Dont want this thread to get lost! I think another thing we can look at is how Warlocks interact with other party members. Blood Pulse and a number of the Hell'Locks sliding powers give a whole new way to cause pain! I am working on a party that tricks this out quite well called the Push me- Pull you party. ( a nod to the good Doctor).
It consists of :
Paladin-defender Warlock-Infernal Wizard-Blood Mage Rogue and struggling with a leader type -any ideas?
I thought I would share a StarLock with the community. (Started at 1st level) For some people that would like a quick character to play - hopefuilly this may (or may not) help. Please critique for optimization purposes. I did not provide a complete 30 level build, but I am working towards one.
Some key notes.
1. Objective #1 Maximize Charisma powers 2. Objective #2 Target focus is priority as opposed to AoE - Striker role within the party 3. Objective #3 Trying to use secondary INT effects rather than CON targeted spells to supplement CHR bassed attacks (Pre-paragon) 4. Objective #4 Try to stay true to the warlock class by not multiclassing 5. CON is lower ATM to help with ability point spread and increase some relevant INT modifiers (Pre-Paragon
+2 Con +2 Chr Medium Size 6 Speed Low-Light Vision Common, Elven, Draconic Languages +2 Diplomacy +2 Insight Dilettante - at will power (scorching burst) Dual Heritage Group Diplomancy: +1 to allies
Cloth and leather armour proficiency Simple melee and ranged weapon proficiency Rod and wand implements +1 Reflex defense +1 Will defense
Warlock at-will power: Eldritch blast
Eldritch pact: Star pact
Eldritch pact power: Dire Radiance
Eldritch pact power: Fate of the Void: Enemy under curse reduced to 0 hp, gain +1 bonus to any d20 roll during next turn. Bonus is cumulative.
Prime Shot: If none of your allies are nearer to your target than you are, gain +1 ranged attack against that target.
Shadow Walk: Gain concealment if you move 3 or more squares away from where you started until end of next turn.
Warlock's Curse: Minor action, curse nearest enemy to you, 1d6 extra damage after making the damage roll.
Paragon Path Features at 11th Level: Doomslayer 11th Level: Doomslayer's Action - When you spend an action point to take an extra action, you also deal the extra damageof your warlocks curse to all your enemies affected by it.
11th Level: Doomslayer's Proclamation - Enemies within 10 squares of you must roll two dicewhen rolling saving throws against fear effects. They must take the lower of the two rolls.
16th Level: Doomslayer's Oath - When you are bloodied, gain + 2 power bonus to attack rolls when you use a power that has the fear keyword.
Epic Destiny Features: Demigod 21st Level: Divine Spark: Increase two abily scores of your choice by 2 each
24th Level: Divine Recovery: The first time you are reduced to 0 hp or fewer each day, you regain hp = to 1/2 max hp
30th Level: Divine Miracle: When you have expended your last encounter power, you regain the use of one encounter power of your choice
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +5 hit, 1d10+5 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +1 hit, 1d6+1 Radiant dam + 1d6+1 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 5 hit, 2d8 + 5 Fire dam + and target takes -3 to Will defense until the end of your turn (1+ 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam)
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +5 hit, 3d6+5 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends))
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +5 hit, 1d10+5 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +1 hit, 1d6+1 Radiant dam + 1d6+1 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 5 hit, 2d8 + 5 Fire dam + and target takes -3 to Will defense until the end of your turn (1+ 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam)
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +5 hit, 3d6+5 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends))
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +5 hit, 1d10+5 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +2 hit, 1d6+2 Radiant dam + 1d6+2 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 5 hit, 2d8 + 5 Fire dam + and target takes -3 to Will defense until the end of your turn (1+ 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, + 5 hit, 1d8 + 5 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares)
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +5 hit, 3d6+5 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends))
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks) 6th Level: Toughness (+ 5 additional HP/tier) 8th Level: Human Perseverance (+ 1 feat bonus to saving throws)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +6 hit, 1d10+6 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +2 hit, 1d6+2 Radiant dam + 1d6+2 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 6 hit, 2d8 + 6 Fire dam + and target takes -3 to Will defense until the end of your turn (1 + 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, +6 hit, 1d8+6 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares) Level 7: Sign of Ill Omen - Stnd Action, Chr vs Will (Range 10, +6 hit, 2d6 + 6 Chr Dam + target must roll twice for its next attack and use the lower of the two rolls. Target takes a penalty to both rolls = to Int modifier (+2)
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +6 hit, 3d6+6 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends)) Level 5: Hunger of Hadar - Stnd Action, (Area burst 1 within 10 squares, creates zone of darkness blocking line of sight, 2d10 necrotic damage when creatures enter or start their turns, Sustain minor = secondary attack Con vs Fort, + 2 hit, 1d6 + 2 Con necrotic damage)
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn Level 6: Dark One's Own Luck - Free Action, Trigger: you make a roll you dislike. Effect: Reroll the attack roll, skill roll, skill check, ability check, or saving throw, using the higher of the two results.
