Ties That Bind: A Binder's Handbook

173 posts / 0 new
Last post
Ties that Bind: A Binder's Hanbook 



"There are horrors beyond life's edge that we do not suspect, and once in a while man's evil prying calls them just within our range." - H.P. Lovecraft, The Thing on the Doorstep

Beyond the world lies a great yawning darkness, forever pulling at the edges reality.  'Normal' folk rarely consider how precarious their existence truely is.  They cower beneath the comforting, coddling glow of their sun, and daren't ponder the terrors beyond - the deathly chill of the grave, the vast and alien void of the stars.  You know better, you've seen the truth.  The darkness cannot be ignored.  It cannot even truely be fought.  But it can be controlled - it can be bound.  You have followed your curiosity to dark places, communed with intelegences unknowable and caliginous, bound the powers of darkness to your will.  You have walked the tenebrous road, and you have not returned alone.


Selling Points: Why play a Binder? 


Warning: this guide's probably going to be dismantled completely in a couple weeks, and here's why:

There's only one real reason to play a binder, and that is that you want to play a warlock, but you'd also prefer to play a controller.  Unfortunately, the binder seems to be a less effective controller then either its parent class the PHB warlock or its sibling subclass the hexblade.  The binder's locked in encounter powers, regardless of pact, are less effective control then the warlock could have selected, or even then some of the hexblade pact encounters.  The dailies are freely choosable by the other varieties of warlock, and the binder doesn't get any additional control out of them, while the other warlocks will at least deal more damage with them via their striker features.  The binder doesn't have any more or better summons then the hexblade.  The at-wills are ok, but not enough to salvage this class as a whole.

There may be one or two salvagable builds in this class (polearm gloom maybe), but these would be better served by individual build guides then by a class handbook.  The class on the whole is as terrible as a controller as the Ossassin or Vampire are as strikers, and worse is completely obsoleted by other warlock variants.


At the end of the day, the binder is a warlock who gives up warlock's curse for basically nothing.  If you're at all interested in the binder for its cool themes, look instead to a Dark, Star, or Vestige pact Warlock or a Gloom or Star pact Hexblade for those same themes with better control powers plus being a competent striker.  You have been warned.



How to Look at Options


The following rating system will be used for this handbook:

Red - If you can avoid taking it, do so.  If you can't, cry a little.
Purple - Mostly bad, but there may be some corner case uses.
Black - Acceptable. Choosing this won't make your Binder worse.
Blue - A good choice. Solid, if not amazing.
Sky Blue - Optimal. If there's a sky blue option, you need a good reason not to take it.
Gold - Mandatory. Do not pass this up.


Source Material Covered and its Abbreviations


AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR:DB - Player's Handbook Races: Dragonborn
PHR:TF - Player's Handbook Races: Tieflings
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power


A Word of Warning


This is my first go at making a handbook.  Progress will be slow, and ratings will likely start of somewhat wonky, and fluctuate wildly until community feedback helps stabilize them.  I'm not asking for you to go easy on me, far to the contrary, I'll be relying on criticism and feedback to help this guide shape up to be something worthwhile.  In the mean time, if you're using this handbook in making your character, you should take the advice herein with a healthy grain of salt.


Special Thanks To:


- lordduskblade, for pioneering the formatting used in this guide
- Malkonnen, for writing the original Warlock Guide
- Lord_Ventnor, for writing the Hexblade Guide
- Everyone posting in this thread. Thanks for your help and contributions!
Necromancy: Friendship is Magic

Dark Intentions: Power Source and Role


Your role is Controller, and your power source is Arcane, while many of your powers are also Shadow.  The Arcane power source is all about versatility and control, while the Shadow power source favors obfuscation, darkness, and trickery.  Your parent class, the Warlock, is a Striker, you'll have some obvious inclinations in that direction.  As a controller, your job involves dividing the battlefield through terrain effects & zones, locking down tough enemies with debilitating effects, clearing out minions, and generally just ruining the DM's day.

Battlefield/Crowd Control: Between your fair assortment of disruptive zones and your Warlock's Ally, you're not completely terrible here.  Unfortunitally, many of your daily zones only affect enemies who enter them voluntarily, or who end their turns within them, which makes them much harder to abuse then those of other controllers, while other zones block line of sight not only for your enemies but also for yourself and your allies, which can be as much of a hassle to your party as it is for the targets.  There's some stuff to draw on from the parent class, but both PHB warlocks and hexblades are better at it then you.

