Dr. Mindbender, Warlock/Divine Oracle (optimizing the "roll 2x vs. Will")

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The Divine Oracle is a great paragon path for many classes, but it’s particularly good for the Warlock since that class has more "vs. Will" attacks than anyone else. This build turns the Warlock from a blaster into more of a controller... an extremely accurate controller. Take this build if you don't like to miss.

This build utilizes a tiefling (masquerading as a satyr) at its core, for the bonuses to Int and Cha. However, any + Cha race would work, or human. The build leverages class features and power choices, not race features or feats, so feel free to flavor your feats, equipment, and race as you wish.

I took this guy to 16th level; after that it reaches its full potential and the rest is just incrementing on the core idea of combining “lots of vs. Will attacks” and “always get to roll twice (and take the highest!) when making vs. Will attacks.”

Dr. Mindbender
Warlock/Divine Oracle

1st level stats
Str 8
Con 10
Dex 11
Int 18
Wis 13
Cha 18

The 13 Wis is so that you qualify for Initiate of the Faith right off the bat, no stat bump needed. 18 Charisma powers your attacks, and 18 Int delivers big bang for the Fey pact’s numerous secondary effects.

16th level stats
Str 9
Con 11
Dex 12
Int 23
Wis 14
Cha 23

No surprises here. Pump Int and Cha; rinse and repeat. Optionally, take some of the love away from Int and boost Con to at least 13, what for to qualify for Dark Fury--you’ll be doing lots of psychic damage. Which is good, because exactly one creature in the MM resists Psychic, and nothing is immune.

Skills
Arcana
Bluff
Intimidate
Thievery
(Stealth, from skill training feat)
(Religion, from Cleric multiclass)

This guy is a smooth operator, and can fill in as backup thief in a pinch. Optionally, you can drop Arcana for Insight. Or ditch the thief angle and drop thievery for History, and swap the skill training feat for Ritual Caster.


Feats
At tenth level, I’d suggest this assortment (picked up in order):
1. Improved Initiative
2. Ferocious Rebuke
4. Toughness
6. Initiate of the Faith
8. Skill Training: Stealth
10. Hellfire Blood

At 11th level, retrain Hellfire Blood into Secret Stride. Huzzah! Now you can move more than 2 squares (triggering Shadow Walk and gaining concealment) and still have a decent chance at Hiding. Keep the other Heroic feats.

From there, take these feats:
11. Twofold Curse
12. Psychic Lock
14. Point Blank Shot
16. Secret Step

Alternative to Secret Step is Combat Anticipation (you’ll be in the back ranks, so you’ll rarely be targeted by melee)

Okay, and now for the fun stuff: the powers. I’ll include keywords (except “arcane” and “implement”, attribute vs. defense, and a shorthand note on what it does. AOE = area of effect, B = buff, DB = debuff, DOT = damage over time, CC = crowd control (can refer to single target), T = teleport. I didn’t include a note for direct damage since most every warlock power is direct damage. I’ll include parenthetical notes if warranted.

At Will
Eldritch Blast: Cha vs. Reflex
Eyebite: Charm, Psychic | Cha vs. Will | DB

Encounter
3. Otherwind Stride: Teleportatoin | Cha vs. Fort | AOE (close burst 1), T (self-teleport 5 + Int squares)
7. Mire the Mind: Illusion, Psychic | Cha vs. Will | B (gain + Int to stealth checks for rest of encounter), DB (all allies become invisible to target)
13. Bewitching Whispers: Charm | Cha vs. Will | CC (target must take OAs against enemies, gaining + Cha on attack rolls)
P: Prophecy of Doom (You or ally who hits creature can choose to make hit a crit. Lasts until end of turn or until used. No roll needed; this power just works.)

Utility
2. Beguiling Tongue (+5 to social skills is a big deal in skill challenges!)
6. Dark One’s Own Luck (reroll)
10. Shielding Shades (reduce one attack to 0 damage)
16. Infuriating Elusiveness (teleport + invis)
P: Good Omens (+5 to attacks for you and all < 10, but no crits)


Daily
5. Crown of Madness: Charm, Psychic | Cha vs. Will | CC (target must make basic attack against its ally, save ends)
9. Thief of Five Fates: Cha vs. Will | DB (see note below)
13. Curse of the Golden Mist: Charm | Cha vs. Will | DB (see note below)

Thief of Five Fates deserves special mention. If it hits, whenever the target makes an attack or save you also roll a d20. You compare your d20 roll to theirs--no modifiers allowed. If you win, attack misses or save fails. Best part? You can sustain as a minor, by making another Cha vs. Will attack.

