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The Power of the Dark Side: The Warlock's Handbook
10 months ago  ::  May 18, 2009 - 8:38AM #1
Malkonnen
Posts: 335
Date Joined: 03/28/01

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Guide "Patch" Notes


12/10/09 - started updating ratings based on November massive errata and Adventurer's Vault 2.
1/4/10 - haven't finished the errata updates, but AV2 is almost done and I added the new feats and powers from Dragon 381 & 382.
1/8/10 - Dragon 381-2 fully added. Updated for errata thru December. Adding last of equip thru AV2 & polishing guide formatting to incorporate sblocks while still maintaining easy-to-search bulleted format.
1/20/10 - Updated for January errata and added all powers from Dragon 372, 374, & 375, bringing the power list current. Also cleaned up some of the formatting and rerated some powers.
1/26/10 - Added new Vestige'lock powers and paragon paths from D383


Selling Points: Why You Would Want to Play a Warlock

  • You serve up good damage with a hearty side of control - You will never hit as hard as a Ranger, but with the right feats, items, and powers you aren't that far behind, and almost everyone of your spells offers some kind of control (dazing, imposing attack penalties, dealing damage if move/don't move.
  • You are the most defensive Striker - Your Shadow Walk feature makes it possible for you to have concealment all the time, which is basically +2 to all defenses. And most of your powers are ranged, putting distance between you and the monsters. And if you are Con based, you have more Hit Points than some defenders and more surges than most defenders!
  • You are extremely mobile - Shadow Walk encourages you to move every round, and you have more teleportation powers than anyone, including one that lets you teleport at-will!
  • You have great flavor - You made a deal with a mysterious master for your powers, and you're not quite sure what they get out of the bargain.  The power they granted you allows you to unleash terrible curses and grow more powerful with each soul you send on to your master.

Ratings System

  • Red: A very weak choice, or one completely overshadowed by another.
  • Purple: A sub-par, situationally useful, or heavily build-specific choice.
  • Black: A middle of the road choice. Not bad, but not great either. 
  • Blue: A very good choice. 
  • Sky Blue: The optimal choice. 
  • Gold: the choice that is so good it is essentially mandatory.

Disclaimer


All ratings are based on the general case, so power ratings assume you do not have the associated Pact, but when the additional pact rider increases the rating of the power that will be noted. (This is why so many powers are rated so low by default, since WotC seems to balance the powers with riders where it is only worth it for the associated Pact, instead of making the pact rider a bonus. ) Additionally the assumption is that you are playing the class as intended (a ranged striker), so everything's default rating is based on that assumption. When specific builds (such as the Gish build) get drastically more benefit out of something I will note that in the writeup. I am very open to discussion, and am glad to add or reconsidering anything you guys find that I have overlooked.


General Build Advice


Warlocks have a bad reputation on the CharOp boards as the lowest damage (and thus "worst") striker.  This is not true. While Warlocks do trade damage for control with a lot of their powers, and will never match the ultimate multi-attacker, the Ranger, they are still a very damaging class... if built properly. Basically there are a lot of bad options that WotC has released for Warlocks, and you have to make sure to avoid these pitfalls or else you will find yourself very frustrated by the inadequacy of your character. I think this graph that Stoutmeister created, says it better than I can:
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Essentially, Warlocks require more optimization that any other class in order to achieve impressive results.  So please read over this guide carefully, and think twice before taking any thing that is rated red or purple. And if you disagree with a rating, don't hesitate to call me out. I am not perfect, and feedback is the best way to improve this guide for everyone.

Sources Show

  • AP - Arcane Power
  • AV - Adventurer's Vault
  • AV2 - Adventurer's Vault 2 (in progress)
  • DP - Divine Power
  • D### - Dragon Magazine, issue ###
  • DA## - Dragon Annual, year ##
  • DMG - Dungeon Master's Guide
  • DMG2 - Dungeon Master's Guide 2
  • EPG - Eberron Player's Guide
  • FRPG - Forgotten Realms Player's Guide
  • MM - Monster Manual
  • MM2 - Monster Manual 2
  • MOTP - Manual of the Planes
  • MP - Martial Power
  • PHB - Player's Handbook
  • PHB2 - Player's Handbook 2
  • PHH# - Player's Handbook Heroes - Series # (the cards in with the new miniatures line)
  • PP - Primal Power (in progress)

Glossary Show

  • Cha'lock - A Warlock who focuses on Charisma for a primary stat including Fey Pact Warlocks, Dark Pact Warlocks, and some Star Pact Warlocks.
  • Con'lock - A Warlock who focuses on Constitution for a primary stat including Infernal Pact Warlocks, Vestige Pact Warlocks, and some Star Pact Warlocks.
  • Dark'lock - A Dark Pact Warlock.
  • DPR - Damage Per Round refers to the average damage you will do factoring chance to hit, average damage on a hit, miss and critical hit. The measuring stick for Strikers.
  • Dual Stat Star'lock - A Star Pact Warlock that focuses on both Constitution and Charisma for primary stats.
  • Star'lock - A Star Pact Warlock.
  • Fey'lock - A Fey Pact Warlock.
  • Hell'lock - An Infernal Pact Warlock.
  • Vestige'lock - A Vestige Pact Warlock.
  • DIS - An acronym for Dual Implement Spellcaster, a game changing feat which will get referenced a lot.
  • SWA - An acronym for Shadow Warlock Armor, a game changing armor enhancement, which I will reference a lot.

  • AIP - An acronym for Arcane Implement Proficiency, a game changing feat which will get referenced a lot.


Important Rulings Show

Courtesy of the DM's hotline on 10/9/09 I got some answers to some rules questions that drastically effect some warlock powers:

  • When a power allows you to teleport an enemy, can you teleport them into midair (causing them to fall and take falling damage)?

    That's the DM's call. 
    • Follow-up: What about giving the enemy a saving throw as for being pushed off of a cliff?

      That is a great compromise! It makes you choose between a guaranteed teleport along the ground, or a gamble between teleporting up in the air for falling damage + knocking prone, or no teleport at all, although the target would fall prone in their current square 
  • UPDATE: As of 1/19/10 this is an official rule (although you do not fall prone on a successful save). 

 

  • Does Teleporting count as movement? Such as effects that trigger when you move X number of squares (like Shadow Walk), if you teleport that distance, does the effect trigger?

    This was actually a question that came up very early for us around the office, mostly due to Warlocks.  Every time we agreed that yes, teleporting does trigger movement effects.  It is because Teleportation is just a subset of movement modes.  Movement means basically any method of moving from one square to another on the board.
  • Conclusion Teleport junkies can breath a sigh of relief that you can still gain Shadow Walk when you teleport, as long as you teleport 3+ squares.  Note the double edge of this sword is that teleportation is not a way around effects like Blood Pulse which harm you if/when you move.

And from the PHB FAQ:

  • 33. If an enemy is already cursed by another warlock does my warlock get his extra damage against that enemy?

    The warlock curse class feature does not require that you be the one that cursed the target only that the target be cursed.
  • Conclusion: Now warlocks in the same party don't clash with each other, and can even save each other actions cursing for each other.

And from the PHB2 FAQ:


Yes, each time you for roll damage with an implement power you add your enhancement bonus.


  • Conclusion: Powers that deal rolled damage separately from the initial damage roll get to add static mods again!  This makes Hellish Rebuke, Dire Radiance, and many other powers by far the most damaging options you can get!

Acknowledgements


Lordduskblade for the gold standard of handbook formatting
EHarper256 for a great guide that got me started optimizing warlocks
Joemama1512 for doing a lot of the math and analysis that affected this guide 
you, the poster, for the feedback that let's me improve this handbook! :D

My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:38AM #2
Malkonnen
Posts: 335
Date Joined: 03/28/01

Baseline Mechanics: The Power Within


HP, Surges, and Proficiencies


Hit Points - 12 + Con score at 1st level; 5 at each level thereafter. Standard faire for strikers, but Infernal, Vestige and dual stat Star Pact Warlocks will find that their Con focus makes them Blue as you get about the same benefit as the Toughness feat for free.


Healing Surges - 6 + Con modifier. Again standard faire for strikers, although Con focus counts even more here than for HPs, making them Sky Blue as they get the equivalent of the Durable feat several times over.


Proficiencies - You don't get anything fancy for weapons, but most of you will never need to swing a weapon anyway. As for armor, Leather may not seem particularly impressive, but talk to your arcane striker cousin, the Sorceror, and he'll be glad to tell you how lucky you are to have it.


Defense Bonuses +1 Ref and Will is pretty good given that you'll mostly be at range and so Fort will probably be your least targetted defense.


Class Features


Eldritch Blast - Kind of sad that having one of your at-wills chosen for you is a 'feature' per WotC, but at least it's a decent power considering that Basic Attacks are pretty easy to buff and you work well with Warlords or anyone else who gives out free basic attacks. Update: as of the November errata, you now do actually get a choice here, between Eldritch Blast and Eldritch Strike.  The latter is pure gold for melee builds, but pretty worthless for everyone else so it's a rather easy decision to make either way.


Pact Boons - Sadly this is a flavorful, but mechanically weak feature. You get stronger as your cursed enemies fall (regardless of who deals the death blow!), but that means that the smaller the encounter the less benefit you gain to the point where with very few exceptions you get ZERO benefit from this in Solo fights. For the specific ratings of Pact Boons see below.


Prime Shot - This is your striker accuracy booster. It probably more effective for you than for an archery ranger since Shadow Walk encourages you to be mobile so you can afford to dash in for a quick shot every once in a while.


Shadow Walk - This may not look very impressive (since the errata'ed Stealth rules prevent you from using it to hide for the most part), but you have to remember that concealment is like a free +2 to all defenses all for the bargain basement price of moving at least 3 squares a turn.  And as of the release of Adventurer's Vault 2, with the right armor, this can also get you Combat Advantage all day, everyday. :D


Warlock's Curse - Unfortunately you do have one of the weakest (if most flavorful) Striker damage booster abilities. It works just like Hunter's Quarry but you aren't limited to just 1 active curse at a time, however for some reason WotC has denied you the d6 to d8 upgrade that Rangers and Rogues enjoy (barring a specific Rod enhancement and a tiefling only feat).


Eldritch Pacts


Dark Pact (FRPG) - Charisma based, boasts good DPR powers, but tends towards the very easy-to-resist damage types of poison and necrotic so you need someway of dealing with that limitation.

  • At-Will spell: Spiteful Glamor - the power wouldn't be that bad if it weren't for the fact that you have to take Eldritch Blast with it. The bad news is a conditional upgrade from d10 to d12 over Eldritch Blast is almost worthless. The good news is it does at least target will and deal psychic damage opening it up to the Psychic Lock feat upgrade and making it rarely subject to resistance.
  • Pact Boon: Darkspiral Aura - Here's the best part about being Dark Pact, you get an anti-mark like ability where you can punish enemies for attacking you. At low levels it's kind of weak but remember it's automatic damage so in DPR terms it's roughly worth an attack that deals twice as much damage and either way it can act as immunity to minions. At high levels when you can regularly cross that 12 point threshold it really begins to shine. Warning: Alphastream1 was kind enough to post his experiences playing a Dark'lock from 1st-10th in LFR. He found that most DMs went out of their way not to trigger his Darkspiral Aura. To me this says, that for those of you in games with a consistent DM, once you find out how he or she reacts to your Aura I would adjust accordingly. If you find your aura dissuades your DM from attacking you for the most part, don't waste feats buffing it and in fact you can probably afford to skip some feats buffing your defenses if the threat of the Aura is enough to keep you safe. Also you can taunt your DM if you want when your aura gets really high by intentionally provoking OAs to see if he will still ignore you. If your DM isn't fazed by your Aura and triggers it then I recommend buffing it as much as you can to get as much DPR out of it as you can, and try to end the fight that much sooner. As Alphastream1 mentions, you may even want to consider skipping a Short Rest occasionally when you haven't used many encounter powers and have built up quite an Aura level because the damage spike (and guarantee of passing that 12 damage threshold) will be well worth the loss of an encounter power or two. I strongly recommend the Shared Pact feat to give the Aura to the defender to create a lose-lose situation for the enemy and force them to trigger your aura.

Fey Pact (PHB) - Charisma based, very control focused even to the point of being hard to call a true striker, fortunately you heavily tend towards targetting will (the lowest defense on average) and tend towards hard-to-resist and easy-to-buff psychic damage

  • At-Will spell: Eyebite - a great defensive spell, and a heck of a lot of fun to use, but it is the weakest damage wise of all of the at-wills.
  • Pact Boon: Misty Step - Free teleports are a lot of fun and can be very powerful, but unfortunately you really don't get to control when you use this so it's hard to rate very high. Essentially you can use it as a means of escape when surrounded but if and only if you or one of your allies can kill one of your cursed targets. Basically as a player you have to force yourself not to count on it, but to try and take advantage of it when it comes up. Oh, and don't forget if it goes off during your turn the 3 square teleport triggers Shadow Walk. I like this much better when you have another boon as a back up, so you get something out of your boon when the teleport is worthless.

Infernal Pact (PHB) - Constitution based, the downsides are you tend towards targetting fortitude (the highest defense on average) and tend towards easy-to-resist fire damage, but the upside is your powers are generally very Striker (i.e. DPR) oriented, and you are ridiculously tough especially for a Striker.

  • At-Will spell: Hellish Rebuke - Another defensive spell as it can discourage enemies from attacking you, (Warning: it only triggers with damage so status-only powers and misses don't count). But what makes this power good is that at later levels, there are several ways of forcing the trigger, effectively doubling the damage of this spell, which is crazy good.
  • Pact Boon: Dark One's Blessing - This would be awesome if it was actual healing rather than THPs, or if Pact Boons didn't tend to trigger towards the end of combats, or if multiple boons triggering weren't completely useless since THP can't stack, or if you weren't already so tough. Alas, these THPs from this tend to end up at least partially wasted, since they can't carry over to the next fight or as overkill (and on top of that without Improved Dark One's Blessing it grants a pitiful number of HP at low levels!). The best thing to do with these is to be more daring if you get them early--go ahead and move into flank with the fighter and use your Ranged attacks; you can afford that OA! Now for Tanks and Gishes it's different since you are much more likely to use the THPs since you are in the thick of things, though you still suffer from wasted boons if multiple boons trigger simultaneously. I really like this with another boon as a back up, so you get something out of your boon when the THP would be worthless.

Star Pact (PHB) - Unique in that this is both Constitution and Charisma based so you have to decide to either sacrifice your Intelligence (and thus AC, Reflex, and many rider effects) or sacrifice the diversity of your power selection. Fortunately with AP and the Dragon article out the power selection is pretty robust, and you ultimately have the widest range of effects you can pull off with your spells--some control, some damage.

  • At-Will spell: Dire Radiance - A very similar power to Hellish Rebuke, with a couple things in its favor: radiant damage, a potentially more common trigger, but also a couple things against it: you target Fort, and most importantly, it's much harder to force the trigger.  At low levels it makes for a good combat opener, as that is when it is most likely you can force the target to trigger the extra damage. But be careful about who you target as the melee only foes often have high Fort defenses, and ranged foes are already within 10 squares when you attack (so move afterwards!). Perhaps the worst part of this power though, is that WotC didn't think to give you the choice of basing this on Charisma instead of Constitution, so for those of you who opted to ditch Con in favor of a Cha-and-Int-based Star'lock, this power is dead weight.
  • Pact Boon: Fate of the Void - This is my personal favorite pact boon, as it is the most versatile and often the most potent. Cumulative bonuses to an attack roll or saving throw are incredibly powerful, and for those unusual circumstances you can even use it for a skill/ability check. The only down side is that it is only usable on your next turn, so you can't use it right away, and you better hope you can next turn.

Vestige Pact (AP) - Finally another fully Con based Pact! This is a slightly unusual path with it's variable pact boons and the At-Will buff from Dailies. Oddly enough it also includes some of the most Leader-like Warlock spells.

  • At-Will spell: Eyes of the Vestige - A very useful spell! Getting everyone cursed ASAP is one of your primary motivations as a Warlock as your power increases as every cursed foe dies, so being able to curse an extra target (who doesn't have to be the closest enemy to you!) is very potent. And being able to damage an already-cursed target is your kill-a-minion-for-the-juicy-power-up-without-wasting-your-standard-action power (rolls right off the tongue, doesn't it?). In addition, you get to target Will and deal psychic damage, and get a variable upgrade on top of that! The default free save to an ally is pretty crappy since it requires that ally to hit that same target in order to trigger it (so it effectively requires 2 successful attack rolls to trigger). But the default automatic Prime Shot is pretty good, unfortunately as written it doesn't apply to your current attack only subsequent ones (though it does work well with Action Points!). The only down side here is the low actual damage. The no-brainer choice for a third at-will if Con based.
  • Pact Boon: King Elidyr/Zutwa - Once again the Leader-like effect is unimpressive for your role, but the boost of an extra +2 from Prime Shot is solid. Combine with the Eyes of the Vestige rider for extra fun! Not as potent or versatile as Fate of the Void, but your pact-specific daily spells upgrade this.

Races: The Corruptible


Races - PHB

  • Dragonborn - +2 Charisma is gold for half of the pacts. +2 Strength is mostly wasted but you can use it to easily qualify for Hide Proficiency. Dragonbreath and the the bloodied attack bonus are both great on a Striker--but be warned that your breath weapon becomes obsolete at high levels for anyone but Con-locks. The bonus to surges lets Cha-locks stretch their low Con since it's doing double duty, and it's enough to make Dual Stat Star'lock a passable option. Possibly sky blue due to the incredibly powerful Draconic Spellcaster feat combined with the now diverse selection of powers, the Arcane Admixture feat, and of course the Rod of the Dragonborn.
  • Dwarf - The +2 Wisdom is a waste, but the Con is gold for half of the pacts, and all of the other features make you one tough-ass striker. Another passable candidate for a Dual Stat Star'lock as you don't mind upgrading to heavy armor to compensate for your low Int.
  • Eladrin - +2 Dex isn't bad as it helps your initiative and helps you easily qualify for Dual Implement Spellcaster. +2 Int is good for your rider effects. The extra class skill is great (I recommend Stealth!), and the teleport is handy, but as a Warlock you have access to more teleporting powers than any other class to my knowledge. Ultimately it's the lack of a bonus to Con or Cha that keeps you from being in the top tiers.
  • Elf - The stats are in the wrong places and the reroll can only go so far. Tread lightly.
  • Half-Elf - The ideal candidate for Dual Stat Star'locks, and top tier for any other pact. Just remember to consider implements when selecting your Dilettante power!
  • Halfling - +2 Dex isn't bad as it helps your initiative and helps you easily qualify for Dual Implement Spellcaster. The racial powers will make you a very difficult target. Stick to the Charisma based pacts and you'll go far, kid.
  • Human - A very nice choice. +1 to all defenses and the bonus feat are awesome. The extra skill helps, and you have access to great racial feats. Thanks to AP and FRPG you have some good options for the bonus at-will. As always a great pick.
  • Tiefling - Ironically they are more optimal as Dark'locks, Fey'locks and Star'locks rather than Hell'locks, but they can do well in any pact. The features are all Striker boosters and they have some great feats. Remember if you do go Con based to grab the Hellfire Blood feat!

Races - PHB 2

  • Deva - The Wis is mostly useless, the +2 Int is great for riders, and you have Memory of a 1000 Life Times to make up for the lack of a Primary stat boost. Passable.
  • Gnome - Like Tieflings they have the perfect stats for Charisma based pacts and fluff-wise they are obvious picks for the Fey Pact. I highly recommend picking a background that lets you take Stealth as a class skill to get the most out of your racials though.
  • Goliath - Better than Dwarves in a few ways as the Strength is probably more useful than Wisdom (armor/shield proficiencies). Can pull off Dual Stat Star'lock, but you're probably best sticking to Con based pacts.
  • Half-Orc - The +2 Dex helping initiative and Dual Implement Spellcaster qualification, and Striker boosting features are the only thing sparing these guys from a red rating.
  • Shifter, Longtooth - My first red rating! Strength can help with armor feats, but the Wisdom is worthless and their great racial power just isn't enough to save the race. Pass.
  • Shifter, Razorclaw - Trading the Str for Dex is better, but the racial is less helpful so the rating stays red.

Races - Forgotten Realms Player's Guide

  • Drow (FRPG) - They may not have "perfect" stats but the Dex is no waste, and their features and feats are all Striker focused and let's face it Dark Pact was based around them!
  • Genasi (FRPG) - +2 Str can help with armor proficiencies, and +2 Int is great for the riders as always, but it's the feats and racial powers (especially Promise of Storm) that saves them from a poor rating.

Races - Eberron Player's Guide

  • Changeling - Apparently the 'official' Doppelganger stats (since they have disappeared from the Compendium...), these guys get an extra +1 to Will, and a combat application of their shapeshifting and can choose to gain +2 Dex instead of Int, but of course you're gonna want Int. Sadly they are the least supported official race, with only two feats at the moment, keeping them from the top tier.
  • Kalashtar - You get +2 to Cha, which is great for Cha'locks but the +Wis is a total waste (correction: it does help Dark'locks qualify for Dark Fury, and they are one of the few that are actually consistent enough with their damage types that the feat is worth it), and you don't get a racial defense bonus, so your defenses will be on the low side. The floating skill bonus is nice, telepathy means language isn't a barrier, and between Dual Soul and Bastion of Mental Clarity you are damn hard to hit with the worst status effects (except stun for some reason).
  • Warforged - Yet another Str/Con race. Faster than dwarves, and can be just as tough.

Races - Dragon Magazine

  • Gnoll (D 367) - Good stats for a Con'lock, and the 7 speed can't hurt. Unfortunately the racial is all but useless (I recommend Reaper's Touch), and almost all the feats, while Striker-focused, are for melee/charging so I can't give it a top rating.
  • Minotaur (D 369) - Like Gnolls, they'd be better if all of their feats and features weren't so heavily melee/charge focused. Note: it looks like these guys are going to get a full write up in the upcoming PHB 3, which could really make them a contender.
  • Revenant (D376) - Perfect flavor, and near-perfect stats for a Con'lock since the dex will help qualify for DIS and help out Initiative. Plus the ability to using another race's feats, etc. is chock full of potential.
  • Shadar-Kai (D 372) - Thanks to Dragon 372 they are actually better than Eladrin for Warlocks. But without a primary stat boost or anything boosting their accuracy, they're still not enough for a blue rating in my book.
  • Githzerai (PHB3) - Even with the upgrades the PHB3 preview and Dragon article offered, their stats and powers are just not very well suited for Warlocks.

Races - Other

  • Bladeling (MOTP) - Like elves but with worse feat selection.
  • Bugbear (MM) - Oversized does you no good, so they are basically Half-orcs without the racial feats. Pass.
  • Bullywug (MM2) - The stats are good for a Con'lock, but the only power they have is their aura which penalizes enemies for spending a healing surge--how often have you noticed a monster spend a surge? Yeah...
  • Doppelganger (MM) - Apparently they have been replaced by Changeling as of the EPG release, so see above.
  • Duergar (MM2) - Same stats as Dwarves but they trade their goodies for a high damage, but very inaccurate racial power, darkvision, and an extra language (and extra speed but they lose the heavy armor affinity). Personally I'd stick with the Dwarf unless they give the racial power an extra +2 to hit like Minotaur's or change it to target Reflex.
  • Githyanki (MM) - Perfect stats for a Con based Warlock and great features, but without racial feats they miss out on the top rating. Note: it looks like these guys are going to get a full write up in the upcoming PHB 3, which could really make them a contender.
  • Goblin (MM) - These little guys are pretty good. A great racial and good stats. If they get a Dragon article they could be Sky Blue.
  • Hobgoblin (MM) - Another race that is just a Dragon article away from being top tier.
  • Kenku (MM2) - Good stats for a Cha'lock, but that's about it since you're not gonna be flanking or aiding another much. Their power is completely up to the DM as to what you can get away with.
  • Kobold (MM) - Small Gnolls. Their racial power is certainly much more useful, but they don't have any racial feats yet. Expect them to jump to Sky Blue if/when Dragon gets to them.
  • Orc (MM) - Yet another Str/Con race, and this one has no racial feats and the racial power is Strength based. The bonus to a primary stat is the only thing keeping them from a red rating.

Ability Scores: The Traits of the Corrupt


Strength - A common dumpstat. Redundant with Con for Fort, and HP/surges are a lot more valuable than a melee basic attack. The main thing going for it are armor/shield proficiency and a few other feats that require a small Str investment. (Recommended Starting Score: 8-13, before racial adjustments)


Constitution - Primary for Hell'locks, Vestige'locks, and half of Star'lock powers. Adds HP, healing surges, and boosts some of your Utilities so it's much better than Strength for Charisma based Warlocks. But remember you need both if you want the armor upgrades. (Recommended Starting Score: 12-16, before racial adjustments)


Dexterity - Redundant with Int for Reflex/AC, but it does add to Initiative and some good skills, but probably the most important thing these days is the 13 Dex requirement for Dual Implement Spellcaster. (Recommended Starting Score: 10-13, before racial adjustments)


Intelligence - Your Secondary stat regardless of your pact, as such it should be your second highest stat unless your going Dual Stat Star'lock (or have a specific multiclass build in mind, etc.) (Recommended Starting Score: 14-16, before racial adjustments)


Wisdom - A very common dumpstat. Redundant with Charisma for Will defense, and your probably not going to be counted on for any Wis based skills. The only thing it really has going for it are the Dark Fury, Burning Blizzard, and a few other feats that require a small Wis investment. (Recommended Starting Score: 8-12, before racial adjustments)


Charisma - Primary for Dark'locks, Fey'locks, and half of Star'lock powers. Boosts several of your skills, and boosts enough of your Utilities that even Con based locks will likely prefer this over Wisdom. (Recommended Starting Score: 12-16, before racial adjustments)


Skills: Hobbies You Can Corrupt


In Class Skills

  • Arcana - Keys off your secondary and rather useful. Mandatory if you are the party's ritual caster.
  • Bluff - A rare skill, keyed off your secondary and fits the flavor of the class perfectly.
  • History - Keys off your secondary, but is a campaign-specific skill. Insight - A good skill, but your Wisdom is probably too low to be worth it.
  • Intimidate - It keys off a primary stat and fits the flavor of the class perfectly.
  • Religion - Keys off your secondary, so not a bad choice especially if you end up as the party's ritual caster!
  • Streetwise - Keys off a Primary stat but, as is, it's the weakest of the Charisma skills.
  • Thievery - A rare skill to have in class. If you had the Dex for this it'd be a no brainer. But odds are you have a 13 at best, so this is only a maybe.

Non-Class Skills of Note

  • Diplomacy - The only Charisma skill you don't get, and it's the most versatile. Plus for those of you playing Half-elves it seems almost foolish not to pick this up.
  • Endurance - Keys of a primary and helps in skill challenges and to stave off disease. Not a bad pick up.
  • Nature - If you end up the party's ritual caster then you may want this but be warned your wisdom is not gonna be great so don't pick any rituals with tough DCs.
  • Perception - the most commonly used skill, but it may be a lost cause for you depending on your dump stat.
  • Stealth - IMO it was a mistake to leave this off Warlock's class list given their sneaky flavor. With a lot of feats/powers/items you can use this to hide in combat pretty effectively, but either way it is a solid skill. Sadly you don't have any stat synergy so it misses out on the highest rating.
My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:39AM #3
Malkonnen
Posts: 335
Date Joined: 03/28/01

Warlock Pacts: Getting The Best Price For Your Soul


Dark (FRPG)

  • Pros: damage, retaliation discouragement, defense targets, pact boon, multiclass options
  • Cons: commonly resisted damage types, control, Fort defense, durability

Fey (PHB)

  • Pros: control, defense targets, mobility, retaliation avoidance, multiclass options
  • Cons: damage, situational pact boon, fort defense, durability

Infernal (PHB)

  • Pros: durability, diverse selection of damage and control
  • Cons: commonly resisted damage types, defense targets, pact boon, multiclass options, Will defense

Star - Con focus (PHB)

  • Pros: durability, diverse selection of damage, control and damage types, strong and versatile pact boon
  • Cons: multiclass options, Will defense, defense targets

Star - Cha focus (PHB)

  • Pros: diverse selection of damage, control and damage types, strong and versatile pact boon
  • Cons: durability, Fort defense

Star - Con+Cha focus (PHB)

  • Pros: durability, diverse selection of damage, control and damage types, strong and versatile pact boon
  • Cons: MAD, Reflex defense, low AC/reliance on heavy armor, low Int for rider effects

Vestige (AP)

  • Pros: durability, diverse pact boons, encounter long buffs to At-will from Dailies
  • Cons: multiclass options, Will defense

Implements: Tools of the Corrupt


Default Implements

  • Rods - There are finally some Sky Blue candidates here, but many of you will want to get a weapon-implement simply for the ability to take Weapon Focus, etc.
  • Wands - Not bad if you want to diversify and/or focus on the control side, but generally they won't help you be a better Striker. 

Other Implements (obtained via the Arcane Implement Proficiency feat)

  • Orbs - Probably not worth it as a Striker, but these can improve your Controller side.
  • Staves - A solid option for the Staff of Ruin alone.
  • Tomes - These are obnoxiously wizard only at the moment.
  • Light Blades - A good option as sadly some of the best Striker enhancements are only available on weapons.
  • Heavy Blades - A good option as sadly some of the best Striker enhancements are only available on weapons, be careful here though since gaining implement proficiency is not the same as gaining weapon proficiency so using a longsword for example requires two feats if you want to be able to use it with OAs or Eldritch Strike.