Target Control: You're ok here, but hard control powers can be hard for a binder to come by - stuns and dominates are hard to find in Binder Powers, though there's a fair bit of immobilize to draw on.  There's some stuff to draw on from your parent class in daily powers, but they're better at it than you.

Area Damage: For a controller & secondary striker, you're not too hot at this.  No ranged multitarget or burst at will, which means you'll have to rely on encounter or daily powers to clear minions.  You've got some options at the encounter and daily level, but nothing particularly good.  There's some daily options, particularly poached from the parent class, but both PHB warlocks and hexblades are better those powers then you.

Survivability: Leather armor, slightly better hit points then a wizard, Shadow Walk for near constant concealment, secondary stats in AC, all in all you're pretty tough for a controller.  You're still a controller, though, so don't go thinking you can wade into the front line or anything.

Secondary Role Effectiveness
Striker: As mentioned, your parent class, the Warlock, is a striker, so you're going to inherit some reasonable competence here.  That said, the basic warlock was never the top of the striker pile, and you're less of a striker then they are, so don't get any illusions that this is going to make up for your deficiencies as a controller.

Leader: Not Really your thing.  You do have some ability to mitigate enemy damage via weakening or blinding, some abilities grant invisibility to allies, and so on.  You can certainly help out, but it's not a key aspect of your class.

Defender: You're tough for a controller, but not tough enough that you want to be taking hits if you can help it.  Your summons generally lack opportunity attacks,  and you have to go out of your way to have a worthwhile basic attack yourself.


Sinister Foundations: Baseline Mechanics


Game Mechanics
Hit Points: At 12+Con and 5 per level, you've got pretty decent HP for a controller.

Healing Surges: 6 + Con mod, par for the course.

Defense Bonus: +1 each to Reflex and Will is pretty standard.  Those should be your highest defenses anyway, which is nice.

Armor Proficiencies: Cloth and Leather, pretty par for the course for controllers.  Between Leather, your secondary stats, and shadow walk, you should be fine for AC.

Weapon Proficiencies: Simple Melee, Simple Ranged, nothing to write home about, but it covers your needs.  Strength is a dump stat, and you basically have no weapon attacks, so weapons mostly don't matter to you.  Human binders who grab eldritch strike for an MBA might could also grab staves or blades as an implement, though, and Gloom pact binders might want a ranged weapon to have an option for an RBA.

Implement Proficiencies: Rods and Wands, with some decent ones to choose from for warlocks.  You still might want to spend a feat on arcane implement proficiency, though.

Class Features
Shadow Twist: an accuracy boost is never bad, but the restriction that the target must have no other creatures adjacent to it, allies or enemies, is going to limit its use.

Shadow Walk: concealment whenever you move three squares or more is a nice deal.  Even better for Gloom pact binders, with their high dex, who can train stealth to get even more use out of it.  Watch out for sustain move powers, or summons that need your move action to get them into place, as they might cost you your concealment for those turns.

Shadow Claws: the default Binder at will power, equivalent to the warlock's eldritch blast.  Not bad, but notably not a basic attack.  It's soft control, but at least the punishment for breaking its rule is pretty decent.

Pact Boon: Your Pact Boon determins your secondary stat, your second at will power, all of your encounter powers, your warlock's ally, your Pact lore, and the benefits of the Master Paragon Path.  It's obviously a major decition point for the class.  See Pact Boons for more.

Pact Lore (lv 4): You gain a bonus from your pact, generally an elemental resistance plus some other abilities.  The exact effect depends on your pact.

Summon Warlock's Ally (lv 9): In place of your 9th level daily, you gain a daily summon.  What exactly you summon and how good exactly it is depends on your pact.

Master of Magic (lv 22): In place of your 22nd level utility power, you gain Master of Magic.  It's not a terrible power, but for a level 22 controler utility it's going to feel a touch lackluster.  More in Epic Binder, below.

Shadow Scholarship: Skills


You've got a decent number of trained skills to choose, and a fair selection of useful class skills to choos them from.  Not as many as a bard or rogue, but certainly better off then a fighter.

Class Skills
Arcana (Int): A good skill for Int secondary Star pact binders, especially since, as a controller, you may not have a wizard in your party to cover it.  Obviously less good for Gloom binders.

Bluff (Cha): As a cha-primary character of dubious reputation, you may find this skill useful for bypassing tricky roleplaying situations.