Same goes for Curse of the Golden Mist. If you hit, target loses it’s standard action. You can sustain as a Standard, and just keep doing this--so long as you hit Cha vs. Will.

These two spells just shut down BBEGs. They have to stand there while your friends beat on them. They can’t strike back, so long as you attack vs. Will and hit.

And with Divine Oracle, you’ll hit. In addition to Will being a notoriously low defense, as a 16th level Divine Oracle you get to roll twice on each and every “vs. Will” attack, and keep the higher result. This means you not only have twice the chance to hit, but twice the chance to crit. And as you can see, virtually all of your attacks are vs. Will. Ouch!

Divine Oracle features
11. Foresight (you and party can’t be surprised; roll twice for init and choose which result)
11. Prophetic Action (when spend AP, get extra move action to use whenever you wish)
16. Terrifying Insight (Whenever attack vs. Will, roll twice, keep higher result. If you miss, you’re dazed--not too big a deal since you’ll be in back rank).

The Oracle's level 20 Daily, Hammer of Fate, is a big 5d10 damage spell. It’s vs. Will, which is good, but it’s based on Wis, which is bad. But not that bad: you have two chances to succeed on that roll. And if you miss, the power says that you “rewind” until the moment before the attack, the power isn’t expended, and you choose a different standard action--meaning you’ve still got this Daily and are not even dazed. Awesome. Bust this thing out all the time; with such a low Wis you’ll either crit for 50 damage, or you’ll miss and just do something else. Or you can use Prophecy of Doom, spend an action point, and auto-crit with this bad boy.

That’s pretty much it; I hope you enjoyed this build, and I welcome comments.

-z


PS: this build's glaring weakness is that it's extremely focused on a single defense. I think that's overcome by your two chances to beat that defense. And if all else fails, you can Eldritch Blast.
Or you can use Prophecy of Doom, spend an action point, and auto-crit with this bad boy.

Sadly Prophecy only gives you an auto-crit if you actually hit the target.

Very cool build, though! Great idea, and it looks quite effective.
This build utilizes a tiefling (masquerading as a satyr) at its core, for the bonuses to Int and Cha.

Not as a balding man with an evil mustache and a monocle who doesn't wear a shirt? What is this world coming to...

Ok, back to reading your build.

Edit: Do you not have any fear powers you want to use? Because if you do, Hellfire Blood is *really* good. +1 to hit is *amazing* for a feat, and it throws in +1 damage free.
Sadly Prophecy only gives you an auto-crit if you actually hit the target.

Very cool build, though! Great idea, and it looks quite effective.

Thanks man!

I called out the "need to hit" thing in my initial description of prophecy of doom; what I meant up there was that the Prophecy itself doesn't need an attack roll--it simply attaches itself to the target. You spend a standard action on the Prophecy, and bam, just like that, the next guy that hits can choose to make his attack a crit. Pretty sweet.

ps to Squirrelloid: c'mon man, this is a Hasbro site! I gotta avoid *completely* ripping off their IP... ;)
There are only two charisma-based fear attacks that target Will, oddly: Dreadful Word (Encounter, level 1) and Dread Star (Daily, level 1). Both are Star Pact, but both could work for this build at low levels. Might be worth taking Hellfire Blood during Heroic, and swap it out later.
Very nice, extremely effective and works well in a party. It also has the benefit of being playable until it reaches Divine Oracle, which is simply gravy on top of everything else

Really well done - I am going to steal the idea for use in a campaign, race and names will be changed to protect the innocent.

edit: By the way, "Targetting will" is by no means a weakness, it is this build's greatest strength. Do people complain because the fighter targets AC? Of course not, but even with weapon proficiency bonuses in the mix, will defense is the lowest average defense in the monster manual and always at least three points lower than AC on even 'strong will' monsters like Aboleth Leaders
What is this balding mustached man you reference?
What is this balding mustached man you reference?

*hopes that's a joke, for Subedei's sake*
I would also like to know.
*facepalms*

Dr. Mindbender. You know, GI Joe villain. Bad german accent, purple cape, created Serpentor.
Ah. Never seen/read/watched GI Joe, so...
I like this build (I had thought of doing something similar with the Star Pact, but the Fey Pact probably has better synergies). But if you have 50% chances of hitting in the first place - which as I understand is optimistic when it comes to Solo monsters - you'll have a 25% chance of dazing yourself... which sucks, frankly.