Archetypes: The Examples of Corruption


1. The Blaster. This build is a straight-up ranged combatant that focus fires on single targets. It uses mobility and retribution powers/features to discourage targets from firing back and to get the Prime Shot bonus when it can. It prefers powers with higher damage over those with more control. Charisma and Intelligence get all of the level up points.
Eldritch Pact: Dark
Races: Tiefling, Gnome, Drow, Half-elf, Halfling, Dragonborn, Human, Hobgoblin, Doppelganger
Implement Preference: Staff, Dagger, Rod
Recommended Stat Array: Str 8, Con 12, Dex 10, Int 16, Wis 12, Cha 16


2. The Steel Cannon a.k.a. The Tank. This build defies the 'glass cannon' stereotype for Strikers. It focus fires on single targets like a typical Striker, but it has no qualms with crossing the front line for a Prime Shot and taking return fire from time to time, taking advantage of high HPs, surges and THPs. This build may double as the party's defender or "off-tank" to make use of it's durability. It prefers powers with higher damage over those with more control. Con and Int get all of the level up points.
Eldritch Pact: Infernal, Vestige
Races: Dwarf, Half-elf, Goliath, Githyanki, Hobgoblin, Kobold, Gnoll, Human
Implement Preference: Staff, Dagger, Rod
Array: Str 8, Con 16, Dex 12, Int 16, Wis 10, Cha 12


3. The Gish. This build is all about getting into the thick of things and mixing melee attacks with close powers. It will generally take Hide armor and may even take heavy armor to get the highest AC it can, and then let it's high HP and surges make it the toughest Striker around. Con and Int get all of the level up points.
Eldritch Pact: Infernal, Vestige
Races: Dwarf, Half-elf, Goliath, Githyanki, Hobgoblin, Kobold, Gnoll, Human, Minotaur, Warforged, Orc
Implement Preference: Staff, Dagger, Pact Hammer
Array: Str 13, Con 16, Dex 11, Int 16, Wis 8, Cha 10


4. The Puppetmaster. This build focuses on the Controller aspect of the Warlock. It focuses its fire on a single target, but with control effects rather than damage, often effectively removing them from the combat. Damage takes a backseat to control effects, but it still easily outdamages most wizards. As a controller, initiative matters more to this build than the others. Cha and Int get all the level up points.
Eldritch Pact: Fey
Races: Tiefling, Gnome, Drow, Half-elf, Halfling, Dragonborn, Human, Hobgoblin, Doppelganger
Implement Preference: Wand, Orb, Rod
Array: Str 8, Con 13, Dex 14, Int 14, Wis 10, Cha 16


5. Mr./Ms. Versatile. This build takes the well rounded approach mixing and matching control effects with straight damage. It picks up Chain proficiency as soon as it can to save it's terrible AC, until then relies on high Con to soak attacks. It varies its powers defense targets, damage types, and control types to have an answer for everything.
Eldritch Pact: Star
Races: Half-elf, Hobgoblin, Goliath, Githyanki, Minotaur, Warforged, Orc, Dwarf, Kobold, Gnoll
Implement Preference: Rod, Wand
Array: Str 12, Con 16, Dex 10, Int 12, Wis 8, Cha 16


6. The Daredevil. Not exactly unique to Warlocks, but this is any build that plans to be bloodied most of the time to take advantage of all of the feats, powers, and items that give you big bonuses while you're bloodied.
Eldritch Pact: Infernal (for the THPs)
Races: Dragonborn, Longtooth Shifter, Dwarf
Implement Preference: Rod, Wand
Array: Str 12, Con 16, Dex 10, Int 16, Wis 8, Cha 12


Sample Builds: Corruption Showcases


There Will Be Blood - L30 Nova build by Lordduskblade using Warlock/Blood Mage/Demigod

My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:39AM #4
Malkonnen
Posts: 335
Date Joined: 03/28/01

Powers - Heroic Tier: Dawn of Corruption


Level 1, At-Will

  • Dire Radiance (PHB) - A very similar power to Hellish Rebuke, with a couple things in its favor: radiant damage, a potentially more common trigger, but also a couple things against it: you target Fort, and most importantly, it's much harder to force the trigger.  At low levels it makes for a good combat opener, as that is when it is most likely you can force the target to trigger the extra damage. But be careful about who you target as the melee only foes often have high Fort defenses, and ranged foes are already within 10 squares when you attack (so move afterwards!). Perhaps the worst part of this power though, is that WotC didn't think to give you the choice of basing this on Charisma instead of Constitution, so for those of you who opted to ditch Con in favor of a Cha-and-Int-based Star'lock, this power is dead weight.
  • Eldritch Blast (PHB) - Hey we finally get a choice with this! 1d10 damage is pretty good. Untyped damage means you don't have to worry about resistance. And counting as a Ranged Basic Attack means you work well with Warlords and can buff the hell out of this power with certain items and feats. Still this pales in comparison to Twin Strike and other DPR-focused at-wills that other strikers get, and it is ultimately just a tax to let you have a basic attack.
  • Eldritch Strike (PHH 1) - Hey they finally fixed this so anyone can take it in place of Eldritch Blast!  While I still think that the Reaper's Touch feat is a valid alternative to this power for those that don't want to have to use a weapon-implement (or at least a high [W] one), this boasts significant control and potentially more damage making this a no-brainer for gishes.
  • Eyes of the Vestige (AP) - A very useful spell! Getting everyone cursed ASAP is one of your primary motivations as a Warlock as your power increases as every cursed foe dies, so being able to curse an extra target (who doesn't have to be the closest enemy to you!) is very potent. And being able to damage an already-cursed target is your kill-a-minion-for-the-juicy-power-up-without-wasting-your-standard-action power (rolls right off the tongue, doesn't it?). In addition, you get to target Will and deal psychic damage, and get a variable upgrade on top of that! The default free save to an ally is pretty crappy since it requires that ally to hit that same target in order to trigger it (so it effectively requires 2 successful attack rolls to trigger). But the default automatic Prime Shot is pretty good, unfortunately as written it doesn't apply to your current attack only subsequent ones (though it does work well with Action Points!). The only down side here is the low actual damage. The no-brainer choice for a third at-will if Con based.
  • Eyebite (PHB) - a great defensive spell, and a heck of a lot of fun to use, but it is the weakest damage wise of all of the at-wills. Still it targets will and deals psychic damage meaning resistance shouldn't be a problem and it can be buffed with Psychic Lock for a total -7 to hit you and -2 to hit anyone else. Hint: Use before an AP for CA with your big attack.
  • Hellish Rebuke (PHB) - Another defensive spell as it can discourage enemies from attacking you, (Warning: it only triggers with damage so status-only powers and misses don't count). But what makes this power good is that at later levels, there are several ways of forcing the trigger, effectively doubling the damage of this spell, which is crazy good.
  • Spiteful Glamor (FRPG) - the power wouldn't be that bad if it weren't for the fact that you have to take Eldritch Blast with it. A conditional upgrade from d10 to d12 over Eldritch Blast is almost worthless. The good news is it does at least target will and deal psychic damage opening it up to the Psychic Lock feat upgrade and making it rarely subject to resistance. Also, now you can opt to take Eldritch Strike with this, so it's less redundant!

Level 1, Encounter

  • Con Based
    • Arms of Hadar (AP) - A party unfriendly close burst 2 for low damage, but decent control. At low levels this is too likely to hurt your allies to be a good choice. It is however a push effect that targets Reflex so it is likely to hit if you did end up surrounded by brutes (yikes!). At Paragon once you can pick up War Wizardry or Arcane Reach to make it more party-friendly and/or have a Paragon Path or feat that deals damage on a push this can make this much better, especially for Star'locks.
    • Chains of Levistus (AP) - A solid spell that makes the target choose between Immobilization and an extra 2d6+mods damage. And per the latest rules clarification (which have oddly disappeared from the Wizards site) forced moves trigger effects that require the creature to 'move,' so if you or an ally can follow up with a forced move, you do double damage! The only down side to this spell is it targets Fort which will be high on most melee-only types (the best targets), so either target ranged targets then move afterwards to get outside of their range or make sure you have a good attack bonus before you try it on brutes.
    • Clarion Call (AP) - A party unfriendly close blast 3 that offers decent (but not great) damage and a status effect that is most often going to be worthless. Only Vestige'locks should consider this spell and even then it's not great.
    • Diabolic Grasp (PHB) - Decent damage with a slide. It targets Fort but its range 10 and a slide lets you move them in any direction (best with a zone happy wizard), so it's not that much of a hindrance. Still only Hell'locks should really consider this, but Blood Mages will love it at least for a couple levels til they upgrade it to Harrowstorm.
    • Life Bind (AP) - Now here's a playable version of Glow of Ulban. Range 10, and it also prevents healing and even THP gain. However it does target Reflex instead of Will, and deals necrotic and it definitely only lasts 1 round. Still I think it's better for everyone but Star'locks and great for Vestige'locks.
    • Vampiric Embrace (PHB) - I really want to like this power since it's a rare con based power that targets Will and deals decent damage. Unfortunately it deals necrotic damage and the rider effect of extra THPs is mostly a waste on the durable Con based Warlocks. (Ironically this power is worst for Hell'locks as they probably have all the THPs they need from their pact boon and they don't stack!)
  • Cha based
    • Cursebite (FRPG) - Now this is a nice striker power! Close burst 20 at level 1 is unheard of. Obviously the catch is that it only target's cursed enemies (also it targets Fort), but that makes it party friendly and gets better the later into the fight (and later in your career). Basically, if you are a tactical and patient player who can spread your curse around quickly this will be a very potent spell and stay with you a long time. Dark'locks get to add their Int to damage, so it is a good choice either way, but especially if the previous statement applies. 
    • Darkworm Feast (AP) - Slowing is solid control at this level, but 2d6+Cha is pitiful damage especially since it's necrotic. So only Dark'locks who get to add their Int to damage (though it is oddly delayed) should consider it (and they should take Cursebite, above, instead).
    • Dreadful Word (PHB) - 2d8+Cha is mediocre damage, and a -1 to Will is very unlikely to matter. Star'locks get to add their Int to the penalty which makes a huge difference, but I should warn that since this power targets Will, this is a catch-22.  Additionally, this is only ranged 5, which is very close to melee for a Cha'lock. 
    • Flickering Venom (FRPG) - 2d8+Cha is mediocre damage, but getting to add your Int to damage as long as you wait for CA (which isn't hard at Paragon thanks to SWA) is great. However the extra damage is poison, which is very easy to resist, and Ranged 5 is awfully close to melee for a Cha'lock, fortunately Dark'locks get ranged 10.
    • Glow of Ulban (DA09) - Dragon Annual cleaned up the language on this, making the rider for Star'locks only and it only gives -2 to a single save which is worthless especially at 1st level when save ends effects imposed on enemies is extremely rare.
    • Sprite War Call (AP) - Not wanting to miss out on the band wagon we have 1 more Charisma based Range 5 spell. It has the lowest damage of all the level 1 encounter powers, but it does boast 2 solid debuffs. Still, like the others it is a trap for anyone but Fey'locks who get the range upgrade.
    • Witchfire (PHB) - Decent damage and a decent debuff, but it deals fire damage so watch out for resistance. Tieflings with Hellfire Blood will like this, and Fey'locks will love it for the massive upgrade to the debuff.

Level 1, Daily

  • Con based
    • Armor of Agathys (PHB) - The amount of THP this grants is weak for a Daily, and certainly not enough to encourage anyone to venture into melee who wasn't already built for it. The damage can add up, but be warned you don't get to add the enhancement bonus from your implement so it doesn't scale well. In the end, gish builds will love it for a few levels, but even they should retrain it by paragon since it scales terribly. EDPR: 7.5 AoE/round
    • Flames of Phlegethos (PHB) - 3d10+ongoing 5 is a lot of damage at first level, but just ongoing 5 on miss is weak especially since it is easy-to-resist fire damage, also this offers no control.  Overall you have a solid DPR power, but I highly recommend waiting for a nice accuracy (CA + prime shot ought to do it) bonus before firing this sucker. EDPR: 25.5 (vs Standard monster)
    • The Lash's Bite (D382) - This will be used most likely to help out your (and allies') necrotic, poison, and/or fire powers which is certainly nice but IMO not that valuable for the life of a level 1 Daily (1st thru 15th). Also I am not a huge fan of this new reliable variant. But it is solid damage, expecially for a Con vs Will power so even if you discount the rider effect it's still a solid pick.  Sadly, the Hell'lock upgrade is too weak to be worth a ratings bump. EDPR: 17.6 (22.4 on retry) + debuff
    • Tyranny of Flame (AP) - 3d6 is pretty weak damage for a hit, but you do at least to do 1/2 damage on a miss, and you get to target Will which is a rare treat for a Con'lock. On a hit you force them to stay prone, which is good control especially if you are a gish or have some melee buddies to capitalize on the combat advantage. On the other hand, if your party is ranged heavy, you actually just made it harder to hit the target. EDPR: 15.6 + control
    • Vestige of Khaeleth (AP) - This power is either crap or pure gold depending on how many allies you can reliable get adjacent to you when you cast the spell (and assuming you have a good Int mod). If its 0-1 don't even bother, 2 and it might be worth it if you like Leader like effects from your Vestige, 3 is solid, and 4+ is golden (but seriously how likely is it to get an entire 5-man party adjacent in the heat of combat?). I will say that it is an odd power in that it scales very well if you can manage the 3+ adjacent allies. Vestige'locks get a decent pact boon and an at-will upgrade that is good for Tanks. EDPR: 14.9
    • Vestige of Mount Vaelis (AP) - It does mediocre damage and has an unusual control effect as it essentially forces the target to shift for any movement (or fly, teleport, etc. but they probably won't apply at this level)--in effect it's a lot like slow.  Vestige'locks get a new pact boon and at-will upgrade, which synergize well. EDPR: 13.8 + control
    • Vestige of Thaxter (D383) - Mobility is nice, as is getting to do 1/2 damage on a miss, but 3d6 is rather underwhelming damage. Vestige'locks get a decent pact boon which lets them hand out +2 to hit for 1 ally, and get a mediocre at-will upgrade that basically lets you play Cunning Bard when you hit. All told I am not sure if it is any better than black for them compared to default vestiges. EDPR: 15.1 + mobility
    • Vile Brand (D382) - Just like Lash's Bite above except with the Fear keyword, double the range, and a much less impressive (though more universally useful) rider effect. Again, the Hell'lock upgrade isn't worth much. EDPR: 17.6 (22.4 on retry) + debuff
  • Cha Based
    • Contagion (FRPG) - Yuck. Relying on ongoing damage is a bad idea; elites and solos get save bonuses, standard enemies probably won't last more than a couple rounds, and there's only a 45% chance that they will take damage more than once (and that's assuming they don't have any save granting or boosting abilities). Now relying on them to fail that save to get the secondary effect is just foolish. Oh and don't forget that since you don't roll anything for damage you don't get to add any static mods! Only those in a party that can reliably debuff saves should consider this. EDPR: 16.1 (vs Std monster) + 2.5 AoE (vs Std)
    • Crown of Stars (DA09) - This deals solid radiant damage and targets Reflex. The status effect is conditional and only last 1 round, but it's not hard to wait for a monster to be bloodied and blindness is a great condition for a level 1 daily. The surprising bonus is the minor action attack (vs Will!) you gain for the rest of the encounter. Charisma modifier damage doesn't seem like much (especially since you don't get to add static mods), but you'd be surprised how much it helps your DPR and it's great for taking out minions to trigger you pact boon. Just make sure you turn this on early in the encounter, to get the most out of the minor action attacks! EDPR: 14 + control + 2.8/round
    • Curse of the Dark Dream (PHB) - Decent damage and decent control from the initial attack. The sustain line can be confusing to many players (enough that they've stopped writing powers this way in new books). Basically it means that the target has a save ends condition that while active lets you slide him as a minor action. Unfortunately the short distance of the slides limits the usefulness. If your party has a zone-happy wizard then the recurring slide is more valuable. EDPR 15.4
    • Decree of Khirad (AP) - Holy crap we finally get a party-friendly AoE (ironically in this case it would have probably been stronger if you could target allies). Basically this is an AoE dominate-like effect with a consolation prize if the enemy misses with the forced attack, and you also get some control out of the Effect slide 2 to put them in position to kill each other. The downside is that it is a close blast cha'lock power, but once a day I think you can manage the risk. Also, technically you only damage the targets on misses (yours or the enemy's) so it's possible you could miss out on your Curse damage if your DM is a RAW stickler. EDPR: 11.4 AoE + control
    • Dread Star (PHB) - The daily upgrade for Dreadful Word. It also debuffs the defense it targets but this time it is an Effect so it works regardless (sadly it doesn't occur until after your attack). Otherwise it deals a moderate amount of radiant damage and immobilizes for a turn. You could certainly do worse, but I would make sure that your party has some Will targetting powers before you select this. EDPR: 13.1 + control + debuff
    • Fortune's Reversal (AP) - Our first Immediate action spell, unfortunately it is a reaction not an interrupt given it's effects (an interrupt would impose the -2 save penalty to the triggering save). It does kind of crappy damage for a Daily even as an immediate reaction., but ongoing 5 on a miss is rather good. The trigger could be a problem, crits are never a good thing to wait for and at first level your party probably doesn't have many save ends effects to impose, but once a day should be doable (just don't hold on to this too long and miss your window!). I like that it forces the target to take damage at least once and comes with a penalty.  Dark'locks get an extra -1 to the save, which ain't bad but not very likely to make a difference. Fey'locks get an extra debuff but it too won't make a huge difference. EDPR: 16.9 (Std monster)  / 17.8 (std monster, Dark pact) + debuff
    • Prophecy of Zhudun (DA09) - Decent damage considering it's one of the few spells this level that does damage on a miss. Save ends dazing is awesome for this level, and effectively adding -2 to all attacks on top of that is pure gravy! EDPR: 14.3 + control + debuff
    • Star Shackles (D374) - party friendly close burst 2 that deals pitiful damage and grabs. Sadly this could be a good power if it were only a Con'lock power, but you don't want to be stuck that close any more than your targets do. For a Cha'lock gish or Tank it is great control and potential damage. EDPR: 6.85 AoE + 6.85 AoE/round
    • Your Glorious Sacrifice (FRPG) - 3d8+mods with half damage on a miss is solid damage, but for the small price of dealing your Cha mod one time to one ally, you get to add your Cha mod as ongoing damage, and you get +2 to hit (which nicely offsets targetting Fort).  That is a very worthwhile trade! Only Dark'locks get the sky blue rating for their +Int to the ongoing rider though, since it deals easy-to-resist necrotic and poison damage. EDPR: 17.2 / 23.5 (w/ sacrifice) / 27.3 (w/ sacrifice + Dark)

Level 2, Utility

  • Beguiling Tongue (PHB) - This is quite effective out of combat (skill challenges, etc.) as the skills it buffs are quite common, but only Cha'locks can take advantage of its per encounter usage in combat, to buff an Intimidate check to force a surrender.
  • Caiphon's Leap (AP) - A nice defensive power as it both reduces the damage of an attack and helps you get away, but for Con-locks don't have the Charisma for any significant damage reduction so it loses most of its value.
  • Charm of Hearts (D382) -  +2 to all defenses and immunity to OAs for one encounter/day?Damn, this is really powerful for a level 2 utility! The only downside is that it eats up your minor action, and since you should be using your move action to trigger Shadowwalk (which itself effectively grants you +2 to all defenses), that means which you will have a hard time spreading that lovely curse of yours around while this is on.  So I recommend saving this for solo fights or other encounters where you can curse everyone quickly, then just turn this bad boy on and wade in there! Gishes will love this regardless since it lets them use their ranged powers in melee with impunity.
  • Devil's Trade (AP) - Wow, I guess it figures that a Devil would make such a one-sided trade. Only the very worst conditions are worth giving yourself vulnerable 5 to all damage and you can't spend a minor action while affected by them! Avoid this like the plague.
  • Ethereal Stride (PHB) - This power can do it all, mobility to get away from trouble, mobility to get into the perfect spot for a close burst, and the defense boost to survive either situation. Previously considered a no-brainer, now Caiphon's leap provides a more reactionary alternative for Cha-locks, so it depends on your play style.
  • Eyes of the Spider Queen (AP) - If you already have Low-light (or even Darkvision for you Drow) half of the power is kind of useless. The point blank see invisibility is the equivalent of an Epic feat, but it's a feat that I don't recommend except for gishes, and at heroic invisible enemies are very rare.
  • Fevered Certainty of Caiphon (DA09) - I pointed out above that the encounter usage of Beguiling Tongue was kind of a waste, but you should still get something more that just 2 turns per day of a moderate skill bonus. Sure this applies to all skill checks in that time but how many is that likely to be? So in the end I give it the same conditional rating as Beguiling Tongue.
  • Fey Bargain (AP) - Now this is a trade worth making. You can usually tell half-way through a fight what kind of status effects (if any) the enemy can throw at you, so as long as they are stuff you can deal with for an extra round this is a good trade. Most fights you won't even get affected by any save ends effects so this becomes a freebie!
  • Fiendish Resilience (PHB) - 5+Con is a pitiful amount of THP for a Daily. And I get the impression that WotC tends to forget that THP don't stack because this is worst for a Hell'lock since this won't stack with their pact boon. Do yourself a favor and tear this power out of the book; it's that bad.
  • Ruinous Phrase (D382) - While I'm sure a lot of fun can be had with this, from a CharOp perspective, it's hard to justify a zero damage standard action for a Striker. Perhaps with a DM that really takes to heart the "learn to say yes" philosophy.
  • Shadow Veil (PHB) - Skill bonus power #3, and this one is the most limited of the three. This might have been worth it before the Stealth rules errata that prevented Warlocks from running around hidden all of the time, but now it's worthless.
  • Spider Scuttle (FRPG) - Wow, now this is a great utility! It makes the 6th level utility, Spider Climb, completely obsolete as it can offer 2 full turns of serious mobility or 1 turn that you can trigger in an emergency since it is a free action. 

Level 3, Encounter

  • Con based
    • Cloud of Flies (AP) - Mediocre damage but you + your whole party getting +2 to hit the target for a round makes it a solid power, unfortunately it is outshined by Frigid Darkness which offers slightly more damage and a more popular damage type. However, Hell'locks and Vestige'locks get the combat advantage even on a miss, so they're better off with this unless they need that fear keyword or want the cold damage for frostcheeze.
    • Fiery Bolt (PHB) - Pure damage and an actual respectable amount for a striker! The only things keeping this from sky blue are the Hell'lock damage bonus applying only to the secondary targets rather than the primary target, the party unfriendly pseudo-area, and common damage type. As is, enjoy this rare pure striker power.
    • Fortune Binding (AP) - This spell boasts a truly tide-turning rider effect. Unfortunately, at low levels getting hit with a save ends effect will be a rare occurence (certainly not every encounter) so the effect is almost like rolling a crit--a really nice bonus, but nothing you should rely on. So take that away and you have a mediocre damage spell for anyone but Vestige'locks who can deal more damage with this than Fiery Bolt (targetting fort balances out with getting to deal psychic damage instead of fire IMO).
    • Frigid Darkness (PHB) - A very similar power to Cloud of Flies, it deals slightly more damage and has the fear keyword and cold instead of acid damage. In the end I have to give it a higher default rating for the small damage edge and feat options from cold damage. Star'locks get a rider that makes it a no brainer for setting up an ally's nova.
    • Vestige's Calamity (AP) - Nice, high damage especially if you are picking a power outside of your Pact as generally Int bonus damage is from the Pact rider. In this case Vestige'locks, get to do the Int damage to adjacent creatures as well as their bonus, which considering that it doesn't distinguish friend from foe it's a pretty crappy bonus. You will find that you'd rather not deal that extra damage fairly often since the target only has your allies adjacent to him. On the upside dealing 4 different damage types makes it all but unresistable, open to several feat upgrades and can even trigger a vulnerability from time to time.
  • Cha based
    • Delban's Deadly Attention (AP) - Immediate Interrupt to deal a little damage, and make the enemy decide between extra damage or halving the damage of it's own attack. Solid for Cha'locks who need a little 'anti-marking' since they don't have the toughness of Con'locks. Star'locks get the Int mod to the extra damage.
    • Eldritch Rain (PHB) - A two target power with crappy damage and no control. Fey'locks get a damage boost that makes it decent, but still not great.
    • Hands of Ihbar (DA09) - Good damage, and it even targets Will and slows as well! Star'locks even get a save ends rider (very rare on an encounter power) to reduce any cold resistance the target might have, but that only helps if you and your party have cold attacks.
    • Otherwind Stride (PHB) - I would love this power if it were Con based and/or didn't target Fort. As is, this can be a real trap since a Cha'lock really does not want to get themselves surrounded. Still the teleport escape is an effect, so you can try to set this up with an Ethereal Stride into trouble, blast this and get the hell out of there. Just don't make your Leader hate you by thinking you are a frontline combatant; use it defensively. Fey'locks get to add their Int to the teleport distance which adds up to a VERY long teleport (enough that this can be used as a great out of combat utility!). Crimson Lancer did point out that combined with a damaging zone like Hunger of Hadar, you can guarantee an extra round of damage on the immobilized group of foes.
    • Pipes of Winter (AP) - This one has solid control (even more for a Fey'lock) with mediocre damage, but it's another short range Cha'lock power and it targets Fort so the melee monster that you could effectively stun with this is resistant.
    • Shared Agony (AP) - Another great power to make Con'locks jealous! This one boasts an extremely rare miss effect on an encounter power. The damage is great, it targets Will, it deals psychic damage and you can reroll if you need to! 10 damage is a lot for most Cha'locks at 3rd level but that diminishes with time and you don't have to reroll it. Dark'locks even get to reduce the cost of the reroll.
    • Upsetting Onslaught (FRPG) - Not too bad. Since the extra 2d8 is a separate effect your DM might rule that you get to add your mods to it again but since it is worded that the target may deal 2d8 to himself as a free action DMs can easily argue that you don't get to add your mods because the target is doing the damage not you.  The Dark'lock rider is a joke for the most part though, unless you know you're targetting a low fort, high will controller.
    • Your Delicious Weakness (FRPG) - This would be a much better power if vulnerabilities were more common. As is, they are a rare thing (maybe MM2 has more, I haven't gotten a look yet). So 4 times out of 5 this will just be a generic 2d6 to a single target spell, which is rather unimpressive. If someone in your party has the frostcheeze feats or if you're in a campaign where you know vulnerable enemies will be common (undead the most likely example) this gets much better. 

Level 5, Daily

  • Con based
    • Avernian Eruption (PHB) - This mediocre power boasts decent (unfriendly) AoE damage on a hit, but nothing but ongoing 5 on a miss and no control whatsoever. It might be nice for a Sorceror to grab with a power swap since they can add their damage bonus to all of the targets, but Warlocks are most effective when focus firing.
    • Blistering Torrent (D382) - Party unfriendly, necrotic damage, vs. Fort, mediocre damage, laughable control, and nada on a miss? This is god awful. Even with Hell'locks getting a real rider effect I still can't recommend it.
    • Hellsworn Blessing (D382) - Spending a standard action on zero damage and a buff for someone else is NOT your job.
    • Tyrannical Threat (AP) - This spell is almost more of a utility spell than an attack spell. The damage is pitifully low, but getting to curse everyone within 3 squares and then getting to damage any cursed enemy that dares attack you for the rest of the encounter (hello minion immunity!) is very nice especially for gishes and tanks. Hell'locks even get to curse on a miss!
    • Vestige of Baatar (D383) - I was really unimpressed, until I got to  "First Failed Save: Unconscious (save ends)! So if you can debuff the save, then this is an awesome spell. Vestige'locks get a solid mobility denying pact boon that your Defenders will love, and an at-will upgrade that has a lot of potential but requires a cooperative party. 
    • Vestige of Ugar (AP) - An interesting alternative to Hunger of Hadar. This does less auto damage, but actually deals a little upfront damage, it's bigger, it has a slightly better damage type, and it doesn't require you to sustain it. But probably my favorite part is this spell doesn't block line of sight meaning your party can continue to shoot at enemies stuck in the zone. While they can also shoot back at you, this actually serves to lessen the motivation for them to get out of the zone ASAP, whereas with Hunger of Hadar they will do whatever it takes to get out of the zone since they are both taking damage and effectively blind. Again push-heavy parties get more mileage out of the zone by forcing enemies back in. But Vestige'locks have it best, as they gain the ability to move the zone as their new pact boon and get a conditionally useful at-will upgrade.
    • Vestige of Xandor (AP) - This spell is unfortunately ruined by the fact that the enemy gets to choose its fate. For one, it will always choose whichever affects it the least, and two, if it does choose to be dazed you lose half of the benefits for the first turn(gaining CA, can't make OAs or use immediate actions) because it doesn't become dazed until the start of its turn. The one perk is that it deals 2d6+Con on a hit or a miss and dazes on a miss, so it's not worthless, but I can only recommend it for Vestige'locks due to the fact that their pact boon and at-will upgrade are worth it almost by themselves. 
  • Cha based
    • Crackling Fire (AP) - This probably would have been better if it were Con based; a close blast offensive spell is dangerous for a Cha'lock since you shouldn't be moving towards melee. Low damage, no control, and requires your party to follow up with fire or lightning attacks to get anything out of it. Con'locks have quite a bit of fire spells, but Cha'locks not so much, and neither have many lightning spells!
    • Crown of Madness (PHB) - Pitiful damage for a daily plus a pseudo-dominate sustain effect is fun and flavorful but mechanically terrible. Per the RAW you can't sustain a power on the round that you cast it, so you can't make the target attack until your next turn, which means there is a 55% (65% for elites, and 80% for solos who are the ones who might actually have powerful basic attacks to play with) chance that you never even get the chance since he can save before you can sustain it. And on top of that you still have to hope that he is adjacent to another enemy since you don't get to move him and a smart/cruel DM will make sure his allies stay away!
    • Curse of the Bloody Fangs (PHB) - An Implement power that targets AC?? *sigh* On the upside, sustain attack should let you apply your static mods, which makes for a very damaging friendly AoE. But the fact that it is a save ends sustain, makes it extremely unreliable (and confusing!).
    • Forceful Assault (FRPG) - Now we're talking! Solid damage and nice control! And even a solid damage type for a change from this Dark Pact power. Dark'locks even get a nice range bump.
    • Lure of Gibbeth (AP) - Another spell that would be better if it was Con based. It does mediocre damage with a decent size pull effect and the ability to keep pulling the target for the rest of the fight. The problem is that a ranged 10 pull effect isn't worth much on a Cha'lock. 95% of your spells are ranged 10, so you can't really use it to pull someone into range, and it's rare to have a zone between you and the enemies, so it is really only useful to help out a defender with stickiness problems or to deal with a flying enemy (assuming your DM allows vertical forced movement).
    • Twilight of the Soul (FRPG) - This spell gets a rare keyword for you: reliable. Reliable isn't bad for a striker as it means that you will get full effect out of the spell, just maybe not right when you want to. Unfortunately this one relies on ongoing damage (and its necrotic to boot!) to do the bulk of its damage which is hard to count on. Only worth it for Dark'locks who get to debuff the save.
    • Venomous Webs (AP) - The initial damage is weak, but acid is at least hard to resist and save ends combat advantage is a great boost to your party's offense. The effect actually provides decent control as you force them to choose between immobilization and ongoing damage, however immobilization is best used against melee foes who will have high Fort. Combine with zones for 'damned if you do, damned if you don't' fun.
    • Well of Death (D372) - 2d8 is crappy damage, but 4d8 is great damage, so this is only worth it if you get an ally to donate a surge and 95% of the time someone in the party has at least 1 surge to spare.  But be warned, this scales negatively with level as the HP in a surge increases while 2d8 stays the same. 
  • Works for either
    • Fury of Gibbeth (DA09) - This potent spell features very bizarre mechanics. Its actually Int based (with a +2 bonus), so those of you with decent secondary scores can do well with this, and those of you with Int as a second primary stat will love the free accuracy boost. The control effect oddly requires an acrobatics check based on your Charisma. It seems to work out to about a 50/50 chance depending on the Dex of the monster, less if the monster happens to actually be trained in acrobatics (very rare).
    • Hunger of Hadar (PHB) - IMO the only choice at 5th in the PHB regardless of your Pact due to the utter crap that make up your other options. Thankfully the new source books have opened better options as this is a hard spell to use effectively. Basically automatic damage is very potent especially with the "enter or start their turn" language since you can potentially damage them multiple times per round, but this power sadly lacks any way of moving the zone and it blocks line of sight so you need ways to force enemies to move through the zone after the first round and those in the zone are invisible to you making it difficult to attack them. Basically if you are in a push-heavy party or if you have the Flitting Shadows feat, you will love this power! The sustain attack is gravy if you're Con based.

Level 6, Utility

  • Dark One's Own Luck (PHB) - The most versatile reroll utility I am aware of. The only downside is the daily usage will have you constantly questioning "Do I use it now, or will I need it more later?"
  • Fate's Frayed Thread (D382) - This is great for cursing that ranged artillery or leader that is hiding behind his allies, and it packs a nice little debuff too.  I will say that at high levels when you should be getting CA from Shadow Warlock armor, and cursing people easily with Rod of Corruption, Twofold Curse, etc. this loses a lot of its value.
  • Fey Switch (PHB) - long range and can be used both defensively and offensively, but it is rather situational.
  • Life Siphon (AP) - I prefer Dark One's Own Luck over this since this basically has a 10% chance of turning a miss into a hit, whereas Dark One's has generally a 50% chance and you use it when you absolutely need it. Hell'locks get THPs which makes it better, but still not as good since the THPs won't stack with their pact boon. Dark'locks however get actual free healing out of the deal, which makes it a decent alternative.
  • Mercurial Form (AP) - Way too situational for my taste. Unless your DM is the type who would design encounter specifically to let you take advantage of this don't even look at it twice.
  • Racing Fire of Ulban (AP) - Why is this level 6? It's comparable to (though still not as good as) Ethereal Stride.
  • Red Leeches of Nihal (DA09) - A very powerful defensive power. It can be triggered by an ally or an enemy, scales wonderfully with level, and provides a significant amount of THP.
  • Rending Fear of Khirad (DA09) - This is basically a ritual disguised as a utility power. Can be great in the right campaign, but too situational for most.
  • Shadowslip (FRPG) - A nice defensive/mobility power with an easy trigger.
  • Shroud of Black Steel (PHB) - Can be nice for Tanks, but most Warlocks aren't willing to accept the speed penalty for a small defense boost.
  • Spider Climb (PHB) - see Spider Scuttle above instead.
  • Spider Queen's Caress (AP) - Needing a save bonus for more than a round or two is very situational and you still don't have stealth in class! Dark'locks who've picked up the stealth skill can make it work for a ninja build.
  • Unspeakable Bond (D382) - Glorious. Spreading damage around is very powerful. Adding a big (especially for Hell'locks) buff on top of that is just awesome.