Dungeoneering (Wis): Wis is a dump stat for you, as much as abberation lore might otherwise be thematically appropriate for Star Binders.  Leave this one to your friends.

History (Int): A lore skill that occasionally comes up in skill challenges or delivers some useful information.  May be worthwhile for Star Binders.

Insight (Wis): Again, Wis is a dump stat for you.  Training in this skill isn't going to be enough to overcome that deficit when rolling opposed checks.

Intimidate (Cha): Another useful skill for Charisma based characters.  Intimidate has both combat and non-combat applications, and is thematically quite appropriate for Binders as well.

Religion (Int): A useful lore skill for some common monster types.  Another decent choice for Star Binders.

Streetwise (Cha): Somewhat situational.  If you do a lot of urban adventuring it's definitely worth picking up, but if your party spends most of their time exploring forgotten ruins in the wilderness this isn't going to see a lot of use.

Thievery (Dex): Having someone in the party who can take care of traps and locks is key, and it never hurts to have more then one.  Gloom Binders, with their secondary dex score, can serve well in this regard, though you'll need a more perceptive teammate to help you find the traps in the first place.

Recommended Non-Class Skills
Acrobatics (Dex): May be worth picking up for Gloom Binders.

Stealth (Dex): Gloom Binders should strongly consider picking this up, especially given the synergy with Shadow Walk.

Diplomacy (Cha): A frequently used charisma based skill that doesn't appear on the Binder's class skill list.  Definitely worth considering.
Necromancy: Friendship is Magic

Heart of Darkness: Ability Scores


Strength: A dump stat, obviously.  Starting score 8-10

Constitution: Everyone needs constitution for survivability, and as a binder you have a number of abilities that want you to be closer to the fray then a controller should really want to be.  Recommended starting score: 11 - 14.

*A Note About Constitution* Constitution is a second primary stat for your parent class, which means that having an attack caliber constitution opens up a lot of options for your daily powers.  If you're a human, you can even pick up a con based at will attack.  But doing so will require you to either sacrifice your secondary scores, killing your AC in the process, or drop your Charisma, which kills your encounter attack powers.  At the moment, I can't imagine this being course worth considering, but it definitely will warrant some looking into as we progress.

Dexterity: One of two secondary scores, Gloom Pact Binders use Dexterity for initiative, AC, reflex, power riders, and skills.  Starting score 14 - 16 if it's your secondary, otherwise 10 - 12.

Intelligence: One of two secondary scores, Star Pact Binders use Intelligence for AC, reflex, power riders, and skills.  It may also be useful for rider effects on non-binder Warlock powers, and if you've got an attack caliber Intelligence then you can even think about multiclassing to pick up some Wizard powers. Starting value 14 - 16 if it's your secondary, otherwise 10-14.

Wisdom: You're unlikely to get much use out of it, but there are two wisdom based skills on your skill list, and if you go for stealth training you might also consider picking up perception.  Recommended starting score 8 - 12

Charisma: Your top stat, no questions.  There are Con-based warlock dailies, and humans can pick up a Con based at will, but even so, you're locked into Cha-based encounter powers by your Pact, so there's no getting away from Charisma as your attack stat.  Starting value 16 to 18.

Bound in Blood: Races 




Necromancy: Friendship is Magic
Necromancy: Friendship is Magic

Daily Powers


It'll be a bit before I get to these.  In the mean time, Nausicaa posted a list of a few good controller dailies from the parent class that are worth looking at if you're playing a binder.

Old Warlock control powers (dailies):

1
Dread star: single target immobilize se
Prophecy of zhudun: single targed daze+conceal (strong)

5
Venomous webs 

9
Storm Countess' Kiss

15
Kimmeriel's Smile
Curse of the Golden mist (strong)
Plague of Frogs (strong)

19
Passionate Betrayal (strong)
Delusions of Loyalty

25
Instruction in darkness

29
Caiphon's Abominable Melody (strong)
Curse of the Dark Delirium (strong)

 

Necromancy: Friendship is Magic

Utility Powers



 Again, it'll be a bit before I get to these, but Nausicaa posted some good Warlock powers.

Plus we have a lot of good utilities 
At level 2 ethereal stride
At level 6 Shadow Ride is incredible
Level 10 curse of nessus or ethereal sidestep
Level 16 Hero's defense
Level 22 Wakeman's Invocation

 

Necromancy: Friendship is Magic

Other Powers


at wills for humans, dilletante suggestions, reserve maneuver suggestions, etc.



