 Radiant via Warlock's Curse
Hand of Radiance. +34 vs Reflex, 1d4+23

Encounter Powers:
Overwhelming Radiance. +34 vs Reflex, 3d10+23, +3d8 Radiant via Warlock's Curse
Killing Flames. +33 vs Fortitude, 3d8+23
Glyph of Radiance*. +33 vs Will, 2d6+23
Compel Action**. +33 vs Will, Dominate

*can upgrade to Area burst 2 within 10 squares.
**can upgrade to Close blast 6.

Daily Powers:
Tendrils of Thuban. +33 vs Fortitude, 4d10+23
Vestige of the Ascendant Commander. +34 vs Reflex, 3d8+23
Invoke the Fallen*. +33 vs Fortitude, 2d8+23
Word of the Gods**. +33 vs Will, Dominate --> 3d6+23, or 6d6+23 on miss.

*can upgrade to Area burst 3 within 10 squares.
**can upgrade to Close blast 6.

Utility Powers:
Ethereal Stride, 1/enc
Deliverance of Faith, 1/enc
Symbol of Hope, 1/day
Angelic Aura, 1/day
Infuriating Elusiveness, 1/enc
Wall of Inky Night, 1/day
Divine Regeneration, 1/day


Alternative Late Game Feat Progression for Melee Heavy Parties

1. Grab a Warlord MC feat at L18, skipping Power of the Moon.

2. Grab Empowered Shadows as normal at L20.

3. At L21, retrain 'Empowered Shadows' into Enabling Shot. This pushes back the Improved Initiative --> Superior Initiative retrain to L22.

End result... you're attacking 4 targets at once, with a 19-20 crit range, using a ranged attack... and crits with your ranged attacks allow allies to make MBAs as free actions against hit targets.


L1 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
BuddyProgression, level 1
Dwarf, Invoker|Warlock
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Will
Eldritch Pact (Hybrid): Vestige Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Will
Background: Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 13, Con 18, Dex 10, Int 11, Wis 18, Cha 8.

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


AC: 16 Fort: 14 Reflex: 10 Will: 16
HP: 29 Surges: 10 Surge Value: 7

TRAINED SKILLS
Dungeoneering +11, Insight +9, Religion +5

UNTRAINED SKILLS
Acrobatics -1, Arcana, Bluff -1, Diplomacy -1, Endurance +5, Heal +4, History, Intimidate -1, Nature +4, Perception +4, Stealth -1, Streetwise -1, Thievery -1, Athletics

FEATS
Level 1: Armor Proficiency (Chainmail)

POWERS
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Hellish Rebuke
Hybrid encounter 1: Lightning's Revelation
Hybrid daily 1: Silent Malediction

ITEMS
Chainmail, Adventurer's Kit, Dragontooth wand
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +0

At-Wills:
Hellish Rebuke. +4 vs Reflex, 1d6+4, +1d6 via Warlock's Curse.
Hand of Radiance. +4 vs Reflex, 1d4+4

Encounter Powers:
Lightning's Revelation. +4 vs Reflex, 2d6+4.

Daily Powers:
Silent Malediction. +4 vs Fortitude, 2d6+4.

Utility Powers:
Uhm... he's level 1. Move along.


Comments:
At this point, Buddy Jesus is like many other Invokers, except that he brings more potent single-target fire in the form of Hellish Rebuke.

Hand of Radiance is a no-brainer, Hellish Rebuke is fantastic, Lightning's Revelation helps Team Hero land big shots against Team Monster, and Silent Malediction is WORLD FAMOUS for being pwn. These picks should all be pretty much self explanatory.


L2

Feat: Superior Implement Proficiency (Dragontooth Wand)
2U: Ethereal Stride.

Comments:
If your DM hands out items like candy, you can take 'Accurate Staff' with the Implement prof, and come out very slightly ahead by Epic. Dragontooth Wands are actually pretty money. The damage bonus is very nice, and there are some wands available with modest item bonuses to damage-- note that even a +3 item bonus, combined with the inherent +5 from Dragontooth Wand, gives you a total of +8 damage from the one item slot.

Ethereal Stride... Folks, this is one of the reasons why an admitted Invoker nut like me actually prefers this frame to straight Invoker. In short, Invoker Utilities aren't all that exciting. Warlock Utilities, on the other hand, are often extreeeeemely exciting. Ethereal Stride is a great 'out' with a lovely residual defense boost.


L3

3E: Fiery Bolt.

Comments:
Another awesome single target attack. At this stage of the game, Fiery Bolt hits like a truck. It also plays very nicely with your Dragontooth Wand (ie, it attacks Reflex). When you want to help the good guys bury a key target quickly, Fiery Bolt (+Curse) will help get the job done.


L4

Stat-Ups: +1 Con, +1 Wis
Feat: Wand Expertise

Comments:
Taking Care of Business-- TCoB, baby! These picks are basics.


L5

Daily: Vestige of Ugar

Comments:
I LOVE this power. It's an Area burst 2 in 10 power at a point where those are rare, and it provides auto damage. The zone lasts until the end of the encounter, so clever use of this can chop a battlefield up a bit, and provides Team Hero with damaging terrain to shove Team Monster into.


L6

Feat: Implement Focus (Wand)
6U: Deliverance of Faith

Comments:
The feat grab is another basic one, and this level would be pretty boring if it weren't for Deliverance of Faith, which is all kinds of sexy. Use this power EARLY (T2 at the latest), and you'll be considerably less susceptible to getting smoked during the T1 & T2 Encounter + Recharge power volley from Team Monster.