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks) 6th Level: Toughness (+ 5 additional HP/tier) 8th Level: Human Perseverance (+ 1 feat bonus to saving throws) 10th Level: Skill Training: Stealth 11th Level: Secret Stride (You do not incur penalties to your stealth checks if yuo move at full speed while hiding or sneaking. Run = full penalty)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +6 hit, 1d10+6 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +3 hit, 1d6+3 Radiant dam + 1d6+3 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 6 hit, 2d8 + 6 Fire dam + and target takes -3 to Will defense until the end of your turn (1 + 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, +6 hit, 1d8+6 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares) Level 7: Sign of Ill Omen - Stnd Action, Chr vs Will (Range 10, +6 hit, 2d6 + 6 Chr Dam + target must roll twice for its next attack and use the lower of the two rolls. Target takes a penalty to both rolls = to Int modifier (+2)) Paragon Power Level 11: Fates Entwined - Stnd Action, Chr vs Will (Range 5, +6 hit, 2d8 + 6 psychic dam + when you take damage, the target takes half that damage as psychic until the end of your next turn.)
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +6 hit, 3d6+6 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends)) Level 5: Hunger of Hadar - Stnd Action, (Area burst 1 within 10 squares, creates zone of darkness blocking line of sight, 2d10 necrotic damage when creatures enter or start their turns, Sustain minor = secondary attack Con vs Fort, + 2 hit, 1d6 + 2 Con necrotic damage) Level 9: Curse of the Black Frost - Stnd Action, Chr vs Will ( Range 10, +6 hit, 2d8 +6 Chr Cold damage + if target moves for any reason, it takes 1d8 cold damage (save ends). If target saves, you cannot sustain power. Sustain minior: Target takes 2d8 cold damage)
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn Level 6: Dark One's Own Luck - Free Action, Trigger: you make a roll you dislike. Effect: Reroll the attack roll, skill roll, skill check, ability check, or saving throw, using the higher of the two results. Level 10: Shielding Shades - Immed Action (Trigger: You are hit by an attack, reduce the attack's damage to 0. If the attack targets other creatures, they take damagae as normal.)