Necromancy: Friendship is Magic

Feats



coming . . . "soon"

Necromancy: Friendship is Magic

Paragon Paths



Yeah, "soon".

Necromancy: Friendship is Magic

Epic Destinies



Look, I'm going to be honest with you guys.  I've got a new quality control system in place, and it's delaying handbook content while we make sure it has no errors or content before release.  This is pushing back post release dates a bit.  I should still have everything that was slated for this month out by the last thirty seconds of the month, I swear, but I'll burn myself out doing it, so after that there won't be any updates with any substance to them for like three weeks, though I might post some naval gazing, or reword some questions into ones I feel like answering, just to keep you distracted from the lack of meaningful content.  Wink
Necromancy: Friendship is Magic

Items



yeah. 
Necromancy: Friendship is Magic

Multiclassing



. . . . 
Necromancy: Friendship is Magic

Builds


Yeah, it's going to be a looong time before I get this far.  In the mean time, here's a 12th level starpact sketch by Frothsof.

Show
here is a level 12 i put together. it actually does pretty good damage for a controller (+18 bonus at level 12). kind of fun powers too. i actually like the paragon path ok. i primarily made it focus on cold of course but it has some psychic in case it runs into a lot of resistance. probably pick up psychic lock next then boost defenses and maybe a reserve maneuver depending how it plays.

====== Created Using Wizards of the Coast D&D Character Builder ======
Tiefling, Binder, Master Binder
Pact: Star Pact (Binder)
Auspicious Birth (Auspicious Birth Benefit)
 
FINAL ABILITY SCORES
STR 11, CON 11, DEX 14, INT 18, WIS 9, CHA 22
 
STARTING ABILITY SCORES
STR 10, CON 10, DEX 11, INT 14, WIS 8, CHA 18
 
 
AC: 25 Fort: 20 Ref: 26 Will: 27
HP: 89 Surges: 6 Surge Value: 22
 
TRAINED SKILLS
Arcana +17, Bluff +19, Intimidate +17, Streetwise +17
 
UNTRAINED SKILLS
Acrobatics +9, Athletics +6, Diplomacy +12, Dungeoneering +5, Endurance +6, Heal +5, History +10, Insight +5, Nature +5, Perception +5, Religion +12, Stealth +10, Thievery +8
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
: Malicious Shadow Secondary Power
Warlock Utility: Hidden Lore
Warlock Attack: Mind Shadows
Warlock Attack 1: Malicious Shadow
Warlock Attack 1: Shadow Tentacles
Warlock Attack 1: Shadow Claws
Warlock Utility 2: Spectral Fade
Warlock Attack 3: Void Blast
Warlock Attack 5: Shard of Darkness
Warlock Utility 6: Dark One's Own Luck
Warlock Attack 7: Cyst of Darkness
Warlock Attack 9: Summon Warlock's Ally
Warlock Utility 10: Shielding Shades
Master Binder Attack 11: Banish to Darkness
Master Binder Utility 12: Pact Keeper's Pledge
 
FEATS
Level 1: Arcane Prodigy
Level 2: Superior Implement Training (Accurate staff)
Level 4: Staff Expertise
Level 6: Implement Focus (Staff)
Level 8: Dual Implement Spellcaster
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Improved Defenses
 
ITEMS
Accurate staff of Ruin +3 x1
Veteran's Drowmesh +3 x1
Magic Accurate staff +3 x1
Lucky Charm +2 x1
Siberys Shard of the Mage (heroic tier)
Gauntlets of Blood (heroic tier) x1
Casque of Tactics (heroic tier) x1
Acrobat Boots (heroic tier) x1
====== End ======


Necromancy: Friendship is Magic
"...and in the darkness bind them."

Anyway, good luck with this one, looking forward to seeing it.
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
yeah, header page's up.  It's 2am where I am, so that's all that's going up tonight.  zzzz
Necromancy: Friendship is Magic
Good Pic, actually. I quite like it ^^

A thing i immediately noticed about Binders is their incredible defensive power, even more than Warlocks'. If a Binder doesn't want to be hit, he won't be hit. The Star binder can easily pack invisibility, insubstantiality and phasing, plus CA with concealment with shadow warlock armor. This makes, with their quite high AC and decent defenses, a really sturdy controller, probably the sturdiest.