L7

7E: Rain of Blood

Comments:
This power is party-friendly, and your Con mod is about to be +5 already. Drop this over the top of a Swordmage, Fighter w/ Come & Get It, etc-- and watch the carnage unfold.


L8

Stat-Ups: +1 Con, +1 Wis
Feat: Improved Initiative

Comments:
TCoB, baby!


L9

9D: Searing Orb.

Comments:
I love Blind, and being able to hammer multiples with it at once = awesome. Even better... this Blinds on a miss. Pure win.


L10

Feat: Killing Curse
10U: Symbol of Hope

Comments:
This level is kind of boring. You gain a little more single-target punch via Killing Curse, and you gain a 1/day 'buddy' button, which will help make you popular. Nothing too exciting, though.


L11 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
BuddyProgress, level 11
Dwarf, Invoker|Warlock, Astral Ascendant
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Will
Eldritch Pact (Hybrid): Vestige Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Will
Background: Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 14, Con 21, Dex 11, Int 12, Wis 21, Cha 9.

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


AC: 26 Fort: 22 Reflex: 18 Will: 24
HP: 72 Surges: 11 Surge Value: 18

TRAINED SKILLS
Dungeoneering +17, Insight +15, Religion +11

UNTRAINED SKILLS
Acrobatics +4, Arcana +6, Bluff +4, Diplomacy +4, Endurance +11, Heal +10, History +6, Intimidate +4, Nature +10, Perception +10, Stealth +4, Streetwise +4, Thievery +4, Athletics +6

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Superior Implement Training (Dragontooth wand)
Level 4: Wand Expertise
Level 6: Implement Focus (Wand)
Level 8: Improved Initiative
Level 10: Killing Curse
Level 11: Twofold Curse

POWERS
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Hellish Rebuke
Hybrid encounter 1: Lightning's Revelation
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Ethereal Stride
Hybrid encounter 3: Fiery Bolt
Hybrid daily 5: Vestige of Ugar
Hybrid utility 6: Deliverance of Faith
Hybrid encounter 7: Rain of Blood
Hybrid daily 9: Searing Orb
Hybrid utility 10: Symbol of Hope

ITEMS
Adventurer's Kit, Magic Braidmail Armor +3, Magic Dragontooth wand +3, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +9

At-Wills:
Hellish Rebuke. +15 vs Reflex, 1d6+13, +2d8 Radiant via Warlock's Curse.
Hand of Radiance. +15 vs Reflex, 1d4+13.

Encounter Powers:
Lightning's Revelation. +15 vs Reflex, 2d6+13.
Fiery Bolt. +15 vs Reflex, 3d6+13, +2d8 Radiant via Warlock's Curse.
Rain of Blood. +14 vs Fortitude, 1d6+13.
Overwhelming Radiance. +14 vs Fortitude, 3d10+13, +2d8 Radiant via Warlock's Curse.

Daily Powers:
Silent Malediction. +14 vs Fortitude, 2d6+13.
Vestige of Ugar. +15 vs Reflex, 1d10+13, +2d8 Radiant via Warlock's Curse.
Searing Orb. +14 vs Fortitude, 1d8+13.

Utility Powers:
Ethereal Stride, 1/enc
Deliverance of Faith, 1/enc
Symbol of Hope, 1/day

Level 11 Changes:
Astral Asendant PP: gain Overwhelming Radiance, as well as the 'Radiant Curse', and 'Preparing Action' features.
Feat: Twofold Curse.

Comments:
This level marks a turning point in your career. Up to now, you've focused on dealing damage, but have been choosing between hammering single targets, or peppering multiples with fire. As of L11, you can do both at once. By positioning yourself correctly, you can throw Warlock's Curse on targets whom your allies are engaging, and you can simultaneously attack 3 targets per turn with Hand of Radiance, *and* apply your 2d8 Radiant in WC damage to cursed targets who are hit by your allies. Twofold Curse is an important grab at this stage, because it increases the likelihood that you get to apply your curse damage from turn to turn.

The best way to use this feature is probably to apply it to the first attack that lands against any cursed enemy each turn, rather than trying to hold out for hits on a specific target. Guaranteed damage is better than no damage, after all.

'Preparing Action' isn't a really big deal, but it is a nice perk to have. The miniscule temp HP buff is really nothing, but the Free action shift for your allies can be very handy.


L12

Feat: Hybrid Talent --> Shadow Walk
12U, via Astral Ascendant PP: Angelic Aura

Comments:
The feat grab here lets you pick up the awesome Shadow Walk feature from Warlock class. You should enjoy the heck out of the conditional +2 to all defenses, because you'll be moving around to apply Curse, anyway. The 12U here is basically 1/day flight+hover, as the healing value is negligible. Have fun flying around, raining Radiance all over Team Monster!


L13

(lose Fiery Bolt)
13E: Killing Flames

Comments:
The power here is a no brainer, given the focus of the build. It helps you deliver quick death, and that is always a great thing.


L14

Stat-Ups: +1 Con, +1 Wis
Feat: Protective Hex

Comments:
This is a key level in Buddy's game plan. At this point, you are an expert at ruining everything for Team Monster's frontline. Soldiers and Brutes tend toward low Reflex, and they tend to be melee and 'close' attack heavy. You should land a lot of hits against them, and they'll really feel Protective Hex.