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks) 6th Level: Toughness (+ 5 additional HP/tier) 8th Level: Human Perseverance (+ 1 feat bonus to saving throws) 10th Level: Skill Training: Stealth 11th Level: Secret Stride (You do not incur penalties to your stealth checks if yuo move at full speed while hiding or sneaking. Run = full penalty) 12th Level: Skill Focus: Stealth (+ 3 to Stealth skill checks) 14th Level: Danger Sense (When you make an initiative check, roll twice and take the higher of the two rolls)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +7 hit, 1d10+7 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +3 hit, 1d6+3 Radiant dam + 1d6+3 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 7 hit, 2d8 + 7 Fire dam + and target takes -3 to Will defense until the end of your turn (1 + 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, +7 hit, 1d8+7 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares) Level 7: Sign of Ill Omen - Stnd Action, Chr vs Will (Range 10, +7 hit, 2d6 + 7 Chr Dam + target must roll twice for its next attack and use the lower of the two rolls. Target takes a penalty to both rolls = to Int modifier (+2)) Paragon Power Level 11: Fates Entwined - Stnd Action, Chr vs Will (Range 5, +7 hit, 2d8 + 7 psychic dam + when you take damage, the target takes half that damage as psychic until the end of your next turn.) Replace Encounter Power Level 13: Coldfire Vortex - Stnd Action, Con vs Fort (Range 10, + 3 hit, 2d10 + 3 Con, make secondary attack for each creature adjacent to secondary attack, Con vs Ref, + 3 hit, 1d10 + 3 Con + 2 Int damage) Replace Otherworld Stride
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +7 hit, 3d6+7 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends)) Level 5: Hunger of Hadar - Stnd Action, (Area burst 1 within 10 squares, creates zone of darkness blocking line of sight, 2d10 necrotic damage when creatures enter or start their turns, Sustain minor = secondary attack Con vs Fort, + 3 hit, 1d6 + 3 Con necrotic damage) Level 9: Curse of the Black Frost - Stnd Action, Chr vs Will ( Range 10, +7 hit, 2d8 +7 Chr Cold damage + if target moves for any reason, it takes 1d8 cold damage (save ends). If target saves, you cannot sustain power. Sustain minior: Target takes 2d8 cold damage)
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn Level 6: Dark One's Own Luck - Free Action, Trigger: you make a roll you dislike. Effect: Reroll the attack roll, skill roll, skill check, ability check, or saving throw, using the higher of the two results. Level 10: Shielding Shades - Immed Action (Trigger: You are hit by an attack, reduce the attack's damage to 0. If the attack targets other creatures, they take damagae as normal.) Paragon Utility Power Level 12: Accursed Shroud - Stnd Action (Range 5, you place Warlock's curse upo the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result.)
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks) 6th Level: Toughness (+ 5 additional HP/tier) 8th Level: Human Perseverance (+ 1 feat bonus to saving throws) 10th Level: Skill Training: Stealth 11th Level: Secret Stride (You do not incur penalties to your stealth checks if yuo move at full speed while hiding or sneaking. Run = full penalty) 12th Level: Skill Focus: Stealth (+ 3 to Stealth skill checks) 14th Level: Danger Sense (When you make an initiative check, roll twice and take the higher of the two rolls) 16th Level: Fleet-Footed (+1 to speed) 18th Level: Great Fortitude (+2 Fortitude Defense)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +7 hit, 1d10+7 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +4 hit, 1d6+4 Radiant dam + 1d6+4 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 7 hit, 2d8 + 7 Fire dam + and target takes -3 to Will defense until the end of your turn (1 + 2 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +2 hit, 1d6+2 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, +7 hit, 1d8+7 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares) Level 7: Sign of Ill Omen - Stnd Action, Chr vs Will (Range 10, +7 hit, 2d6 + 7 Chr Dam + target must roll twice for its next attack and use the lower of the two rolls. Target