For powers: i like much more star binder powers. Gloom binder tends to be single target with a decent AOE effect, but nothing more. Both types tend to hinder movement a lot: we can consider binders pretty much movement controllers, more than action controllers. The damage dealt to targets when they move or not move can be quite high.

About dailies: i don't like many single target dailies (some of them are just a joke, like Hateful Shade. AoE dailies are generally better, but tend too much to use the word "willingly" in their effect.
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

And you were worried about making a handbook.  You have the jokes down or sureTongue out.
Good Pic, actually. I quite like it ^^


Thanks, I slaved away for hours on that tiefling pic...  oh, you mean the binder.  Yeah, that binder guy is cool, one of my favorite bits of artwork out of HoS (which, sadly, is somewhat lacking in that department).  I almost went with the iconic female binder with the cool raven queen tatoos - I might still add some pics of her into later posts.

In other news, Ugh.  The more I focus on the binder, the more terrible it looks as a controller.  The control is all very soft, far too many powers that amount to dealing negligible damage that the enemy has easy options to avoid if they feel at all inclined.  Far too many zones that only trigger on enemies who enter voluntarily or 'end' their turn in the zones, meaning no forced movement shenanigans, and again, it's easy for the enemies to avoid the effects by simply walking out.  It could just be that I've been spoiled by wizards - the only controllers I have a fair chunk of gameplay experience with.  I didn't expect any other controller to be as good as wizards, but the difference here is huge.

That said, I'm not terribly familiar with warlocks in general, maybe I'll find some more positive notes as I go through the parent class's options. 
Necromancy: Friendship is Magic
Oh hey, a binder's handbook! I will be interested in this handbook definetly.
CENTER]IMAGE(http://www.nodiatis.com/pub/9.jpg)[/CENTER]
I'm not really convinced the Binder is an upgrade over the standard Warlock taking Binder powers.
...whatever
In other news, Ugh.  The more I focus on the binder, the more terrible it looks as a controller.  The control is all very soft, far too many powers that amount to dealing negligible damage that the enemy has easy options to avoid if they feel at all inclined.  Far too many zones that only trigger on enemies who enter voluntarily or 'end' their turn in the zones, meaning no forced movement shenanigans, and again, it's easy for the enemies to avoid the effects by simply walking out.  It could just be that I've been spoiled by wizards - the only controllers I have a fair chunk of gameplay experience with.  I didn't expect any other controller to be as good as wizards, but the difference here is huge.

That said, I'm not terribly familiar with warlocks in general, maybe I'll find some more positive notes as I go through the parent class's options. 



You should be able to thoe the binder seems, to me, to be in the striker/controller catagory more then the controller catagory.

I like the guide so far cant wait to see it when its complete.
Show
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.
Good Pic, actually. I quite like it ^^


Thanks, I slaved away for hours on that tiefling pic...  oh, you mean the binder.  Yeah, that binder guy is cool, one of my favorite bits of artwork out of HoS (which, sadly, is somewhat lacking in that department).  I almost went with the iconic female binder with the cool raven queen tatoos - I might still add some pics of her into later posts.

In other news, Ugh.  The more I focus on the binder, the more terrible it looks as a controller.  The control is all very soft, far too many powers that amount to dealing negligible damage that the enemy has easy options to avoid if they feel at all inclined.  Far too many zones that only trigger on enemies who enter voluntarily or 'end' their turn in the zones, meaning no forced movement shenanigans, and again, it's easy for the enemies to avoid the effects by simply walking out.  It could just be that I've been spoiled by wizards - the only controllers I have a fair chunk of gameplay experience with.  I didn't expect any other controller to be as good as wizards, but the difference here is huge.

That said, I'm not terribly familiar with warlocks in general, maybe I'll find some more positive notes as I go through the parent class's options. 