But I look forward to hearing from the fools braves who will try it out in real play. :D

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Haha! Well, Will is a pretty crummy defense across the board, so hopefully one of those two rolls will manage to connect. And if not... shrug. If I'm in the back, I'm not too concerned about being dazed. I still get to take my standard action, and since the monsters are likely going after defenders or leaders, I'm not worried about granting CA.

Star Pact is definitely an option with this build, though. Throw in Hellfire Blood and take the two Cha-based 1st level Fear powers that debuff the target's will save. Bad news bears.
Damn, just when I was beginning to think I'd get to be the first one to point out the vs.-Will Warlock/Divine Oracle combo. Ah well.

This is close to the build I'm using, at least as far as powers/class abilities go, but I think I have an extra something for those people who really, really don't want to miss.

Specifically, I went with a Drow Warlock and maxed out my Dex and Cha, as well as my Stealth skill. The idea is to have combat advantage from round 1 until the end of forever by always being undetected. Thus, you get a +2 to both attack rolls when you use a vs.-Will power.

With Skill Training: Stealth and Skill Focus: Stealth, combined with a Drow's +2 Racial and an 18 Dex, you can have a +15 to Stealth. By second level. And by fourth level, you can have a suit of Sylvan Armor giving you another +1, for a possible +17. Afterwards, just keep pumping points into nothing but Dex and Cha, every level.

Thanks to the Cloud of Darkness racial power, you can also guarantee getting the cover to need to hide on round 1, and then you just keep moving every round after that to activate the Shadow Step ability and you'll never have to worry about not having concealment. At level 11, take Secret Step to get rid of that pesky -5 penalty for moving, and, well, the odds of any monster that doesn't have Tremorsense ever being able to perceive you are effectively nil. If you eventually go into Demigod to get an absurd 28 Dex and 28 Cha, your Stealth check at 30th level would be:

+15 level
+9 ability
+6 item
+5 Skill Training
+3 Skill Focus
+2 racial
---------------
+40 to stealth. With the possibility of using powers to push it even higher.

According to the rules, monsters that can't afford to use a standard action to look for you are always getting a 10+perception check to perceive you. So effectively, the roll you need for your stealth check is [11 - (your stealth skill - their perception skill)], which at level 30 would be (their perception score - 29) or better. So if they "only" have a perception skill of +30, you succeed on a roll of 1. Which is to say, they don't freaking see you. Ever.

Which means that you'll have combat advantage every round, provided you can keep moving around. And with the Warlock's Misty Step and various teleportation powers, it's a pretty safe bet that even difficult terrain isn't going to stop that from happening.

Everything else is vanilla. Select only attack powers that are Charisma-based attacks against Will defense. Even if you somehow miss both rolls, despite Will defense being notoriously low, despite getting two tries, despite always having combat advantage, becoming dazed seems a lot less threatening when the monsters are never going to find you anyway.

Oh, and by way of flavor text, I talked my DM into letting me name my character Cranston Lamont, wealthy young Drow about town. I call my Eyebite power "Clouding the Mind." Who knows what evil lurks in the hearts of men? My character knows!
According to the rules, monsters that can't afford to use a standard action to look for you are always getting a 10+perception check to perceive you. So effectively, the roll you need for your stealth check is [11 - (your stealth skill - their perception skill)], which at level 30 would be (their perception score - 29) or better. So if they "only" have a perception skill of +30, you succeed on a roll of 1. Which is to say, they don't freaking see you. Ever.

I think active Perception is only a minor action, not a standard. But that aside, very nice build.
I think active Perception is only a minor action, not a standard. But that aside, very nice build.

The entry for perception (PHB p. 186) says, "If you want to use the skill actively, you need to take a standard action or spend 1 minute listening or searching, depending on the task."

Is there another place where it's defined as a minor action?

And thanks

EDIT: Gleemax just fragged my account info - had to make a whole new account just to reply. Weird.
blood thirst is melee only.
Haha! Well, Will is a pretty crummy defense across the board, so hopefully one of those two rolls will manage to connect. And if not... shrug. If I'm in the back, I'm not too concerned about being dazed. I still get to take my standard action, and since the monsters are likely going after defenders or leaders, I'm not worried about granting CA.