L15

(lose Vestige of Ugar)
15D: Tendrils of Thuban

Comments:
The power grab here is great, and is one more tool to help you pick on enemy frontline types. Immobilize is glorious for that purpose by itself, but sustaining this power helps jack damage up quickly, which is even better.


L16

L16 Feature, via Astral Ascendant: Resist: necrotic for you and your closest (location wise) allies!
Feat: Improved Defenses
16U: Infuriating Elusiveness

Comments:
The 16F is OK, and Improved Defenses is a solid feat. The star of the show here is really Infurating Elusiveness, which can be used both offensively (on-demand Combat Advantage), and defensively. I'm a very big fan of proactive defensive tools, so this pick makes me a happy man.


L17

(lose Rain of Blood)
17E: Glyph of Radiance

Comments:
Glyph of Radiance is fantastic. That's all I have to say about that.


L18

Stat-Ups: +1 Con, +1 Wis
Feat: Power of Moon

Comments:
TCoB, and helping us land attacks vs Reflex. The feat slot is one of the ones you'll want to change if you put a variant of this out.


L19

(lose Silent Malediction)
19D: Tomb of Magrym

Comments:
Stun is good. This is actually better.


L20

Feat: Empowering Shadows
20D, via Astral Ascendant PP: Vestige of the Ascendant Commander

Comments:
The feat is handy, since you can apply it multiple times per use of Hand of Radiance. The 20D is awesome. It's party-friendly, and has a good mix of control, healing, and damage.


L21 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
BuddyProgress, level 21
Dwarf, Invoker|Warlock, Astral Ascendant, Demigod
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Will
Eldritch Pact (Hybrid): Vestige Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Will
Hybrid Talent: Shadow Walk
Divine Spark: Divine Spark (Constitution)
Divine Spark: Divine Spark (Wisdom)
Background: Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 15, Con 26, Dex 12, Int 13, Wis 26, Cha 10.

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


AC: 35 Fort: 35 Reflex: 28 Will: 38
HP: 117 Surges: 14 Surge Value: 29

TRAINED SKILLS
Dungeoneering +25, Insight +23, Religion +16

UNTRAINED SKILLS
Acrobatics +10, Arcana +11, Bluff +10, Diplomacy +10, Endurance +19, Heal +18, History +11, Intimidate +10, Nature +18, Perception +19, Stealth +10, Streetwise +10, Thievery +10, Athletics +11

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Superior Implement Training (Dragontooth wand)
Level 4: Wand Expertise
Level 6: Implement Focus (Wand)
Level 8: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 10: Killing Curse
Level 11: Twofold Curse
Level 12: Hybrid Talent
Level 14: Protective Hex
Level 16: Improved Defenses
Level 18: Power of the Moon
Level 20: Empowering Shadows
Level 21: Invoker Implement Expertise

POWERS
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Hellish Rebuke
Hybrid encounter 1: Lightning's Revelation
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Ethereal Stride
Hybrid encounter 3: Fiery Bolt
Hybrid daily 5: Vestige of Ugar
Hybrid utility 6: Deliverance of Faith
Hybrid encounter 7: Rain of Blood
Hybrid daily 9: Searing Orb
Hybrid utility 10: Symbol of Hope
Hybrid encounter 13: Killing Flames (replaces Fiery Bolt)
Hybrid daily 15: Tendrils of Thuban (replaces Vestige of Ugar)
Hybrid utility 16: Infuriating Elusiveness
Hybrid encounter 17: Glyph of Radiance (replaces Rain of Blood)
Hybrid daily 19: Tomb of Magrym (replaces Silent Malediction)

ITEMS
Amulet of Protection +4, Adventurer's Kit, Magic Weavemail Armor +5, Magic Dragontooth wand +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +19

At-Wills:
Hellish Rebuke. +26 vs Reflex, 2d6+21, +3d8 Radiant via Warlock's Curse
Hand of Radiance. +26 vs Reflex, 1d4+21

Encounter Powers:
Lightning's Revelation. +26 vs Reflex, 2d6+21
Overwhelming Radiance. +25 vs Fortitude, 3d10+21, +3d8 Radiant via Warlock's Curse
Killing Flames. +25 vs Fortitude, 3d8+21
Glyph of Radiance. +25 vs Fortitude, 2d6+21

Daily Powers:
Searing Orb. +25 vs Fortitude, 1d8+21
Tendrils of Thuban. +25 vs Fortitude, 4d10+21
Tomb of Magrym. +26 vs Reflex, 3d6+21
Vestige of the Asendant Commander. +26 vs Reflex, 3d8+21

Utility Powers:
Ethereal Stride, 1/enc
Deliverance of Faith, 1/enc
Symbol of Hope, 1/day
Angelic Aura, 1/day
Infuriating Elusiveness, 1/enc

[b]Level 21 Changes:[/color]
Demigod Epic Destiny: +2 Con, +2 Wis via Divine Spark.
Feat: Invoker Implement Expertise
Retrain: Improved Initiative --> Superior Initiative

Comments:
Wow, what a big level!
-- Warlock's Curse/'Radiant Curse' now delivers +3d8 Radiant damage
-- Your Hand of Radiance now crits on 19-20, and attacks FOUR targets per use.

At this stage of the game, you're basically a focus-firing machine. You have 4 targets Cursed by the end of T2, which means you have the opportunity to debuff 4 targets at once with Hand of Radiance + Protective Hex at that time. Your Warlock's Curse averages +12.5 Radiant damage per application, and your total damage output per round is sexy.