Probably you are spoiled, yes. Actually i fairly like it, it doesn't offer the same game impact a normal wizard possess but it's not really non-viable ^^

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Looking forward to this handbook. Looks like you powers section will be short. Just tried to choose other powers on the charater builder and all your encounters are locked in depending on which pact you take, only having a choice from other pacts with your dailys.
Re. Shadow Claws, remember that at-will cold powers are easily exploitable with Lasting Frost / Wintertouched. At paragon, the "punishment for moving" damage effectively goes up by 5, since the vulnerability from Lasting Frost will have kicked in by then. Not sure if that's enough to bump Shadow Claws up a rating category, but there it is.
"There's an old saying that all it takes for evil to triumph is that good people do nothing. I've always had a problem with that. If you do nothing to oppose evil, then how are you 'good'? To turn aside and allow evil to flourish is to collaborate with it. You ask for mercy. You claim you have done nothing. That 'nothing' is why you deserve no mercy." - Lorian Karthfaerr, drow paladin of Avandra Robin Laws says I'm a Storyteller:
Show
You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by a skilled novelist or film director. Storyteller 92% Tactician 83% Method Actor 75% Butt-Kicker 67% Power Gamer 67% Specialist 58% Casual Gamer 8%
I'll be reappraising it when I get to the powers, though that will be a bit yet.  Cold is definitely an up side worth noting, though I see a lot of necrotic in binder powers, so I wonder if most binders won't be looking for tools to shift damage types anyway.
Necromancy: Friendship is Magic
As a note: A Starbinder/Wizard can have some pretty serious hard daily control. Steal the Prismatic Line from your Wizard multiclass and go Doomsayer. You lose out on a feature and its utility, but its one of the few ways left to debuff saving throws. Take things like Far Realm Glimpse and Caiphon's Abominable Melody on top of it. The Warlock Classic has a lot of hard hitting action denying dailies.

The irony is that the Striker dailies are better for the controller than the controller dailies are. Also, consider making note of some of the encounter powers, particularly some of the Sorcerer King encounter powers which allow you to sub leader.
I am a: Lawful Good Dragonborn Paladin
Why do you say?

Weapon Proficiencies: Simple Melee, Simple Ranged, nothing to write home about, but it covers your needs.  Strength is a dump stat, and you basically have no weapon attacks.  You'll still want to carry a weapon to have the option of providing flanking, and Gloom pact binders might want a ranged weapon to have the option of making an RBA.

 

I believe you only need to be able to attack. Carrying a weapon is optional.
Why do you say?

Weapon Proficiencies: Simple Melee, Simple Ranged, nothing to write home about, but it covers your needs.  Strength is a dump stat, and you basically have no weapon attacks.  You'll still want to carry a weapon to have the option of providing flanking, and Gloom pact binders might want a ranged weapon to have the option of making an RBA.

 

I believe you only need to be able to attack. Carrying a weapon is optional.

Curiousdragon: noted and corrected.  Oh, the clutter that accumulates in the brain over years of gaming.

Nyronus: potential use of int for wiz attacks noted in the ability score discussion, and I'll bring it up again in multiclassing in whatever far-flung future it is when I get that far.
Necromancy: Friendship is Magic
Old Warlock control powers (dailies):

1
Dread star: single target immobilize se
Prophecy of zhudun: single targed daze+conceal (strong)

5
Venomous webs

9
Storm Countess' Kiss

15
Kimmeriel's Smile
Curse of the Golden mist (strong)
Plague of Frogs (strong)

19
Passionate Betrayal (strong)
Delusions of Loyalty

25
Instruction in darkness

29
Caiphon's Abominable Melody (strong)
Curse of the Dark Delirium (strong)

Plus we have a lot of good utilities
At level 2 ethereal stride
At level 6 Shadow Ride is incredible
Level 10 curse of nessus or ethereal sidestep
Level 16 Hero's defense
Level 22 Wakeman's Invocation
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Thanks!  That's exceptionally helpful!  I've got a long workday today, so I don't think I'll be able to update the guide 'till tomorrow morning (I can pop in to glance at the forums, but not for long enough to do much more then that), but I'll definitely be adding that in then, along with putting up the pacts.

At the moment, I'm working out my thoughts on the pacts.  Star seems to have better encounter powers on average, which matters a lot since you don't get to pick them, and it can get more out of warlock powers via its secondary int, and pick up some wizard powers via multiclassing or 1/2 elf; but Gloom has better init, can pick up stealth, has a multitarget at-will, has a better lore (resistance to a more common element, and it stacks with existing resistance where the star's doesn't, and it comes with darkvision), and I like gloom's summons better, particularly the level 9 one which gives you an at-will immobilize option while it lasts.


Also, I think it's fair to assume at this point that the binder will eventually be able to spend a feat to trade an encounter power from their pact for one from the warlock.  Given that both star and gloom pacts have some lackluster encounters, I could see this being a worthwhile option.