It is a definite possibility that I am too conservative. My other point still stands: I hope to hear some reports on how this build actually fares in play.

@Theophrastus: my Starlock also has a minor emphasis on Stealth. :D

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
The entry for perception (PHB p. 186) says, "If you want to use the skill actively, you need to take a standard action or spend 1 minute listening or searching, depending on the task."

Is there another place where it's defined as a minor action?

Probably not. I don't have my books handy, so I may just be wrong.

Does it specifically say that stealth is vs. passive perception and not an active roll? Or is that just assumed for convenience for the GM in larger combats?
The Shadow =)
Theophrastus/Cranston, I like the way you think. My very first warlock build was named "ghost"; a halfling warlock who's whole schtick was not being seen. Monster Manual races make it even better, as you so ably demonstrate.

Zillah, thanks for the correction. I edited the post and swapped out Blood Thirst for Secret Step, in honor of Cranston.
Theophrastus/Cranston, I like the way you think. My very first warlock build was named "ghost"; a halfling warlock who's whole schtick was not being seen. Monster Manual races make it even better, as you so ably demonstrate.

Zillah, thanks for the correction. I edited the post and swapped out Blood Thirst for Secret Step, in honor of Cranston.

I would hug you for noticing that the second post was me. Gleemax now tells me that my original account is "not found" and that the email address I used is unregistered. Oh well.

So, Zarathustran, I'm sure you've already noticed this little combo, but...

The other night my DM and I were playtesting various builds, including this one, against various monsters of various levels. At one point he began using monsters that he had picked out specifically for their high Will defenses (anything more than AC +1). Rakshasa Noble, for instance. Thankfully, I still had Dread Star for a daily power, and Dark One's Own Luck for a utility.

I opened up with Dread Star, and unluckily missed both attack rolls. He was ready to get all evil-cackle on me, but a quick DOOL got me a reroll which got me a hit. Can I just say that getting 3 tries on an attack roll feels awesome? On top of that, he was at -2 Will defense for most of the rest of the encounter thanks to bad luck on his part, which was just so delicious.

Mathematically, my normal chance to hit was 64% (+21 attack vs. 34 will defense, rolling twice). With Dark One's Own Luck, it jumps to 78.4% for one attack. With his -2 to will defense, my chance to hit was 75% afterward (+21 attack vs. 32 will defense, rolling twice). He didn't save for three rounds, and then I hit him with Dreadful Word, just to keep him angry.

With your Int heavy build, you should really keep Dreadful Word a while, as it would be the best setup for your big daily mega-damage power. All-in-all, the build stacks up pretty dang amazingly.

I did miss once, but thankfully I just used an action point to get an immediate move action for stealthing. He never even got to attack me :D
instead of ferocious rebuke and hellfire blood i would really do imp misty step, and skill focus- stealth. why? because not all you powers are fear or fire. there are only a handfull and they are all infernal/star pact except for maybe 2.
Star Pact is definitely an option with this build, though. Throw in Hellfire Blood and take the two Cha-based 1st level Fear powers that debuff the target's will save. Bad news bears.

That could be nifty, though you'd lack an at-will vs. Will. Humans could pick up Eyebite, but then have a harder time meeting the stats... hmm.
Man, now that the Illusionist article is up, Dr. Mindbender is considering a change of careers. Those spells give wizards a vs. will attack at every level. And they're all really, really good attacks.

Consider a human wizard, Con 12, Int 18, Wis 16, Cha 12, orb specialist. At-wills of Ray of Frost, Illusory Ambush, Scorching Burst.

And, wow, the synergy of an illusionist with Spectral Hound and Enemies Abound leading a pack of rogues. Ouch!
Gnome looks like a solid choice for race for this as well with the bonus to Int and Cha and more so the ability to make a stealth check right as initiative is rolled if you have concealment (which a warlock almost always has.) With the higher init of a Divine Oracle and immunity to surprise, this could be pretty good for defenses early on.
Gnome looks like a solid choice for race for this as well with the bonus to Int and Cha and more so the ability to make a stealth check right as initiative is rolled if you have concealment (which a warlock almost always has.) With the higher init of a Divine Oracle and immunity to surprise, this could be pretty good for defenses early on.

Haha, you're right! Look at that; the gnome is back.
The Gnome or Drow is undoubtedly the best options for race, if you DM lets you use the NPC races. If not, human is probably the way to go. More feats and skills allows you to get to high lvls of stealth quickly. Halfling my be a decent option, but too much redundency, as you will almost never be getting hit.