Level 7, Encounter

  • Con based
    • Acrid Decay (AP) - A double target ranged power that has double damage types which is always nice. Unfortunately the actual damage is weak and it targets Fort. Vestige'locks get to add a debuff which makes it decent.
    • Hero's Arrow (AP) - Healing other party members shouldn't be your role, so this is only for niche builds who want to be a secondary leader. Even for them the amount of healing is pretty low. Vestige'locks can heal more but only if you have several allies adjacent to the target.
    • Howl of Doom (PHB) - For most, this spell is kind of a trap as it seems like a great emergency spell to use when you get surrounded by a bunch of melee enemies. But the catch is that it targets Fort, which is likely to be their highest NAD. Still pusher builds and gishes will like this anyway and do what they can to buff their attack bonus. Hell'locks get extra push distance, which makes it outrageously good for Blood Mages.
    • Infernal Moon Curse (PHB) - This one has the distinction of having the highest single target damage for Con'locks, which is sad since it is only 2d8+Con+Int and that's only for Hell'locks. It does also offer some solid, if odd, control. But the easy-to-resist damage type and Fort targetting prevent me from recommending this.
    • Mordant Rains of Dis (AP) - Con-locks get Mire the Mind! Unfortunately this version has less damage, slightly weaker damage type and targets Reflex instead of Will, which earns it a lower rating. The enemy specific minor AoE damage that Hell'locks get does sweeten the deal a bit.
  • Cha based
    • All the Sand, All the Stars (AP) - A party unfriendly close blast with low damage but very good control. Be warned this is another close Cha based power, meaning I would recommend using it defensively rather than offensively. Star'locks bump up the damage to moderate levels.
    • Deathboon (FRPG) - Another easy-to-resist necrotic power, but this one at least boasts an accuracy boost, which is very rare for implement powers. Be warned the rider will be a difficult thing to trigger unless your DM tells you exact HP totals of monsters or something, and the bonus is nice but not earth shaking. Dark'locks at least get a slightly higher chance of triggering the rider.
    • Death's Commands (FRPG) - The low necrotic damage kills this power. And undead specific rider effects don't help it any considering that they are the ones most likely to have necrotic resistance!
    • Far Realm Phantasm (DA09) - Another power with odd mechanics. This one does pitiful damage but makes the target waste its next standard action which is better control than dazing (although you lose out on the combat advantage daze grants). Star'locks also debuff their Will defense.
    • Influence of Acamar (DA09) - A very high damaging (sadly it's necrotic) spell for the level, with a potent control effect. Unfortunately the control is a pull effect on a Cha based spell again. The Star'lock rider tries to help by doubling the range, but the target line specifies "one enemy closest to you," so the range will likely only help in the first round of combat. Still you can always pull zero squares and you can't beat the damage for the level.
    • Lash of the Long Night (D374) - Low damage and targets Fort, but awesome control as save ends effects are very rare on encounter powers.  For Fey'locks a push plus save ends slow on a ranged attack is practically save ends stun to a melee foe!
    • Mire the Mind (PHB) - Low damage, but high control once again for the Fey power. You effectively blind the target, which means combat advantage vs. the target for the whole party for a round and you make it very hard for him to hit back. Sadly, the Fey'lock rider is too situational and build specific to be worth much to most players.
    • Nypacian Serpents (AP) - The other high damage spell this level, and again it's for Cha'locks. Normally I don't like powers that effectively require 2 successful hits to work, but this one effectively gives each member of the party a chance to trigger the extra damage making it much more likely to happen than those that require the very next attack to hit to activate. Fey'locks, enjoy your chance to finally deal some true Striker-level damage!
    • Shadow Strangler (AP) - A solid spell. Moderate damage with a nice debuff, that is even more powerful for a Dark'lock!
    • Sign of Ill Omen (PHB) - Comparable to Shadow Strangler, this trades a little damage for a better debuff. Star'locks basically get to make the target waste its next attack.

Level 9, Daily

  • Con based
    • Brood of Hadar (DA09) - Another power with a built-in accuracy bonus (in this case basically just makes up for it targetting Fort), this offers decent (unfortunately necrotic) damage. It also has a rider effect of a secondary attack, but only if the primary attack kills the target (and it says specifically that the half damage from a miss can't trigger it), so I would consider this a crit bonus type of rider where it's nothing you can count on, but will be very nice when it happens.
    • Feast of Souls (AP) - A nice zone power. The initial attack is rather low on damage, but very high on control. But then you get a nice auto damaging zone that is also difficult terrain and doesn't hinder your attacks. But the best part is you can finally move it at-will, even if 2 squares is not far.
    • Infectious Curse (D382) - Crappy damage, vs. Fort, and a weird rider effect that either gives you the utility of spreading your curse or controls the enemy not to bunch up with his friends. I only recommend it for Hell'locks due to the long distance slide they add on. 
    • Iron Spike of Dis (PHB) - solid damage with decent control although you only get the immobilization on a hit. Nothing fancy, but nothing bad either.
    • Ooze Incarnate (D375) - A rather fun and flavorful power, this gives you a long shift that lets you move through enemies and in fact that is the whole point since you get to attack creatures whose spaces you shift through.  The damage isn't great since it does no damage on a miss, but it's not bad considering this is essentially an unusual AoE power--and it is essentially party friendly since you choose your path. You also  get to push each creature 1 square on a hit or miss, so pushers (especially Iron Vanguards) will like this. The one downside is it requires you to get in close, but for a Con'lock that's not a big deal and gishes will flat-out love it.
    • Summons of Khirad (PHB) - 2d10+mods w/ no damage on a miss is terrible for this level, but a repeatable attack teleports isn't bad now that the 1/19/10 errata clarified that you can teleport enemies up into the air and cause them to fall. However since they get to save against this it only works 45% of the time on regular enemies and less on elites and solos.  So if you can debuff their save or have a zone-happy wizard (or just like to gamble) this can be nice, otherwise I don't recommend it.
    • Vestige of Ilmeth (AP) - Crappy damage plus a decent anti-mark does not make a good power. As usual, only Vestige'locks should bother for the mediocre pact boon upgrade, and decent at-will upgrade.
    • Vestige of the Onyx Queen (D383) - Low poison damage vs Fort, but petrification (save ends) with immobilization (save ends) as an aftereffect the crazy good control, especially for an AoE. If you can debuff the save this can totally wreck the DM's day. Vestige'locks get a pact boon which is very conditional considering that it helps out powers that most players (rightly) avoid. They also get an at-will upgrade which drastically boost your DPR.
    • Vestige of Shax (AP) - Same damage as Ilmeth above but you get to affect a close blast 3 and knock prone as an effect. Unfortunately it is another close pushing power that targets Fort, so this is only really for pusher builds. Vestige'locks get a situational pact boon (remember you don't have to change it when you use the power), and a nice at-will upgrade especially for pusher builds.
  • Cha based
    • Consuming Ray (D372) - A downgrade in my opinion from the 5th level predecessor, Well of Death.  You do 1d8 more damage, but now you have to supply the surge rather than an ally, and as a Cha'lock you may not have any to spare. Plus the bonus damage from the surge comes in the form of ongoing 5 necrotic which is extremely easy to resist. So in order for me to recommend this power to you, you need necrotic piercing and a healing surge to spare, and you need to debuff the save as well to make it good.
    • Curse of the Black Frost (PHB) - For most, this power is a trap, all of the damage comes from the sustain feature and like Crown of Madness, you have no guarantee you'll even get to sustain it once! Don't even consider this unless you can debuff the save.
    • Death's Fond Caress (FRPG) - The highest pure damage option for Cha'locks. It's another reliable power, which makes it powerful but risky timing-wise. Dark'locks finally get to unleash necrotic damage without consequences!
    • Horrifying Hatching (AP) - Here is another power that is only worth it if you are in a party that can reliably debuff saves. The Dark'lock trade of 2d10+Int to end the ongoing 10 is a safer bet unless you can debuff the save. The Fey'lock trade is a joke unless there is a nasty zone or cliff 3 squares away.
    • Ring of Pain (FRPG) - This does decent damage up front (though nothing on a miss), targets Will, and deals hard-to-resist psychic damage.  As usual, I will warn you not to rely on the rider effect of the ongoing damage spreading since it can only happen once and has only a 45% chance of doing so unless you can debuff the save.  Dark'locks get to add their Int to the ongoing damage(s).
    • Storm Countess's Kiss (AP) - The big brother of Infernal Moon Curse is all control. This spell actually moves the target outside of melee reach for most monsters and restrains him (which is a fabulous debuff). The initial damage is a joke, but at least it is something so you can add your curse damage (go WotC for figuring that one out!). And once the target saves you get to inflict 1d10 falling damage, knock him prone and slide him 2 squares. Be careful though, because the miss effect sucks and it targets Fort so the melee only foes will be the hardest to hit. Fey'locks get to move them up higher which means you can guarantee they'll be out of melee reach and the falling damage goes up.
    • Thief of Five Fates (PHB) - More of a utility power than an attack power since you never deal any damage (and thus can't use your curse damage!) with this power. Regarding the value of the debuff: when your target rolls low you will most likely outroll him, but if he rolled low he probably would have failed the roll anyway, when he rolls high you will most likely not outroll him and that's when he'll hit. If someone wants to run the math I'd be very interested in the results. 

Level 10, Utility

  • Accursed Souls (D372) - Wow this is a great upgrade to your pact boon for an encounter, and can even cause a chain reaction among cursed minions!
  • Ambassador Imp (PHB) - Another power which should have just been a ritual. Most wouldn't take this at 2nd level, let alone 10th.
  • Bond of Brotherhood (AP) - Woot! Free healing! The trigger for this is easy: odds are if you're hurt so is someone else and this lets your leader get a 2-for-1. Even better if you can manage to mimic the defender's massive surge amount.
  • Brimstone Caress (D382) - This is sheer utility and a lot of fun I think. Best if your allies resist fire though (since it doesn't have any language saying the damage can't be resisted). Hell'locks tack on a nice defense boost.
  • Curse of Nessus (AP) - A nice consolation prize! And you're finally high enough level where a save debuff could actually be used every encounter!
  • Darkest Mirror (FRPG) - Very situational power. Still since it's an encounter power that lasts the whole encounter but can be ended early with a minor action it's got a lot going for it. In the end it's campaign/adventure specific.
  • Destiny Inversion (AP) - On average save ends effects last 1.5 rounds on a PC, so barring bad luck this is definitely a net gain. But I would strongly recommend this power for those in parties that can easily give out-of-turn saving throws, since they can possibly cheat the damage altogether. Be warned this only affects damage, you still get the full status effect of the attack.
  • Ethereal Sidestep (PHH 1) - By default this is generally no better than shifting, but if you can boost the teleport distance (via the Arcane Wisp familiar, Eladrin boots, Ring of Retreat, etc.) your mobility goes through the roof. Feytouched and Evermeet Warlocks love this power regardless.
  • Shadowform (PHB) - Nice defense but at the cost of basically all of your offense.
  • Shielding Shades (PHB) - IMO made obsolete by Destiny Inversion above since getting to use it every encounter makes up for its partial effect. Others may prefer this as an unconsciousness delaying power. Either way remember it doesn't stop status effects.
  • Transcendant Dance (AP) - Errata to the rescue again!  Now that this is based on Int instead of Dex, it actually has some use! I'm still not impressed though, since it is rare to need that much speed and/or save bonus on a ranged striker.
  • Troublesome Aid of Caiphon (DA09) - a free surge every encounter is huge even if it does come with a scary trade off! The only thing holding this back from sky blue is the daredevil play style this requires since you have to be bloodied to get the full effect and of course someone that willing to get hurt in combat can really get screwed over by the death save headstart.
  • My Warlock Guide
    http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:40AM #5
Malkonnen
Posts: 335
Date Joined: 03/28/01

Powers - Paragon Tier: Rise of Corruption


Level 13, Encounter

  • Con based
    • Coldfire Vortex (PHB) - I hate it when WotC makes a higher level version of a power and makes it worse. Fiery bolt, a power 10 levels lower, does half a point less damage to the initial target, gets to target Ref instead of Fort, and automatically hits adjacent targets if it hits the primary target. Getting to choose Cold or Radiant damage and +2 average damage to the secondary targets is not worth 10 levels! It's comparable at 3rd level, at 13th its a joke.
    • Harrowstorm (PHB) - Mediocre damage (yet on the high end for Warlock options this level ), yet what this spell is infamous for is sliding a long distance (crazy long for Hell'locks) which opens up a lot of combos. Hell'lock Bloodmages will do an ungodly amount of damage with this spell, as will anyone in a party with a zone-happy wizard since WotC confirmed that you can slide a target in and out of a damaging zone, triggering the damage multiple times. But you also have to pay any extra movement cost for the zone, e.g. Wall of Fire.
    • Killing Flames (AP) - Now here's a great striker power! Actual striker damage, and as an Immediate Reaction no less! And this trigger is guaranteed to come up every fight. The only downsides are targetting Fort, and easy-to-resist fire damage--and Hell'locks can ignore the second part. Be careful though, because you can't use immediate actions on your turn, so you can't use this if you were the one who bloodied the target.
    • Skirmisher's Volley (AP) - How this is a Vestige Pact power I don't know. The damage is terrible (this would be a 3rd level ranger power if it dealt 1[W] instead of 1d8), and getting a free shift afterwards doesn't save it.
    • Soul Flaying (PHB) - Crappy damage for everyone but Hell'locks with mediocre control, but at least it's a Con-lock power that actually targets Will! You could do worse, especially at this level.
  • Cha based
    • All Must Sacrifice (FRPG) - Another power that can do really impressive damage at the cost of party HP. Unfortunately this power falls into a dangerous gray area thanks to the question of adding static mods to secondary damage. If WotC confirms that you do add mods to secondary damage, then this power becomes crap since your allies would take 1d8+mods while you would only add a flat 1d8 damage to the target. Ask your DM, but be warned what really hurts this power, really helps a lot of other powers.
    • Bewitching Whispers (PHB) - Ugh, another power that does zero direct damage (which means no curse damage either) and is highly situational and conditional on your DM. In 4e, targets know the consequences of their actions while under the effect of a power, but it's unclear whether monster A knows the consequences of his actions due to monster B being under the effect of a power. IMO they shouldn't, but some DMs will rule differently (or just cheat) and have the other monsters shift to avoid OAs from the target in which case this power did nothing except exert some very odd control on the adjacent monsters. Personally I would avoid this power regardless simply because it requires a very specific situation to even threaten to do anything and losing out on your curse damage is rarely a good idea.
    • Blaze of Ulban (DA09) - Terrible damage for its level and odd control. Even with the Star'lock rider I can't recommend this.
    • Cursegrind (FRPG) - Now here's an upgrade that's worth it! Compared to Cursebite at 1st level, you get to do 2 plus your Cha modifier more damage on average. Not spectacular, but it's at least a clear upgrade. What makes this so much better though is simply its timing. At this level it will be much easier for you to affect a lot of targets thanks to Twofold Curse, Rod of Corruption, etc. Dark'locks again get to add their Int for more damage.
    • Dark Reach of Xevut (AP) - Wow, now this is a fun spell. Solid damage for an immediate action spell, and you effectively cancel the successful save by transfering it to a new target. The only downsides are the short range between the old victim and the new one might be hard to manage, and of course your enemies need to be making saves every encounter to even use the power. Thankfully at 13th level that shouldn't be too hard in a full size party. Star'locks even get a save bonus.
    • Korred's Tune (AP) - Mediocre initial damage, but that goes way up if the target ignores the control, thanks to the ruling that you add static mods to the extra 1d6.  TIP: Since the damage is likely high enough to ensure the target would choose to move, I highly recommend using this on an immobilized target to guarantee the extra damage. Fey'locks can even force the extra damage on slow monsters!
    • Wraith's Shadow (AP) - Cha'locks get a power that is worse in every way than Soul Flaying above: targets Fort, no chance to add Int damage, and the Dark'lock rider is a terrible trade.  

Level 15, Daily

  • Con based
    • Blasphemous Utterance (D382) - Crappy damage, but a nasty effect. Unfortunately the nice big unfriendly area, makes this a liability to your friends unless you can somehow get in a position where you are surrounded by enemies and more than 3 away from the nearest ally--not very likely if you ask me. I consider this a trap.
    • Caution of Dispater (AP) - A rare Con'lock power that targets will, and a potentially multi-damaging power, but only if your party can avoid attacking it--generally a bad strategy for a single target daily. However, if you ready/delay this attack until right before the target's turn, you can guarantee at least 1 extra hit out of it, making it a very damaging power. Hell'locks on the other hand can freely attack the target (though his/her party still can't), which is awesome for fights with multiple tough monsters.
    • Evil Expulsion (D382) - Solid damage with a little control and some nice curse spreading utility (especially for Hell'locks). But I think that Tendrils of Thuban offers better bang for your buck thanks to the AoE and much better control. YMMV. 
    • Fireswarm (PHB) - I would probably recommend this power if you got to do half damage on a miss with the initial attack. As is, you get an all or nothing attack for good damage and then can choose to attack for weak damage in subsequent rounds. It works as a way to stay effective in a long fight after you've used up all your encounter powers, but it only lasts until you miss (and targetting Fort means it probably won't take long).
    • Hellfire Soul (D372) - First off, be careful that this power is erroneously Charisma based in the Character Builder/Compendium! I want to like this power, but the effect is another crit bonus style effect, where it is just too hard to count on triggering. If you had some way of knowing the enemy's exact HP total (and for the record a reasonably optimized DPR with this is only 33, so they have to be rather low on HP),with the perfect enemy (strong basic attack and regen) you could clean up with this power since there death is the only way to break the dominate. But that's a lot of ifs, and without getting anything from the effect marginally better than a level 1 daily.
    • Tendrils of Thuban (PHB) - This is kind of an all or nothing power. Whenever you hit the targets you slap on save ends immobilize which means, barring out of turn saves or teleportation, they're stuck there long enough for you to attack them again and refresh the immobilization. But once you miss (and you target Fort) they're gonna get the hell out of there no matter what it takes, and since you can't move the zone you have to rely on forced movement to get them back in. Basically, very high accuracy and/or a push-heavy party are key to making this spell a death trap.
    • Thirsting Maw (PHB) - A short range power with the potential for a lot of self-healing, but it deals no damage on a miss, and it's another power with a sustain effect that is ended as soon as the target saves--quite possibly before you get to use it even once. However, that sustain effect deals a lot of damage now that you officially get to add static mods to it. If your DM rules that they can't save until after you've sustained it at least once, then this is a powerful double hitting power.
    • Vestige of Leraje (AP) - Worse than Flames of Phlegethos and that got a purple rating at level 1. For Vestige'locks the pact boon grants a conditional +2 to defenses, and the at-will upgrade adds immobilization which is excellent control, but the power is bad enough that I still can't recommend this.
    • Vestige of Solis (AP) - If the secondary attack were part of the effect it would be a lot better. As is, the secondary attack requires 2 consecutive successful attacks to trigger which is not good accuracy. And even if everything does hit 2d8 + daze + deaf + ongoing 10 is still weak for 15th level. For Vestige'locks, the pact boon is too short range except for gishes, but the at-will upgrade effectively marks the target, so except for Tanks or those who can retaliate and make this a lose-lose scenario, it sucks.
    • Vestige of the Unknown Arcanist (D383) - Low damage, but targets will and offers solid control and a solid miss effect. Vestige'locks get a solid pact boon which has a lot of potential especially for teleport buffs and those with zone-happy wizards. Their at-will upgrade is useful, but unimpressive for 15th level.
  • Cha based
    • Curse of the Golden Mist (PHB) - *sigh* This is a fantastic control power, however your primary role is Striker and this is another power that deals zero damage. Still powers that work like this where instead of save ends it ends when you miss, actually give you a decent chance of controlling a Solo for more than 1 round.
    • Dark Rain of Mutuz-Vot (AP) - This affects a very large area for a Striker power and the zone is pure, good control, but unfortunately the damage is very, very low. But the main reason for the low rating is that you can't move the zone and it affects your allies just as much as your enemies. Dark'locks get to ignore the zone, but their allies still don't.
    • Far Realm Glimpse (DA09) - This is another power with a built in accuracy bonus offsetting targetting Fort. This packs mediocre initial damage with save ends daze. On top of that it forces the target to either retreat at full speed with its one action or take almost double damage (and reset the save ends daze if the target somehow managed to save already). Unfortunately they forgot to have the power do anything on a miss (even after the Dragon Annual edit!), which makes this an all or nothing power--so take this only if you can manufacture very high accuracy.
    • Kimmeriel's Smile (FRPG) - Weak damage with interesting control. With the proper setup you can keep the target dazed for a while: either target a melee-only monster outside of charge range, or make sure to debuff its attack bonus enough that it has little to no chance to hit. Make sure you set this up though, otherwise its no better than a level 1 daily. Dark'locks get a range boost that can make it possible to keep even most ranged monsters from being able to attack back (and thus break the daze).
    • Plague of Frogs (AP) - Cha'locks rejoice, you finally get a charisma based zone power and boy is it a good one! The initial damage is weak, but the zone is big, the repeat damage is quite high and it's difficult terrain. And best of all you can easily move the zone, oddly enough getting both a free 1 square move out of the sustain and a respectable 3 squares out of a move action. Fear the hopping carnivorous frogs of DOOM!
    • Visage of Zhudun (DA09) - Another zone power for Cha'locks, and this one is obviously modeled after Hunger of Hadar. It has no initial damage, but high zone damage. The sustain attack isn't bad since it targets will, does a little extra damage and slows. But it blocks line of sight in and out, and you can't move it so it's just as much of an obstacle to your side as theirs after the first round. So, you need a push-heavy party to make this work, but personally I'd just recommend going with Plague of Frogs instead.  

Level 16, Utility

  • Amaan's Continuance (AP) - You have several damage/attack avoidance options that can be used to deny a death blow and they actually save you the HP.
  • Caiphon's Disquieting Liberty (DA09) - Movement denial is usually not that big of a problem for Warlocks since you're primarily a ranged character, this is just for situations where a monster has you locked in melee with it and in my experience that's just not a common enough experience to be worth this high level power with a price every encounter.
  • Cloak of Shadow (PHB) - WotC was really paranoid about players abusing flight and insubstantiality. At least that's the only reason I can come up with for this terrible power.
  • Eye of the Warlock (PHB) - Not a bad power only because you can use this on your allies as well as enemies. Sadly your ally can't volunteer to fail his/her saves or this power would be crazy strong.
  • Hero's Defense (AP) - Wow, now this is a good defense power. Your best defense +4 will likely be hard to hit, and getting to halve the damage regardless is awesome. Having this to use every encounter will make you very very tough.
  • Infuriating Elusiveness (PHB) - The more versatile, proactive alternative to Hero's Defense. In one power you get the mobility of a 4 square teleport, the offense of combat advantage (though if you have Shadow Warlock's Armor this part is moot), and the defense of invisibilty for a round. 
  • Painful Transference (AP) - Ironically this power is weak as intended for Cha'locks, but Con'locks especially Tanks can abuse this with little to no cost at all!
  • Ruinous Resistance (FRPG) - They couldn't have at least tried to make this worth the trade off? Not only will your friends string you up if you try this, but it's a weak trade at this level anyway.
  • Warp Space (AP) - This is a leader power, why do we get it again? For a Striker, this is a waste of a standard action.  
  • Vile Resonance (D382) - Not recommended for fragile Cha'locks, but the trade off is worth it for everyone else IMO especially since you can turn it off if things go sour. Hell'locks get some nice control to go with the damage boost.

Level 17, Encounter

  • Con based
    • Depsair of Zhudun (AP) - Since monsters know the consequences of their actions in 4e, there is very little reason for them to stand up. Being prone means you grant CA to adjacent enemies, get a -2 penalty to attacks, and can't walk or run. This power makes the target grant CA (to all enemies!) if he stands up, and he's already spent a move action to stand so unless he wants to skip an attack this round to move again or wants to charge, the only thing he gains is the removal of the attack penalty. And Star'locks don't even let them cancel the attack penalty! Now that you officially get to add static mods to the 2d8 damage he takes if he stands up, it is even more of a no-brainer for the target to stay prone. A smart DM will just have the monster stay prone 99% of the time, which makes this a very low damage spell with mediocre control.
    • Life Force Reclaimed (AP) - Now this power grants a truly significant amount of THP! The damage is pretty good too. Vestige'locks get even more THP, kind of to the point of overkill. This power is best when combined with something that you know will hurt you (Doom of Delban, the Bolstering Blood Blood Mage feature, etc.) or if you are your party's back up defender.
    • Sea Tyrant's Fury (AP) - A nice control power as pushing that far plus knocking prone can easily waste a melee monsters entire next turn. And since this targets Reflex it also makes a great defensive power as you can reliably hit brutes and other melee monsters who get into melee with you. The only downside is this is not a party-friendly power, so be careful where you aim it and/or pick up War Wizardry or something to try to spare your allies. The Vestige'lock rider is odd to me, flavor-wise, but a save bonus can't hurt.
    • Warlock's Bargain (PHB) - This power does a large amount of damage, but comes at a hefty price. If the cost and the damage bonus were the same and thus scaled the same it'd be a much better power, but as is, it scales terribly becoming worse and worse as you level up. Short range, but thankfully that doesn't hurt a Con'lock as badly as a Cha'lock. Hell'locks are much better equipped for this power between the cost reduction and all their THPs.
  • Cha based
    • Claws of the Magpie (AP) - The damage is rather low, but the control will cripple the right target--unfortunately the "right target" won't come up every encounter so this becomes a very situational power. Fey'locks also get a few THPs as well to give them some much needed toughness.
    • Delban's Eye (DA09) - Solid damage and damage type, but it targets Fort and Cha'locks generally don't want to mark people. Cancelling concealment is nice but certainly won't come up every encounter. Star'locks however grant a massive damage boost to all attacks against the target, which makes this a big DPR bump for the whole party but not as big as Strand of Fate below (and be careful that this bonus damage only applies to damage from attacks, meaning ongoing damage, zone damage, and other miscellaneous damage isn't affected).
    • Devouring Death (AP) - WotC was really short on ideas this level, this makes the 3rd power Cha-lock power this level that (effectively) grants vulnerability. This is by far the weakest since the vulnerability is only to 2 damage types (and they are even rare types for PCs to deal). Dark'locks also get to cancel resistance to the damage types, which is worthwhile at least for necrotic, enough to make it a decent pick for them.
    • Strand of Fate (PHB) - Very similar to Delban's Eye (and Devouring Death) above, this does significantly less initial damage but grants more of a damage boost (and it's not just for Star'locks). Since the damage boost gets multiplied by the number of times your party can damage the target in a turn it more than makes up for the low initial damage. Note this combos especially well with powers that damage the target in multiple instances including ongoing damage! (thanks to Ian Demagi!) Star'locks get even more of a damage bonus, making this the ultimate nova setup spell.
    • Thirsting Tendrils (PHB) - Odd flavor-wise, but a welcome departure IMO as cha-locks are far more fragile than Con-locks and can really use a power that lets them heal themselves. The downsides are the damage is rather weak for the level and it targets Fort so accuracy could be a problem, which really hurts a power that you want to use in emergencies (try to target artillery or controller monsters to avoid this). Fey'locks get a significant amount of extra free healing.
    • Unholy Glee (FRPG) - As one of the very few encounter powers to inflict a save ends effect, this is quite powerful. 2d8+mods damage is low, but as long as they don't manage to save before their turn, 2d8+10+mods is great. If the monster is desperate enough to take the extra 4d6--all the better! Dark'locks rider is worthless unless you happen to be targetting an artillery or controller monster that you know has a lower Fort than Will.
    • Your Delectable Pain (FRPG) - As the big brother of Your Delicious Weakness, this suffers from the same limitation: vulnerabilities are just not a very common trait in monsters. Still this is a long range, high damage spell that targets reflex, so it's good even without the rider effect. If you are in a party with someone with the frostcheeze feats, or are in an adventure where undead or other monsters with vulnerabilities are common, then this gets much better.  

Level 19, Daily

  • Con based
    • Hellfire Eruption (D382) - Solid damage that is better if you can debuff saves. But be warned the rider effect is unfriendly and thus can be turned against you and your allies, so this is recommended only for parties with some fire resistance!
    • Minions of Malbolge (PHB) - The big brother of Armor of Agathys has a few trade offs compared to its predecessor. The THP amount is larger but doesn't even attempt to scale. The damage is higher and it has a control effect, but it only triggers when they enter adjacency not if they start their turn adjacent. But the biggest loss is duration, since this power only lasts as long as your THP do. You can invest in THP granting powers (or hope desperately that the infernal pact boon will trigger often enough) to extend the life span, just be warned that it would still only take is a few too many hits in a row to lose it, and it still only triggers defensively or by using a slide power (so Eldritch Strike really helps).
    • Vestige of Amaan (AP) - Crappy initial damage, but immobilization isn't bad control, and save ends vulnerability 10 is a big boost to your party's offense. Tip: Have your party use readied actions to make sure that the whole party gets to go before the target can try to save. Unfortunately it targets Fort and you don't get the vulnerability on a miss, which is the best part of the power! Without any other particularly good options, Con-locks who can manufacture high accuracy should take this, otherwise they should probably look at a lower level power or a multiclass swap. Vestige'locks are the exception since they get a nice versatile pact boon and at-will upgrade both of which let you move monsters long distances.
    • Vestige of Kronata (D383) - Low initial damage, but ongoing 10 in an area, with half damage plus ongoing 5 on a miss, is solid. However you have to be very careful of fire resistance when the damage is spread out like this. Vestige'locks get a nice offensive pact boon, especially for pusher builds. Thanks to the static mods ruling, their at-will upgrade makes the target choose between weak control or 1d10+mods damage, 95% of the time smart DMs will just not approach you.  But if your DM allows forced movement to trigger the effect, then you can force the huge damage bonus!
    • Vestige of the Burned Emperors (AP) - The bar for pure damage at this level is set at 6d10 (avg 33), this does 2d10 (avg 11) plus adjacent allies x Int mod. So you need 22 to break even which works out to roughly 3 allies x Int 7 or 4 allies x Int 6--not very easy to count on. On the upside it scales well with level, so it might be worth retraining into once your Int mod gets to 8 or 9. Vestige'locks don't get any real help as the pact boon and at-will upgrade while not worthless, are extremely weak for the level.
    • Void Star (AP) - Sorry Con-locks, this is your last choice this level. The damage is still mediocre, and its necrotic, and the rider is highly situational. Against a regenerating monster or one with a leader ally, it will be awesome but they are few and far between, so most of the time you won't get anything out of it. So only those in an adventure that features a lot of regenerating monsters should consider this. 
  • Cha based
    • Dark Side of the Moon (DA09) - A very accurate power, but unfortunately it doesn't have much else going for it. The damage is mediocre, and the control is very unimpressive for a daily. If it lasted more than a round it'd be great, but as is, this is just a glorified encounter power.
    • Delusions of Loyalty (PHB) - Another power with unusual mechanics to fit some fun flavor. First off, I have to warn again that this power deals zero damage and thus will not allow you to add your Curse damage. Second, it does nothing at all on a miss. But if you can manufacture high accuracy you essentially dominate the monster for as long as you keep hitting it, which is awesome control.
    • Dread Briars (D375) - A necrotic fey'lock spell? Odd.  Compared the Tendrils of Thuban that Con'locks get, you trade 2d10 damage for 10 ongoing, trade the AoE & zone effect for 1/2 damage & 1 turn of slow on a miss, and cold damage for necrotic damage. Overall that is a bad trade, and Tendrils is only black by default. Fey'locks get to ignore necrotic resistance which helps a lot.
    • Explosive Contagion (FRPG) - *Sigh* The big brother of Contagion suffers from most of the problems of its predecessor so I recommend reading its review. What this power does add is some initial damage so you can actually use your Curse damage, and the default spread range is bigger (although Dark'locks no longer get an upgrade to it, instead increasing the ongoing amount). In the end, the upgrade is terrible for +18 levels, leaving it a very crappy power just like its little brother.
    • Force of Nature (AP) - Wow, a real striker power. 6d10 is some of the highest damage Warlocks (sadly) ever get. Getting to push and knock prone on top of that is gravy. The only downsides are generic damage doesn't give you many upgrade options, and targetting Fort means you have to be careful with whom you target.
    • Maelstrom of Despair (AP) - Now this is an ongoing damage spell I can at least conditionally recommend. Targetting Will and dealing psychic damage make it more reliable. Damaging with each save attempt is awesome as this even penalizes a target who can save out of turn or otherwise make extra saves. But the problem is that it doesn't do any ongoing damage (or other direct damage for that matter) on a miss, which means that the effect only matters if your party can pile on other save ends effects for it to deal with. If you can do that you can really do some harm especially as a Dark'lock.
    • Passionate Betrayal (AP) - A very interesting power, save ends dominate is great control. Tacking on a built-in cumulative save penalty is unheard of! Of course there's a catch: attacking the target gives him free saves and bloodying the other monsters reduces his save penalty so the clock is ticking. Also I have to mention that this is another power that deals zero direct damage so no curse damage, and the miss effect is quite a drop off. Dark'locks get a much better bang for their buck out of the puppeteered attacks.
    • Wrath of Acamar (PHB) - This is a true all-or-nothing power. On a hit you do solid initial damage, sequester the target, and (thanks to the static mods ruling) effectively do 1d10+mods ongoing damage as well!  On a miss, you do nothing. Zip. Nada. So it is another power that is only good if you can manufacture high accuracy.
My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:41AM #6
Malkonnen
Posts: 335
Date Joined: 03/28/01

Powers - Epic Tier: Corruption's Zenith


Level 22, Utility

  • Acension of the Elder (AP) - I don't see the point of this power. It's just like Wings of the Fiend, except the speed is preset (which could be better or worse at this level), it requires you to sustain it (definitely worse), and of course the teleport. The teleport though, is only good if you are using this spell to run away or if you have plenty of ranged 20 spells. Otherwise you will have to waste 2 move actions (and thus a whole round) to get back into range for 90% of your spells.
  • Entropic Ward (PHB) - The fact that you have to use this proactively really kills it for me, because there's no guarantee that they'll miss or even attack you.  Tanks are the exception as they should get plenty of mileage out of this. 
  • Expedient Sacrifice (FRPG) - Another power that will make your party hate you--and for a bad trade. +4 speed without the trade off would still be a joke for a 22nd level utility.
  • Raven's Glamor (PHB) - WotC, was the 3.5 spell, Mislead, really so powerful that you had to nerf it this hard in 4e? Sorry about that, this one really bothers me. Don't even look twice at this one.
  • Ulban's Shining Cloak (DA09) - This can be very good especially if your DM tells you what he or she rolls. What holds this power back from top tier is the fact that the attacker rerolls against himself means it's probably only a 50/50 chance he hurts himself (and he is likely resistant to his own attacks), and then it is just a dodge spell which you can do once per encounter with Hero's Defense at level 16.
  • Wakeman's Invocation (AP) - At first glance this power doesn't seem that great since +2 defenses vs. ranged attacks only is rather weak for level 22 (just look at Blur, the level 10 wizard utility). But teleporting a melee attacker who hits you as an immediate interrupt at-will is awesome, since you negate the hit (assuming you can teleport him out of reach). This also has some offensive potential thanks to the vertical teleport errata, but unless you can drastically debuff the save, I don't think the trade off is worth the gamble. As a defensive power Tanks get the most out of it.  
  • Walk of the Kantakaran (AP) - Seriously? Giving up an entire round of offense in order to avoid being attacked for a round (when they can always just attack someone else in the party) is a god awful trade especially for level 22 (this is basically just a slightly upgraded version of Sanctuary, the level 2 cleric power).
  • Wall of Inky Night (AP) - Another power that is way too weak for this level. I can only hope that moving it as a standard action was just a typo, because I can't think of a single other zone/wall power that costs a standard to just move it. And regardless blocking line of sight for both friend and foe alike is very unimpressive for this level (just look at Illusory Wall, the level 10 wizard power).
  • Wings of the Fiend (PHB) - This would be sky blue if it let you hover, but even without hovering it is a great boost to your mobility and defense as a ranged attacker.  TIP: Against grounded melee foes fly just a few squares above them for easy Prime Shot bonuses.

