Community

 
Jump Menu:
Pause Switch to Standard View Walk With Me in Hell: The Warlock's...
Show More
Loading...
Flag Eisenritter October 18, 2012 3:29 PM PDT

Oct 18, 2012 -- 9:22AM, digeverystripe wrote:

Oct 17, 2012 -- 11:49PM, Zathris wrote:

Oct 17, 2012 -- 10:25PM, digeverystripe wrote:

so i'm looking through this pacts, and i'm pretty overwhelmed.

i want to basically be a ranged rogue that sneaks around and blows single targets up. what pact is right for me?



Ranger



knew it was coming.




He's wrong, too.  The answer is rogue. Wink

Flag dertechie October 18, 2012 3:45 PM PDT
He is right though.  Warlocks are not Nova strikers.  Rangers are.  We don't really have silly double tap options outside of emo Hellish Rebukers.  We don't have good minor action attacks.  Ranged Warlocks need their minor to Curse and their move to keep Shadow Walk running for defenses and easy CA, so we don't even have the minors to really dedicate to that (which creates interesting tension with Crown of Stars, since you don't want to need to sustain it before you've got Curses spread nicely and can blind with it, but you want it up early to milk that minor action attack for all it's worth).

I suppose Con based Elemental Pact Twofolding into Infernal (or getting Hellish as a Human At-Will) with Gloves of Eldritch Admixture could abuse Vulnerability nicely. 

We're not bad at helping other people nova though.  Vulnerable 10+ All as an Encounter power will do that nicely.  As will mass CA from blinding/dazing/dominating, sliding them right in front of the melee ranger with Hellsworn Blessing up, etc.  Warlocks (as I think Zathris put it) are Controller-Striker-Defender-Leaders, in that order.

Oct 18, 2012 -- 3:29PM, Eisenritter wrote:

Oct 18, 2012 -- 9:22AM, digeverystripe wrote:


knew it was coming.


 

He's wrong, too.  The answer is rogue. 




That works too.

Flag zelink551 October 18, 2012 4:18 PM PDT
Rogues are pretty bad ranged strikers.
Flag erachima October 18, 2012 4:20 PM PDT
Yeah, generally speaking, ranged for Rogue is a versatility option, not a damage option. Their whole deal is having very little drawback for using ranged, not doing it as a dedicated thing.
Flag digeverystripe October 18, 2012 9:33 PM PDT

Oct 18, 2012 -- 4:18PM, zelink551 wrote:

Rogues are pretty bad ranged strikers.



i didn't mean a rogue that is literally ranged. i meant a ranged character that functions similarly to a rogue.

Oct 18, 2012 -- 3:29PM, Eisenritter wrote:

Oct 18, 2012 -- 9:22AM, digeverystripe wrote:

Oct 17, 2012 -- 11:49PM, Zathris wrote:

Oct 17, 2012 -- 10:25PM, digeverystripe wrote:

so i'm looking through this pacts, and i'm pretty overwhelmed.

i want to basically be a ranged rogue that sneaks around and blows single targets up. what pact is right for me?



Ranger



knew it was coming.




He's wrong, too.  The answer is rogue. 



ffffuu- Tongue Out

Flag Zathris October 19, 2012 3:27 AM PDT
zelink was just (correctly) countering the suggestion that you play a rogue.

Warlock really isn't the class you want, they do not do either of the things you said you wanted to do (sneak around, blow stuff up) very well, a Dex secondary Sorcerer or Archer Ranger does.
Flag kilpatds October 19, 2012 9:16 AM PDT
Um, you can easily build locks that sneak around spectacularly. (Fey pact Eladrin, fwiw).

You can build locks that are ok at blowing stuff up (but not actually good, just Ok.  Con-based tiefling HR spammers)

Building both out of a warlock is kinda tricky. 
Flag the_move October 30, 2012 6:48 AM PDT
I need a hint regarding warlocks with an infernal pact. A friend of mine wants to play a Tiefling infernal warlock.

- Tieflings get a bonus to CHA which is considered a tertiary ability for infernal warlocks
- However Tieflings have very nice feats going with CHA and can also be helpful even as an infernal warlock
- However to utilize some feats like the Warlock's Wrath best you need a strong CHA and INT
- He can boost Con Spells (like Hellish Rebuke) with Blood Pact of Cania, but that requires him to not go for being a CHA based warlock.


My questions are...

I assume that you can either work on exploiting Hellish Rebuke or going to focus on your curses via the Cursed Spells feat and hoping to get several OAs while going for both is futile, or am I wrong?