FeyLocks, splashing Cleric, are mobile damage dealers and debuffers. 90% of your attack target will, at lvl 10 you take the Acolyte power feat for mass cure light wounds instead of the warlock options. Now you are a mobile, Jonny on the spot healer as well as everything else.

Once you hit lvl 11 and then 16, your basically landing everything you use and you never really get hit. I wish there was a way to allow the human extra at-will be useful.

This combination is so crazy good, its almost sickening. Also, there's a Paragon feat called Danger Sense that allows you to roll 2 dice for initiative. You could be rolling 3 dice and picking the best for initiative all the time. That's retarded.
How about a Half-Elf Dr. Mindbender Star Pact?

Starting Scores:

Str 8
Con 18
Dex 10
Int 13
Wis 11
Cha 18

Starting Feat: Improv fate of the Void

I started to think about starting a new thread about it, but then realized it's too close to your Dr. Mindbender.

Some of the best high-end vs. Will attacks are Con based (Hurl through Hell, 13 Baleful Stars, and the encounter power that deals 4d10 and allows you to switch with target), and it opens up many Infernal pact high damage dealing abilities.

It also means that instead of getting the misty step, you get an ability that causes you to miss even less: with improv Fate of fthe Void, you get a +2 to hit rather than +1. The only problem I really see is that neither At-Will is vs. Will.

Obviously, you first have to buff your wis up to 13 (which you do at 4 and 8). At those levels you can do two things: buff Cha and Con 1 each or buff Con (your more slightly more important) stat twice.
That’s pretty much it; I hope you enjoyed this build, and I welcome comments.

Love the build Z I might have to try this in-game I'll report back if I do.

Oh, and by way of flavor text, I talked my DM into letting me name my character Cranston Lamont, wealthy young Drow about town. I call my Eyebite power "Clouding the Mind." Who knows what evil lurks in the hearts of men? My character knows!

Great idea with the Drow concept. But I wonder, how do you handle out of combat situations? Isn't everyone and their brother itching to slay drow? I'd like to try this out but how do you make this work outside of dungeon combat?
Is there another place where it's defined as a minor action?

TARGETING WHAT YOU CAN’T SEE
If you’re fighting a creature you can’t see—when a creature is invisible, you’re blinded, or you’re fighting in darkness you can’t see through—you have to target a square rather than the creature. You also have to figure out which square to attack. Here’s how it works.

...

Make a Perception Check: On your turn, you can make an active Perception check as a minor action, comparing the result to the concealed creature’s last Stealth check. If you win, you know the direction to the creature’s location, or its exact location if you beat it by 10 or more. (PHB 281)

Peace,
Necro
I could also see this build working quite well with a Doppelganger. +2 Int & Cha plus Change Shape at-will, quite the deceptive face he could make.
I've been playing just such a character - Doppleganger Feylock with Cleric multiclass and plans to go DO. We rolled for stats and his are ridiculous (yet still slightly below the table average :eek; STR 12, CON 16, DEX 13, INT 19, WIS 13, CHA 20 to start, at 4th I bumped INT to 20 and WIS to 14.

For feats I chose Improved misty step, Initiate of the Faith, and having just reached 4th have almost decided on Jack of all Trades, maybe SKill Training: Stealth, or possibly improved init. Any suggestions?

For powers, I have Eyebite and Eldritch blast at will (as well as change shape), Ethereal Stride, Otherwind Stride, and Witchfire as encounters, and Armor of Agathys and Healing Word as dailys.

So far, I think Witchfire may be a suboptimal choice, but I have used everything else with great effect, teleporting all over the place each battle. Add in my Rod of Corruption +1 to transfer my first curse against a minion to all enemies in a burst 5, and from then on I can *bamf* all over the place whenever another minion or monster dies. I plan on focusing on psychic damage and will saves as much as possible from here on out, but the intended flavor of my character has been altered in-game, and I will undoubtedly have to get more and more teleport powers to stick with that image.

If only there was a reverse version of Otherworld Stride, where I teleport into the middle of a lot of enemies and damage them all as I arrive; then I could 'port in, hurt them, spend an AP, port out, hurt them. For now, I just pop up the armor of agathys for the aura and temp HP, use my pact boon or ethereal stride to jump into their midst, let them all activate and take damage, then 'port out and hurt them again.