Level 23, Encounter

  • Con based
    • Arrow of Arcane Light (AP) - The crit bonus is kind of worthless since many of you will already have an expanded crit range by this level and for the rest of you the odds of rolling a 19 with this particular attack is only 5% so it adds very, very little. Still, getting to ignore any cover or concealment is pretty likely to come up at this level, the damage is pretty good, and radiant damage is a rare treat for a Con'lock. Vestige'locks get to add a little control.
    • Awaken the Dragon (AP) - A rare area burst encounter attack! The damage is low and necrotic, but you get to target will and you impose vulnerability 5 to all damage for a turn to everyone if they are cursed! Vestige'locks also gain a some THPs.
    • Spiteful Darts (PHB) - The big brother of Howl of Doom: you lose the fear and thunder keywords, but you get to target reflex (a big deal for a close pushing power!), affect a much bigger area, and push farther. The damage is also greatly upgraded, boasting the highest amount (tied with Starless Void below) for Con'locks this level! Hell'locks again get to drastically increase the push distance (making this the perfect Blood Mage power!).
    • Starless Void (DA09) - The other top damage spell for Con'locks. This one targets Fort, but is ranged and deals cold damage for the frostcheeze folks. Granting combat advantage to your allies is nice too, althought it sucks that you don't get it. Star'locks in a party with several weapon wielders can easily set up a massive nova.
  • Cha based
    • Blades of Vanquished Armies (FRPG) - The initial damage on this is just pitiful (far weaker than your at wills at this level). The retaliation damage helps but it won't discourage anyone but minions from attacking you. Dark'locks get an offensive boost but it doesn't make any sense considering that it's only for ranged attacks and this power is one you'd use if you were surrounded.
    • Dark Transport (PHB) - A nice DPR power: Good damage plus it targets will (generic damage though). The teleport is just gravy, which is good because it's hard to really get much use out of it (unless you're flying and he's not ). Star'locks have a much easier time using the teleport since they have a lot more freedom with where they end up.
    • Dreadtheft (FRPG) - A long range double target spell, with a free accuracy bonus is rather nice, but the damage and especially the type aren't great. Having a chance to autorefresh this power is awesome even if the trigger is hard to pull off (target 1 minion and 1 real target if you can!). Dark'locks get an odd, but certainly useful rider as monsters have a tendency to attack with the damage type that they are resistant to, so if they have one you know it will actually help you.
    • Maddening Whispers (AP) - Low damage, and sadly kind of unimpressive control for the level. Still combat advantage is always welcome and immobilization plus a forced move (even if it is for some reason delayed) is almost always effective. Star'locks get to slide a little farther.
    • Swarm of Fangs (AP) - Mediocre damage, really poor control for the level, and targetting Fort make this a very underwhelming power. Only Fey'locks who want a party-friendly AoE should consider this.
    • Thorns of Venom (PHB) - Very similar to Maddening Whispers above. The pros and cons are: the initial damage is a little higher (small pro), the damage type is much worse (big con), you target Fort instead of Will (con), you don't get to slide the target (con), and the defense penalty only applies to 2 defenses (small con since they are the most commonly targetted ones and it stacks with combat advantage). Obviously the cons vastly outnumber the pros, so you should take Maddening Whispers instead. Only Fey'locks who get to drastically increase the defense penalty making it great for nova setups should consider this.  

Level 25, Daily

  • Con based
    • Infernal Chains (AP) - Now this is how a spell that grabs needs to be written! Decent damage, and very good control. Considering that the monster needs to make an Athletics/Acrobatics check vs. your Fort+4/Reflex+4, both of which should be pretty good for you as a Con'lock, this should easily last several rounds. WARNING: Because the easiest way to break a grab is with any forced movement on either you or the target (obviously your own secondary attack is exempt) or by teleporting away, all of which are very common options to epic monsters.
    • Tartarean Tomb (PHB) - Another sequestering spell. This one does solid damage and lets you maintain line of sight to the target, but unfortunately the target isn't stunned and can still affect itself so it can potentially buff and heal itself or at least take the all out defense action making it harder for you to hit it. Since you're going to want to use this on the biggest threat in the fight odds are it will be a solo or at least an elite, so you're going to want to have some way of debuffing saves so this lasts more than a round otherwise you should go with Thirteen Baleful Stars below instead.
    • Thirteen Baleful Stars (PHB) - Likely the better alternative to Tartarean Tomb for Con'locks. This targets Will and has nice upgrade potential via the fear, fire and psychic keywords. But my favorite advantage is that this truly stuns meaning combat advantage and open line of effect for you and all your allies, even if it is only for 1 turn. The miss effect is solid too as you still get combat advantage and solid control.
    • Vestige of Land's Soul (AP) - Slightly less damage than Thirteen Baleful Stars or Tartarean Tomb, and drastically less control, but you gain Regen 10 while the slow lasts. Regen 10 is powerful and helpful, but since it occurs at the start of your turn and it ends when the target saves it's possible for you never to see any benefit and as a Con'lock you're already damn tough for a Striker. To make this work you need to have some way to debuff saves and some way to manufacture high accuracy (since it targets Fort and you don't get the slow or the regen on a miss). Vestige'locks get a nice pact boon that deals small auto damage in an AoE that even heals you, and get to impose a massive vulnerability with their at-will upgrade, best if you can coordinate the damage type (acid, fire, lightning, or thunder) with your allies.
    • Vestige of the Queen of Namhar (AP) - This is a slightly higher damage option for Con'locks (assuming the ongoing damage triggers at least once), but you give up almost all of the control. If you have some way of debuffing saves, you can really hinder a target for a while thanks to the save ends aftereffect. Vestige'locks get to autodaze (save ends) with their pact boon, which is awesome, and get to weaken with their at-will upgrade.  
    • Vestige of Vykolad (D383) - Low damage, targets Fort, but weakened (save ends) is good control, and free HP is always helpful, especially for Tanks. Vestige'locks get to turn insubstantial with their pact boon, which is great defense. And their at-will upgrade imposes a damage penalty = twice their Con, which is flat-out huge for an at-will, but it's again all defense.  So basically this is a no-brainer for Vestige'lock Tanks
  • Cha based
    • Curse of the Twin Princes (PHB) - Sadly I believe this power is ruined by bad writing/editing. The rider on a hit is very good, and if it were the Effect I would probably recommend the power. But instead the Effect portion is just the weird friendly fire effect which requires you to be in melee (something a Cha'lock is not wont to do) and it hurts you and your allies exactly as much as it hurts your enemies, is therefore hardly worth anything at all! Basically it falls into the category of if you can manufacture high accuracy it's worth it, otherwise avoid it like the plague.
    • Instruction in Darkness (AP) - Pure control as you sequester the target until he saves and then you still get to save ends blind him and any enemies unfortunate enough to be within 2 squares of him when he gets back. The downsides are low damage, the fact that you have to hit with the secondary attack for the secondary effect (and you have no control over who he's near at that point), and the weakness of the miss effect.
    • Invisible Death (FRPG) - This is a completely inferior version of Ring of Torment, unless dealing force damage instead of necrotic/psychic damage is vitally important. 
    • Ring of Torment (FRPG) - Wow this is just flat-out better than Invisible Death above in every way except for dealing necrotic with the initial damage. You get to target Will, you get to add your Cha to the damage, deal the ongoing hit or miss, and you are guaranteed to affect at least 1 extra target with ongoing 5. If the extra spreading had been aftereffects rather than first failed save effects it would have been awesome. As is, you'll want to have some way of debuffing saves if you want it to spread more than once. Dark'locks increase the ongoing by their Int mod on a hit or miss, which is a big boost to damage!
    • The Prince's Horde (AP) - Crappy initial damage, but (thanks to the static mods ruling) the effect deals 1d10+static mods ongoing damage! Warning: the AoE effect of the ongoing is just as deadly to your allies making this power dangerous to use, because it forces your (non-reach) melee allies to either not focus fire on your target, or take that hefty ongoing damage themselves, neither of which is a good use of resources. 
  • Int based
    • Gibbeth's Embrace (DA09) - A very damaging spell, but be careful as this is a fully Intelligence based spell! So if you have an Int score as high as your primary score then you can lay down some serious hurt with this.

Level 27, Encounter

  • Con based
    • Banish to the Void (PHB) - A terribly written power that is practically unplayable as written. It says that the target is transported to a 'starry realm' (just like Wrath of Acamar), but they left out the line stating that line of sight/effect is blocked. So by the RAW, the effect is meaningless (or at least completely up to your DM). It's probably a good thing anyway since it ends at the start of the target's next turn it would mostly have just prevented your allies from attacking the target. Then the target must make a melee basic attack against the nearest creature (and you don't have much control of who that might be) then threatens his enemies with OAs for a turn. Star'locks grant a bonus to these forced attacks, but I still can't recommend it as written.
    • Hellfire Curse (PHB) - Holy cow it's a true striker spell! With higher damage than most of the daily powers, this is the perfect candidate for the Trusted Spellcaster feat! The only downsides are targetting Fort and dealing fire damage (though Irresistable Flame is available at this level). Hell'locks get to do even more damage!
    • Manipulating Thunderbolt (AP) - A new slide power! This one gets to target reflex and has good damage types (though weak actual damage) and you immobilize after the slide. Unfortunately the slide is pitifully short. Hell'locks get to increase the slide distance as usual, but it's still shorter than even the level 1 power, Diabolic Grasp, so even Blood Mages should stick with Harrowstorm.
    • Shattering of the Sword (AP) - Warlocks finally get an encounter stun power, but sadly it is incredibly weak for the level (just look at the level 13 fighter power, Anvil of Doom, to see how far behind this is). Still, an encounter stun is an encounter stun and it does at least target Reflex and generic damage is hard to resist. Vestige'locks get to add their Int to damage which makes the damage very good for a stun power.
    • Zutwa's Incandescence (AP) - Another one with less damage than Eldritch Blast, but this one is a party friendly close burst 2 with good control and a good damage type. Vestige'locks get to add a small save debuff.
  • Cha based
    • Curse of the Fey King (PHB) - Mediocre damage, with a rider that is a gamble especially if your DM won't tell you what the roll is since you could actually end up helping the target and hurting yourself. Fey'locks shift the odds heavily in their favor, pretty much guaranteeing that even if you can't make them miss at least you'll definitely hit.
    • Envoy of Nihal (DA09) - An oddly worded spell as a highly resistant monster could possibly rob you of the rider effect, but that's unlikely enough that you shouldn't have to worry about that (plus most DMs aren't that cruel). So basically it is a high damage spell that lets you self heal, which is rather helpful for cha-locks. Star'locks get a bunch of extra free healing.
    • Inevitable Undercut (FRPG) - Meh. The attack bonus is easy to get since by this level even artillery monsters have fewer HP than you, so just use this early in the fight and you're fine. The problem is that since it targets Fort, the bonus often just cancels out, and the damage is less than Envoy of Nihal (which has a very nice healing rider). Only Dark'locks should consider this for the increased attack bonus.
    • Soul of the Treant (AP) - Less damage than Eldritch Blast, but it does target will and it has party friendly AoE damage and control. Even so, how is this worthy of a 27th level encounter power slot??  This is comparable to Thunder Ram Assault (Warden 1) and Splinter the Formation (Avenger 7)! And only Fey'locks get to impose any control on the actual target. 

Level 29, Daily

  • Con based
    • Doom of Delban (PHB) - Sadly this spell is one of those hurt by the ruling that you get to add static mods to secondary damage, because that drastically increases the cost to spam this power. Still, this is the ultimate capstone power as you get to do massive damage which keeps increasing for potentially the entire encounter; the only limits are running out of HP or getting stunned. Paired with Divine Regeneration from Demigod or something similar, this is an 'I win' button.
    • Forbiddance of the Ninth (AP) - More of a flamethrower than a wall IMO, as it has to remain adjacent to you, this a steady stream of damage for the entire encounter and it still leaves you your standard action every round to continue firing away with the rest of your arsenal. The only downside is the short range as you will find that enemies will get the hell away from you after a round or two, so this works best in smaller rooms (but be careful because it hurts allies too!).
    • Hurl through Hell (PHB) - This power combines very high initial damage with very good control. You sequester the target for 1-4 rounds, completely decided by you via minor action sustains, then you drop him back on the map, prone and stunned (save ends). This basically means you can remove the biggest threat for a fight long enough to deal with the mooks, then bring him back and you still have a round or more to unload on him before he can fight back. Sadly the downside of this spell is that all you get is half the damage and none of the control on a miss, so you need to have some way of manufacturing accuracy to avoid feeling really depressed when you miss.
    • Vestige of the Earthen Maker (D383) - Getting to ignore resistance/immunity on a generic damage spell is practically useless, and 3d10+ongoing 10 is a slight improvement over 5d10 assuming you target a normal monster and/or you can debuff the save but there are better options in those cases. Vestige'locks get resist all that can stack as a pact boon, but I think Vykolad's boon at 25th is more impressive defense at this level. The at-will upgrade however is excellent control considering how common flight is at this level.
    • Vestige of the Master of the Hidden Flame (AP) - An absolute joke for non-vestige'locks considering Doom of Delban and Hurl through Hell. Vestige'locks get to do AoE ongoing 5 fire as a pact boon as well as an at-will upgrade but the fact they can't stack, fire resistance 5+ is really common at epic, and conditional range on the boon hold this back from a good rating.
    • Vestige of Zuriel (AP) - WotC was not very creative with the baseline spells for Vestige'locks as this is identical (except for damage type) to Vestige of the Master of the Hidden Flame above. So again the only thing to look at are the pact boon and at-will upgrade and wow are they awful! They might have been good 10 levels ago, but at 29th level they are a joke.
  • Cha based
    • Arrangement of Disorder (AP) - Now that the ruling on teleporting up into the air is final, this power becomes a total gamble.  Potentially you can do 3d8+2d10+mods +slide+knock prone, which is good damage for that big of an area, but the +2d10+knock prone+slide part of that is completely negated on a save, so 55% of the time by default. And you don't get to do anything to the enemies you miss, so you need to have some way of manufacturing high accuracy AND debuff the save to get the odds in your favor.
    • Caiphon's Abominable Melody (DA09) - This is a true all or nothing power, but wow is the "all" a lot. So make sure you have some way of manufacturing very high accuracy, so you can really wreck someone's day. You layer 3 different conditions on the target each requiring their own save; 2 of them are very weak for the level but it doesn't matter because as long as the target has at least one of them still going you get to do pseudo-ongoing damage of 1d6+mods and slide him [cha mod] squares. If that wasn't enough you also get to make saving throws against damage! That's right you have a flat 55% chance of negating any damage for the rest of the encounter. This has so much going for it, it's just sick but you get none of it on a miss, so make a deal with your local Taclord or invest in a bunch of potions of clarity!
    • Curse of the Dark Delirium (PHB) - This pure control power deals no damage so you lose out on curse damage. But you get to truly play puppeteer as you get to dictate all 3 of the target's actions. Unfortunately your choices with those actions are very limited since the power specifies no powers and no suicidal actions. Still that's enough to move him around while smacking/blasting his friends. And the power lasts as long as you keep repeating the attack and hitting, so it's fully effective on solos (assuming they are other enemies for them to smack). The only downside is he's not actually dominated so you don't get combat advantage, and the miss effect is a huge drop off (although as written you can sustain it if you miss with the initial attack, so you get a second chance!).
    • Eyes of the Victim (AP) - This is how the earlier 'contagion' line of spells should have been written! Very low necrotic damage, but in the right situation (enemies packed closely together and the target's initiative after the other enemies) you can really wreck your DMs day. Paired with long lasting save debuffs, this becomes an 'I win' button.
    • One Final Sacrifice (FRPG) - This is one spell that is debatably helped by the adding static mods ruling. I say debatably because the writing is not as clear as most spells of this type as to whether the extra dice increase the base damage or are separate damage rolls unto themselves, and DMs can easily rule either way. So if your DM lets you add static mods each additional die of damage from damaging allies, congratulations you have a power to rival Blade Cascade! If your DM lets you add static mods once to the additional dice of damage congratulations you have a double hitting power like rangers! If your DM doesn't let you add static mods to the additional damage, then this is a terrible trade. Dark'locks get to upgrade the bonus damage die size, but the increase it adds to damage is mostly insignificant either way.
    • Spread the Corrosion (FRPG) - If it only did half damage on a miss it would be an okay power (and a no-brainer if it let you multi-attack the same target). As is, it's low damage (considering the chance to miss) to 3 closely bunched targets plus a free move: just not capstone material. I wouldn't even recommend trying the whole 'manufacture high accuracy' bit with this one as the payoff just isn't worth it. Dark'locks can attack more targets but the odds of finding more than 3 targets along a 5 square path is really low, so it's hardly an upgrade at all.
My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:41AM #7
Malkonnen
Posts: 335
Date Joined: 03/28/01

Paragon Paths: Better Corruption Through Specialization


Warlock Paragon Paths

  • Academy Master (D 374) - A little bland perhaps, but this is perfect for an arcane striker like you.
    Breakdown Show

    L11 feature - not bad especially since the L11 power counts as an at-will.
    L11 AP feature - rerolls are always nice, but the window is pretty short
    L11 power - Very nice with the right at-will.
    L12 power - a floating reliablility 1/encounter is VERY nice.
    L16 feature - quite nice thanks to the fact that the L11 power counts.
    L20 power - this is down right deadly with the right power
  • Astral Ascendant (D383) - Req Vestige Pact - Strangely leader and radiant themed, but still a great Striker path.
    Breakdown Show

    L11 feature - Holy cow. Dealing radiant all the time can be very powerful, but letting your allies trigger your curse for you is very powerful. It practically makes your +1d6/tier autodamage since in a 4 or 5 person party at least one person should hit at least one of your curse victims every round.
    L11 AP feature - A very warlord-like benefit, which is odd for a Warlock, but also quite powerful.
    L11 power - 3d10 is good damage, radiant is a good type, plus an accuracy bonus for your allies, but the downside is you target Fort.
    L12 power - The ability to hover is crazy good for a ranged Striker (easy Prime shot for you!). Granting pseudo-regeneration to nearby allies on top of that is just beautiful.  If you need convincing just look at Wings of the Fiend, your level 22 utility! 
    L16 feature - Necrotic is the most common damage type from monsters, so this is rather likely to come up, but still not every encounter. The fact that you grant the resistance to nearby allies too, will make you very popular! WARNING: In ongoing campaigns, this will make most undead fights easy enough for your party that your DM might decide to stop using undead, which makes this worthless.  Don't be afraid to talk to your DM to keep him honest.
    L20 power - At 20th level, 3d8 is crappy damage even in party-friendly AoE, but add on daze (save ends) and potentially AoE healing and you have a truly tide-turning power. then since you have to be a Vestige'lock to have taken this power, you also get a rather unimpressive pact boon for the level (+2 AC for one round, really?), but it's not worthless.  And the at-will upgrade is a huge DPR boost for your whole party!
  • Dark Reckoner (AP) - Req Dark Pact - A necrotic themed PP, so you need to have some way of dealing the necrotic resistance, but it can work.
    Breakdown Show

    L11 feature - Even if you fully specialized in necrotic powers, the sad truth is you still are not going to crit that often.
    L11 AP feature - You should already have concealment from Shadow Walk, so this only helps allies. What are you the necrotic leader of doom? :P
    L11 power - While it's not worthless, this is worse than some level 3 powers!
    L12 power - Nice, good defense and offense (but partially redundant with SWA)
    L16 feature - A nice always on damage boost, and if you're taking this PP I trust that you have something to get around necrotic resistance.
    L20 power - Again not worthless, but 4d8+one-time conditional ongoing damage is terrible for this level. 
  • Darkwalker (FRPG) - Req Dark Pact - The key feature here is the +Int to damage while insubstantial; unfortunately there are not many ways to become insubstantial and still be able to attack, the breakdown includes a list of applicable powers.
    Breakdown Show

    L11 feature - Getting to add your Int to damage with all of your attacks is awesome, but only getting to do so when you are insubstantially is only as good as how many times that can come up. I've listed the powers along with their usage and duration below, and as you can see with the exception of the 3 powers you get from this path, every other one requires multiclassing. And in case you missed it this only boosts damage with your Warlock powers, so the attack powers are kind of a catch-22.
    L11 AP feature - Sure this lets you gain your damage bonus but at the expense of an extra standard action: a godawful trade.
    L11 power - mediocre damage, and it's necrotic vs. Fort. While it does provide a way of turning insubstantial you have to hit to trigger it, or it's wasted, and it happens after the hit, so you can't boost this attack.
    L12 power - The downside with this is that you have to wait for your Dark Spiral to be triggered, which most Dark'locks will tell you does NOT happen every encounter.
    L16 feature - Completely situational. If you fight a lot of insubstantial monsters then this is great. But in my experience they come up only once every couple of levels.
    L20 power - Solid damage and type on a hit, but no damage on a miss. Thankfully you target Will so missing should be rare.  The effect is what you want though insubstantiality for the whole encounter, as long as you don't get bloodied, but that shouldn't be hard to avoid since your taking half damage.
    powers that grant insubstantiality while still allowing attacks Show

    Shadow Jaunt (Shadar-Kai racial encounter, move, SoyNT)
    Shadow Jack (Assassin L7 encounter, standard, SoyNT)
    Fog Form (Sorcerer L10 encounter, Immediate Interrupt, EoyNT)
    Ghostly Bane (your L11 encounter, standard, EoyNT) - this one you get for free
    Fading Spiral (your L12 encounter, free, EoyNT) - this one you get for free
    Body, No Body (Spellscarred L16 encounter, minor, EoyT)
    Phase Shift (Wizard L16 daily, minor, EoyNT)
    Temporal Strike (Ardent L17 at-will w/ 2 pt upgrade, standard, EoyNT)
    Spectral Charge (Avenger L17 encounter, standard, EoYNT)
    Consign to Shadow (Assassin L19 daily, standard, sustain minor)
    Wraithform Blast (your L20 daily, standard, until bloodied) - this one you get for free
    Shield of Providence (Avenger L22 encounter, immediate interrupt, EoyNT)
    Donning the Mudflesh (Spellscarred L22 daily stance, minor, until bloodied)
    Doorway to the Spirit World (Shaman L22 daily, minor, encounter while in zone)
    Storm Body (Sorcerer L22 encounter, minor, SoYNT)
    Wind Shape (Sorcerer L22 encounter, minor, SoYNT)
    Ghost Walk (Swordmage L22 encounter, minor, EoyNT)
    Hungry Ghost [movement technique] (Monk L23 encounter, move, EoyNT)
    Folded Shadow (Assassin L25 daily, standard, sustain minor)
    Walk With the Spirits (Primal Avatar L26 daily, minor, encounter)
    Winter Ghost Rage (Barbarian L29 daily, standard, while bloodied)
    Mist on the Storm (Monk L29 daily, Standard/immediate interrrupt, EoyNT)
    Spirits of the Mist (Shaman L29 daily, standard, encounter while in zone)
  • Doomsayer (PHB) - Req Star Pact - The key feature with this one is the save debuff against fear powers, so you (and your party) need to pick save ends fear powers to make the path worth it. The breakdown includes a list of applicable powers.
    Breakdown Show

    L11 feature - Doubling the chance of failure for saves is huge (and it affects elites and solos equally!). Sadly the number of save ends fear powers is limited.
    L11 AP feature - Wow, this effectively makes your curse damage AoE and doubles it against your primary target. Oh and it auto hits!
    L11 power - Short range, low damage, but decent control and can be exploited if you're masochistic.
    L12 power - So good vs. a Solo that it is actually worth your standard action to do zero damage.
    L16 feature - Sucks that it is typed and only when bloodied, but +2 to hit is still a very solid feature and fear powers are pretty common.
    L20 power - A crying shame that this isn't save ends, but still it is a solid power.
    save ends powers with the Fear keyword Show
     
    Prophecy of Zhudun (wlock 1)
    Dread Star (wlock 1)Roar of Terror (druid 5)
    Fury of Gibbeth (Wlock 5)
    Fourfold Invocation of Doom (Inv 9)
    Menacing Cry (Rgr 9)
    Face of Death (wiz 9)
    Visions of Ruin (wiz 9)
    Far Realm Glimpse (wlock 15)
    Evard's Dreadful Mist (wiz 15)
    Ferocious Roar (rgr 19)
    Baleful Gaze of the Basilisk (sorc 19)
    Astral Whirlwind (Astral Weapon, Paladin PP, 20)
    For Cormyr! (Purple Dragon Knight, Paladin PP, 20)
    Imperious Presence (Shiere Knight, Eladrin racial PP, 20)
    Blood Oath Fulfilled (Son of Mercy, divine PP, 20)
    Gibbeth's Embrace (wlock 25)
    Prismatic Spray (wiz 25)
    Aspect of Terror (avgr 29)
    Caiphon's Abominable Melody (wlock 29)
    Hurl Through Hell (wlock 29)
  • Dragonbane Pactmaker (D 369) - All of the dragon-themed paths in Dragon 369 are fun and flavorful, but way too specialized to be playable. 
  • Entrancing Mystic (AP) - A path for charm specialists, with a lot of synergy in the features and power.
    Breakdown Show

    L11 feature - You have to be close but that save penalty is worth it!
    L11 AP feature - Auto hits and works even if you aren't using the extra action to attack! But it's short range and the damage isn't that great (especially at later levels).
    L11 Power - Short range and not enough control to justify its extremely low damage, in my opinion. Reserve Maneuver bait.
    L12 Utility - If they errata this to last until the end of its next turn, then this would be black but as is, the worst it can do is rob a monster of its remaining actions (if any) and give combat advantage, OA/immediate action immunity to any allies that go between its turn and yours. Not exactly game changing.
    L16 feature - Untyped bonus to hit and free reliability, hell yeah! Gnome/Eladrin who multiclass into Bard for Feyborn Charm, can use this to get crazy high accuracy.
    L20 Power - I am not a fan of powers that let the enemy choose their condition since they are always going to choose whichever hurts them the least. But this one ain't bad since it affects them immediately and thanks to Mystic Rapture, if they pick the ongoing they get -5 to their save as long as you can keep them within 3 squares. 
  • Evermeet Warlock (FRPG) - A path that is all about teleporting. Unfortunately I feel like this control-heavy, damage-light path is a little outdated now.
    Breakdown Show

    L11 feature - You gain invisibility from targets you are adjacent to when you teleport. Combined with Ethereal Sidestep, that means at-will invisibility. But the adjacency limitation is harsh for a ranged striker. Also invisibility isn't as impressive now that you can get CA from SWA.
    L11 AP feature - An extra move action may not sound impressive but it can really come in handy like double shifting or since it is a true move action you can use it for minor action stuff like Cursing an extra target or sustaining a power.
    L11 power - Crappy damage, but long range, good type, and blinding is great control.
    L12 power - A completely situational power. Insubstantial/invisible enemies probably won't come up every day. But the worst part is it affects allies (and some DMs might rule you) as well, so you can really tick off other players who were counting on that invisiblity.
    L16 feature - Getting to bring an ally along for the ride every time you teleport can be a huge boon in the right party, but in the wrong party it might come up once a day.
    L20 power - A party friendly big area that lets you pick the defense and the debuff for each enemy individually is great control.  The down sides are this deals zero damage (so no curse damage either), and all you get on a miss is the leader-y effect line, which grants free Int mod HP to allies in the burst, plus potentially more each round. Again, with the right party this can be a tide-turner, but in the wrong party it could be a total dud.
  • Feytouched (PHB) - Req Fey Pact - This path is best for teleport buffs and for Puppetteer builds, but it is honestly good enough for any Fey'lock.
    Breakdown Show

    L11 feature - Fun and can be quite powerful if you build around it.
    L11 AP feature - Boring perhaps, but one of the best AP boosts you can get. Just remember to use your AP before you spend your standard action.
    L11 Power - OMG is this good. The base damage is mediocre, but once you factor in the attack you force them to make (and potentially the effect of ignoring your defender buddy's mark!), it's rather good.  Add to that the control of teleporting 5 squares and dazing as an effect, and you have one of the best PP powers around. If you're a gambling man/woman (or just have no other enemies for the target to attack) teleport the target up in the air and make them take an extra 2d10 damage and fall prone, but be warned they get to cancel the teleport with a successful save if you try this.
    L12 Utility - Totally situational but it can really come in handy in those situations since any creature means you can move a melee ally up on that hard to reach precipice or teleport another enemy into the lava that killed the last guy.
    L16 feature - Random but a total upgrade and even a 1/6 chance getting d8s for curse damage for the whole encounter will make other warlocks jealous.
    L20 Power - Big friendly AoE, situational to get the full effect though, does nothing on a miss due to the wording of the effect line, and it's unclear whether the attack happens immediately as a free action or if it costs the monster his standard action.
  • God Fragment (AP) - Req Vestige Pact - A decent path for Tanks since most things are short range and defense oriented, but weak for anyone else.
    Breakdown Show

    L11 feature - Yuck. If you need this bonus then something is very wrong, except for Tanks maybe.
    L11 AP feature - Free healing that scales well is never bad, but may be overkill on Con'locks, other than Tanks.
    L11 power - mediocre damage, vs. Fort, and no control? Reserve maneuver bait.
    L12 power - A daily aura power that debuffs saves and attack rolls in a 2 square aura is pretty good, but compared to Entrancing Mystics' always on feature, it loses a lot of its luster.
    L16 feature - A slightly better version of a crappy feat is a real let down for a L16 feature, but it's not worthless.
    L20 power - Save ends dominate is always great, especially when you still get to daze (save ends) on a miss and you target Will so missing will be rare. The downside is you only do a little damage, and it's delayed so no curse damage. This is definitely a power that you want to debuff the save to get the most mileage out of it. The pact boon imposes a -2 to defenses (save ends) on any other cursed target, which is solid. The at-will upgrade offers autodamage to enemies near the target which doesn't help you kill the target any quicker, but now that you get to add static mods to the damage, it is massive AoE damage.
  • Hellbringer (AP) - Req Infernal Pact - This path is for fire specialists, to deal with fire resistance, unfortunately it doesn't help with fire immunity and the features are unimpressive overall.
    Breakdown Show

    L11 feature - Getting CA from a crit is kind of worthless thanks to SWA, but vulnerable 5 fire is pretty good for a fire-themed path. However crits are rare and random enough that this just doesn't help often enough to be worth much IMO.
    L11 AP feature - Dealing an extra 2d6 damage with AP attacks is pretty good especially when you autodamage enemies adjacent to the guy you hit. If your DM lets you overlap and thus stack this damage with AoEs, then this is crazy good.
    L11 powerUgh, this is worse than the L3 power, Fiery Bolt.
    L12 power - Creating a 2-way portal is completely situational. It can make a normally difficult encounter a breeze or it could be of no use.
    L16 feature - The key feature, ignoring the all too common fire resistance, but unfortunately it does nothing against the all too common fire immunity!
    L20 power - This would be awesome for a Sorcerer who could add their Striker damage to every target, but as a Warlock spreading out a small out amount of damage that far (w/ no control) just isn't that powerful. Just look at Cursegrind, which is an L13 encounter power. Still since you now ignore fire resistance, it's not bad, just rather lackluster for the level. 
  • Hexer (AP) - This path is all about spreading your curse to the most enemies in the shortest time, which can be overkill for many Warlocks. But if your pact boon really helps you (star pact, dark pact, some vestiges) and/or if you get benefits that apply to multiple curse targets this is the path for you.
    Breakdown Show