takes a penalty to both rolls = to Int modifier (+2)) Paragon Power Level 11: Fates Entwined - Stnd Action, Chr vs Will (Range 5, +7 hit, 2d8 + 7 psychic dam + when you take damage, the target takes half that damage as psychic until the end of your next turn.) Replace Encounter Power Level 13: Coldfire Vortex - Stnd Action, Con vs Fort (Range 10, + 4 hit, 2d10 + 4 Con, make secondary attack for each creature adjacent to secondary attack, Con vs Ref, + 4 hit, 1d10 + 4 Con + 2 Int damage) Replace Otherworld Stride Replace Encounter Power Level 17: Strand of Fate - Stnd Action, Chr vs Ref (Range 10, + 7 hit, 1d8 +7 dam + target gains vulnerability 13 (10 + 2 Int) to all attacks until end of next turn) Replace Dreadful Word
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +7 hit, 3d6+7 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends)) Level 5: Hunger of Hadar - Stnd Action, (Area burst 1 within 10 squares, creates zone of darkness blocking line of sight, 2d10 necrotic damage when creatures enter or start their turns, Sustain minor = secondary attack Con vs Fort, + 4 hit, 1d6 + 4 Con necrotic damage) Level 9: Curse of the Black Frost - Stnd Action, Chr vs Will ( Range 10, +7 hit, 2d8 +7 Chr Cold damage + if target moves for any reason, it takes 1d8 cold damage (save ends). If target saves, you cannot sustain power. Sustain minior: Target takes 2d8 cold damage) Replace Daily Power Level 15: Curse of the Golden Mist - Stnd Action, Chr vs Will (Range 10, +7 Hit, target looses next standard action, Sustain standard: Chr vs Will, target continues to loose next standard action. On a miss, the power ends.) Replace Hunger of Hadar
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn Level 6: Dark One's Own Luck - Free Action, Trigger: you make a roll you dislike. Effect: Reroll the attack roll, skill roll, skill check, ability check, or saving throw, using the higher of the two results. Level 10: Shielding Shades - Immed Action (Trigger: You are hit by an attack, reduce the attack's damage to 0. If the attack targets other creatures, they take damagae as normal.) Paragon Utility Power Level 12: Accursed Shroud - Stnd Action (Range 5, you place Warlock's curse upo the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result.) Level 16: Infuriating Elusiveness - Move Action (You become invisible and then teleport 4 squares. Lasts until next turn.)
Feats 1st Level: Action Surge (+3 to attack rolls you make during any action you gained by spending an action point) 2nd Level: Improved Fate of the Void (Your Fate of the Void grants an additional +1 bonus to the d20 roll) 4th Level: Improved Initiative (You gain +4 to initiative checks) 6th Level: Toughness (+ 5 additional HP/tier) 8th Level: Human Perseverance (+ 1 feat bonus to saving throws) 10th Level: Skill Training: Stealth 11th Level: Secret Stride (You do not incur penalties to your stealth checks if yuo move at full speed while hiding or sneaking. Run = full penalty) 12th Level: Skill Focus: Stealth (+ 3 to Stealth skill checks) 14th Level: Danger Sense (When you make an initiative check, roll twice and take the higher of the two rolls) 16th Level: Fleet-Footed (+1 to speed) 18th Level: Great Fortitude (+2 Fortitude Defense) 20th Level: Lightning Reflexes (+2 Reflex Defense) 21st Level: Point Blank Shot (Attack ignores cover and concealment within 5 squares)
At-Will Powers: Level 1: Eldritch Fire - Stnd Action, Chr vs Ref (Range 10, +9 hit, 1d10+9 dam) Level 1: Dire Radiance - Stnd Action, Con vs Fort (Range 10, +5 hit, 1d6+5 Radiant dam + 1d6+5 dam if target moves toward you)