EVERYONE WANTS TO BE YOUR BUDDY!!!


L22

Feat: Quickened Spellcasting: Hellish Rebuke
22U: Wall of Inky Night
Retrain: Empowered Shadows --> Punishing Radiance

Comments:
Welcome to sillycakes! At this point, Buddy Jesus is sooooo totally over that 'forgiveness' thing he used to be so into. Nowadays, when people irritate him, he burns them IN THE FACE by using Hellish Rebuke as a Minor action. In keeping with this new theme of "burn everything", Buddy Jesus turns his holy light into an even more deadly weapon with Punishing Radiance. This theme gets another boost in 2 more levels.

Wall of Inky Night is basically a handy tool for dividing a battlefield. Got Artillery issues? Pfft. How about dropping a portable wall that blocks LoS between you and them, forcing them to close the distance? Buddy likes it!


L23

(lose Lightning's Revelation)
23E: Cascade of Five Storms

Comments:
This power is like a Sorc hit, with built-in Sorcerer's Flux. It is extremely useful for picking on that special someone who stands out in the crowd.


L24

Stat-Ups: +1 Con, +1 Wis
Feat: Devastating Invokation
ED Feature: Divine Recovery

Comments:
So... now, you're attacking 4 targets per round, debuffing them via Protective Hex, letting an ally deliver +3d8 Radiant damage on a hit vs one of your WC'd targets, and critting on 19-20. When you catch those crits, the target and all enemies within 5 squares of it gain vuln Radiant, and the all enemies within 5 squares of the target then take Radiant damage...

In other words, you're making one giant, Radiant mess.


L25

(lose Searing Orb)
25D: Invoke the Fallen

Comments:
Gotta love trading a good power for a significantly upgraded version of it.


L26

Feat: Invoked Devastation
26U, via Demigod ED: Divine Regeneration

Comments:
Add 1 to the radius of all of your burst/blast powers... HAWT.


L27

(lose Cascade of Five Suns)
27E: Compel Action

Comments:
Giving up Cascade of Five Suns may seem strange, but the value of Killing Flames is awesome, and Glyph of Radiance just became an Area burst 2 in 10 Blind. Besides... when you get this, it's actually a Close blast 6... that's 36 squares of Domination. Buddy Jesus knows that peace and love are easier to come by when people are actually incapable of disagreeing.


L28

Stat-Ups: +1 Con, +1 Wis
Feat: Warding Curse

Comments:
This grab is made entirely for the purpose of getting ready to go kill deities.


L29

(lose Tomb of Magrym)
29D: Word of the Gods

Comments:
If they didn't hear him when he tried to Compel Action, Buddy Jesus can raise his voice a little, and have another go at it. If they don't hear him this time, either... they suffer for it.


Hey, guess what? This post is under construction.

Special Thanks: The 'thanks' section is extra long here, because Buddy Jesus appreciates Buddies.
Dielzen, thanks for putting this PP in my brain, and thanks for turning me away from 'going Lazy' with it.
lordduskblade and Ytterbium Dragon. I didn't consult anyone for this build, but these two guys are my usual sounding boards, and discussions with them have shaped the way I value build choices significantly. In a world where 'sex sells', these guys keep me sane by valuing substance > flash.
The whole IRC gang, thank you for putting up with me being a ridiculous goofball all the time.

Special Note: --edited 9/26/10
If your DM rules that 'Radiant Curse' doesn't work this way, don't be discouraged. 'Radiant Curse' is only one of many good reasons to pair Invoker and Warlock in this way, and there are easy alternatives with regard to Paragon Path. Here are some of them:
Alternative Paragon Paths

1. Arbiter of Forgotten Justice. This one won't change your feat progression at all, except that you'll probably retrain 'Killing Curse' into 'Justice Hammer' at L16 (when the 19-20 crit feature kicks in), and then reselect Killing Curse at L18 or L20, dropping either or both of Empowered Shadows & Power of Moon.

Why you take this PP: The L11 feature gives you a steady diet of surge free healing to help your allies out. The L16 feature simultaneously increases your damage output, and nearly doubles your odds of applying surge free healing via the L11 feature. 19-20 crit range is a LOT when you're attacking 3-4 times per turn. Other perks: The 11E here is party friendly, and helps give your melee buddies Combat Advantage via the 'prone' in the rider. The 12U is only 1/day, but is ridiculously awesome when you use it, and the 20D is single-target only, but winds up delivering a very solid amount of damage.

2. Radiant Servant. RS requires MC Cleric, but that's not necessarily a bad thing. Taking the right entry feat gives you a 1/day Healing Word, and the PP gives you 19-20 crit range for Hand of Radiance as early as Level 11. The Action Point feature is awesome, the 11E is solid, and the 20D is surprisingly good in live play. This is a great PP to run with.

3. Morninglord. This one is a slow-bloomer, but when the 16F kicks in, your total damage output goes nuts. The AP feature is 'meh', 11E is solid, and helps discourage swarming, the 12U is surge free healing, and the 20D is alright. This is the go-to pick for anyone running this in a 'Radiant Mafia' party, and it makes a good choice even if you're the only one dealing Radiant damage. +10 damage on 3-4 attacks per round is a lot of total damage.

Enjoyed, would read again.

Seems pretty effective! I like how you took Curse damage without needing to use Warlock powers. Well played, sir.