    L11 feature -  Getting to ignore the 'closest enemy' restriction on your curse within 5 squares is awesome for a gish or tank, and solid for everyone else.
    L11 AP feature - A -2 attack penalty is not very strong, but with as many targets as you should be auto-hitting with this, I think it adds up.
    L11 power - A big party friendly blast, that does terrible damage (though it at least targets Will). But the value of this power is in the effect, which is a huge mass curse.
    L12 power - Another way to spread you curse, and this one isn't very impressive compared to Vengeful Curse, a heroic feat that Tieflings can take.
    L16 feature - A solid control boost to your curse. With zone powers and/or a way to increase the slide distance, this can get really good.
    L20 power - 3d10 against one target was good at first level, now it's sad. The effect of imposing a cursing aura on the target doesn't help much because you have plenty of other ways of cursing targets, and this doesn't do anything to those already cursed.
  • Life-Stealer (PHB) - Req Infernal Pact - I really want to give this at least a purple rating because of the flavor and the solid encounter power, but everything after 11th level is complete garbage as written.
    Breakdown Show

    L11 feature - A very flavorful upgrade to your pact boon. Depending on your targets origin you can get a different bonus, some are great, some are awful.
    L11 AP feature - Half as good as Bloodmage's similar feature, but still adding this to an AoE is a big bonus.
    L11 power - 3d8 on a vs. Will attack is better than what most other paths offer, but considering the fact that most encounters feature monsters with all the same origin, it is very easy to get the extra 10 damage if you wait a round or two.
    L12 power - You can basically dominate a creature that died in the encounter for 1 round or until he gets hit once--embarrassing for a daily IMO.
    L16 feature - Considering that Hell'locks have a ton of surges, and rarely use half of them due to all the THPs, this is practically useless except maybe for Tanks.
    L20 power - This doesn't even make sense. Either this lets you get the soul spark even from non-cursed targets, or it lets you gain an extra spark in addition to the one you'd normally gain.  But that only matters if this pitifully low damage power could manage to kill someone.
  • Long Night Scion (D 374) - Req Fey Pact - For those who like cold powers, whether thematically or mechanically for the Wintercheeze feats, this is great path.
    Breakdown Show

    L11 featureA free Energy Admixture feat that you can reassign every day and cold resistance is great.
    L11 AP feature - Really poorly written, but I am assuming that it requires you to use a power with the Cold keyword to do anything extra otherwise you just spend the AP as normal (as opposed to preventing you from using APs for anything but cold power attacks). Since this path is all about specializing in cold powers I can't see that being a problem.
    L11 power - This would be a great power, except I am sure if you are taking this path you have the Wintercheeze feats. If not, why??
    L12 powerThe fact that this costs a standard action really hurts this. If you have an encounter power that is literally twice as good as your other powers then this is worth it.
    L16 feature - A better version of the Feytouched feature that everyone loves; damage plus slow!
    L20 power - Low damage, and targets Fort, but good control, which upgrades to great if you can debuff the save.
  • Master of the Starry Night (AP) - Req Star Pact - Designed for Dual Stat Star'locks, it's actually best for Cha'locks with Reserve Maneuver, though the utility and features are strong enough for even Con'locks to consider. 
    Breakdown Show

    L11 feature - A huge upgrade for your pact boon. Now your bonuses are reliable!
    L11 AP feature - Autodazing one creature (even one you're not attacking) is awesome from an AP.
    L11 power - Party unfriendly, terrible damage, and even a crappy debuff.  Reserve Maneuver Bait (which is great for Cha'locks, since this is the only Con based part of this path!)
    L12 power*drool* You get to instantanously reap your pact boon benefits, which means a big attack bonus, and you can still curse everyone all over again getting the boon twice for the same enemy! Combined with your L11 feature, this dramatically boosts your accuracy.
    L16 featureMore speed is almost never useful to a ranged striker, a bonus to one defense is occasionally useful, but either way considering the L11 feature's incentive to use the bonuses on attack rolls, this is mostly useless.
    L20 power - Solid initial damage, good type, and has the perfect solo killer upgrade, however the drop off on a miss is substantial. Con'locks you are mostly SOL on this one. 
  • Nightmare Weaver (D373) - Req training in Intimidate - This path is all about layering on attack penalties and it does it well!
    Breakdown Show

    L11 feature - A variation on the Relentless Curse feat, which costs you an immediate reaction but lets you slide the target 2 if he's already curse which is very handy but a little lackluster for a PP feature.
    L11 AP feature - Sliding 1 square is not very powerful, and neither is a -2 attack penalty for a round, but the penalty stacks with the L16 feature and all together it adds up especially considering that this could affect quite a few targets. Note: As written, the attack penalty only applies if you actually slide them!
    L11 power - 1d10 is crappy damage but when you factor in that this boasts solid control (daze) and effectively grants the whole party +2 to hit (from CA) and +5 damage against the target for a round, this is the perfect nova setup spell.  Note that the damage boost is exponentially increased if you can manage to give the target psychic vulnerability as well (Rod of Ulban FTW!).
    L12 power - Not as much of an upgrade thanks to SWA, but still 2 rounds of invisibility every encounter is quite nice.
    L16 feature - Adding a -2 attack penalty for a round to all of your encounter powers is huge, just ask Psychic Lock users! 
    encounter power that , an awesome utility that Warlocks play ninja like the days before the stealth nerf, and a flavorful (if a little weak) daily and you have a very solid path.
    L20 power - 2d8+mods may not seem like much damage, but getting to deal it up to twice per round (once as immediate reaction, once as minor) in addition to your normal attacks is crazy good! This is the perfect solo killer spell.
  • Planeshifter (MotP) - This has a couple things going for it, but everything is garbage including the worst utility I have ever come across. 
    Breakdown Show

    L11 feature - One free ritual and a bonus to a handful of rituals if you happen to have the Ritual Caster feat? This is complete garbage for 95% of warlocks.
    L11 AP feature - A bonus move action is great, having the option to teleport 10 with that action is gravy.
    L11 power - Zero damage (so no curse damage), but you get the control of a L19 daily (Wrath of Acamar): sequestering the target (save ends), which is huge for an encounter power.
    L12 power - This is beyond red. 3 surges and another surge per sustain standard for a link to a preexisting portal. Who does WotC think would want to cast this more than once a day??
    L16 power - Immunity to forced teleportation is nice when it comes up, but I would guess that would be a handful of times in the average characters entire 30 level career! As a daily utility this would be purple, as an always on class feature this is a slap in the face compared to what other paths offer.
    L20 powerIf your DM rules that you can add static mods to each d8 separately then this is very powerful, but given the way this is written, that would be generous on your DM's part. And if you don't add static mods separately then it is garbage.
  • Sea Tyrant Oracle (AP) - Req Vestige Pact - Other than the vestige upgrades from the daily, there is nothing here rated higher than black, meaning there is just nothing to get excited about and your Paragon Path should really get you excited. 
    Breakdown Show

    L11 feature - If this included attack rolls it would be much better. As is, rerolling a save or skill check 1/encounter is useful but rather underwhelming for a PP feature.
    L11 AP feature - Making the action itself reliable is quite powerful, but providing no benefit on a daily hurts.
    L11 power - Dazing and weakening is a pretty potent control combo, but I am not sure it is always worth dealing zero damage (so no curse damage).
    L12 power - Guaranteeing you go first in one encounter per day is nice, but not earth shattering.
    L16 feature - This would have been weak for a utility as a L16 feature it is a joke.
    L20 power - 3d6 in an (unfriendly!) area is low damage for a L5 daily, at L20 it is embarrassing. Adding a long push would be nice for a push build, but well that means a different PP. But the weak power is improved by the pact boon and at-will upgrade, which both let you slide one target a long distance. That's great control and can even cause damage in many encounter scenarios, but certainly if you are in a zone-happy party.
  • Storm Scourge (AP) - Req Fey Pact - For all you lightning specced Fey'locks out there... *cricket, cricket*
    Breakdown Show

    L11 feature - The choice to do lightning with Eldritch Strike is great, but not earth shaking.
    L11 AP feature - Lightning damage is uncommon, but
    L11 power -
    L12 power - 
    L16 feature - 
    L20 power -
     = Lightning? *shrug* The features would be good if it let you make all of your powers deal lightning damage instead of just 1 of your at-wills. Why? Because there is ONE warlock lightning spell that is Cha based. One. (Crackling Fire, lvl 5 daily) Obviously that excludes the 2 path powers, but seriously if they were going to include this path in the book you'd think WotC would have added more than 1 power to go with it... So unless you plan on taking Energy Admixture a lot, ignore this until Arcane Power 2 comes out I guess.
  • Student of Caiphon (DA09) - Req Star Pact, specialization in fear and/or radiant powers - worth it for the massive crit range alone, but the whole path is solid. Cha based, but only the encounter power so it's just as good for Con'locks with Reserve Maneuver.
    Breakdown Show

    L11 feature - With the right power selection (or just the right equipment) you get 18-20 crits with all of your attacks, which is pure gold for a Striker.
    L11 AP feature - Not as much ongoing as Bloodmage, but a better type and it even clearly states that it adds the radiant keyword so you definitely get 18-20 crits with the attack. Best with AoE powers since you add the ongoing to every target hit.
    L11 power - Radiant, vs Will, but low damage and no control. The ability to ignore cover, concealment and invisiblity is nice but won't come up every encounter. Con'locks w/ Reserve Maneuver aren't missing out on much.
    L12 power - Invisibility and flight for 2 rounds every encounter is very handy. And ongoing 3 is not that scary plus you can always pick up some psychic resistance.
    L16 feature - 5 damage is a cheap price to pay for this massive offensive upgrade to your pact boon. Note that it doesn't cost you or the ally an action so you can unload a bunch of attacks in succession if you have a bunch of boons trigger at once!
    L20 power - Basically another utility power rather than an attack, but this is worth it. For the cost of a surge each, everyone gets a power back and 1/6th of the time the power is a daily!
  • Umbral Cabalist (D383) - Req Vestige Pact - A mostly defensive path, so it is best for Tanks, but it is good for anyone.
    Breakdown Show

    L11 feature - Getting to add your primary to one NAD of your choice while you're bloodied is awesome for Daredevils, but the rest of you shouldn't be bloodied too often.
    L11 AP feature - You autorestrain one curse victim for a round, which is solid control and grants CA to everyone.
    L11 power - 1d6+mods may not be much damage, but any damage (since you get to add curse damage) plus stun on an encounter power is a winner in my book, especially when you target will.
    L12 power - This probably won't come up every encounter (but probably more than once a day), but when it does you'll be glad you can ignore some of the worst conditions out there. Spreading your curse on top of that is pure gravy.
    L16 feature - Most modules/DMs "theme" their encounters, meaning that most of the time all the monsters in an encounter will use the same damage type. For Tanks, who are the most likely to be repeatedly attacked, this is awesome!
    L20 power - A 1d10 upgrade over Vestige of Kronata isn't overwhelming but it does push it above the curve and since you have to be a Vestige'lock to be able to take this power this rating includes the benefit my new favorite pact boon which lets you force one CREATURE who is either cursed by your OR within 5 squares, to make a BASIC attack vs. a target of your choice. I highlighted the word creature because this can be an enemy (potentially triggering your ally's mark in the process) or it can be one of your allies (giving your fighter another mark, or letting another Striker dish out extra damage). I highlighted basic attack because that includes ranged and melee, so you don't have to rely on a target being within reach, and while decent ranged basic attacks are uncommon for PCs, they are very good and very common on artillery and controller monsters. And lastly I highlighted the word "or" because the range is flexible enough to almost guarantee it can always work one way or another. The at-will upgrade however is worse than Kronata's since you can't force the trigger, so it is just mediocre control or mediocre damage, and it's the target's choice which. 

Racial Paragon Paths

  • Adroit Explorer (PHB2) - req Human - You don't have any powers that you'd keep at high levels anyway (like Rain of Blows or Storm of Blades), but it is easy to find a power that's better than what most of the Warlock Paths have to offer. And the rest of the powers are solid offering both offense and defense.
  • Turathi Highborn (PHB2) - req Tiefling - The features are rather good for a Striker, but the powers are weak for their levels in my opinion. Together they make a solid, but not great path.

Multiclass Paragon Paths


Artificer


Avenger


Barbarian


Bard

  • Grave Caller - A solid PP for a single target ranged striker like you. You get a limited version of Avenger's famous Oath of Enmity which is pretty much worth it in and of itself. If you're a Cha-lock, then the powers make this very good.
  • Voice of Thunder - Meh. Only Con-locks have enough Thunder powers to really be able to specialize and +2 damage isn't much of a pay off (just compare it to Kensei), and then they can't use the Cha-based PP powers.

Cleric

  • Divine Oracle (PHB) - The initiative boost is helpful considering your controller secondary role, and the powers boost DPR for the party which fits your primary role. But the keystone of this PP is the ability to roll twice with Will targetting powers. Con-locks have some but not many, so this is only mediocre for them, while Cha-locks have plenty so this is great for them.

Druid


Fighter

  • Inner Dragon (MP) - Req Dragonborn - Con-lock gishes can make this work since they have a Con high enough for the encounter power to hit occasionally (not a lot though since you can't add expertise feats, etc.). The key feature is the extra +1 to attacks when bloodied and the utility that makes it easy to get the bonus for a whole encounter. Sadly this isn't as big of a deal thanks to the expertise feats and similar feats that offer attack bonuses, so this has become a subpar choice.
  • Iron Vanguard (PHB) - Getting to add your primary stat mod twice is a big draw, so Con-locks can do well here as they get quite a few pushing powers. You do however need to take the Reserve Maneuver feat unless you are a gish build with a high strength. Unfortunately it is probably outshined by Blood Mage who gets a better bang out of pushes (and pulls and slides too) and has a lot of other features and powers going for it.
  • Kensei (PHB) - Ah, the Striker standby. This is all about the static +1 to hit and +4 to damage which is just as good for you as any other striker. Sadly the powers are pretty worthless, unless you're a gish in which case this becomes a no brainer. And be careful, taking this PP means that you have to use the same type of implement in each hand (assuming you have Dual Implement Spellcaster). Still, the benefits are worth it for most.
  • Pit Fighter (PHB) - I have a hard time envisioning how you could have the stats for this. Dwarf Con-lock gish maybe? Suggestions welcome!

Invoker


Monk


Paladin


Psion


Ranger


Surprisingly I am not aware of a single Path that works from your other single-target ranged striker colleague.


Rogue


Daggermaster (PHB) - This is all about the crit boost and it's much easier to pull off now that the Arcane Implement Proficiency feat lets you use any kind of dagger you want rather than having to rely on Pact Daggers. With the Focused Expertise feat and Dex as a tertiary stat you could even use the powers.


Tharos Impostor (D 370) - Req Infernal Pact - Getting to feint as a minor action combined with a free reroll means you can get combat advantage pretty easily--as long as your Cha is decent. Unfortunately this path is for Hell'locks, so that's not very likely considering you also need at least a 13 Dex. The upgrade to Hellish Rebuke is nice, but the attack powers both require light blades and are weapon powers meaning they will likely be dealing d4s or d6s--so pretty crappy damage. The utility power is nice, if highly conditional. Fire wielding enemies are common, but there are still going to be days where you don't see a single one which make this is a very expensive teleport power.


Shaman


suggestions welcome


Sorceror

  • Arcane Wellspring (PHB2) - Unfortunately you don't get anything out of the level 11 feature since there's no way to get the Dragon Magic or Chaos Magic features (that I am aware of), and the level 16 feature is rather underwhelming for you, but the AP feature is outrageously good. The powers are all great (even if you can't use the upgraded version of the encounter power), but make sure you ask your DM what he is going to do about the damage type since you don't have the class features that they depend on. Most DMs will probably just give you generic damage unless you took the Soul of Sorcery feat in which case they'd probably give you the damage type you chose for it.
  • Blizzard Mage (AP) - The features are not terribly "strikery," with the AP feature adding some nice control, L11 granting slight resistance to 2 common status effects, and L16 giving you a very small control boost from crits. Note that the L16 crit feature specifies "creature" which means you can use it either on an enemy or on an ally, and the Encounter power slides all allies 2 squares--these both mean that in a party where several members have the Agile Opportunist feat you can get a major offensive boost. The utility offers great attack discouragement for an encounter, but the Daily is the crown jewel--free auto damage in a huge area for the rest of the encounter that deals decent damage (especially if you get to add mods) and even pushes. Wintercheeze folks love this path.
  • Demon Skin Adept (PHB2) - This path has a lot of things going for it, but just as many things going against it. The AP feature is great as long as you have someway to protect yourself, the L11 feature is again unusable, and the L16 feature is terrible! You have zero control over when you crit and thus when the blindness triggers meaning you could be in the middle of a multi-attacking power and thus all but forfeited the remaining attacks. If this was at least an optional effect on a crit, it would still be weak but at least it'd be a net gain; as is, it's a net loss IMO. Then we have a VERY good encounter power--guaranteed triple attacking powers are unheard of for implement wielders. The utility is rather mediocre (similar utilities give larger damage boosts without bloody restrictions, e.g. Wrath of the Gods). Finally the Daily does weak initial damage, but has a very potent zone effect that you get to change round to round. Unfortunately there is no way to move the zone, so you need a push heavy party to keep them in the zone.
  • Essence Mage (AP) - This path offers 3 features you can actually fully use, unfortunately they just aren't very powerful, but the powers are great. L11 is the key ability: adding 1d6 damage whenever you deal 2+ damage types. Unfortunately very few Warlock powers deal more than one type, which means that you almost have to take Arcane Admixture to get much use out of this, but the worst part is that 1d6 is not that great (just look at Kensei). The AP feature is great, if boring. L16 is rather underwhelming, but at least it doesn't care where you get the resistance, so with the right equipment selection you could almost get Resist 9-14 against almost everything. The Encounter power is great, you get to pick 2 damage types every time you cast it so it'll be very easy to avoid resists and even trigger vulnerabilities from time to time, and of course you automatically get the extra d6 damage; on top of that you are guaranteed CA next round! The utility is very solid defense combining insubstantial for 1/2 damage with at least 2 chances to gain a good amount of THPs--every encounter! This is very helpful for Cha-locks who have durability issues. The Daily is a fantastic power to use in those close quarters fights where staying out of melee range just isn't an option. You deal solid, party-friendly AoE damage and get Resist All of 8 or 9 (thanks to your L16 feature!) for the entire encounter, plus autodamage to any enemy foolish enough to stand next to you. That is what I call a tide turning power!

Swordmage

  • Umbriri (FRPG) - This path is on here for 1 simple reason: the L16 feature means you could get CA every single round as long as you can move at least 3 squares (Shadow Walk). Unfortunately there isn't much else here for you. Necrotic resistance is nice, the AP feature ain't bad, but the powers are terrible. The encounter power you can at least swap out with Reserve Maneuver or, if you're a gish, even get some use out of. But the utility is a pure leader power, e.g. a waste of a standard action for a striker. And the daily is sorely missing a sustain line or something (one round of single target dominate with restrictions and that's it??).
  • Malec-Keth Janissary (MotP) - The L11 features are unusable for one, and non-combat for the other. The AP action is decent. But the key feature is at L16: +1d4 damage of a variable damage type that is always on! The encounter power is Reserve Maneuver bait unless your're a gish. But the utility is useful even if it is a leader/defender power since it doesn't cost you anything more than an immediate action. And the Daily is solid party-friendly damage in a BIG area, with a minor leader effect tagged on. Just be careful to buff your attack bonus because it doesn't do any damage on a miss.

Warden


Warlord

  • Shadow Captain (MotP) - The features are pretty mediocre for a striker (a little better if you're a gish), and the encounter power would be underwhelming even if you did have the Strength to hit with it, but the other powers have potential and there's always Reserve Maneuver. For Cha-locks who have a high Int for their secondary score, the utility offers a LOT of mobile cover and auto-hitting control that last for the entire encounter (there's no way I know of for the enemy to destroy them either!). And the Daily is very fun, flavorful and even powerful if you can manage to land the initial Str attack--it's reliable so you can take all the chances you want, but every miss is a wasted standard action. Fortunately once you do hit, you get a free flanker to move around the map who has a free standard action every round, and all it takes to resurrect him when he gets killed is for you to hit the initial target again and now any attack counts!
  • Battlelord of Kord (MP) - Thanks to the new playtest rules from the PHB3, if you Hybrid Multiclass Warlord, you can kick a lot of ass with this path. You get a self buff that lets you spend a surge, and get +2 att and +Cha mod to damage; once a day is poor, but once an encounter thanks to Hybrid is awesome. The AP feature is very 'leadery', but technically it does boost the offensive output of the party as a whole, so it's not bad from that perspective. And the L16 feature is actually very useful to you as a Striker. The encounter power is total Reserve Maneuver bait unless you're a gish with a high Str (even then it's very weak 95% of the time). The utility is another thing that is terrible unless you are Hybrid Multiclassing, in which case it can be very good. Finally if you have Eldritch Strike or Reaper's Touch, the Daily is crazy good: at epic you could be looking at 9 attacks for 2[W]/2d10+mods each!

Wizard

  • Battle Mage (PHB) - Requires Int as a 2nd Primary - The L11 feature is a joke (it is neither a weapon nor implement attack, so even with a maxed Dex you will struggle to hit and do minimal damage), but the AP feature is very good (if boring), and the L16 power is pure Striker. The encounter power is also rather good; 3d8+mods with a 'get away from me!' effect is very good for you. The utility power is kind of weak for a bounce back power, but it is still pretty effective. And then we have the famous Daily spell; as long as you can wait and use up your other Dailies first this is the biggest baddest spell around 8d10+mods (1/2 on a miss) damage of a variable type in an 11x11 square that only targets enemies.
  • Blood Mage (PHB) - Requires Int as a 2nd primary - Ah yes, the paragon path that should have been a warlock path in the first place. The damage possibilities of Blood Pulse were one of the very first things to get people excited here on the CO boards. While errata/FAQ clarifications have made it clear that you can't add the bolstering blood bonus to the push damage, there is now some debate as to whether you get to add static mods to it. They have also clarified that each move is a separate instance but each square of a move is not, so even if they allow static mods to be added an 11 square slide would do 11d6+mods not 11d6+11*mods. Even at just a flat d6 per square this is a lot of damage. Harrowstorm will be your go-to follow up spell offering a 5+Int mod square slide for Hell'locks; that's 2d10+mods + upto 10d6, which is more damage than even Hurl Through Hell can do! And any of your allies with forced move powers can join in, and you get to do it every encounter! The only downside is it requires both your Int and Con to be at primary stat levels, which limits your racial options and your stat distribution.
  • Simbarch of Algarond (FRPG) - The features aren't offensive at all, but Cha-locks at least could definitely use the extra toughness. The encounter power is the reason it made the list though; Int+8 vs. Reflex means even if you have a crappy Int you can still hit with this, and while the initial damage is low the encounter long damage buff is huge! Fire this off early against a Solo, and then just smile when you tell the DM how much damage you deal with each subsequent attack. The utility is rather weak but can certainly help in a pinch and you do have extra surges now. The Daily power offers mediocre damage (you don't get to add a stat to it) to a large party friendly area, but what makes it unique is that you are almost guaranteed to rid yourself of status effects thanks to the free save for every enemy you hit which you can even use to reroll the same save if necessary. Ultimately, if you are playing a 1-shot between levels 11-19 or if you have Int as a 2nd Primary you can do well with this path, otherwise the Daily is just too much dead weight and the Encounter won't hit often enough to make it worth it.
  • Spellguard Wizard (FRPG) - Requires Int as a 2nd Primary - If you are a gish with a high Int this is a very tempting path, mostly because of the potential in the L11 feature. There are quite a few Area burst powers in your repertoire, and getting to turn them into Close Blasts (with a +1 to hit) when desired is very nice indeed. Sadly the AP feature is pretty weak considering that your Dex mod is probably +2 at best considering that you need a high Int and of course high Con/Cha. L16 offers extra surges which may actually be overkill for those of you who would be drawn to this path. The encounter power is kind of weak, but as an out of turn attack it's great for burst damage and since you get to decide to use it at just about any distance with luck you can knock him prone next to your melee buddy. The utility and Daily powers are a little redundant with each other, but against the right enemies can be real life savers (few enemies are more frustrating than those that keep healing themselves or others).
  • Spellstorm Mage (PHB) - Requires Int as a 2nd Primary - This has real potential. The AP feature is great for burst damage (combine with AoE or multi-attack powers whenever possible), but the L11 feature is key. It seems like it has to be a typo, but as written even with Wisdom as a dump stat, thanks to getting to add 1/2 character level to ability checks, this is pretty much a free reuse of a power per day. At first you'll probably just get an encounter utility out of it, but as you gain levels it gets more and more likely that you can refresh a daily attack power. The L16 feature is great for a Striker again even if your Wisdom isn't the greatest especially if there are any cursed minions still around. The encounter power offers great damage potential since every square except the origin square is adjacent to one of the outer squares, and thus you get to do 10 auto damage no matter what. Against melee monsters it's great control too. The utility is unfortunately rather weak since it hinders your side just as much as theirs without perfect placement. The Daily is nice as it is a huge party friendly area with decent damage and control, but if your DM allows vertical teleporting then it gets sick. A 10 square falls means 5d10 extra damage plus they fall prone; you just can't beat that.
  • Unseen Mage (AP) - Requires Int as a 2nd Primary - Warlocks have a lot of invisibility powers, which makes this an attractive option. However, I suggest you ask your DM how he rules the L11 feature first. If your DM lets you continue to roll the 'save' to keep the invisibilty active after you've already extended it with a 'save' then this is awesome. Even though statistically it only increases the extension by an average of half a round/attack a lucky streak could keep you invisible for quite a while. The L16 feature then gives you a nice damage boost whenever you are invisible (or when the target is blind). And the AP feature and powers all offer more ways to turn invisible to capitalize on it and some even let your allies enjoy the fun! Make sure you grab Blur via power swap for awesome synergy.
  • Wizard of the Spiral Tower (PHB) - Requires Int as a 2nd Primary and proficiency in longsword - The original gish path has dropped off in attractiveness IMO. The Arcane Proficiency feat is actually better for Warlocks than the L11 feature since it lets you choose any heavy blade. The AP feature is only useful if you took Novice Power. The L16 feature is good at least for Cha-locks, but most gishes are Con-locks. The Encounter power is famous for being spamable if you have high accuracy. The utility is hands down the best evade power I know of. The Daily isn't very damaging but it's very accurate and offers good control and even better escape potential.
My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:42AM #8
Malkonnen
Posts: 335
Date Joined: 03/28/01

Epic Destinies: Since The Soulless Need Immortality More Than Anyone


Warlock Epic Destinies

  • Archspell (AP) - Not bad, but heavily back loaded so it's better if you are starting at higher level. 
    Breakdown Show

    L21 the feature is rather weak as +2 once a day and only when you use a specific spell is a hell of a lot weaker than +1 to hit and damage with all of your spells, but it gets better as you get the other features.
    L24 the bounce back feature isn't bad especially if you have already used your signature spell.
    L26 as written, this lets you gain Resist All 15 for the entire encounter, every encounter, as long as you make sure to use your Archspell before you use the utility. 
    L30 lets you convert your Signature Spell to an encounter power, which vastly improves the value of the L21 feature, but can actually weaken the utillity since you probably have Epic Resurgence and/or other ways to recover your Signature Spell and you are definitely going to want to use it again.
  • Archlich (AP) - This is a very solid choice especially for those looking for some more defense. 
    Breakdown Show
       
    L21 let's see, thanks to the errata you basically get true immortality plus resistance to 2 of the most common types and +2 to Int.  That is huge!
    L24 You get a bounce back feature on top of the immortality above, which actually lets you get back in a fight but at a huge cost.
    L26 You better make sure you have a solid (preferably daily) fear or necrotic power to recycle, but assuming you do this is great!
    L30 Not as overpowered as Divine Miracle, but still awesome.
  • Darklord (D372) - You don't get much upfront, but the later abilities are great and perfectly themed. 
    Breakdown Show
     
    L21 extremely situational/campaign dependent.
    L24 THE best bounce back feature available: a full health, complete resurrection with no side effects, and even concealment and phasing for the rest of the encounter!
    L26 rather nice, especially if you have good defenses to help you maintain that invisibility.
    L30 outrageously fun and powerful: you get your very own pet minion every time you score a kill (which should be pretty often as a Striker). Even with just a single action to make basic attacks, they can really add up especially from some monsters, but you can also use them as mobile flankers and mobile walls to clog up corridors! Life Stealers will officially be jealous of you.
  • Deadly Trickster (PHB) - Cha 21, Acrobatics, Bluff, Stealth or Thievery - Not bad, but not great. Better if you won't make it to 30th since this has the absolute worst capstone IMO. 
    Breakdown Show
     
    L21 not very good compared to the other reroll options out there, the only advantage it has is being able to keep rerolling the same roll in desperate situations.
    L24 you get your key feature which lets you immediately recover encounter and daily powers with a 15% reliability; that's not bad but very unreliable. This is much better for Grave Callers, elves, or anyone else who is able to reroll a lot.
    L26 is the ultimate do over button effectively giving you an extended rest for a minor action once a day. The down side is you have to use it proactively and it's your only bounce back power so you will find yourself walking the razor's edge as to when to use it.
    L30 might sound like fun but once a day it's just a joke; cancelling a single attack or save is something you can do with many paragon level utilities which are usable once per encounter!
  • Demigod/Chosen (PHB) - The gold standard of EDs.   
    Breakdown Show
     