Encounter Powers Level 1: Dreadful Word - Stnd Action, Chr vs Will (Range 5, + 9 hit, 2d8 + 9 Fire dam + and target takes -4 to Will defense until the end of your turn (1 + 3 Int)) Level 1: Scorching Blast - Stnd Action, Int vs Ref (burst 1 within 10 squares, +3 hit, 1d6+3 Fire dam) Level 3: Otherworld Stride - Stnd Action, Chr vs Fort (Close burst 1, +9 hit, 1d8+9 Chr Dam + target is immobilized until end of your next turn) (Effect: You teleport 5 squares) Level 7: Sign of Ill Omen - Stnd Action, Chr vs Will (Range 10, +9 hit, 2d6 + 9 Chr Dam + target must roll twice for its next attack and use the lower of the two rolls. Target takes a penalty to both rolls = to Int modifier (+3)) Paragon Power Level 11: Fates Entwined - Stnd Action, Chr vs Will (Range 5, +9 hit, 2d8 + 9 psychic dam + when you take damage, the target takes half that damage as psychic until the end of your next turn.) Replace Encounter Power Level 13: Coldfire Vortex - Stnd Action, Con vs Fort (Range 10, + 5 hit, 2d10 + 5 Con, make secondary attack for each creature adjacent to secondary attack, Con vs Ref, + 5 hit, 1d10 + 5 Con + 3 Int damage) Replace Otherworld Stride Replace Encounter Power Level 17: Strand of Fate - Stnd Action, Chr vs Ref (Range 10, + 9 hit, 1d8 +9 dam + target gains vulnerability 13 (10 + 3 Int) to all attacks until end of next turn) Replace Dreadful Word
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +9 hit, 3d6+9 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends)) Level 5: Hunger of Hadar - Stnd Action, (Area burst 1 within 10 squares, creates zone of darkness blocking line of sight, 2d10 necrotic damage when creatures enter or start their turns, Sustain minor = secondary attack Con vs Fort, + 5 hit, 1d6 + 5 Con necrotic damage) Level 9: Curse of the Black Frost - Stnd Action, Chr vs Will ( Range 10, +9 hit, 2d8 +9 Chr Cold damage + if target moves for any reason, it takes 1d8 cold damage (save ends). If target saves, you cannot sustain power. Sustain minior: Target takes 2d8 cold damage) Replace Daily Power Level 15: Curse of the Golden Mist - Stnd Action, Chr vs Will (Range 10, +9 Hit, target looses next standard action, Sustain standard: Chr vs Will, target continues to loose next standard action. On a miss, the power ends.) Replace Hunger of Hadar Replace Daily Power Level 19: Wrath of Acamar - Stnd Action, Chr vs Ref (Range 10, +9 hit, 4d10+9 necrotic damage + target disappears into stary realm (save ends), target cannot take actions and recieves 1d10 necrotic damage at start of its turn. Returns to original space when target makes it save.) Replace Dread Star Daily Paragon Path Power Level 20: Long Fall Into Darkness - Stnd Action, Chr vs Will (Range 20, +9 hit, 4d8+9 psychic dam and target is stunned until end of next turn and knocked prone. Miss: Half damage and target is dazed until end of its next turn.)
Utility Powers Level 2: Etheral Stride - Move Action, Teleport 3 squares and you gain +2 power bonus to all defenses until end your your next turn Level 6: Dark One's Own Luck - Free Action, Trigger: you make a roll you dislike. Effect: Reroll the attack roll, skill roll, skill check, ability check, or saving throw, using the higher of the two results. Level 10: Shielding Shades - Immed Action (Trigger: You are hit by an attack, reduce the attack's damage to 0. If the attack targets other creatures, they take damagae as normal.) Paragon Utility Power Level 12: Accursed Shroud - Stnd Action (Range 5, you place Warlock's curse upo the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result.) Level 16: Infuriating Elusiveness - Move Action (You become invisible and then teleport 4 squares. Lasts until next turn.)
Dont want this thread to get lost! I think another thing we can look at is how Warlocks interact with other party members. Blood Pulse and a number of the Hell'Locks sliding powers give a whole new way to cause pain! I am working on a party that tricks this out quite well called the Push me- Pull you party. ( a nod to the good Doctor).
It consists of :
Paladin-defender Warlock-Infernal Wizard-Blood Mage Rogue and struggling with a leader type -any ideas?
Ian
Probably a Warlord then, if its a push-pull party. They can do several things like that at later levels. Alternatively, have a Fighter who multiclasses into Cleric, with a speciality with Spears or Polearms for the Push-Pull powers (personally I prefer spears, though they're less optimized...). Less effective on the leader role, but two tanks that are both pseudo leaders is quite alright (a Pally is always a pseudo-leader)
And don't worry Ian, I haven't forgotten about this thread, but I composed the initial guide on my week off when I had time to burn. RealLife TM has a way of screwing with your hobbies. It will be done...eventually...