I am starting to considering hybrid'ing Warlock... ridiculously overpowered. Thanks for making it worse.

Warlock's Curse (Hybrid): This class feature functions as the warlock class feature, except that you can deal the extra damage only when you hit a cursed enemy with a warlock power or a warlock paragon path power.


Radiant Curse (11th level): Your Warlock’s Curse deals radiant damage. You can deal your Warlock’s Curse’s extra damage to a creature affected by your Warlock’s Curse when an ally hits that creature, but still only once per round.


This looks like an "ask your DM if it works" deal to me, because the Astral Ascendant wasn't necessarily made with hybrid warlocks in mind.


Oath of Enmity (Hybrid): You gain the avenger power oath of enmity. The power functions as normal, except that you can apply the effect only when you make a melee attack using an avenger power or an avenger paragon path power.


Distant Vengeance: As long as you are within 10 squares of your oath of enmity target and no other enemies are adjacent to you, you gain the benefit of your oath of enmity on all ranged basic attacks against your oath of enmity target.


It's like Distant Vengeance for a hybrid avenger.


Does this build work as well without Astral Ascendant?


4. Buddy Jesus is a Dwarf, and as such, he makes your party significantly beard-ier. Jesus, Sean Connery, Chuck Norris, Mr. T, and Leonidas all agree, this is a VERY GOOD THING.




LOOOOOOOOOOOOOL !

Warlock's Curse (Hybrid): This class feature functions as the warlock class feature, except that you can deal the extra damage only when you hit a cursed enemy with a warlock power or a warlock paragon path power.


Radiant Curse (11th level): Your Warlock’s Curse deals radiant damage. You can deal your Warlock’s Curse’s extra damage to a creature affected by your Warlock’s Curse when an ally hits that creature, but still only once per round.


This looks like an "ask your DM if it works" deal to me, because the Astral Ascendant wasn't necessarily made with hybrid warlocks in mind.


Oath of Enmity (Hybrid): You gain the avenger power oath of enmity. The power functions as normal, except that you can apply the effect only when you make a melee attack using an avenger power or an avenger paragon path power.


Distant Vengeance: As long as you are within 10 squares of your oath of enmity target and no other enemies are adjacent to you, you gain the benefit of your oath of enmity on all ranged basic attacks against your oath of enmity target.


It's like Distant Vengeance for a hybrid avenger.


Does this build work as well without Astral Ascendant?





In all honesty, I don't see this actually being an issue for most DMs. I'm a pretty stingy DM, and I wouldn't actually have an issue with it at one of my own tables. Here's why:

1) specific > general. It's still my curse damage. If we rule that the mechanic doesn't work in this case due to the 'have to hit with a Warlock power' text, then we have to rule that the mechanic wouldn't work for any other warlock, due to the 'when you hit' text in their own writing.

2) the spirit/obvious intent doesn't change. The 'ally deals curse damage' function is the same whether you're single class or hybrid.

As a DM, I'm a big believer in finding a balance between RAW and RAI, and this remains balanced. It's a Practical Op build, as opposed to something with a gaudy and broken mechanic.


re: 'does it work without AA?'-- Yeap. I could easily swap out the PP, and retain Protective Hex benefit, but lose the Radiant Curse feature. I like it better this way, though
Auspex7, sorry, but I think I disagree in the obvious intent - hybrids are not supposed to get their Curse damage with other classes' powers. This does.

Now, it costs a PP, so the actual balance there isn't exactly obvious, so I have no idea. It adds more damage than Morninglord, especially when coupled with the Power of the Sun... *shrug* you're doing party optimization on your own. It's kind of cool. :P

I just noticed that you DON'T couple it with Power of the Sun... why? :P
Enjoyed, would read again.

Seems pretty effective! I like how you took Curse damage without needing to use Warlock powers. Well played, sir.

I am starting to considering hybrid'ing Warlock... ridiculously overpowered. Thanks for making it worse.



It's not actually 'overpowered'. It's very useful, sure. The thing is, the builds that use |Warlock to borrow strong elements aren't necessarily more powerful than many single class builds out there. Example: Darth Vader is a strong Defender, and uses some Warlock elements-- but he's not necessarily more powerful than Mr. Smith, who is also incredibly effective, and is a pure/single-class build.

Well... I suppose it all comes down to what any individual's idea of 'overpowered' is. I do have to admit that there are a wide range of opinions with regard to where that line is drawn. I know a guy who swears that Wardens are overpowered because, "they're so hard to kill, and they deal so much damage." True story.
I actually do consider Darth Vader overpowered, and I don't Mr. Smith - look at the differences in defenses.

Armor of Dark Majesty
Protective Hex
Warding Curse

... I dunno, I can't see putting those three together onto anything being balanced, least of all a defender.

Eldritch Strike is also extremely powerful for things that shouldn't have access to it, but Half-Elf is the first offender, so not as bad.
Auspex7, sorry, but I think I disagree in the obvious intent - hybrids are not supposed to get their Curse damage with other classes' powers. This does.

Now, it costs a PP, so the actual balance there isn't exactly obvious, so I have no idea. It adds more damage than Morninglord, especially when coupled with the Power of the Sun... *shrug* you're doing party optimization on your own. It's kind of cool. :P

I just noticed that you DON'T couple it with Power of the Sun... why? :P



1. If I were single-classed, I would still be dealing Warlock Curse damage without Warlock powers-- because the mechanic still lets allies apply it. That doesn't change here at all. Whether an Astral Ascendant is Hybrid or single-classed, his Fighter buddy is still applying that Radiant Curse feature.