I was doing a lot better job of controlling than the wizard, better at striking than the ranger, and close to on par with the fighter for defending. I would comfortably one-man this character in an adventure, I think.
Regarding Witchfire - I dropped it at level 2 for the Star power whose name is escaping me at the moment. Its a Charisma vs. Will attack, which tends to hit more and while Witchfire's debuff is godly with a good intelligence score, it just missed too much to justify epsecially with Eldritch Blast targeting the same defense and doing comprable damage.
Thanks to my stupid good rolls, I have both INT and CHA at 20(+5) at 4th level. That lets me hit with witchfire about half the time and debuff the attack roll by -7 when I do hit; which absolutely saved our party from TPK at least twice, and helped in combat a couple of other times.

But on the other hand; there were several times that because I missed on witchfire, I either had to waste an action point, or our party was left hurting. And since I have close to a 50/50 average hit ratio with it, I am inclined to still agree it could be swapped for a better power.

I'm pretty sure you are talking about Dreadful Word; which actually does more damage than Witchfire, but at half the range. Which is fine for my 'lock, as I have been playing in the midst of melee half the time anyway. The main drawback, outside of the lost range which doesn't hurt me much, is the debuff goes from a -7 to attack rolls, down to a -1 to will defense.

I'll probably still swap it out though. We'll see how it plays.
Divine Oracle will really come into its own when we find a way to counter the daze.
Dark One's Own Luck will help.

Can you choose not to apply the ability if you aren't happy about your chances?

Until then the Star Pact lock looks like a good build.
Yes, the Wizard has nice vs will powers as well.

But the warlock has stealth. I recommend (like another poster above) maxing this early. Drow, Gnome and Tiefling are all excellent at it.
Shadow Walk grants concealment - already +2 to defenses against ranged. That's huge enough. But the opportunity to stealth not only avoids attacks, it will give you another +2 to hit for combat advantage.

Implements: you can go with a pact blade in one hand and a Rod of Corruption in the other. You can only use one per power, but you want the Corruption to max your Curse. Once cursed, minions auto-die when they attack you from your pact blade.

Star Pact, with the Improved Fate of the Void is +2 to a d20 PER cursed target dying is another way to max out your to hits - especially that second attack vs will.
Divine Oracle will really come into its own when we find a way to counter the daze.

Sorry to quote myself.

This post lists the reward cards for LFR.

Here they are:

Daring Exploit - Re-roll at-will Exploit.
Desperate - Re-roll at-will Spell.
Fervent Prayer - Re-roll at-will Prayer
Turning the Tide - Gets a free Saving Throw when score a crit.
Snap Out of It - End Daze condition immediately.
That'll Do - When you fail a skill check, use 10 insted the roll.
Minion Slayer - If you kill at least three minions in the same encounter, spend the card to use a free healing surge.
Zentharim Infiltrator - If you do 3 Tasks in LFR , you can play a special adventure Black Cloaks and Bitter Rivalrities in 2009

Good build.

I'm trying to break Warlock damage dealing in another thread utilizing a tiefling star pact blood mage with rod of corruption. A main focus is optimizing "to hit" with it, so it would be great if these two concepts could be combined...

... and they can!

ENTHRALL (Cleric Attack 17) (grabbed with Novice Power feat)
Area: Burst 3, 10 squares
Wisdom vs. Will
2d10+wis damage and immbolized

The bad thing is being dependent on CHA/WIS affecting the same defense, only to cast this spell. But ignoring that, we could nevertheless pull off:

*Double curse
*Enthrall: if one of our curses hit a minion, it spreads all over the field, and most of the enemy group should be immobilized this round from rolling 2 will atks against all.
*Move to get concealment and hide, get combat advantage etc.

Now your friends kill off more of the immobilized enemey force while you accrue Star Pact bonuses. Next round the BBEG should be identified and you hit him with your ****, probabaly a will save debuff.

I guess wizard is really the way to go here though. Basing on INT/WIS and using mesmeric hold and prismatic burst just seems so much better.
doppleganger can make a fun race substituition too.
^Seconded. Matches the fluff, great stats and skill bonuses, fun racial power. I recommend stealth training and perhaps jack-of-all-trades, since you're likely to get into trouble if you're having any fun.
Doppelganger seems like the best choice for maximizing mind-bending. He'd make a great villain, that's for sure. One enemy, but each time he does a hit-and-run ambush he has a different face, so after a few encounters the party thinks they're facing a whole coven of warlocks. >