    L21 THE benchmark for all EDs: +1 to hit, damage, 2 NADs, rider effects you name it
    L24 the one thing here losing a bit of luster compared to the new stuff coming out, but still damn good.
    L26 that much regen means you are pretty much immunity to damage for one encounter/day.
    L30 post errata this is still ripe for abuse, so many DMs will houserule it. Personally I don't think it needs houserules, just strict interpretation of the rules. That means that you have to actually use all of your encounter powers before you can start recovering one; at 30th level that is quite a lot of powers meaning it will be several rounds into the fight before it kicks in.
  • Eternal Seeker (PHB) - Getting to cherry pick your epic powers (and WotC has confirmed that this doesn't let you retrain all of your powers retroactively, so it is only your EPIC powers) is nice especially since you have a few levels where you have no good options, but it's generally more effective to fill those gaps with single power swaps rather than sacrifice all the goodies the other EDs have to offer. So this is really just for specific niche builds that really want to combo powers from multiple classes.
  • Feyliege (AP) - Requires Fey Pact, or have Fey origin, or be a Half-elf - The L21 feature is half as good as the Demigod benchmark, but that's still pretty good. The L24 feature however is one of the best bounce back powers in the game: instant full heal plus concealment for the entire encounter. The only downside is your 'real self' does actually die so you do need to get Resurrected if you want to get this safety net back. The utility is kind of weak for the level, but it's still damn good. Finally the capstone gives you dominate as a crit benefit! That's good enough to make you specialize in charm powers; Gnomes with Feyborn Charm and/or Entrancing Mystics couldn't ask for a better capstone.
  • Harbinger of Doom (PHB2) - The L21 feature isn't bad, but not great. Just make sure to remind your DM a lot unless he rolls out in the open! The L24 feature is nice since it can trigger off of an enemy or an ally dropping (in fact as written your DM might let you use it when YOU drop!). The utility isn't very good for a predominantly ranged Striker like you, but Gish tank builds will love it. The capstone is a solid ability since a miss means the encounter is going to last at least 1 hit longer and thus a few extra THPs will help, but it's still not very impressive for an ability you waited 30 levels to get.
  • Immanence (AP) - Variable Resist 20 is nice, but not enough to be the key feature of an ED, especially since you can't use it on generic damage (the most common type from monsters). Also you need some kind of offense, especially as a Striker, and the point blank damage while your bounce back power is in effect doesn't cut it. Basically, compared to Archspell above which offers Resist 15 All every encounter starting at L26, this path just doesn't hold up.
  • Keybearer (D 372) - Way too specialized to be much use to a typical warlock. Lord of Fate (AP) - Requires Unaligned - The L21 feature is very powerful but also extremely situational. Basically, if you get a lot out of Monster Knowledge checks, both thanks to good skill bonuses as well as a DM who tells you monster role and/or power details, then this becomes very powerful, but you still need a monster who throws out save ends effects (that it isn't immune to!) or it's useless. The L24 feature is certainly very interesting; since monsters' HP at this level vastly outnumbers yours, you should usually get a fair amount of THP out of this. But since it's only THP the best it can do is prevent you from falling again this encounter--it doesn't really conserve resources. The Utility power is completely dependent on the accuracy of your side vs. their side: if you can all hit on a 10, and/or you know the enemies all miss on a 10, then by all means go for it! But odds are this will both help and hurt both sides on a case by case basis, so are going to want to combine this with some kind of long lasting buff to yourside and/or debuff to the enemy's side. The capstone is kind of worthless: the monsters with recharge powers are mostly elites and solos, who you generally can't afford to avoid attacking as the Striker.
  • Magister (AP) - The L21 features are pretty good: +2 to an ability score is half as good as the Demigod benchmark, but getting +4 to a Defense (or even multiple Defenses sometimes) is pretty replacement for the other half. The L24 bounce back power is pretty good, it doesn't heal as much as most similar powers but the teleport and free saves can make up for it--if only the surge was free... The utility is completely dependent on the quality of your magic item powers, personally I tend towards items with properties or encounter powers as they usually seem like the better buy, but this makes Daily powers (at least the significant ones) very attractive. The capstone requires you to have the Ritual Caster feat, which usually isn't high on a Warlock's list, but with the right ritual this can be very strong. In the end, I have to give it a subpar rating because it doesn't work for the vast majority of Warlock builds.
  • Planeshaper (D 372) - The L21 feature lets you double up on your favorite encounter power, and boosts your secondary stat. The L24 feature is okay, but not great: it boosts your control by adding a 1 round sequester effect to your crits. The Utility is the ultimate second wind as it sequesters the whole party for a round in which they can each spend a surge and recover an encounter power. That is very much worth the standard action, even for a Striker. Finally you get a true capstone worthy of the title: an aura with a variable effect that you can change at will for a mere minor action. As a striker you'll usually want the cold or fire damage, but the others certainly have their uses.
  • Prince of Hell (D 372) - This would be just about perfect for Hell'locks if it boosted Con instead of Cha, and if it had an answer for Fire Immunity. As is, it's a very tempting pick for pyromaniacs. Prison of the Winds (D 371) - Another hidden gem for Con-locks. +2 to Con, Dex, and speed is awesome. The bounce back doesn't give much if any free healing, but you should have plenty of surges as a Con-lock anyway, and adding a close burst 5 push + prone effect that auto hits: pure win especially if you're also an Iron Vanguard. The Utility is awesome for gishes, but still pretty good for everyone else. The capstone offers tremendous staying power.
  • Punisher of the Gods (DA) - Thematically very appropriate, but most of you won't crit often enough to make this worth it. Students of Caiphon, Daggermasters, and Grave Callers are the notable exceptions.
  • Radiant One (DA) - Now that Dragon Annual cleaned this up a bit, this rivals even Demigod.
    Breakdown Show

    L21
    You get resistance to one common and one uncommon damage type, which is solid. Plus you get to do double-typed extra damage whenever you hit with CA, which should be all the time thanks to SWA!
    L24
    Still unclear whether this costs an immediate action, but either way this is an outrageously good bounce back power simply because auto-hitting damage equal to your surge value is VERY good.
    L26
    The Utility offers near immunity for an encounter especially if you have a high Int, the only downside is it costs a standard action.
    L30
    The capstone is like a super-action point, which is pure win for a Striker.
  • Raven Consort (D 372) - Req Shadar-Kai, worship Raven Queen - The L21 feature is great for Con-locks making you even tougher. The L24 feature is a very good, if dangerous, bounce back power: it's not once a day, but it only kicks in when you make death saves, and you still only "pop up" on an adjusted 20+. The Utility is a nice auto save power since it's not an action you can use it even when stunned, but it's not as game-changing as some of the other Destiny powers around. The capstone is very similar to the Darklord's except your minions are always lich vestiges which means they do flat 10 damage, but get to weaken (save ends), but the biggest drawback is they get L26 stats which amounts to -4 to attacks and defenses.
  • Reborn Champion (D 365) - Not bad. L21 only helps skill checks, L24 is pretty weak as bounce pack features go, but the utility is solid, and the capstone is great as long as you crit often.
  • Redeemed Drow (D 367) - Req Drow - The L21 is way too situational, only demons will be likely monsters at this level. L24 is great, especially when combined with Master of Fire and Darkness! The utility is about on par with Demigod's. The capstone is a nice bounce back power; Cha-locks can use the toughness.
  • Sage of Ages (AP) - L21 is pretty useless at first unless you happen to be the party's Ritual Caster. L24 is basically a weaker, but more versatile version of Avenger's Oath of Emnity. You essentially pre-roll the re-roll so you can know exactly when that die roll will help the most. Most Warlock powers are single target, so that means you on attacks this (roughly) cuts your miss chance in half and double your crit chance. On saves you can pick one to definitely save against. Utility power is the key feature: every encounter you get a random encounter long buff. The catch is it hinges on an Arcana check so you need as high a skill bonus as possible (thankfully the L21 feature helps and you can use the L24 roll replacement), but the payoffs for high rolls are huge. Finally the capstone is easily one of the best bounce back powers: instant full heal and you get to move up in the initiative order! I had kind of dismissed this one when I first read thru Arane Power, but this actually quite good as long as you build around it (buff the hell out of your Arcana check).
  • Storm Sovereign (D 372) - A solid pick for Con-locks. There are a lot of great thunder buffing feats and there are a number of good thunder powers. And their utility? pure win. Winter Sovereign (D 372) - Req fey origin - The Destiny of choice for Wintercheeze fans. L21 makes it so Lasting Frost works even on Cold Resist foes, and makes ongoing cold damage powers VERY powerful. As written, L24 lets you make all of your daily powers deal cold damage as long as you never use more than 1 in an encounter, plus whnever you hit with any cold power (and lets face it if you took this ED they all are) you get to teleport as a minor action! The Utility is the weak link as it is easily worn down and only helps against AC-targetting and melee attacks. The capstone is fun and flavorful and combos well with the L21 feature--under very specific circumstances you get 1 instant kill per day. :D

Other Epic Destinies

  • Adamantine Solder (MP) - Requires Fighter or Warlord, Heavy Armor, and high Con - Not a bad path for a Con-lock gish who really wants to be a Tank.
  • Archmage (PHB) - Requires Wizard - L21 Getting to reuse a daily is awesome for a Striker. L24 bounce back power is one of the best: an instant full heal combined with insubstantial and phasing and as long as your body wasn't disintegrated or stolen or something, then you self resurrect cancelling the death. The trade off is that you can't use Daily or Item powers (or rituals), but that shouldn't hurt too much. Utility is another way to reuse a Daily, which again is very powerful in the hands of a Striker. Finally the capstone goes the next step, letting you convert a Daily power to an Encounter power!
  • Dark Wanderer (MP) - Req Ranger or Rogue - Thematically very appropriate, but rather weak. L21 is nice in that it protects you from the weaker enemies in a fight, but it's the higher level enemies you really ought to worry about. L24 is fun, but mechanically almost useless since teleportation and such are readily available at this level. Utility is weak for its level, since it's restriced to only utility powers, but there are some good daily utilities out there that would be nice to use twice a day. Capstone is true immortality; as written you can never die permanently. That's really cool, but at 30th death is temporary anyway, all that matters is finishing that final quest, and your party may get annoyed at having to wait 24 hours to begin adventuring again after you fall.
  • Glorious Spirit (PHB2) - Req any Primal class - L21 is basically an extra stackable curse which also cancels resistance and insubstantiality once per encounter (and you get to spend a surge when it dies!), which is great as a Striker. L24 isn't bad: a nice long range teleport that can be used offensively if you're a gish or want to use a close power or defensively to retreat next to one of your allies. Utility however is kind of redundant with the L24 feature and is only really useful to gishes since the rest of you generally want to avoid being adjacent to enemies. Capstone isn't bad since you have a lot of single target spells and getting to keep the miss effects almost makes you want to keep missing with some powers. :D
  • Godhunter (MP) - Req Ranger or Rogue - L21 is pretty weak considering the other reroll abilities out there, but at least it is against those you are most likely to miss. L24 is rather weak considering it is limited to creatures of higher level than you, again it is nice that it hurts those that matter most, but crits and higher level monsters are rare enough that you may not even trigger this every day. Utility is rather nice mostly because it at least does something to monsters who aren't higher level and it even gets the upgrade for Solo monsters (If the L21 and 24 features had been written more like this I would like this ED a lot more). Capstone is basically an upgraded version of Deadly Trickster's, and I still don't think it's that great for a once a day power as a capstone.
  • Mythic Sovereign (D 367) - Req Fighter, Paladin, Ranger, or Warlord - There is some good stuff here, but it's mostly conditional on one thing or another, so it's best for one-shots when you know the useless features are a non-issue.
  • Parable (AP) - Req Wizard - L21 is incredibly weak for the level--this would be a decent L11 Paragon Path feature. L24 like the Mettle and Evasion feats just don't come up often enough to be worth much. Utility is nice in that it's a guaranteed dodge, but since the monster keeps the power, he's probably just gonna use it on you next round. Capstone is a great bounce back power, but it's still not enough to save this terrible destiny.
  • Perfect Assassin (MP) - Req Rogue - L21 is decent, but not great. L24 is great as long as the DM rules that you 'normally' deal 5 dice worth of Sneak Attack damage via the feat that lets you use it once per encounter--if not then your Dex is probably too low for this to be worth much. Utility has got great flavor, but not much power: it's basically just a teleport plus autosaves against certain conditions. Capstone is nice since as written it basically lets you use Sneak Attack once more per encounter plus you target the lowest defense and don't need CA. Still, for a L30 power it's not that great.
  • Primal Avatar (PHB2) - Req any Primal - L21 is nice for a ranged Striker like you. L24 is interesting in that it is practically the equivalent of +2 to a stat of your choice, but you can change it from day to day (except, at this point, which stat you attack with should be set in stone :rolleyes. Utility is pretty cool since it's a lot of buffs all rolled into 1 power. Capstone is your bounce back power and it's not terrible, but it's rather weak compared to some of the others that you have to wait til 30th for since you have to have the 2 surges and it doesn't kick in until after you die.
  • Warmaster (MP) - Req Warlord - Very leader-oriented, but everything boosts party DPR, so I think it's a valid option. Best when combined with some way of gaining extra APs.
My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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10 months ago  ::  May 18, 2009 - 8:42AM #9
Malkonnen
Posts: 335
Date Joined: 03/28/01

Recommended Feats: Corruption Customizations


Heroic Tier - General

  • Accursed Coordination (AP) - Thanks to the PHB clarification that a target doesn't have to be cursed by you, just cursed, in order to apply your curse damage, this is a total waste.
  • Allegiance to the Daughter (D382) - Infernal Pact - Creating mini Firewalls out of your victim's corpses can be a lot of fun, but most of the time 1 square is easy to avoid, and don't forget it isn't party-friendly.
  • Arcane Fire (AP) - Most should just take Lasting Frost instead.
  • Arcane Implement Proficiency (AP) - Not everyone needs to take this since there are certainly some good rods and wands out now, but there are certainly some tempting items made available via this feat, plus many open up Weapon Focus as an option.  Here is a breakdown of each specific variation:
    • (Heavy Blade) - Some of the best Striker enhancements are only available on weapons. Warning: gaining implement proficiency is not the same as gaining weapon proficiency so using a longsword for example requires two feats if you want to be able to use it with OAs or Eldritch Strike.
    • (Light Blade) - A solid option for some of the Daggers intended for Sorcerers as well as the weapon enhancements intended for your Striker colleage, the Rogue.
    • (Orb) - This can improve your Controller side. 
    • (Staff) - A solid option for the Staff of Ruin alone, but thanks to those intended for the Sorcerer there are plenty of Striker-focused options here. 
    • (Tome) - Wizard only at the moment.
  • Armor Proficiency (PHB) - More AC is good for everyone, if you can manage the Prerequisites. 
    • (Chainmail) - Completely uncessary unless you can't afford to have Int as a secondary stat (Dual Stat Star'locks), in which case it is a must.
    • (Hide) - This is basically a flat +1 AC, which is nothing to scoff at, but most should stick with Leather in order to keep the outrageously good Shadow Warlock armor. 
    • (Scale) - For those who needed chain above, and want a little more AC and/or to get rid of the check penalty. 
    • (Plate) - For gish/tank builds only.
  • Astral Fire/Burning Blizzard/Dark Fury/Raging Storm/Student of Moil (PHB) - Inferior to Weapon Focus, which is now viable thanks to AIP.
  • Coordinated Explosion (AP) - This is only a good idea for AoEs that only target enemies--of which you have none.
  • Cruel Whimsy (D381) - Fey Pact - At heroic levels this will hardly ever trigger and it's not even an impressive effect.
  • Dark Thaumaturgy (D382) - Ritual Caster - Wow, this feat will make your Wizard jealous.
  • Daughter's Promises (D382) - Infernal Pact - The range of the "attack" is extremely short, but I still think this is a worthy upgrade for anyone except for tanks.
  • Devil's Favor (D382) - Infernal Pact - Only for Dwarves who have plenty of other healing.
  • Diminishing Spirit Curse (D381) - Vestige Pact - A -2 penalty to a single save, and it's conditional? Yuck.
  • Distant Advantage (PHB2) - Now you too can enjoy the easy CA via flanking!
  • Dooming Action (AP) - Another feat tax, this really should have just been an errata to the wording of Warlock's Curse.
  • Dual Implement Spellcaster (AP) - Req Dex 13 - Single-handledly makes arcane strikers competitive! Don't take it until level 6 or so since it'll likely be while before you can afford an offhand implement. You'll see it referenced a lot in this guide, so I'm abbreviating it as DIS.
  • Durable (PHB) - Cha'locks could certainly use the staying power.
  • Echoes of Thunder (PHB2) - A nice stackable bonus that just requires you to hit with a thunder power to trigger a bonus to all damage rolls for the next turn. It's best if you can just keep spamming thunder powers, so consider Arcane Admixture.
  • Empowering Shadows (AP) - If only this scaled with level, Warlocks would finally have an answer for Lethal Hunter, Backstabber, etc. It stacks with everything and it's easy to get every round, but since it doesn't scale it's only worth the feat slot for a very short window (probably 8th - 11th).
  • Focused Expertise (D 375) - The expertise choice for gish builds.
  • Glasya's Rebuke (D382) - Infernal Pact, Hellish Rebuke - A conditional chance to do 5 damage to a different enemy is not worth a feat IMO. 
  • Hellbound Heart (D382) - Infernal Pact - Not bad for Tanks.
  • Implement Expertise (PHB 2)- A feat tax to fix accuracy at high levels that gives you a huge boost at low levels--this should almost always be your first feat.
  • Improved Dark One's Blessing (PHB) - An absolute requirement at low levels if you want to get any use out of your pact boon, but at high levels it's hardly even noticeable.
  • Improved Fate of the Void (PHB) - This literally doubles the benefit of your already great pact boon!
  • Improved Initiative (PHB) - Strikers don't need to go first necessarily, but Controllers do. Since you're about half-and-half this is a judgement call.
  • Improved Misty Step (PHB) - How much this feat helps, like the pact boon itself, varies wildly. Most would be better off looking for an item (or the Mark of Passage feat) that boosts the range of all teleports.
  • Infernal Soul (D382) - Infernal Pact - Pretty good for Tanks.
  • Jack of All Trades (PHB) - You are one of the few classes that easily meets the Prereqs, but it's really only as useful as your DM makes it with skill challenges, etc.
  • Melee Training (PHB2) - Take Reaper's Touch instead.
  • New Sarshel Enforcer (D 370) - Req Impiltur background - An alternative to Imp Initiative for those who also want to boost their Intimidate checks.
  • Nimble Blade (PHB) - Pretty nice if you picked up AIP (Light Blades).
  • Offering to the Prisoner (D381) - Infernal Pact - Not exactly earth-shattering, but it is a much needed offensive alternative.
  • Oncoming Storm (PHB2) - Thunder powers are fairly common, lightning not so much, but combined with Arcane Admixture this can work well.
  • Patron's Guidance (D381) - Shadow Walk feature - This is an easy +2 untyped bonus to 2 skills of your choice; solid.
  • Poison Inured (D 373) - Con'locks can be almost immune to ongoing poison.
  • Radiant Soul (D 371) - Cha 13 - Upgrading a single at-will against a specific enemy type is just too narrow to warrant a feat.
  • Reaper's Touch (DA09) - For Gishes or those worried about making OAs (who don't go with Eldritch Strike instead).
  • Sacrifice to Caiphon (DA09) - Reliabillity for all of your encounter powers for just a little of your soul. Cha'locks probably don't have the HP to use this all the time, but Con'locks do.  
  • Shadow's Eclipse (D 366) - Radiant is the least common monster damage type, so this just isn't worth in most games.
  • Shield Proficiency (Light) (PHB) - Req Str 13 - Most of you should take DIS instead, but if you want defense this is a good source.
    • Shield Proficiency (Heavy) (PHB) - Req Str 15 - Between the high Str requirement, skill check penalty and complete use of your off-hand, only tank builds should go anywhere near this 
  • Skill Training (PHB) - Odds are there's a multiclass feat that will get you the skill you want plus a nice bonus.
  • Spirit Poison (D381) - Dark Pact - Sadly most undead will still be a problem but this is still an improvement for those that specialize in poison and/or necrotic powers. 
  • Starfire Womb (DA09) - Req Cha 13 - Fear and Radiant powers are pretty common for Star'locks these days, but considering how often you get hit with save ends effects and then considering how many of those still let you hit reliably, I don't think this is worth a feat. 
  • Surging Flame (PHB2) - For pyromaniacs, this is basically a consolation prize feat. When you run into fire resistance (which is often, but in most games it comes in streaks) you get a boost to follow-up damage in order to offset the loss to resistance. The downside is that it does nothing to non-resistant enemies, and it's only for 1 round after hitting meaning it doesn't trigger until after the first attack, so you need to have lots of fire powers to make this worth it--in fact it's best if you are in a party with lots of fire users since the effect isn't limited to your attacks.
  • Timely Respite (PHB2) - Essentially for Dwarves only considering how often most use Second Wind.
  • Toughness (PHB) - Con'locks are already tougher than most non-Defenders, but this goes a long way towards making Cha'locks less squishy.
  • Two-Weapon Fighting (PHB) - If you picked up Light or Heavy Blades as implements this offers a small damage bonus, but the real value is it opens up valuable feats.
    • Two-Weapon Defense (PHB) - effectively a light shield plus you can still use DIS. Use a Mage's Parrying Dagger for even more defense!
  • Ulban's Flare (D381) - Star Pact - A very nice upgrade to your at-will.
  • Vestige Adept (AP) - A decent upgrade to make managing your vestige easier (or a no-brainer depending on your DM's interpretation of "since your last short or extended rest").
  • Weapon Focus (PHB) - The most efficient way to get a damage bonus, but you have to take AIP in Light or Heavy Blades, or Staves (or use one of the Pact Weapons).
  • White Lotus Defense (D374) - Kind of a defensive anti-mark, which is pretty good for a ranged striker.
  • White Lotus Enervation (D374) - Great if a lot of your attacks target the same defense, even more so if your party tends to attack that same defense.
  • White Lotus Evasion (D374) - If you really want to shift, then odds are you want to do so before casting a spell.
  • White Lotus Hindrance (D374) - Could help keep an enemy from closing, but too condition to be worth it IMO.
  • White Lotus Riposte (D374) - This is an offensive anti-mark that is a total a win-win: either they don't attack you or they do and you increase your damage output. The downside is it is only for At-Wills.
  • Wintertouched (PHB) - Useless until you pick up Lasting Frost, but the combo is so infamous as to have the nickname 'Frostcheeze'.
  • Yorgrix's Brutality (D381) - Dark Pact - Not bad if you specialize in ongoing damage, great if your party specializes in ongoing damage.

Dragonmark Feats

  • Aberrant Mark of Contagion (EPG) - For those who like the Dailies that deal all their damage via ongoing.
  • Aberrant Mark of Madness (EPG) - Nice for Feylocks who have a lot of Will targetting powers.
  • Aberrant Mark of Terror (EPG) - The target(s) getting -1 against only you? Only a really big AoE would make this worth it, and you don't get any.
  • Mark of Detection (EPG) - There is a lot wrapped up in this one package, but odds are it's not for you as a Warlock.
  • Mark of Passage (EPG) - Now this is right up your alley, you have a lot of teleporting powers and even a few shifting powers that are substantially boosted by this.
  • Mark of Sentinel (EPG) - Not bad as an escape technique for most, but Gishes will really like this.
  • Mark of Shadow (EPG) - Unless you have a way of easily hiding, this is just too limited to be worth it.
  • Mark of Storm (EPG) - Adding a 1 square slide to all lightning & thunder powers is rather good, adding +1 to fly speed and the ritual access is just gravy.

Heroic Tier - Racial


Deva

  • Auspicious Lineage (PHB2) - A very worthwhile investment.
  • Immortal Skill (D 374) - For those in RP/skill challenge heavy games, this is a big boost.
  • Potent Rebirth (PHB2) - +2 to hit and damage for the whole encounter is huge, but having to drop to 0 HP first... maybe at epic once you get your bounce back power.
  • Magic of the Ages (AP) - Strictly worse than Auspicious Lineage (unless you're worried about minimum bonuses) due to the extra restriction of arcane attacks, but if you still want more after taking Auspicious Lineage it does stack.
  • Radiant Power (PHB2) - You just don't have the accuracy to spare often enough to make this worth it.
  • Scourge of the Fallen (D 374) - Too conditional.
  • Upright Revival (D 374) - If you took Potent Rebirth, then this is a good combo, but personally I don't think either are necessary for a ranged striker.

Dragonborn

  • Enlarged Dragonbreath (PHB) - Overshadowed by Hurl Breath, at least for most warlocks.
  • Broken Shackles (FRPG) - Not bad. Early access to a lesser Iron Will, plus a save bonus to an uncommon, though generally dangerous attack type.
  • Curse of Io's Blood (AP) - If only Str were a secondary stat...
  • Draconic Spellcaster (AP) - Brokenly good. Combine with Rod of the Dragonborn and watch your DM reach for the nerf bat.
  • Dragonborn Frenzy (PHB) - Not bad for a Daredevil, but again get Weapon Focus and DIS first.
  • Dragonborn Senses (PHB) - Depends on how your DM handles lighting.
  • Hurl Breath (D 365) - Better than Enlarged Breath 90% of the time especially as a ranged attacker.

Drow

  • Clutch of Darkness (FRPG) - Warning: since it doesn't say you can upgrade Cloud of Darkness you will often blind your allies with the new larger burst, and the +5 range on Darkfire doesn't help much considering most of your powers are ranged 10 anyway.
  • Cursed Advantage (AP) - Between this and your racial power, you should have CA almost as much as Wintercheeze guys!
  • Darkfire Implement (AP) - It's basically a free +2*enhancement bonus damage per encounter, which isn't bad at low levels.
  • Instinctive Darkness (D 367) - A nice defensive upgrade.
  • Lolth's Meat (D 367) - As a Striker you are the most likely one to score kills, so this should come up often.
  • Shield of Shadows (FRPG) - As a ranged striker you're gonna wanna use Darkfire most of the time and this isn't enough to tempt you away.

Dwarf

  • Dodge Giants (PHB) - At Paragon, this might come up often enough to be worth it.
  • Mror Stalwart (EPG) - Req Mror Holds background - Useless by default, but with a pact hammer, this is actually a rather good feat.
  • Rune Scribed Soul (AP) - Wow this is good. As written you can even get double the benefit via an Action Point.

Eladrin

  • Eladrin Soldier (PHB) - If you pick up Implement Prof (Heavy Blades) then this lets you get Paragon level Weapon Focus at Heroic levels.
  • Fey Escape (D 373) - This is a very nice upgrade.
  • Moon Elf Resilience (FRPG) - Getting to spend a surge as a move action alone is worth it!
  • Sun Elf Grace (FRPG) - This only makes a difference 5% of the time.
  • Twist the Arcane Fabric (AP) - If you have enough area and close powers this can be a lifesaver. Consider upgrading to War Wizardry at Paragon.

Elf

  • Aerenal Half-Life (EPG) - Req Aerenal Background[/b] - Could be good for Necrotic focused casters (Dark'locks).
  • Elven Arcane Precision (AP) - Elves don't make good Warlocks, and Warlocks don't get many AoEs.
  • Elven Precision (PHB) - If you decided to be an elf warlock, then you need this.
  • Wild Elf Luck (FRPG) - Statistically better than Elven Precision, but the best part is they stack!

Genasi

  • Elemental Echo (AP) - Not a huge damage boost, but it's stackable and a bonus to hit always helps.
  • Extra Manifestation (FRPG) - Adds a bit of versatility, which probably helps most in being able to change your resistance type from encounter to encounter, but the best parts are the follow up feats.
    • Fast Manifestation (FRPG) - Lets you change elements mid-fight and even lets you double up on your racial encounter powers!
  • Firepulse Master (D 367) - A solid upgrade.
  • Genasi Fire Affinity (D 367) - It can certainly help pyromaniacs, but it's nothing to write home about.
  • Genasi Frost Affinity (D 367) - A lot of slow/immobilize effects are cold based.
  • Manifest Resistance (FRPG) - Extra resistance is never bad. Primordial Surge (D 367) - A very nice upgrade.
  • Versatile Resistance (FRPG) - Best for Earth Genasi who don't normally get any resistances.

Gnome

  • Fey Trickster (PHB2) - Cantrips are mostly just for fluff unless you have a DM that allows a lot of Ingenuity.
  • Magic of the Mists (AP) - Since Fade Away ends at the end of your next turn anyway, this only helps if you need the defensive boost for movement after your attack or you actually have a way to attack multiple times.
  • Shadow Skulk (PHB2) - for stealth monkey builds only.

Goliath

  • Markings of the Blessed (PHB2) - This is a gamble, when it comes up (and it won't every encounter) it can be a huge benefit, but the rest of the time you either won't have to make a single save or it'll be against slow or immobilization when you had no intention of moving anyway.
  • Markings of the Victor (PHB2) - This is awesome for a Striker, just make sure you have a nice encounter power picked out for it.
  • Mountain Hammer Spellcasting (AP) - Getting to ignore any resistances for 2 turns ain't bad, but tying it to your defensive resist move means that you will very rarely be using both aspects to their fullest.

Halfling

  • Ghostwise Heritage (FRPG) - A massive boost to your perception check odds especially if you have someone with a very high skill.
  • Halfling Agility (PHB) - Insurance that your dodge is effective.
  • Lost in the Crowd (PHB) - You shouldn't be next to 2 enemies often enough for this to be worth it.
  • Nimble Spellcaster (AP) - You have few Area spells, and needing to cast one on an adjacent enemy is just too niche to be worth anything.

Half-Elf

  • Group Insight (PHB) - Giving all allies a +1 to initiative is very nice. The Insight bonus is just gravy.

Half-Orc

  • Arcane Fury (AP) - Warlocks just don't have enough AoE for this to be worth it.
  • Anger Unleashed (PHB2) - This is potentially better than Action Surge if you're a Daredevil.
  • Thirst for Battle (PHB2) - This a good alternative to Improved Initiative for Cha'locks.

Human

  • Action Surge (PHB) - Not as good as Implement Expertise, but this really helps land Dailies.
  • Arcane Reserves (AP) - Joemama1512 did the math on his Sorcerer page, and this offers too little DPR to be an early choice and by the time it gets to the top of the list you have too many encounter powers to use before it starts working.
  • Human Perseverance (PHB) - I have been convinced that Stubborn Survivor is better for most, though you could always take both.
  • Reckless Curse (AP) - By itself it's dangerous but combined with Warlock's Bracers and/or Warding Curse, this is a no-brainer.
  • Stubborn Survivor (FRPG) - Most Strikers use their action point in the first round or two to try and KO a monster right away (a very sound strategy!). This means that you'd only have an AP for a couple rounds every other encounter, which leaves a lot of time when you are getting +2 to saves! So unless you hoard your APs or you have something that grants you extra APs, go with this over Human Perseverance (or take both).

Revenant

  • Chill of the Grave/Draconic Reaping (D376) - If you plan on using Dark Reaping a lot, this will make it MUCH harder to resist.
  • Dark Feasting (D376) - Hell'locks should be wary of overlap, but this is a solid upgrade for everyone else.
  • Death Curse (D376) - This is an easy way to kill a bunch of minions without wasting standard actions on them. Again Hell'locks should be careful since multiple boons going off at once is a waste.
  • Death's Blessing (D376) - Completely DM dependant as to the value of this.
    Death's Quickening (D376) - Unless you have a minor action power that will heal you, I don't think this is worth it.
  • Dragonborn Soul - A very nice route to go thanks to Draconic Spellcaster.
  • Drow Soul (D376) - Now Con'locks can enjoy all of the goodies Drow get without being suboptimal!

 Shadar-Kai

  • Benighted Birthright (D372) - Necrotic damage very common.
  • Blighting Power (D372) - This is basically early access to a very specific use of Arcane Admixture.
  • Deathly Disruption (D 372) - One of the few ways to make a character that focuses on necrotic damage functional.
  • Devious Jaunt (D 372) - A no-brainer upgrade.
  • Life on the Edge (D 372) - Similar to Action Surge: this gives +2 instead of +3, but it applies to all rolls so it boosts damage as well as attack, and can even be used to buff a skill in pinch and helps with oddball powers that have miscellaneous other rolled effects. It does however require you to be bloodied.
  • Winter Favored (D 372) - Cold is a nice type to resist and the save bonus will probably be overkill for awhile since at low levels the resistance should cover you.

Shifter

  • Fanged Magic (AP) - Longtooth Shifters make terrible warlocks and this odd cleave-like effect isn't helping their case any.
  • Predatory Magic (AP) - - getting a free shift is still not enough to make Razorclaws good Warlocks.
  • Sturdy Shifter (EPG) - Now this is actually a good feat! 

Tiefling

  • Diabolic Soul (D381) - While very thematic for Hell'locks, for most this is inferior IMO to Warlock's Wrath below.  For Tanks it's another story, since they will get hit often enough to see some crits and will love the new racial power which grants regen.
  • Ferocious Rebuke (PHB) - Infernal Wrath - Only worth it for pusher builds.
  • Furious Demand (D381) - For intimidate specialists you can hardly do better, and a solid choice for the massive debuff for everyone else.
  • Hellfire Blood (PHB) - How the most iconic Hell'locks get by.
  • Hellish Defiance (D381) - Infernal Wrath - A solid upgrade, especially vs. Solos, but why didn't you take Warlock's Wrath?
  • Imperious Majesty (D381) - Not for Con'locks, but for the rest of you this is a no-brainer choice over Improved Initiative, and not a bad choice with Improved Initiative if you really wanna go first. :D
  • Scion of the Gods (FRPG) - 2/3rds of Paragon defenses 10 levels early!
  • Vengeful Curse (AP) - Almost as good as Twofold Curse and 10 levels earlier!
  • Warlock's Wrath (D381) - Other warlocks will officially be jealous of you. With this one feat you not only get d8s for your curse damage, but you also get a different racial power that will greatly discourage enemies from attacking you, especially for Cha'locks.
  • Wrathful Magic (AP) - Infernal Wrath - This is a great way to use Infernal Wrath for non-Tanks who hardly ever get attacked, because you should miss at least once an encounter and you even save yourself a minor action.

Warforged

  • Improved Warforged Resolve (EPG) - A decent upgrade to your racial power, but you need it to qualify for...
    • Immutability (EPG) - A big upgrade.

Heroic Tier - Multiclass


Any Martial

  • Martial Alacrity (MP) - In most encounters shifting as a minor is basically just a +1 speed boost since you usually aren't threatened your first turn. But for dungeon delvers and those where the +1 speed is worth more than the other +2 initiative go for it!

Any Primal

  • Hide Armor Expertise (PP) - Con 15 - A great option for tanks, but the rest of you should stick to leather for SWA.
  • Longtooth Spirit Shifter (PP) - Longtooth Shifter - Since their regen is about the only reason you should be playing one, this is a good choice.
  • Manifest Healing (PP) - Genasi - Can't argue with free scaling THP, especially if you took Extra Manifestation.
  • Primal Halfling Counterattack (PP) - Halfling - This big damage bonus makes a great upgrade to your racial power.
  • Primal Resilience (PP) - Half-orc - A decent boost for a tank, just don't look at Manifest Healing of you'll weep.
  • Reckless Charge (PP) - For a charge-happy gish this is a solid pick.
  • Rites of Spirit's Blood (PP) - Tiefling - A pretty good upgrade as long as you plan on keeping Infernal Wrath.
  • Spirit's of the Primal Dragons (PP) - Dragonborn - A big damage boost but it requires you to get bloodied, so it's mostly for Tanks and Daredevils.