2. Morninglord creates vuln: 10 for an entire turn-- this lets everybody tap in. Radiant Curse only lets me apply the damage 1/round. My damage is +2d8 (9 avg) at Paragon, and +3d8 (12.5 avg) at Epic, compared to the shenanigans Morninglords can create. In fact, if I were going for 'ridiculous', I would swap out Astral Ascendant for Morninglord.

3. I don't use Power of the Sun for 2 reasons: 1, I hate 'Radiant Mafia' groups. 2, It works off 'Sun Strike', and the idea here is to provide support for multiple allies at once.
The only disappointing thing in this build is that it can't get the Dark Wanderer L30 feature.
1. Right, but you're not single classed, and you're supposed to lose access to your striker feature except when you use striker powers.

2. I suppose fair, but I don't think that was the intent, or the numbers would look very different imho - vuln10 to your attacks seems strong but fair for a PP, for your whole team? omgwtfbbq.

3. Woah, I always thought Power of the Sun was Hand of Radiance... Good reason! You win this round, bearded man D:
I actually do consider Darth Vader overpowered, and I don't Mr. Smith - look at the differences in defenses.

Armor of Dark Majesty
Protective Hex
Warding Curse

... I dunno, I can't see putting those three together onto anything being balanced, least of all a defender.

Eldritch Strike is also extremely powerful for things that shouldn't have access to it, but Half-Elf is the first offender, so not as bad.



The trick is to take a hard look at Vader and see what all is required to 'make it go'. For starters, Aegis and Curse are both Minor actions, the build doesn't 'bloom' until Paragon, and much of the listed features don't kick in until Epic-- 'Trick of Knowledge' is L24 feature, Warding Curse is Epic feat, etc. When T1 kicks off, Vader has to either move, minor, minor (giving up an attack altogether), or choose to either curse, or mark. Can't do both.

There are a lot of hidden checks and balances in the game, we just often overlook them.
Ring of Free time helps with that, too :P

Darth Vader starts off balanced and fine (as well as fun, or at least so it appears to me), and slowly gets more and more ridiculous as he levels. In the end I think he beats out virtually any single classed defender that doesn't have some sort of cheese to keep him invincible. By a lot, too.
Ring of Free time helps with that, too :P

Darth Vader starts off balanced and fine (as well as fun, or at least so it appears to me), and slowly gets more and more ridiculous as he levels. In the end I think he beats out virtually any single classed defender that doesn't have some sort of cheese to keep him invincible. By a lot, too.



Ring of Free time = L29 item

I think you'd be surprised at how ridiculous most builds are at Epic-- even the single class ones. Epic tier Pacifist Healers are ludicrous, Epic Rangers are insane... I can easily break 100 DPR with a single class Avenger, etc. Just about everything is crazy past L21.
Pacifist Healers are pretty ridiculous at that point - in big part, this is a failure of design at making monsters that can keep up.

Btw, I'm playing around with Avenger and just hit 137 dpr, without much DPR optimization at all (it's very survivable and such). I noticed that you claimed in Slap Chop's post that Ardent Champion/Sage of Ages is dead... but... why? It seems to work well for me. 39% crit chance is yes, please.

I just strongly dislike defenses to the point that a DM can't hit you without large amounts of sacrifice - which Darth Vader doesn't really have. He's just virtually invincible by stacking bonuses. Blech.

This guy's borderline, using striker features while not striking is one thing hybrids tried to avoid...

But that's what optimization is! Finding the "border" between "super awesome funtastic" and "unbalanced and ruins the game for the DM".

Basically, thumbs up, great build, sorry for going off topic :P
SF-- re: Sage of Ages 'being dead'-- I was actually referring to my 'Champion of Ages' build, which used a Rending Urgrosh + Two Weapon Opening + Ardent Fury to generate 3 Free action Overwhelming Strikes per crit to get ridiculous DPR. The 1/turn, Free action attack cap shot that build in the face.

Sage of Ages is still very good, but I got higher DPR marks by going with Battle Awareness (which precludes an Arcane MC, and blocks Sage of Ages), and selecting 'Slashing Storm' at Epic. This winds up giving me about a +8 boost to DPR by itself.

@ going off topic-- no worries. Buddy Jesus is an advocate of forgiving and forgetting. This is kind of odd, considering that he's also an advocate for slapping everyone with the Pimp Hand of Radiance.

/shrug

Who am I to argue with all that beard?
Respect the beard!

Nice work man... I forsee greatness.
Wondered what class you'd settle on, didn't see Invoker coming, love it.

I've got the Avenger and Rogue versions mostly done, Rogue owns the Avenger, sadly.
I approve greatly of this build. Not only does it have awesome ally-boosting potential, it's bearded. We all know more beard = more better.

I know giving a Strike another extra damage feature can and will make any Striker (especially a Ranger or an Avenger) giddy.
and it was good.
Gah. Had the progression laid out through the L21 snapshot, and lost it. Had to re-post L12-L20 progression, and I'll have to revisit this tomorrow to wrap up 21+.

Thanks for the support so far!
I'm confused, at level 6, it says to take Implement Focus (Wand), but I dont believe that feat exists.
I'm confused, at level 6, it says to take Implement Focus (Wand), but I dont believe that feat exists.