I updated the Facelock to 14th level if people are interested in complete builds for this character. (1st, 2nd, 4th, 8th 11th, 14th, 18th, and 21st level builds available) PEACH comments if you wish. Thanks:D
I thought I would share a 2nd level StarLock with the community. (Started at 1st level) For some people that would like a quick character to play - hopefuilly this may (or may not) help. Please critique for optimization purposes. I did not provide a complete 30 level build.
Some notes.
1. Objective #1 Maximize Charisma powers 2. Objective #2 Target focus is priority as opposed to AoE - Striker role within the party 3. Objective #3 Trying to use secondary INT effects rather than CON targeted spells to supplement CHR bassed attacks 4. No scorching burst as per Objective #2 (Dilettante Eyebite instead) 5. CON is lower ATM to help with ability point spread and increase some relevant INT modifiers
By the book, your Dilettante power has to be from a class different than yours.
1st Level Stats and Powers Encounter Powers Level 1: Witchfire - Stnd Action, Chr vs Ref (Range 10, +5 hit, 2d6+5 Fire dam + -2 to creature attack roll until end of next turn) Level 1: Eyebite - Stnd Action, Chr vs Will (Range 10, +5 hit, 1d6+5 Psychic dam + you are invisible to target until start of your next turn)
I'd pick Dreadful Word over Witchfire. Yes, the range is worse but the damage is a bit better and as a Star Pact it is a much better debuff.
Daily Powers Level 1: Dread Star - Stnd Action, Chr vs Will (Range 10, +5 hit, 3d6+5 Radiant dam + target is immobilized until end of your next turn) (Effect: Target takes -2 penalty to Will defense (save ends))
I haven't played enough 4th to know which is better, but the sustain minor to slide the target 1 square from Curse of the Dark Dream seems to be very cool.
Thanks for posting the build. I'm looking at the rest - planning on playing a warlock and there are lots of choices.
I updated the Facelock to 8th level if people are interested in complete builds for this character. (1st, 2nd, 4th, and 8th builds available) PEACH comments if you wish. Thanks:D
Are you allowed to use the half-elf's dilettante feature to take a power from within your own class? I thought the rules specified that the power must come from a different class, not just a different pact.
By the book, your Dilettante power has to be from a class different than yours.
I'd pick Dreadful Word over Witchfire. Yes, the range is worse but the damage is a bit better and as a Star Pact it is a much better debuff.
I haven't played enough 4th to know which is better, but the sustain minor to slide the target 1 square from Curse of the Dark Dream seems to be very cool.
Thanks for posting the build. I'm looking at the rest - planning on playing a warlock and there are lots of choices.
Ah yes, I failed my INT check on this one. Need to read a lil more carefully!!! Thanks for the catch. I will update the Encounter power to "ahem" scorching blast" or magic missile "bah".
I chose to settle on Witchfire to spread around the targeted spells at a wide range of defenses. Initally anyway. The range is nice. You do have a good suggestions though. The damage is higher and the Star Pact ability can help set up terrific dread star. I am now leaning toward this ability.
Thanks for the suggestions redbeard and ppaladin123!:D
Updated 11th level selection and need advice on feats.
I chose skill training stealth and secret stride with the option of taking skill focus stealth at the next feat.
However, thre are other good feats 1. Action recovery 2. Danger sense 3. Great Fort and Light Reflex 4. Point blank shot 5. Twofold curse (may not be necesary with rod of coruption)
Are there other paragon feats I should consider? Is the stealth strategy a viable one? (three feats for this though)
[SIZE="5"] Armour of Agathys 4/3/3 This is quite dubious for all warlocks, since they shouldn’t be next to targets or taking hits. The Temp HP boost is also pretty crappy given that it’s a daily power. Like Hellish Rebuke, it might sound better if you’re surrounded, but, really, you shouldn’t be (even the armoured Dwarflock).
Sometimes you and your party are outnumbered and being able to pad yourself with extra hitpoints as well as provide increased disincentive for an opponent to stand next to you is not a bad thing. Also clears minions out quickly.
You might also be multiclassing with a class that will be spending some time close to opponents.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.