Bard

  • Bardic Dilettante (PHB2) - Cha 13 - A free big heal, a skill from a diverse list and you can even use songblades if you want.
  • Bardic Ritualist (AP) - Int, Cha 13 - Not bad if you want to be a ritualist.
    • Feyborn Charm (PHB2) - Gnome or Eladrin - So good it is almost definitely going to be nerfed.
    • Infernal Clamor (AP) - Tiefling - Giving the whole party a +1 bonus to hit is like giving the whole party a +5% DPR boost.

Fighter

  • Battle Awareness (MP) - Str, Wis 13 - You need a weapon implement and the Melee Training feat (or be a Str based gish build), but a free attack is nice as a Striker.
  • Student of the Sword (PHB) - Str - +1 to attacks per encounter ain't bad, and skill options aren't preset.
    • Master of the Rumbling Earth (MP) - a solid upgrade.
    • Offensive Resilience (MP) - Dex 13, Wis 13 - For most this is meh, but it's rather good for dwarves!
    • Thunder Hammer (MP) - Con 15 - If you have a Pact Hammer this is an easy -2 to saves.

Paladin

  • Crimson Legionnaire (D381) - For Hybrids or those with a lot of power swaps only.
  • Crimson Fire (D381) - Divine Challenge power - This is huge boost for those of you who like to use Divine Challenge to create lose-lose scenarios.

Sorcerer

  • Soul of Sorcery (AP) - Str, Cha 13 - Getting resist 5 to a damage type of your choice is damn good for a feat, sadly you don't get a free skill training.
  • Arcane Prodigy (PHB2) - Cha 13 - Training in Arcana, which effectively means you get to train in 1 extra Warlock skill. The damage bonus you get is pitifully low, but what makes this worthwhile however is the free Implement Proficiency with Staves and Daggers.
    • Sorcerous Assassin (AP) - Drow - By itself it's not great but combined with Frostcheese and/or Cursed Advantage, this is a big damage boost.

Swordmage

  • Blade Initiate (FRPG) - Int 13 - You get training in Arcana, which means you get to train in 1 extra Warlock skill. One encounter per day you get +1 AC (or +3 if you're not using DIS for some reason). And you even get free Implement Proficiency in light and heavy blades. Some DMs might even let you qualify for feats or Paragon Paths that require the Swordmage Warding class feature since you technically have it for that one encounter a day.
  • Heart of the Blade (AP) - Con, Int 13 - This actually grants new skill options, but the Swordbond feature is nigh useless.
    • Eladrin Swordmage Advance (AP) - Eladrin - With the Melee Training or Intelligent Blademaster feat this can offer a nice DPR boost to gishes.

Warlord

  • Inspiring Leader (MP) - Str, Cha 13 - Giving 1 ally per encounter a handful of THP with an action point is a poor trade for inspiring word 1/day.
  • Student of Battle (PHB) - Str 13 - A free big minor action heal and a skill from a decent list, not bad.
  • Tactical Leader (MP) - Str, Int 13 - Giving 1 ally per encounter a +1 to hit on an action point is better than a few THP, but still probably not as useful as inspiring word since it only makes a difference 5% of the time.
    • Unbalancing Wrath (MP) - Tiefling - Giving the whole party CA is like a +10% DPR boost for the whole party.

Wizard

  • Arcane Initiate (PHB) - Int 13 - A free encounter power ain't bad as long as you have a high enough Int to hit (I recommend Storm Pillar, Illusury Assault, or Thunderwave if you have a Wis of 12+)
  • Learned Spellcaster (AP) - Int 13, Wis 13 - Not bad if you want to be a ritual caster.
    • Destructive Wizardry (AP) - Dex 13 - As long as you can manage enough multi-targetting powers, the damage bonus is substantial and stacks with everything.
    • Enlarge Spell (AP) - Wis 13 - Only worth it for powers with hefty status effects and/or potent zones, but often VERY worth it for those spells.
    • Gnome Phantasmist (AP) - Gnome - Another feat that is so good it will likely (and should) end up nerfed.
    • Phantom Echoes (AP) - Sadly there are only 2 warlock attack powers with the Illusion keyword, so without heavy multiclassing this isn't really worth it.

Other Multiclass Feats

  • Poisoner (D373) - Req Dungeoneering or Nature - If you have a lot of Poison powers (and Dark'locks in particular have a lot), this is the best way to get around all of the resistance/immunity you will face.
    • Poisoner Novice - Just adding ongoing 5 to an at-will is not worth an encounter power IMO.
    • Poisoner Expert - Now this is nice! If you bothered with this multiclass then you should have plenty of powers to trigger this encounter reroll.
    • Progressive Toxin - If you bothered with this multiclass then you probably have lots of ongoing powers, which I hope also means you have some way of debuffing saves and thus this is a great power for you.

Paragon Tier - General

  • Arcane Admixture (AP) - Ever wish that your favorite power dealt Cold damage so you could use Frostcheeze or Thunder so you could increase the burst size with Resounding Thunder? Here ya go.
  • Arcane Reach (PHB) - Dex 15 - For those that like close powers this offers a lot of versatility in placement.
  • Arcane Ritualist (AP) - If you're the party's ritual caster this is a great way to handle the ones based on heal.
  • Armor Specialization (Chain) (PHB) - Con 15 - You might as well take Scale Proficiency instead unless there is a really good enhancement that doesn't come in Scale.
  • Armor Specialization (Hide) (PHB) - Con 15 - Another +1 AC and you get rid of the armor check penalty.
  • Armor Specialization (Scale) (PHB) - Dex 15 - Awesome for everyone but dwarves, but the prereqs to get this far are tough.
  • Armor Specialization (Plate) (PHB) - Con 15 - Overkill for everyone but Tank builds.
  • Beseech Patron (D381) - A free proactive pact boon is a great AP boost.
  • Bleak Guide's Return (D381) - Vestige Pact - This is practically useless due to the layered conditional triggers. They might as well called for the planets to align too.
  • Called Shot (D 368) - A huge boost, and makes getting in close very worth it.
  • Combat Anticipation (PHB) - If only this wasn't a feat bonus... as is, it's actually a decent alternative to Paragon Defenses and Armor Spec, since as a ranged striker you should be able to avoid melee fairly often.
  • Demonweb Spiral (FRPG) - Dark Pact - This only hurts enemies that retreat after attacking and that is way too situational to be worth a feat.
  • Devastating Critical (PHB) - This adds 5.5 times your crit chance in DPR, so with 19-20 crits this is +.55 DPR. For comparison, Weapon Focus gives 2 times your hit chance in DPR, so with a 50/50 chance to hit that's +1 DPR--almost twice as good!
  • Dominating Gaze (D 371) - Vampiric Heritage - This is a damn good 15th level daily; a minor action save ends dominate with save ends with daze as an after effect! Con'locks need a high Int to pull it off though.
  • Eochaid's Lure (D381) - Fey Pact - I guess this could work if you built around it...?
  • Evasion/Mettle (PHB) - Damage on a miss attacks are just too rare in 4e to make these worth a feat slot.
  • Fleet-Footed (PHB) - You should be plenty mobile already without this.  
  • Flitting Shadows (D382) - If your DM allows vertical teleportation, this is a pure upgrade. But even if he or she doesn't the controlling potential of this feat is huge, especially if you have anything that boosts your teleport distances.
  • Great Fortitude/Iron Will/Lightning Reflexes (PHB) - Very helpful defensive feats, but as an offensive character you may prefer Paragon Defenses for the feat slot savings.
  • Improved Dark Spiral Aura (FRPG) - Dark Pact - As long as your DM actually triggers your aura then this is a nice upgrade (especially for getting the 12+ damage bonus).
  • Lasting Frost (PHB) - The infamous frostcheeze, basically as long as you keep hitting with cold powers you get constant CA and +5 damage, but a miss kills the cycle making you have to start over again (missing out on two rounds worth of bonus). Very effective, but you need a way to keep doing cold damage (and cold resist monsters are immune!), and this is often considered very cheesy/overpowered by DMs, so beware of a ban.
  • Light Blade Precision (PHB) - This works even with implement attacks and large enemies are rather common at this level...
  • Lightning Arc (PHB) - Focused fire is the key to being an effective Striker, and this does the opposite.
  • Message of Doom Spurned (D381) - Star Pact - A decent defensive option as long as you find yourself getting large bonuses at a time (since +1 or 2 is not very likely to turn a hit into a miss). 
  • Paragon Defenses (PHB 2) - Generally worth it to save the feat slots and avoid the attacks most likely to impose nasty status effects.
  • Persistent Poison (D373) - An absolute necessity if you want to try to use the ongoing poison spells, but even with this I think you are taking a big gamble.
  • Prime Punisher (D373) - For gishes only, this lets you gain Prime Shot bonuses (including other upgrades like Called Shot) in melee.
  • Prisoner's Resolve (D381) - Infernal Pact - You Hell'locks should have the HP/THP to spare for this, but be careful as this only grants a second chance. Meaning don't use this to try to shake off ongoing 10 thinking "well I'm gonna take 10 damage either way" because you'll actually end up taking 20 if you miss your save.
  • Psychic Lock (PHB) - Fey'locks have a lot of psychic spells and the penalty really adds up.
  • Relentless Curse (AP) - A solid alternative (or addition) to Twofold Curse, as dropping one cursed enemy is exactly when you want to curse your next victim.
  • Reserve Maneuver (PHB 2) - By default this offers the versatility of having a back up move that you only use is the right circumstances (or one you can always fall back on)--probably to account for resistances/immunities. But this feat also allows you to swap out a lackluster Paragon Path power for another class power making many more PPs viable!
  • Resounding Thunder (PHB) - A pure upgrade (and a big one) as long as you have enough applicable powers to make it worth a slot.
  • Savage Bite (D371) - Vampiric Heritage - A very poorly written power, RAI it is supposed to remove the grabbing requirement of the Blood Drain power and add that the target grant you CA (I would assume it would have been until the end of your next turn). But RAW, it makes no sense, so ask your DM.
  • Shadow Born Warlock (D371) - Necrotic is the most common monster damage type, so this is quite effective as long as you aren't forsaking Int.
  • Shared Pact (AP) - I wish the range was farther, but still this is a great upgrade for basically all Pacts. Fey'locks and Hell'locks can avoid their boons being wasted, Star'locks can play Leader, and Dark'locks can give monsters a lose-lose choice by putting the Aura on the Defender.
  • Shield Specialization (PHB) - You should be using DIS, but it is a decent alternative to the Armor Spec feats.
  • Sickening Shadows (D382) - Shadow Walk feature - For Tanks with a good Int this is an awesome reward.
  • Solid Sound (PHB) - Con 13 - For thunder specialists only.
  • Twofold Curse (PHB) - This offers action advantage, and the ability to curse someone behind the big meatshield! Consider Relentless Curse as a possible alternative/addition.
  • Twofold Pact (DA09) - The feat that every single warlock should take: a free at will, an alternative pact boon, and you qualify for twice as many pact specific power riders! An absolute no-brainer.
  • Two-Weapon Opening (PHB 2) - Req TWF - Only for gishes with Reaper's Touch or Eldritch Strike, but very potent in their hands.
  • Vestige Versatility (AP) - Vestige Pact - Almost a necessity for Vestige'locks.
  • War Wizardry (FRPG) - If you use any AoE, especially zones, this feat is vital. (note it even helps if you ever get dominated :D)
  • White Lotus Master Evasion (D 374) - White Lotus Evasion - I didn't think the prereq was worth it, eating up two slots for this is even worse.
  • White Lotus Master Hindrance (D374) - White Lotus Hindrance - This adds a lot of control to your at-wills.
  • White Lotus Master Riposte (D374) - White Lotus Riposte - Brokenly good. You either dissuade attacks or your significantly increase your DPR.

Paragon Tier - Racial


Deva

  • Ascendant Lineage (PHB2) - Makes your racial power reliable, making it worth using even when you need to roll a 6.
  • Astral Renewal (PHB 2) - Radiant damage is rare, but necrotic is common, so most will find this triggering pretty often.
  • Immortal Resilience (D374) - Immortal Skill It has a subpar prereq, but it really helps with saves, and the epic feat in this chain is very nice.
  • Remembered Mother Tongue (D374) - The only combat usage is being able to Intimidate anyone with a language w/o penalty, but the RP bonuses are great: understanding a rare language, and effectively being able to speak all languages.

Dragonborn

  • Admixture Breath (D 365) - Makes your breath weapon rather hard to resist, but only Con'locks will still be able to hit with it at this level.
  • Dragonborn Zeal (D 365) - Dragonborn Frenzy, Great Fortitude, Toughness - It takes a lot of prereqs, but a bounce back power at 12th level is nice, especially with the other bonuses it comes with for Cha'locks.
  • Empowered Dragon Breath (PHB) - Again for Con'locks (or unusual builds) only since the attack is Str, Con or Dex based, but it is a nice DPR boost.

Drow

  • Eyedark Strike (D 373) - A very nice upgrade, especially when combined with Master of Fire and Darkness, since as a ranged striker it's hard to get much use out of Cloud of Darkness.
  • Merciless Killer (FRPG) - CA is practically a given at this level, so that's a large damage boost.
  • Venomous Heritage (FRPG) - Poison is a very common damage type, and definitely the most common ongoing damage type.

Dwarf

  • Dwarven Durability (PHB) - An incredibly powerful feat, but you can skip it if you never go through all your surges anyway.

Eladrin

  • Feywild Protection (PHB) - A very nice upgrade to your racial power.
  • Reactive Fey Step (D 366) - Forced moves are rare and their danger depends on your DM's penchant for firewall, pits, etc.

Genasi

  • Stormrider (FRPG) - If you have any flight powers, getting to hover is very valuable.

Gnoll

  • Swift Bite (D367) - You shouldn't have much of a Str and you can't be sure that you will be the one to bloody a foe.

Gnome

  • Surprising Disappearance (PHB2) - This is effectively +10% to the party's DPR for a round and it helps convinve people to focus fire.

Goliath

  • Unyielding Stone (PHB2) - Makes your racial power make you even tougher. Hell'locks have to worry about overlapping with their pact boon, though.

Half-Elf

  • Versatile Master (PHB2) - every single half-elf should take this.

Half-Orc

  • Strength from Pain (PHB2) - +5, maybe +10 damage per encounter and only if you get bloodied? For a Paragon feat, this is a joke.
  • Unrelenting Assault (PHB2) - Getting to deal damage even on a miss can be a real boon sometimes, but not often enough to be worth a paragon feat.

Human

  • Action Recovery(PHB) - if you can use an action point you're probably well off enough to just wait and make your save(s) at the end of your turn.

Kalashtar

  • Quori Backlash (EPG) - The triggers are rare, but this damage is substantial and should be enough to dissuade further attacks from that same monster.

Minotaur

  • Beast Within (D 369) - A nice boost that actually helps you as a ranged striker!
  • Brutal Ferocity (D 369) - This lets non-gishes actually get some use of out the racial feature!

Shadar-Kai

  • Reactive Jaunt (D372) - This only helps if you are facing multiple attacks/attackers, which should be rare enough to pass on this feat.

Shifter

  • Beasthide Shifting (PHB2) - A very nice feat, especially for longtooths who become very hard to kill.
  • Cliffwalk Shifting (PHB2) - A climb speed is only situationally useful so I don't think this is worth a feat. 

Tiefling

  • Bael Turath Born (D 366) - This nearly doubles your fire resistance, but is it overkill for you?
  • Fiery Rebuke (PHB) - Infernal Wrath - A massive damage boost for those of you who decided to stick with Infernal Wrath. 

Warforged

  • Improved Immutability (EPG) - Immutability - Instantaneous saving is awesome, and once a day should be just about as often as you need it.

Paragon Tier - Multiclass


Any Martial

  • Bloody Tenacity (MP) - Human - Not bad, extra defense right when things get tense.
  • Dragonbreath Warrior (MP) - For Eldritch Strike gishes only, but a +1[W] boost for using a minor action which is already an attack is crazy good.

Fighter

  • Avenging Spirit (MP) - Human - As written you are still restricted to the one action point per encounter limit which limits the odds of it triggering and you being able to actually use it.
  • Adroit Explorer's get around this for the most part.
  • Draconic Arrogance (MP) - There are definitely several push powers, but only a very odd build would have enough Str to make this worth it.
  • Grit (MP) - +Con mod THP with every surge is very good, sadly Hell'locks have to worry about their pact boon overlapping.

Rogue

  • Avandra's Gift (MP) - Halfling - A nice upgrade to your racial power.

Warlord

  • Avenging Spirit (MP) - Human - As written you are still restricted to the one action point per encounter limit which limits the odds of it triggering and you being able to actually use it.
  • Adroit Explorer's get around this for the most part.

Wizard

  • Spell Focus (PHB) - If you can take enough save ends wizard powers (via Eternal Seeker or Paragon Multiclassing) this is a great feat.

Epic Tier - General

  • Blind-Fight (PHB) - Wis 13 or Perception - For gishes only, the rest of you should be in melee range infrequently enough for this to be a waste of a feat.
  • Bludgeon Mastery (PHB) - Str, Con 19 - For Str/Con gishes only.
  • Curse of Doom Ensured (AP) - embarrassingly weak for an epic feat.
  • Ephemeral Stride (AP) - I would have preferred something to boost our offense, but this suped up version of Flanking Maneuver is a nice mobility boost letting you escape easily even from being completely surrounded, or let you slip past the front lines to get your Curse & Prime Shot against the artillery in the back. Sadly though, at this point many of you will find that your Utility powers make this feat redundant.
  • Epic Fortitude/Reflex/Will (PHB2) - Another feat tax, this one to account for the fact that NADs just don't keep up at high levels. Odds are you will want at least one of these, if not more.
  • Epic Resurgence (PHB) - Probably everyone's first (or second pick if they don't have expanded crit range yet) at epic as it is that good. Demigods retrain it out at 30th of course.
  • Explosive Spellcasting (AP) - Basically a way to AoE and still focus fire. Most of you won't have enough AoE to make this worth a feat though.
  • Font of Radiance (PHB) - Students of Caiphon should have enough Radiant powers to make this a very nice feat. For everyone else, happening to crit with the one or two radiant powers is just too rare.
  • Heavy/Light Blade Mastery (PHB) - Str 21/17, Dex 17/21 - If you chose Heavy or Light Blades as your implement choice, good luck qualifying for this.
  • Indomitable Will (PHB2) - A +2 feat bonus that stacks with Epic Will and applies to saves against the three worst status effects!
  • Irresistable Flame (PHB) - A saving grace for pyromaniacs.
  • Opportune Reflexes (PHB2) - Ongoing damage is the least threatening status effect unless you happen to be very low on HP. I would only take this if I wanted it to stack with Epic Reflexes and I wasn't taking Robust Defenses.
  • Quickened Spellcasting (AP) - A big DPR boost, plus this can set up nice combos like Hellish Rebuke + Warlock's Bargain, or turn Eyes of the Vestige into a upgraded curse placement.
  • Robust Defenses (PHB2) - Another feat tax to keep your NADs up, this is probably the best bang for your buck if you aren't that worried about defense, but I would take Warding Curse first since it is untyped and adds to AC too.
  • Student of the Athanaeum (DA09) - Int 15 - A free recycle of a Daily power? No-brainer.
  • Triumphant Attack (PHB) - Post errata, this is crazy good for anyone with a decent crit rate.
  • Trusted Spellcasting (AP) - Pure win for you.
  • Unyielding Fortitude (PHB2) - There are much better things that help when you're dying.
  • Vestige Mastery (AP) - Vestige Pact - A huge upgrade.
  • Warding Curse (AP) - Congratulations you are now one of the hardest to hit Strikers.  
  • Warlock Implement Expertise (AP) - Con, Cha 17 - Well Dual Stat Star'locks are fine, but the rest of you are gonna have a hard time with those prereqs.

Epic Tier - Racial


Deva

  • Immortal Prowess (D374) - Immortal Resilience - A minimum bonus to your attack rolls is huge. Makes the prereqs worth it.
  • Transcendent Lineage (PHB2) - Not as potent as Immortal Prowess, but no prereqs either.

Genasi

  • Double Manifestation (FRPG) - Extra Manifestation - One of the best epic feats out there.

Gnome

  • Vanishing Act (PHB2) - Meh, adding a teleport is only situationally useful.

Goliath

  • Ancient Stone (PHB2) - I actually like Unyielding Stone better than this (except for Hell'locks) since at this level it's granting 17+ THP, which means that it takes two hits on your Resist All 10 in that 1 extra turn that it lasts to come out ahead.

Kalashtar

  • Quori Desperation (EPG) A pseudo bounce back power ain't bad.

Shifter

  • Burst of Savagery (PHB2) - For Razorclaws only, it's a sad joke for Longtooths.

Shadar-Kai

  • Deathless Warrior (D 372) - Con 13 - Your ED's bounce back power should have you covered in this department.
  • Spirit Jaunt (D372) - Not that impressive for an epic feat.

Warforged

  • Warforged Fortification (EPG) - Imp Immutability - This is really not worth your Level 22 Utility slot.

Epic Tier - Multiclass


Any Martial

  • Elemental Warrior (MP) - Genasi - As written this works if you use a melee weapon as an implement, like heavy/light blades, etc. Some DMs might disagree (and RAI is on their side) so ask before you pick this one up.
  • Hawkeye Warrior (MP) - Elf, Wis 17 - Great if you manage to qualify.
  • Infernal Warrior (MP) - Tiefling, Cha 17 - Getting critted is too rare for this to be worth it.
  • Martial Mastery (MP) - If you have a martial encounter power this is an easy way to recycle it.
  • Martial Resolve (MP) - Wis 15, Endurance - If you can qualify for this, this is very nice for staying in the game.
  • Timely Revival (MP) - Human - This makes you extremely hard to keep down.

Any Primal

  • Primal Resurgence (PHB2) - If you've found a good Primal Daily, this is a nice, easy way to recycle it.

Bard

  • Bard Implement Mastery (AP) - Probably the easiest prereqs for Cha'locks, but it only covers Wands and Songblades...
  • Multiclass Mastery (AP) - Cha 21, Con 15, Int 15 - A 2-for-1 feat slot is really nice.

Fighter

  • Mobile Warrior (MP) - Dex 17 - For those that qualify this feat offers a lot of free mobility.

My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1

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10 months ago  ::  May 18, 2009 - 8:43AM #10
Malkonnen
Posts: 335
Date Joined: 03/28/01

Equipment: Tools of Corruption


A quick primer for how this section is formatted Show


This section assumes you use the recommended wealth by level as stated in the DMG, which says a character should have a magic item at his level +1, one at his level, one at his level -1, and enough gold to buy a magic item at his level -1. Actually leveling up and gaining items randomly (though still using the DMG recommended treasure parcel system), is roughly equivalent to this just more, well, random in the level and item distribution. Either way your primary concern as a Striker should be upgrading your implement first, then your armor or your neck slot item second, then third should be whatever you didn't upgrade second. What's left over is what I would recommend spending on the other miscellaneous items as you will find with very few exceptions they provide a lot less bang for your buck. As such, primary equipment (implements, armor and neck slot items) list the levels at which the equipment becomes available ("13+" means that it is available at levels 13, 18, 23, and 28). Secondary equipment (everything else) lists the cost(s) in platinum pieces (i.e. hundreds of gold pieces).


Primary Equipment


Armor

  • 02+ Armor of Resistance (AV) - Any - With a good choice like Poison, Fire or Necrotic, this is a great value. In themed campaigns where you know fire enemies, etc. are going to common it's down right awesome.
  • 02+ Dwarven Armor (PHB) - any heavy - Bonus to a useful skill (that you can't train in by default) and a surge free heal, that you can use out of turn? no brainer.
  • 02+ Mithral Plating (EPG) - Warforged, Plate - Plate without all of the penalties!
  • 02+ Screaming Armor (AV) - Hide, Scale, Plate - A bonus to a useful class skill and a solid Encounter power. A real bargain!
  • 02+ Veteran's Armor (AV) - any - After the errata, this only grants benefits on an AP and it doesn't scale, so it loses it's value at higher levels.
  • 02+ Replusion Armor (AV) - Cloth, Leather - This bargain armor gives you breathing room for that one encounter per day when the DM sticks you in close quarters with melee monsters.
  • 03+ Curseforged (PHB) - Chain, Scale - Sadly the aftereffect doesn't scale, but this is still a very effective daily debuff especially vs. a solo.
  • 03+ Delver's (PHB) - Any - Another one that becomes less impressive at high levels.
  • 03+ Divine Retribution (PHB2) - Chain - Unless you have a way to multi-attack the damage bonus is just too low to be worth it.
  • 03+ Eladrin (PHB) - Chain - No speed or check penalties and +1 to all teleports as properties!? And it's cheap, too!
  • 03+ Meliorating Armor (AV) - This depends on your DM and your party, but if you regularly have long days with more than 2 milestones, this gets really good. Great for delves, where the last fight is always the toughest!
  • 03+ Runic (AV2) - Very potent for Dwarves, not bad for anyone who consistently uses their second wind.
  • 03+ Sylvan Armor (PHB) - Any light - Bonuses to 2 useful out of class skills ain't bad. I'd recommend Shadowflow at Epic though.
  • 03+ Skald's (PHB2) - Leather, Chain - A bonus to 2 useful skills and a really potent dodge ability.
  • 04+ Armor of Durability (AV) - Hide, Chain, Scale, Plate - This is an unnamed bonus so it stacks with any other bonuses to your surge value, and believe me they really add up, helping you get back in the fight better as well as stretch your surges farther so you don't run out.
  • 04+ Battle Harness (D 368) - Any Light - Personally I prefer Feytouched Armor instead, since it is cheaper, comes with an encounter invisibility power and you probably won't use this armor's quick draw feature much. This does boast a power bonus to initiative, meaning it stacks with Item bonuses such as from the Casque of Tactics or Helm of Battle. It won't however stack with most utility powers that boost initiative nor with the passive bonus that Warlords hand out.
  • 04+ Black Iron (PHB) - Scale, Plate - Resistance to the two most common damage types.
  • 04+ Bold Victory (PHB2) - Leather, Chain - A nice encounter AC buff, that you know will trigger every encounter even if sometimes you have to be selfless with it. Doesn't scale though.
  • 04+ Dragonclaw (D365) - Leather, Hide - Grabs are a threat to you, and once a day is plenty often to be able to use this, but without anything going for it it's just not worth the price.
  • 04+ Eldritch Serpent Armor (D366) - Scale - No speed penalty and a pretty good daily for an arcane striker.
  • 04+ Frozen (AV) - Scale, Plate - Resistance to a common type plus a daily retaliation against a melee attack. solid.
  • 04+ Reinforcing (AV) - Scale, Plate - getting a bonus to all defenses every time you get hit in melee is awesome, but it's an item bonus so it won't stack with Boots of Quickness, Circlet of Indomitability, etc.
  • 04+ Time Link (AV2) - Chain - This offers a better initiative boost than the Casque of Tactics at higher levels, though a slightly worse power IMO. Sadly it is chain only.
  • 05+ Deathcut (PHB) - Leather, Hide - After the nerf, this is a solid pick for the two common resists and once a day backlash at heroic, but it scales terribly, and it has to compete with Shadow Warlock Leather.
  • 05+ Barkskin (PHB) - Hide, Scale - Not bad. One encounter a day you get an ablative bonus to AC.
  • 05+ Piecemeal (D368) - Chain, Scale - An encounter interrupt that gives +2 AC vs. a hit is great as long as your DM tells you the exact roll so you know if the +2 will force a miss. Doesn't get any better at higher levels though.
  • 05+ Tactician's (AV) - any heavy - Perfect for Dual Stat Star'locks who need to compensate for their low Int.
  • 05+ Shared Suffering (AV) - Any - Ongoing damage is pretty common, but I still am unimpressed by imposing it on monsters.
  • 06+ Summoned Armor (AV) - Any - A totally free upgrade, with a potent RP and skill challenge power to equip/unequip your armor as a minor action. 
  • 07+ Irrefutable (AV) - Any - A conditional reroll with a bonus is a great bargain.
  • 07+ Marauder's (AV2) - Leather, Hide - For charge-happy gishes only.
  • 08+ Snakefang (AV) - Leather, Hide - Resistance to a very common type, and a decent melee retaliation power.
  • 09+ Demonscale (AV2) - Scale - Resistance to 1 of 4 common to uncommon damage types as needed? hell yeah!
  • 09+ Laughing Death (AV) - Any light - Resistance to the most common type plus a daily retaliation against a melee attack with a fort debuff as a bonus. 
  • 09+ Inner Warmth (PHB2) - Hide - Resistance to 2 common types plus the ability to share them for 1 encounter/day. solid.
  • 10+ Counterstrike armor (AV2) - Cloth, Leather, Hide - A pretty good retaliation power every encounter, but it's no match for Shadow Warlock armor.
  • 10+ Lifeblood Armor (PHB 2) - Hide - This will really help you conserve your surges, but consider picking up the Eager Hero Tattoo instead so you can take Shadow Warlock armor.
  • 10+ Shadow Warlock (AV2) - Leather - Wow.  The king of armors for warlocks! As long as you can manage to move at least 3 squares every other round (since Shadow Walk lasts until the end of your next turn), you get combat advantage all day long!
  • 12+ Rimewrought (D365) - Scale, Plate - A free situational upgrade for Cold Resist armor--great if it applies for you.
  • 12+ Feytouched Armor (MotP) - Leather, Hide - An Item bonus to Initiative which is great for your controller half. And it even has an encounter power to turn you invisible until the end of your next turn (sadly for a standard action). 
  • 13+ of Essence Inviolate (AV2) - Deva - A nice upgrade to your racial power.
  • 13+ Shadowflow (PHB) - Cloth, Leather - A bonus to stealth is nice, and at epic invisibility as a minor action once per encounter is awesome.
  • 14+ Displacer (AV) - Statistically, this is the equivalent of +2 to +5 to all defenses for an entire encounter depending on how close to a 50/50 chance they have to hit you normally. (if they hit you 90% of the time, it only drops to 81%, and likewise if they hit you 20%, they'll still hit you 4% of the time.)
  • 14+ Chaos Weave (AV) - Any - Variable resistance for 1 encounter per day, not bad. Epic Plate wearer's should upgrade to Demonwrought. 
  • 14+ Feymind Armor (AV) - Cloth, Leather - Not for Con'locks, but an immediate interrupt that stuns (save ends) is outrageously good.
  • 14+ Reflexive (AV) - Any heavy - If you're wearing heavy armor then odds are your Reflex is a lot worse than your AC; yet this only protects you for 1 round per day...
  • 15+ Holy Radiance (AV2) - Chain - For those who are playing leader for their party, this has a game changing daily power.
  • 15+ Trollskin Armor (PHB) - Regen (especially when not limited to only while bloodied) is great to have, but this takes a standard action and competes with Shadow Warlock armor.
  • 19+ Bloodtheft (AV) - Leather - If you're a Con'lock that regularly gets bloodied, this isn't terrible.
  • 19+ Soulforged Armor (PHB) - plate - For tanks only, but they can do a lot in one turn.
  • 20+ Dawn Warrior (E1 module) - Any - Resistance to 4 common damage types and a nice damage shield against melee attacks for a round.
  • 20+ Robe of the Archfiend (AV) - Cloth - Not for Con'locks. So good it's actually worth wearing cloth armor: sustain minor Dominate as a immediate reaction!
  • 23+ Demonwrought (MotP) - Plate - Variable resistance 15 vs 2 elements for 1 encounter per day, hell yeah! The ongoing fire immunity is just gravy. 
  • 23+ Tinkersuit (AV2) - I don't know why this is epic only, as it is very meh to me.