It's not in CB yet, but Essentials has finally delivered Implement Focus for us.
Liiiess ! HERESY !!
Jesus can't be a Dwarf, for he must know Kung-Fu to win over Hitler at Judgement Day ! If you don't believe me, I have this very scientific paper that absolutely predicts it !!
And as we all know, Kung-Fu masters from the Godly Realm must be Githzerai !!!

[/sarcasm]

Cool build.

I know you're feat tight, but how can you possible skip Hammer of Judgement ? It's made for spamming HoR - and the name says MUST HAVE for Jesus !
Also... Devastating Invocation without Punishing Radiance ? I mean really, the latter is what makes the former really sting, and Radiant Mafia or not - +10 dmg in Burst 5, +10 dmg on your Curse and +10 dmg with your next attack on a crit... hard to pass.
(I'd probably skip Invoced Devastation and Empowering Shadows for it - but then again I'm also not really fond of Glyph of Radiance due its small size.)
1) specific > general. It's still my curse damage. If we rule that the mechanic doesn't work in this case due to the 'have to hit with a Warlock power' text, then we have to rule that the mechanic wouldn't work for any other warlock, due to the 'when you hit' text in their own writing.

2) the spirit/obvious intent doesn't change. The 'ally deals curse damage' function is the same whether you're single class or hybrid.



It has the exact same problem as hybrid Avenger. And you're making the same argument that people who are arguing that hybrid Avenger should be allowed to do Oath of Enmity with Distant Vengeance. The regular feat works with the normal class feature. So any specifics in the normal class feature are overridden by it. But the hybrid class feature works just as the normal class feature except it only works with powers from the class. That's another specific.

The regular curse works when you hit. Not only. The feat opens up another possibility for how it might work because regular Warlocks are not actually limited to only having their curse work when they hit. Hybrid Warlocks on the other hand are actually limited. If you wouldn't allow hybrid Avenger to work with all RBAs, you shouldn't be allowing this to work either.
Liiiess ! HERESY !!
Jesus can't be a Dwarf, for he must know Kung-Fu to win over Hitler at Judgement Day ! If you don't believe me, I have this very scientific paper that absolutely predicts it !!
And as we all know, Kung-Fu masters from the Godly Realm must be Githzerai !!!

[/sarcasm]

Cool build.

I know you're feat tight, but how can you possible skip Hammer of Judgement ? It's made for spamming HoR - and the name says MUST HAVE for Jesus !
Also... Devastating Invocation without Punishing Radiance ? I mean really, the latter is what makes the former really sting, and Radiant Mafia or not - +10 dmg in Burst 5, +10 dmg on your Curse and +10 dmg with your next attack on a crit... hard to pass.
(I'd probably skip Invoced Devastation and Empowering Shadows for it - but then again I'm also not really fond of Glyph of Radiance due its small size.)



You know, I went through the Epic tier feat progression thinking, "I'm missing something silly right now", and Punishing Radiance is it. Not sure how I failed to add that, given how long I've been slapping it on Avenger builds, and home game Invoker builds.

Going to have to work it in with a retrain.
1) specific > general. It's still my curse damage. If we rule that the mechanic doesn't work in this case due to the 'have to hit with a Warlock power' text, then we have to rule that the mechanic wouldn't work for any other warlock, due to the 'when you hit' text in their own writing.

2) the spirit/obvious intent doesn't change. The 'ally deals curse damage' function is the same whether you're single class or hybrid.



It has the exact same problem as hybrid Avenger. And you're making the same argument that people who are arguing that hybrid Avenger should be allowed to do Oath of Enmity with Distant Vengeance. The regular feat works with the normal class feature. So any specifics in the normal class feature are overridden by it. But the hybrid class feature works just as the normal class feature except it only works with powers from the class. That's another specific.

The regular curse works when you hit. Not only. The feat opens up another possibility for how it might work because regular Warlocks are not actually limited to only having their curse work when they hit. Hybrid Warlocks on the other hand are actually limited. If you wouldn't allow hybrid Avenger to work with all RBAs, you shouldn't be allowing this to work either.



Us getting into a debate/argument would be fruitless, so I'm going to skip that part. Instead, I'm going to simply say "OK", and direct your attention to the note at the bottom of the original post, which suggests alternative PPs for people whose DMs rule against Radiant Vengance working in this way.

Ultimately, 'Radiant Curse' is just one of many perks for going with Hybrid Warlock here. Increased single target damage, better Utility options, Shadow Walk, Protective Hex (x3-4 targets per turn), etc provide plenty of value without RC.
It has the exact same problem as hybrid Avenger. And you're making the same argument that people who are arguing that hybrid Avenger should be allowed to do Oath of Enmity with Distant Vengeance. The regular feat works with the normal class feature. So any specifics in the normal class feature are overridden by it. But the hybrid class feature works just as the normal class feature except it only works with powers from the class. That's another specific.

The regular curse works when you hit. Not only. The feat opens up another possibility for how it might work because regular Warlocks are not actually limited to only having their curse work when they hit. Hybrid Warlocks on the other hand are actually limited. If you wouldn't allow hybrid Avenger to work with all RBAs, you shouldn't be allowing this to work either.



No, Distant Vengeance is a different, trickier situation. Please leave that debate out of here. (It's not about specific vs general, it's about whether one set of rules actually necessitates tossing out the other. It absolutely does in this case. With Distant Vengance there's a question.)
Finished 21 snapshot, and the level progression.