Necromancy: Friendship is Magic

Also, I think it's fair to assume at this point that the binder will eventually be able to spend a feat to trade an encounter power from their pact for one from the warlock.  Given that both star and gloom pacts have some lackluster encounters, I could see this being a worthwhile option.




Unfortunately the warpriest didn't get that option
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

i like some of the powers but i dont see any compelling reason not to just pick some of these for a regular warlock so i keep the striker bonus damage. the bonus to hit is nice, but since these are numbered powers for the most part, i dont see a reason not to just poach for a striker warlock

im gonna screw around with some tiefling star pact binders later

the binder has tons of cold powers hmmmm
Yup.  Lots of cold powers, and a cold-based at-will.  On the other hand, regardless of your pact choice, you'll have a lot of necrotic encounter powers, so you might want to invest in admixture or element-shifting gimmickry anyway.
Necromancy: Friendship is Magic
is there a way im not aware of that you could use a staff implement?
is there a way im not aware of that you could use a staff implement?



MC Wizard or Arcane Implement Proficiency, simply.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

is there a way im not aware of that you could use a staff implement?



MC Wizard or Arcane Implement Proficiency, simply.




thanks!
A minor point, but your light blue becomes hard to read.  I can't remember exactly what is used in the other books, but there's a subtle difference between that one and the one the others use.  I'm sure someone more knowledgeable would be able to tell you which color it is.
D&D Next = D&D: Quantum Edition
Yeah, the difference is that I (and others) use the DeepSkyBlue, because the normal one is just too bright.
Yup.  Lots of cold powers, and a cold-based at-will.  On the other hand, regardless of your pact choice, you'll have a lot of necrotic encounter powers, so you might want to invest in admixture or element-shifting gimmickry anyway.




The Rod of Stolen Starlight helps with this.
here is a level 12 i put together. it actually does pretty good damage for a controller (+18 bonus at level 12). kind of fun powers too. i actually like the paragon path ok. i primarily made it focus on cold of course but it has some psychic in case it runs into a lot of resistance. probably pick up psychic lock next then boost defenses and maybe a reserve maneuver depending how it plays.

====== Created Using Wizards of the Coast D&D Character Builder ======
Tiefling, Binder, Master Binder
Pact: Star Pact (Binder)
Auspicious Birth (Auspicious Birth Benefit)
 
FINAL ABILITY SCORES
STR 11, CON 11, DEX 14, INT 18, WIS 9, CHA 22
 
STARTING ABILITY SCORES
STR 10, CON 10, DEX 11, INT 14, WIS 8, CHA 18
 
 
AC: 25 Fort: 20 Ref: 26 Will: 27
HP: 89 Surges: 6 Surge Value: 22
 
TRAINED SKILLS
Arcana +17, Bluff +19, Intimidate +17, Streetwise +17
 
UNTRAINED SKILLS
Acrobatics +9, Athletics +6, Diplomacy +12, Dungeoneering +5, Endurance +6, Heal +5, History +10, Insight +5, Nature +5, Perception +5, Religion +12, Stealth +10, Thievery +8
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
: Malicious Shadow Secondary Power
Warlock Utility: Hidden Lore
Warlock Attack: Mind Shadows
Warlock Attack 1: Malicious Shadow
Warlock Attack 1: Shadow Tentacles
Warlock Attack 1: Shadow Claws
Warlock Utility 2: Spectral Fade
Warlock Attack 3: Void Blast
Warlock Attack 5: Shard of Darkness
Warlock Utility 6: Dark One's Own Luck
Warlock Attack 7: Cyst of Darkness
Warlock Attack 9: Summon Warlock's Ally
Warlock Utility 10: Shielding Shades
Master Binder Attack 11: Banish to Darkness
Master Binder Utility 12: Pact Keeper's Pledge
 
FEATS
Level 1: Arcane Prodigy
Level 2: Superior Implement Training (Accurate staff)
Level 4: Staff Expertise
Level 6: Implement Focus (Staff)
Level 8: Dual Implement Spellcaster
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Improved Defenses
 
ITEMS
Accurate staff of Ruin +3 x1
Veteran's Drowmesh +3 x1
Magic Accurate staff +3 x1
Lucky Charm +2 x1
Siberys Shard of the Mage (heroic tier)
Gauntlets of Blood (heroic tier) x1
Casque of Tactics (heroic tier) x1
Acrobat Boots (heroic tier) x1
====== End ======