Weapon-Implements

  • 02+ Vicious (PHB) - d12 crits are rather potent, so this is a good deal.
  • 02+ Goblin Totem (FRPG) - For small characters, this is cheaper than the Staff of Ruin and it's a unnamed bonus.
  • 02+ Mage's (AV) - Blades - For gishes or those who want a parrying dagger, with a nice power for martial multiclassers.
  • 02+ Pact Hammer - Hammer, Dwarf - Post nerf, this is just a hammer-implement (and the only way to get one AFAIK) which isn't bad for gishes.
  • 02+ Pact Sword - Longsword, Eladrin - Great if your DM lets you teleport foes vertically
  • 02+ Quicksilver (AV2) - LBlade - A nice cheap initiative boost plus a decent power.
  • 02+ Staggering (AV) - HBlade - A huge boost for Eldritch Strike users, but little else.
  • 03+ Blood Fury (AV2) - Axe, HBlade - for Daredevils only.
  • 03+ Inescapable (AV) - An accuracy boost whenever you find yourself struggling to hit. Solid.
  • 03+ Pact Blade (PHB) - LBlade - A little obsolete now, but it's got a nice always on retaliation feature (minion immunity).
  • 03+ Point Blank (AV) - Dagger - Helpful for those that find themselves provoking OAs a lot.
  • 03+ Rhythm Blade (AV2) - LBlade - A solid defensive option for your off-hand implement.
  • 03+ Subtle (AV) - Thanks to Shadow Warlock armor, this is an awesome choice to boost your DPR.
  • 03+ Vanguard (AV) - For charge-happy gishes only.
  • 04+ Battlecrazed (AV) - HBlade - For Daredevils only.
  • 05+ Runic (AV2) - A solid defensive enhancement, but not recommended for Hell'locks due to THP overlap.
  • 05+ Vengeful (AV) - melee - That's a big buff for a common trigger, every encounter. 
  • 08+ Cunning (AV) - melee - The cheapest way to get save penalties.
  • 08+ Dread (AV) - This is essentially +30% to your party's DPR on crits and on command once per day. 
  • 08+ Mithrendain Steel (D366) - Blade - For teleport buffs.
  • 08+ Controlling (AV) - Glaive - For gishes who want more control.
  • 09+ Incisive (AV2) - Dagger - For teleport buffs, this is so good it's overpowered IMO.
  • 10+ Berserker (PHB) - H blade - As long as you're backed up by your defender and/or leader, this is a major boost to one encounter per day, with solid crits.
  • 10+ of Evil Undone (AV2) - For Devas only.
  • 12+ Jagged (AV) - HBlade - The cheapest way to get an improved crit chance with all of your powers.
  • 12+ Shadowrift (AV2) - LBlade - If you're a bit masochistic, with Shadow Warlock armor this can let you teleport almost every round as a free action.
  • 13+ Bloodiron (AV) - You essentially get 2d10 crits, which is rather potent especially if you have a improved crit rate.
  • 13+ Bloodthristy (AV) - melee - Finishing off the wounded quickly is your job, but be careful it's an item bonus.
  • 13+ Bradaman's (AV2) - HBlade, Axe, Hammer - For Paladin multiclassers this is the cheapest 3-in-1 deal out there.
  • 13+ Chaos Weave (AV) - helps you avoid variable resistance which is the bane of arcane casters.
  • 14+ Soul Drinker (AV2) - melee - If you have the HP to spare for this gamble it is a significant amount of bonus damage every encounter.
  • 15+ the Eldritch Knight (AV2) - HBlade - For gishes only.
  • 17+ Avandra's Whisper (AV) - LBlade - For divine multiclassers, this is a 3-for-1 deal: holy symbol, implement and weapon. Plus a daily reroll at a cheaper price than the Luckblade!
  • 19+ Bahamut (AV) - HBlade - For divine multiclassers, another 3-for-1 deal, this one with a leader-y close blast power.
  • 19+ Tenacious (AV) - Have some of the Avenger's fun for 1 attack every encounter. 

Holy Symbol

  • 08+ Star of Corellon (AV) - The go to choice for Divine Multiclassers.

Orbs

  • 04+ Fickle Fate (AV) - An awesome double-whammy 1/day considering that the penalty makes it harder to get rid of itself!
  • 06+ Mental Dominion (AV) - Daily save debuffer; this is dirt cheap but you give up crit dice.
  • 08+ Crystaline Terror (AV) - A decent debuff 1/day.
  • 12+ Augmented Stasis (AV) - A major upgrade for an Immobilization power 1/day.
  • 13+ Drastic Resolutions (PHB) - Solid control.
  • 14+ Crimson Commitment (AV) - For Con'locks with surges to spare.
  • 18+ Unintended Solitude (AV) - A nice upgrade to a push power 1/day, plus d8 crits.
  • 20+ Invasive Fortune (PHB) - A very nice reversal 1/day, plus d8 crits.
  • 23+ of the Usurper (AV) - nice crits and 1/day you can dominate instead.

Rods

  • 02+ Fickle Servant (AV2) - Can be helpful as another daily to let Vestige'locks change vestiges, but unless you have Vestige Mastery or some other way of gaining an upgraded primary vestige, this just isn't very significant.
  • 02+ Quickcurse (AV) - Awesome utility for a bargain basement price!
  • 03+ Corruption (PHB) - The ideal off-hand implement for most of you.
  • 03+ Malign Conveyance (AV) - a nice crit boost if your DM allows vertical teleports.
  • 03+ Vicious Rod (AV) - A solid DPR boost. Combine with Brutality in the off-hand for lots of fun. :D
  • 04+ Bloodcurse (AV) - Doubles your chances to trigger your boons, but warning YOU have to actually do the bloodying.
  • 04+ Darkspiral (AV2) - For Dark'locks this is a nice way to make sure your pact boon helps your DPR one way or the other.  However at Paragon and Epic this drops off in value since the property doesn't scale and you can do much better with the Staff of Ruin, etc.
  • 04+ Pactbinder (AV2) - For vestige'locks who want to use an uber Vestige upgrade for an extra encounter.
  • 05+ Reaving (PHB) - Post nerf, this can't even kill minions which removed it's whole purpose, since dealing your enhancement bonus as auto damage to each target you curse one time, is just not worth this price. 
  • 06+ Mercurial (AV) - Not bad at low levels when crits are rare anyway, but this scales horribly.
  • 07+ Stolen Starlight (AV2) - Great in an undead heavy campaign and/or for Dark'locks or anyone else with a bunch of poison/necrotic powers.
  • 07+ Feythorns (AV) - A down-right necessity for poison specialists.
  • 08+ First Blood (PHB) - This is a trap; it encourages you to attack full HP enemies rather than finish off the wounded (i.e. your job).
  • 08+ the Hidden Star (AV) - For Starlocks only.
  • 08+ the Infernal (AV) - For Hell'lock Tanks only.
  • 08+ the Feywild (AV) - For Fey'locks who love to teleport only.
  • 09+ Brutality (AV) - Awesome in the off-hand, but it's expensive.
  • 10+ Devilry (AV2) - Great for Tieflings, good for everyone else.
  • 10+ Mindbending/Starlight (AV) - Just too expensive for what you get IMO.
  • 12+ the Dragonborn (AV) - Pure win for element specialists (wintercheeze).
  • 13+ Spider (AV2) - For Dark'locks who focus on ongoing powers only.
  • 14+ Harvest (PHB) - This can really help those of you with highly situational boons (Fey, Infernal, some Vestige).
  • 15+ Silver Rain (AV2) - If you can spread your curse to a lot of foes quickly, this is a lot of auto damage for a minor action.
  • 17+ the Bloodthorn (AV) - Awesome for Daredevils, solid for the rest. Ask your DM how he's gonna rule the oddly worded power though.
  • 18+ Battle-Pact (AV2) - Decent crits and its property which lets you use Weapon Focus are nice, but to really make this worth it you have to be a Tank for the impressive Daily mark power.
  • 18+ Fey/Hell/Star rods (AV) - A trap. If you have enough powers that the buff is worth it, then 1/Encounter is not enough.
  • 22+ the Star Spawn (AV) - Why we have to wait 10 levels after the weapon wielders I don't know, but this is better than Jagged once it opens up.
  • 25+ Ulban (AV2) - Finally a great high end Rod!  As long as someone in your party regularly uses Psychic powers this is great, but it gets crazy good if multiple members of your party regularly use psychic powers.
  • 27+ Risen Dead (AV2) - At 27th level I would expect this to do more than give you 1 round per day to play necromancer.

Staffs

  • 02+ Defensive (AV) - Great for the off-hand, but it's an item bonus so it won't stack with Boots of Quickness, etc.
  • 03+ Ruin (AV) - The ultimate DPR implement especially if your DM lets it work in the off-hand.
  • 05+ the Architect (AV) - For Zone Lovers only.
  • 08+ Thunderwave (PHB) - Awesome for Bloodmages
  • 19+ Power (PHB) - The chance to reuse a daily is awesome but crits are hard to count on, so use it the 1st chance you get to make sure you don't miss out. 

Wands

  • 03+ [Encounter Power] - An encounter power once a day is worth it for only a few powers, so choose wisely.
  • 03+ Flame/Force/Hellfire/Thunder/Psychic Ravaging (AV) - Now that the Staff of Ruin is available, these just don't make the grade.
  • 03+ Master's Eyebite (AV) - A worthwhile upgrade, but of course the power is a waste.
  • 03+ Scorching Burst (AV) - This is worth it for the power alone; the upgrade is just gravy.
  • 14+ Assured Frostburn (AV) - A no-brainer at 14th, but it drops off in value.

Neck

  • 02+ Berserker (AV2) - For charge-happy gishes only.
  • 02+ Double Fortune (AV2) - At first I thought this wasn't bad for a cheap item, but then I realized the worst conditions are the ones that prevent you from attacking/hitting anything and thus triggering this power!
  • 02+ Elegy (AV2) - A nice AoE save debuff for such a cheap item.
  • 02+ Resolution (AV) - Nothing fancy, but a 2nd chance can save your life.
  • 02+ Resistance (PHB) - Decent emergency defense.
  • 03+ Health (PHB) - Resistance to one of the most common types.
  • 03+ Altertness (AV) - Your perception could use a boost.
  • 04+ Lucky Charm (AV2) - I don't think getting to use the Deva's racial power once a day should be this expensive.
  • 04+ Proof Against Poison (AV2) - I don't think the daily power makes this worth the +1 increase over the Amulet of Health let alone Armor of Resistance.
  • 04+ Recovery (AV) - IMO as of the release of AV2, the Amulet of Vigor has made this obsolete (other than at 4th level when Vigor isn't available yet).
  • 04+ the Walking Wounded (AV) - For Dwarves or anyone who uses their second wind regularly.
  • 04+ Distortion (AV) - Post errata, this is really only worth it at Paragon and Epic. Just remember it is an item bonus now.
  • 07+ Deep Pocket (AV2) - Solid utility for this cheap item.
  • 07+ Elven (PHB) - Shadowflow or Sylvan Armor are a better value.
  • 07+ Terror (AV2) - Great for Doomsayers, but that's about it.
  • 08+ Courtier's (AV2) - IME Charm and fear effects I think are just common enough to make this a decent choice.
  • 08+ Eloquence (AV) - For the party face only.
  • 08+ Steadfast (AV) - The reliability is what makes this great.
  • 09+ Survival (PHB) - A bonus to a handy skill and resistance to 2 common types, solid.
  • 09+ Translocation (AV2) - Pure gold for Teleport Buffs.
  • 09+ Vigor (AV2) - Compared to the Collar of Recovery (and Armor of Durability), this actually boosts your surge value which makes a difference with certain powers, but the key is the potent daily power this offers.
  • 13+ Seashimmer (AV2) - Campaign dependent, but at least the power is solid.
  • 14+ Assassin's (AV2) - Great for Stealth Specialists.
  • 14+ Chaos (AV2) - Elemental creatures are common enough for this to be nice, and the power is nice if hard to count on.
  • 14+ Demon (AV2) - Wow so much worse than Demonscale and similar items.
  • 14+ Timeless (AV2) - Better initiative is great and the power is practically an extra Action Point per day.
  • 14+ Elusive Prey (AV) - Only 1 square more movement than Shadow Walk requires, nice. Careful it's an item bonus.
  • 15+ Stormwalker's (AV) - Resist to 2 uncommon types and a single round of retaliation you have to use proactively?  Just not worth the price.
  • 15+ Aranea (AV) - For Poison Specialists only.
  • 15+ Burgeoning Shadow (AV2) - If you can manage to coordinate movements with your allies this can be quite a boon, but good luck trying to get your party to do a synconized swimming routine. :P
  • 15+ Vitality (AV) - For Daredevils and Tanks only.
  • 15+ Displacement (AV) - If it wasn't an item bonus it might be worth it.
  • 15+ Fireballs (AV) - Wow an item with just a daily power that's actually worth it!
  • 15+ Power Preservation (AV) - As a striker, this is perfect for you to recycle that one badass encounter power like Bloodpulse. :D
  • 19+ Wyrmtouched (AV) - Dragonborn - Not bad if you breath fire or cold.
  • 20+ Bloodgem (AV2) - The fact that this is an item bonus makes this worthless.  At this level you can get a +2 bonus that is always on!
  • 23+ Invisibility (PHB) - This is a huge bonus for one combat per day, but half the bonus is the free CA and Shadow Warlock armor should have that covered for you...
  • 24+ Soul Shard (AV2) - Considering the level of this item the amount of healing it provides once a day is pitiful. 
  • 30 Phoenix (AV) - One hell of a reversal but be careful because this is gonna be your last fight of the day one way or the other.

Secondary Equipment


Arms

  • Bracers 
    • 5.2 Enforced Regret (AV2) - Ranged Strikers don't get marked much, but gishes can get a lot of mileage out of this cheap item.
    • 5.2/130/3250 - Mighty Striking (PHB) - Very nice for Eldritch Strike fans, but it doesn't stack w/ the Staff of Ruin.
    • 6.8 - Action (RPGA Village of Hommlet) - Crazy good defense for the price!
    • 6.8/170/4250 - Perfect Shot (PHB) A nice cheap upgrade to Eldritch Blast, but it doesn't stack with the Staff of Ruin.
    • 18/450/11250 - Iron Armbands of Power (AV) - For gishes only.
    • 26/650/16250 - Skull (AV) - Incredibly weak compared to what your melee colleagues get, but it's still the best of your general offensive options until Ankhmon's.
    • 34 - Rejuvenation (AV) -  For Con'locks looking for something to do with their extra surges.
    • 42/1050/26250 - Diamond (AV) A lot of resistance for 1 encounter/day.
    • 42/1050/26250 - Zeal (AV2) - The heroic version is awesome for Hell'lock gishes
    • 90 - Warlock's (AV) - A no-brainer bargain until Ankhmon's becomes available.
    • 90 - Razordark (AV2) - Not bad for gishes who want to use their ranged powers in melee, or for those that want to get Prime Shot (and thus Called Shot) all the time.
    • 130 - Vigilance Eternal (AV2) - Once a day, you can make an immediate save vs. stun or daze, not bad. 
    • 170 - Bloodhound (AV2) - Pretty good for an ongoing specialist.
    • 170 - Radiant Storm (AV2) - Resist 5 to two uncommon types? meh.
    • 1050 - Ankhmon's (AV2) - Holy cow, combined with Shadow Warlock armor this is a HUGE boost! Take these and never look back.
    • 1050/26250 - Trollhide (AV) - The unrestricted regen these offer were a solid choice until Ankhmon's came out, since the healing it grants on top of the extra damage it deals makes it a MUCH better choice.
  • Shields (for Tanks by default since these require shield proficiency)
    • 5.2 Darkleaf (AV) - Light - Not bad for such a cheap price.
    • 18/45/11250 - Flamedrinker (AV) - A common resistance and you can play defender/leader once a day.
    • 34 - Hammer (AV2) - If you use a Pact Hammer, this is awesome.
    • 34/850/21250 - Storm (AV2) - 2 uncommon resistances and a very nice retaliation power.
    • 42 - Recoil (AV) - A great power for gishes.
    • 90 - Force (AV2) - Heavy - I want to like this, but it only makes a difference 5% of the time.
    • 130/3250 - Deflection (AV2) - Great for Iron Cannons, not bad for gishes and melee tanks.
    • 250/6250 - Deathward (AV2) - If you want to play Defender, this ain't bad.
    • 450/11250 - Flameward (AV2) - Common resist plus resist for your friends once a day, very nice.
    • 450/11250 - Stormward (AV2) - Exactly like Flameward above except Lightning is a much less common damage type, and it offers less resistance for your friends! Unless you know you will face a lot of lightning wielding foes, this is just a bad value.
    • 450/11250 - Winterward (AV2) - Again like Flameward above, but slightly weaker, though it is much better than Stormward. WotC, why does fire get all the love?
    • 31250 - Ultimate Protection (AV2) - It is possible a truly defensive focused Tank might want this, but damn is it pricey.

Feet

  • 5.2 - Acrobat (PHB) - Can't beat the price and the power is helpful at all levels.
  • 5.2 - Adept Charging (AV) - For charge-happy gishes only, helps with defense and can make charging every round possible without OAs.
  • 6.8/170/4250 - Stealth (AV) - Not bad for ninja builds.
  • 10 - Rapid Motion (AV2) For gishes, this offers solid mobiliy.
  • 18 - Goblin Stompers (AV) - A very handy power for a bargain price, but I usually go for Fencing Master instead.
  • 18/450/11250 - Precise Stepping (AV) - Bonuses to 3 helpful skills, unfortunately it scales terribly.
  • 26 - Rushing Cleats (AV) - Great for Bloodmages, Awesome for Eldritch Strike users.
  • 26 - Fencing Master (AV) - Awesome mobility and defense for an incredible price.
  • 26 - Surging Speed (AV) - For dwarves this offers a 2-square shift as a minor action once per encounter.
  • 34/850/21250 - Quickness (AV) - Helpful for keeping your 2nd most targetted defense up.
  • 42 - Striding (PHB) - Speed is less useful for a ranged striker than most, but gishes can definitely use speed.
  • 42 - Eagerness (AV) - As a true move action, this has a lot of uses: double shift, move/sustain zones, stand + move, etc.
  • 42 - Furious Speed (AV) - A big cheap speed boost for daredevils.
  • 50 - Sand and Sea (AV) - For only an extra 800gp over Striding, this is a decent upgrade.
  • 90 - Dancing (AV) - A lot of bang for your buck.
  • 130 - Battlestrider (PHB) - Tanks can probably use the speed.
  • 130 - Dragonborn (AV) - Awesome for daredevils.
  • 130 - Feystep (AV) - Short-range teleportation when you really need it, but your utility powers should have you covered. 
  • 170 - Swimming (AV) - campaign dependent.
  • 210 - Oceanstrider (AV) - Not much more expensive than battlestrider, and who knows if this might come in handy.
  • 210 - Sandwalker (AV2) - campaign dependent.
  • 450 - Eladrin (PHB) - Incredible for teleport buffs, but they are pricey.
  • 450 - Survivor's (AV2) - Not bad for daredevils.
  • 450 - Spark (AV2) - As long as you have a decent Charisma, this is near immunity to minions and dissuades other melee attackers.
  • 650/16250 - Earthreaver (AV) - Maybe gishes will like these, but even my melee-only characters never take think they are worth the price.
  • 850 - Dimensional Stride (AV) - You have better teleport options than this.
  • 3250 - Speed (AV) - Compared to Eagerness, you get +2 speed all the time in exchange for the power costing minor action rather than a free action, and being daily rather than per encounter, not too mention over 320,000gp!
  • 5250 - Fey Warrior's (AV2) - Great defense, especially for teleport buffers.
  • 5250 - Caiphon (AV2) - A bonus to reflex and at-will mobility is nice for everyone, but Hell'locks will love this for the cheap, reliable method of triggering the double-hit for Hellish Rebuke. 
  • 5250 - Zephyr (AV2) - Always on flight is crazy good for a ranged striker.
  • 6250 - Avandra (AV) - Outrageously good mobiliy, but do you need it?
  • 21250 - Teleportation (AV) - Just boost Ethereal Step instead and save all of this money.

Hands

  • 3.6/130/450/4250 - Burglar/Rogue's/Dimensional Grasp/Guildmaster (PHB) - These can really help if you are your party's trapsmith.
  • 6.8 - Piercing (PHB) - Almost essential for Poison specialists, for Necrotic specialists and for anyone else who specializes in a damage type.
  • 8.4/210/5250 - Blood (AV2) - This untyped damage bonus is the perfect striker enhancement, but from experience I highly recommend some kind of reminder to yourself as this bonus is easy to forget!
  • 8.4 - Blackleaf (AV2) - A pretty handy boost once an encounter. Fey'locks can even double teleport which is awesome for teleporting around corners or very long distances (per RAW teleport buffs should be added twice!).
  • 10 - Parry (AV) - Only dwarves who use the second wind a lot.
  • 18/450/11250 - Burning (AV) - For fire specialists only.
  • 18/450/11250 - Caustic (AV) - Inferior to Gauntlets of Blood IMO.
  • 34 - Ram (PHB) - A no-brainer for Bloodmages, solid for anyone else who pushes.
  • 34/850/21250 - Eldritch Admixture (AV) - Damage type versatility is incredibly handy, but it scales terribly so I don't recommend the upgrades.
  • 42 - Greenthumbs (AV) - Very handy control, but it doesn't scale.
  • 50 - Antipathy (AV) - Prevents shifting next to you and sometimes even moving, but the power is practically useless by the time you should afford this.
  • 50 - Strikebacks (AV) - A bonus encounter power for gishes.
  • 90/2250 - Ice (AV2) - For wintercheeze users only.
  • 170 - Missile Deflection (AV) - meh, not bad.
  • 210 - Dimensional Repulsion (AV) - Great if your DM allows vertical teleportation.
  • 450 - Accuracy (AV) - Completely DM dependent on whether ignoring cover is worth the price.
  • 650 - Hero's (AV2) - This AP buffer is not bad.
  • 1250 - Many fingered (AV2) - When you desperately need a third ring slot, but altogether this amounts to a lot of cash.
  • 11250 - Hadar (AV2) - Very expensive, but very worth it along with the other members of the Warlock equipment trifecta: Shadow Warlock Armor & Ankhmon's Bracers.

Head

  • 3.6 - Cannith (D365) - Now that they are updating Dragon stuff, I expect this to be nerfed, but until then this is the ultimate bargain.
  • 3.6/90/2250 - Perception (AV) - At heroic, this is currently obsolete thanks to Cannith Goggles, but otherwise it is still a hell of a bargain.
  • 5.2/130/3250 - Colloquy (AV) - Basically useless in combat, but awesome out of combat utility.
  • 5.2/130/3250 - Eagle Eye (AV) - A great upgrade to Eldritch Blast, but I'm not convinced the upgrades are worth the price.
  • 6.8 - Second Chances (AV) - A solid defensive option, but for the exact same price the arm slot item Phylactery of Action works every encounter instead!
  • 8.4/210/5250 - Tactics (AV) - This is a great bargain item at low levels, but it's initiative bonus doesn't scale as well as similar items.
  • 10/250/6250 - Skull Mask (AV) - Again at low levels, this is an incredible bargain, but it scales strangely.
  • 18 - Cat's Eye (AV2) - Solid utility.
  • 18/450/11250 - Horned (PHB) - The staple of charger builds everywhere.
  • 26 - Authority (PHB) - For party faces.
  • 26/650/16250 - Phrenic (AV) - Post nerf, this is still worth it if you focus on Will targetting save ends spells.
  • 34/850/21250 - Indomitability (AV) - Very helpful for keeping up your Will defense.
  • 34/850/21250 - Mindiron (AV) - The paragon version is the best value partially just because paragon tier is when daze and stun effects become common.
  • 34 - Deception (AV) - A bonus to decent skills, and a bonus to saves against two fairly common keywords adds up to a pretty solid package.
  • 34 - Fey-blessed (AV2) - For Cha'locks this a great way to increase your toughness! But consider the Eager Hero Tattoo as an alternative.
  • 34 - Gadgeteer's (AV2) - For trapsmiths this is a godsend.
  • 34 - Starlight (AV) - DM dependent since it's all about how often he or she uses dim light in combat.
  • 50 - Intellect (AV) - For psychic specialists, this is pure gold.
  • 50 - Laurel (AV) - For charm specialists, this is pure gold.
  • 90 - Mental Onslaught (AV) - Not for Con'locks, but great for the rest of you.
  • 130 - Charger's (AV2) - For charge-happy gishes, I prefer this over the more expensive Horned Helms.
  • 210 - Night (PHB) - These are a trap, either the DM makes encounters where you absolutely need these, in which case they are a tax, otherwise they are only occasionally useful in which case they are a waste of money.
  • 210 - Able Defense (AV2) - This will only matter 10% of the time, but the fact that it lasts until you are hit, is untyped, and affects all defenses makes it worth it in my book.
  • 250 - Psychic Schism (AV) - A no-brainer trade off for almost everyone. Only tanks might want one of the alternatives that is user every encounter.
  • 250 - Nature's Rebellion (AV) - Necrotic is common enough for this to be a solid choice.
  • 2250 - Essence of the Wisp (AV2) - Getting to pull at will as an immediate reaction is awesome, but likely only for gishes.
  • 3250 - Ghostly Defense (PHB) - Resistance to a very common type and 1/2 damage from at least 1 attack per encounter add up to a very good defensive item.
  • 4250 - Luminary (AV2) - Truesight is very potent when it comes up, and I think this item does enough other things to make it worth the cost.
  • 16250 - Iron of Spite (PHB) - A big bonus to 2 handy skills and always on retaliation is very tempting, but at this price it is only worth it for Tanks.
  • 21250 - True Sight (PHB) - Very potent, but ultimately it is just too damn expensive.

Rings

  • 210 - Dwarvish Lords (PHB) - Cha'locks can use the extra surge, and negating a forced move can save your life.
  • 250 - Dragonborn Emperor (AV) - The perfect power for a striker, if you have many close powers the damage bonus is gravy.
  • 250 - Premonition (AV) - 3 very helpful effects in one cheap ring.
  • 250 - Sympathy (AV2) - Good for a party without a leader or otherwise has a hard time granting saves.
  • 450 - Death Spiral (AV2) - good resist (though only 5 is low), plus a decent power.
  • 450 - War (AV) - Only worth it for d12 crit implements/weapons of which you have access to very few.
  • 650 - Protection (PHB) - the save bonus alone is worth it, the daily dodge is just gravy.
  • 650 - Radiant Storm (AV2) - This nerf-bait is worth basing your character around. The set bonus is nice too.
  • 650 - Retreat (AV) -  for Teleport Buffs.
  • 650 - Stone (AV2) - Awesome for Tanks, not bad for everyone else.
  • 650 - Stormcatcher (AV2) - Not bad, but would be much better if the power ignored resistance.
  • 850 - Bone (AV) - Handy defense and it scales well.
  • 850 - Fallen (AV2) - Great for Cha'locks especially those without a leader. Crazy good for Dwarf Tanks.
  • 850 - Ramming (AV) - For push specialists (Bloodmages) only.
  • 850 - Shadow Guard (AV) - 2 solid resists plus a decent aura power.
  • 850 - Sorrows (AV2) - For a fear specialist (Doomsayer) only since the power sucks.
  • 1050 - Preservation (AV) - A solid resist plus a daily counter for the worst attacks in the game.
  • 1050 - Shadowfell Signet (AV2) - Not bad by default, but crazy good if you are in an undead heavy campaign.
  • 1050 - True Seeing (PHB) - Can really help in the right encounter, but it's pricey.
  • 1250 - Action Reversal (AV2) - Don't ever waste this potent power before a milestone.
  • 1250 - Agile Thought/Unfettered Motion (AV2) - I can't recommend items that only have a chance at doing something once a day.
  • 1250 - Enduring Earth (AV2) - A decent skill bonus, Fort defense that increases as your day gets harder, but it starts at +0, and a daily power to ignore common triggers make for a solid package.
  • 1250 - Flight (PHB) - Way too expensive for what you get.
  • 2250 - Tenacious Will (AV) - Instantly makes Cha'locks just as durable as Con'locks, plus a bounce back power as a bonus.
  • 2250 - Wizardry - too expensive for what you get.
  • 4250 - Greater Invisibility (AV2) - This crazy good ring actually has little use for you thanks to Shadowwalk giving you concealment already and SWA giving you CA.
  • 5250 - Focus (AV2) - If you really love sustainable powers and like to use 2 at a time, this helps.
  • 5250 - Regeneration (PHB) - That's a lot of healing in one package.
  • 6250 - Sorrowsworn (AV) - Darkvision,  a bonus to intimidate, and a solid daily power make this a good pick.
  • 16250 - Phoenix (AV) - Solid resist plus my favorite bounce back power.
  • 26250 - Free Time (AV2) - For Tanks and/or those that desperately need an extra minor action, this is definitely worth a primary slot. For the rest of you, it still might.
  • 26250 - Opal Remembrance (AV) - Worth the primary slot for heavy Int multiclassers (Bloodmages).
  • 31250 - Dauntless Champion (AV2) - Just not worth the ultimate price tag.
  • 31250 - Nullifying (AV) - Crazy good, but it'll cost you a primary slot.

Waist

  • 5.2/130/3250 - Vigor (PHB) - Another awesome level 2 item, but the upgrades scale terribly.
  • 8.4 - Viper (AV) - A hell of a bargain considering how common poison is.
  • 34 - Centering (AV) - Probably better then Vim except for Tanks considering the frequency of vs Fort attacks against you as a ranged striker.
  • 34/850/21250 - Vim (AV) - Very helpful to keep your Fort up, especially for Cha'locks.
  • 50 - Blood (AV) - For Tanks only.
  • 50/1250/31250 - Diamond (AV2) - For a little more than Vim, you can have the option of emergency healing.
  • 50 - Shielding (AV) - Nice emergency defense.
  • 90/2250 - Healer's Sash (AV) - Post errata, this is still a solid backup healing and party surge management. Plus now you selfish bastards can use it to heal yourself. :P
  • 170 - Grappler (AV2) - Nerf bait. This is totally worth it if you have kept your attack bonus optimized. Just remember to turn it off in that level+5 solo fight. :P
  • 250 - Umber Hulk (AV) - The ability to burrow for 1 encounter per day is surprisingly handy.
  • 450 - Time (AV2) - could work for Divine Oracles/those with Danger Sense, but it's a hefty price for a gamble.
  • 850 - Phoenix (AV2) - You effectively trade the 2nd plus from Vim for a solid bounce back power.
  • 850 - Witch King - Nerf bait. For the same price as Vim+2 you get roughly a surge worth of free HP.
  • 1050 - Breaching (AV2) - Not bad, but great if you have 1 more item from the Eldritch Panoply Set.
  • 2250 - Valor (AV) - Not bad, but they are item bonuses so they may conflict with your other items.
  • 4250 - Vitality (AV) - +2 Fort bonus and a very nice bounce back power? Wow.
  • 21250 - Regeneration (AV2) - Very potent but ultimately just too expensive for a secondary item.

Tattoo

  • 5.2/130/3250 - Pierced Heart (D380) - Not bad for dwarves.
  • 6.8/170/4250 - Demonskin (AV2) - Variable resitance for an AP? what a bargain!
  • 8.4/210/5250 - Fireheart (AV2) - This can add up to quite a bit of HP/day.
  • 10/250/6250 - Vengeance (AV2) - Only tanks will be crit often enough for this to be worth the investment.
  • 26/650/16250 - Wolverine (AV2) - A nice bonus, but the fact that it requires you to get bloodied makes it for daredevils and tanks only
  • 34 - Curse Eye - A great AP boost since it lasts longer than most save ends since it debuffs its own save.
  • 34/850/21250 - Strongheart (AV2) - This really stretches out your healing surges, and helps you bounce back at the end of a long, hard day.
  • 34/85/21250 - Twining-Scorpion (D380) - Only tanks will be crit often enough for this to worth the investment but wow is this a great benefit.
  • 42 - Backlash (AV2) - A free basic (ranged or melee) attack auto scales with level so it's a better bang for your buck that most of the higher level options. But again the fact that it triggers when you are bloodied makes it for daredevils and tanks only.\
  • 42 - Strikeback (AV2) - Again only tanks will be crit often enough for this but it autoscales.
  • 50 - Shared Vengeance (AV2) - You pretty much need to talk the whole party into taking this, but if you do you will find yourselves rooting for the DM to crit while your DM fudges rolls the other way. :P
  • 50/1250/31250 - Eager Hero (AV2) - The longer/harder your day, the better this gets.
  • 90 - Teamstrike (AV2) - Again you pretty much need the whole party to take this, but it's totally worth it.

Item Sets

  • 02-04 - Zy Tormentor (AV2) - If you are your party's trapsmith, this ain't bad, but it's not great.
  • 10-13 - Aspect of the Ram (AV2) - Getting the Charger's Headress and the Fleece of Renewal for the 2 item bonus is totally worth it for a Charge-happy gish.
  • 13-17 - Gifts for the Queen (AV2) - Getting the Spark Slippers and the Ring of the Radiant Storm are totally worth it if you have a lot of Radiant powers. (hell it's worth making all of your powers radiant!)
  • 11-15 - Raiment of Shadows (AV2) - Mediocre items plus mediocre set benefits make this set total garbage in my book.
  • 23-27 - Points of the Constellation (AV2) - Three great items (and 2 crappy items), and good set benefits!
  • 27-30 - Time Wizard Tools (AV2) - One great item, one good item, and a solid 2-piece benefit.

Group Sets

  • 07-11 - Heirlooms of Masgorax (AV2) - Keicha's, Matrakk's, Rovikar's, Skaivani's, Gajz - You get bonuses to a lot of skills but the ability to swap around surges is really good.

 

My Warlock Guide
http://community.wizards.com/go/thread/view/75882/19648994/The_Power_of_the_Dark_Side:_The_Warlocks_Handbook?pg=1
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Dungeons & Dra.. 4e Character Optim.. The Power of the Dark Side: The Warlock's Handbook
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