Went back to L30 CB summary to give it the same style of write-up as the L11 and L21 snapshots, wrote out extended commentary and damage discussion, and... lost it all due to an inexplicable 'connection time out' when I tried to submit it.

I never get those.

Going to let it sit for a bit while I get some holy water and a crucifix. I'm going to cast out this evil, and get this finished at some point today.
Progression is done, note for melee heavy parties to fit in Warlord MC + Enabling Shot is in, and sample turns are listed for various levels. Should be a finished product now. No more updates incoming.
I really enjoyed reading this, despite my Southern Baptist qualms about sacrilege. I might not like those shirts very much, but Buddy Jesus is my Homeboy.
I really enjoyed reading this, despite my Southern Baptist qualms about sacrilege. I might not like those shirts very much, but Buddy Jesus is my Homeboy.



You're so win, it hurts, sir.

Readers-- if you're not in IRC, you're missing out. WEC is money.
Out of curiosity, is there any benefit to the starting STR score? I know you pick Armor Proficiency (Chainmail), but you could also just take Hybrid Talent and pick up Invoker Armor Proficiency without the ability score requirement. You could use the points to pump DEX a bit more for the Reflex/Initiative bonus.
Out of curiosity, is there any benefit to the starting STR score? I know you pick Armor Proficiency (Chainmail), but you could also just take Hybrid Talent and pick up Invoker Armor Proficiency without the ability score requirement. You could use the points to pump DEX a bit more for the Reflex/Initiative bonus.



Using the Str to get chainmail lets you use Hybrid Talent for Shadow Walk, which I really like here.
Out of curiosity, is there any benefit to the starting STR score? I know you pick Armor Proficiency (Chainmail), but you could also just take Hybrid Talent and pick up Invoker Armor Proficiency without the ability score requirement. You could use the points to pump DEX a bit more for the Reflex/Initiative bonus.



Using the Str to get chainmail lets you use Hybrid Talent for Shadow Walk, which I really like here.



Oh, duh. For some reason I thought I had double checked and that Hybrid Talent could be picked up multiple times, but I just looked again and it can't. Nevermind then.
Out of curiosity, is there any benefit to the starting STR score? I know you pick Armor Proficiency (Chainmail), but you could also just take Hybrid Talent and pick up Invoker Armor Proficiency without the ability score requirement. You could use the points to pump DEX a bit more for the Reflex/Initiative bonus.



Using the Str to get chainmail lets you use Hybrid Talent for Shadow Walk, which I really like here.



Oh, duh. For some reason I thought I had double checked and that Hybrid Talent could be picked up multiple times, but I just looked again and it can't. Nevermind then.



No worries, man. Happens to all of us from time to time!
The trick is to take a hard look at Vader and see what all is required to 'make it go'. For starters, Aegis and Curse are both Minor actions, the build doesn't 'bloom' until Paragon, and much of the listed features don't kick in until Epic-- 'Trick of Knowledge' is L24 feature, Warding Curse is Epic feat, etc. When T1 kicks off, Vader has to either move, minor, minor (giving up an attack altogether), or choose to either curse, or mark. Can't do both.

There are a lot of hidden checks and balances in the game, we just often overlook them.


You would say that Buddy Jesus has more righteous, high-octane performance out of the starting gate, then?

@Everyone else
Has anyone taken Buddy out for a spin yet? 
I'm very curious to hear from anyone who playtests this one. I've got enough experience with Warlock and Invoker at this point to know how it would run for me, but people often experience things differently, and have differing takes on inclusions or exclusions. For example, I could care less that this build doesn't have Channel Divinity, but someone else might really hate that. Similarly, I think some folks are going to flip out over Radiant Curse in a live game, where others may be more high on Shadow Walk or Protective Hex. And, of course... people are always going to have their, "I played this, but with these changes" comments, which are also very fun for me to see.
So, to open another rules can of worms, assuming that Radiant Curse works for a hybrid (I feel that it does), how does it work under the new errata making Warlock's Curse once/turn? I know the feature itself still mentions once/round, but the sentence is worded in such a way that it direct references the old rule by using the word "still", which makes that last sentence non-sensical post-errata.


At worst, the build is unchanged, but at best, omgwtfbbq!

Played it today (LFR, 11th level) and it was brilliantly fun. We played with Radiant Cruse going off 1/turn so there was a ton of extra damage being added on including on monster turns when they would provoke OAs and get hit by a player. I didn't take any feats to improve the curse dice as it already felt overpowered and I'm sure there will be an official fix at some point to limit the curse damage from what the new rules create but until then it's awesometacular.

The build works great in its other ways of making the players look like champs. Great design. I role-played my character as more of a Jamaican voodoo/witch doctor which fit well with the vestiges and the invoker as using power taken from "de spirit world."

Thanks Auspex7 for creating this build!

Here are my changes:

  1. changed race to Mul: the racial ability to shake off a daze is great for the self-imposed effects;

  2. took the Knight Hospitaler theme: the encounter shielding power is more "dem spirits come to protect you" fun;

  3. changed the class defense bonuses to Reflex to boost that miserable score although keeping it on Will does have its advantages;

  4. changed the implement from wand to accurate staff so I could get next to an enemy and still blast away;

  5. took Battlewise at level 8 and Improved Defenses at 10;

  6. took Divine Call at 2 to get my peeps out of the way and Ethereal Sidestep at 10 with a couple items to boost the distance.

This feature is not once/turn, nor should it ever be.