A Tiefling Warlock with his highest abilities being CON and CHA (and INT being ignored) won't work, because there is a too strong dependency on INT for several Powers, feats and effects...or are there ways to work this out as well?
Flag erachima October 30, 2012 6:57 AM PDT
Optimizing around Hellish Rebuke is no longer worth your time now that it's only a single extra damage instance. Try the CHA Infernal build, or better still, be a Sorcerer-King Warlock (assuming you're starting in Heroic).
Flag the_move October 30, 2012 6:59 AM PDT
Is the Sorcerer-King getting worse in Paragon or why do you point that out? Or what is the reason for starting a Sorcerer-King in paragon at best?
Flag erachima October 30, 2012 7:06 AM PDT
Sorcerer King gives the Mindbite Scorn feat.

In heroic you can't be two pacts.
Flag zelink551 October 30, 2012 7:12 AM PDT

Oct 30, 2012 -- 6:57AM, erachima wrote:

Optimizing around Hellish Rebuke is no longer worth your time now that it's only a single extra damage instance. Try the CHA Infernal build, or better still, be a Sorcerer-King Warlock (assuming you're starting in Heroic).




Do warlocks get many other double damage instance powers? I'll admit, I haven't really looked but I don't recall many notable ones.

Flag Mengu74 October 30, 2012 7:19 AM PDT
Two damage instances isn't enough any more? I think Hellish Rebuke Con builds are perfectly fine. Better as hybrids, but single class still holds up fine. They are pretty resilient, you get in the thick of things, and shoot stuff in the face. It's plenty effective.
Flag erachima October 30, 2012 7:26 AM PDT

Oct 30, 2012 -- 7:12AM, zelink551 wrote:

Oct 30, 2012 -- 6:57AM, erachima wrote:

Optimizing around Hellish Rebuke is no longer worth your time now that it's only a single extra damage instance. Try the CHA Infernal build, or better still, be a Sorcerer-King Warlock (assuming you're starting in Heroic).




Do warlocks get many other double damage instance powers? I'll admit, I haven't really looked but I don't recall many notable ones.




No, but they get lots of powers that do more interesting things that are generally more effective. If you're optimizing Hellish Rebuke that's basically going to be your entire gimmick, in which case, be a Human Infernal Hexblade for the double CON to damage.

Flag RenZhe October 30, 2012 10:25 AM PDT

Optimizing around Hellish Rebuke is no longer worth your time now that it's only a single extra damage instance. Try the CHA Infernal build, or better still, be a Sorcerer-King Warlock (assuming you're starting in Heroic).




Did I miss something here? When did this happen? 

Flag Mengu74 October 30, 2012 10:33 AM PDT

Oct 30, 2012 -- 10:25AM, RenZhe wrote:

Did I miss something here? When did this happen? 


Not that most DM's were letting the multiple damage triggering fly, but officially, July last year. www.wizards.com/DnD/Article.aspx?x=dnd/w...

Flag RenZhe October 30, 2012 10:59 AM PDT
Ah, totally misread that. I thought it had been errata'd to only one total damage line. Nevermind...

Edit: If I recall, they actually clarified it in that errata to remove the "extra damage" notation and officialized it as an separate damage instance.
Flag erachima October 30, 2012 11:09 AM PDT
It never said it was extra damage, it said it's "an extra 1d6+CON damage". Which is not the same thing at all.
Flag Zathris October 30, 2012 9:57 PM PDT

Oct 30, 2012 -- 11:09AM, erachima wrote:

It never said it was extra damage, it said it's "an extra 1d6+CON damage". Which is not the same thing at all.



Given one very munchkiny reading of the rules, yes. You'll notice that at level 21 it refers to it as "extra damage", so either the power changed completely at level 21 to become significantly less powerful (which, amusingly, is the current RAW of it), or 'extra X damage' is the same as 'X extra damage'.

Flag Taffimai November 4, 2012 5:05 AM PST
How would you guys rate the wizard's Blood Mage PP (PHB 1) for a warlock who's maxing Cha and Int? Even with the errata, it's still quite strikery.
Flag pete5528 November 4, 2012 10:45 AM PST
Pretty meh.  The powers are okay but the features wont get you much (Bolstering Blood is wizard and PP powers only).
Flag erachima November 4, 2012 11:24 AM PST

Nov 4, 2012 -- 5:05AM, Taffimai wrote:

How would you guys rate the wizard's Blood Mage PP (PHB 1) for a warlock who's maxing Cha and Int? Even with the errata, it's still quite strikery.




It's been nerfed to death and doesn't work on any of your Warlock stuff, so very bad.

Flag Kryptkpr November 8, 2012 6:02 PM PST
Believe me I know.  I started out as a 2nd lvl warlock a couple of years ago.  Got going for the bloodmage paragon path.  Well, I have been having to make changes all along and now that the blood mage is completely nerfed.  I am trying to rework it with the permission of my DM.  It is very ugly and my character is WAY not optimized.  Still trying to recover before i get to epic.  19th level now.
Flag niklinna December 2, 2012 9:01 PM PST
At level 17, the enterprising Twofold Pact Warlock with Star and Sorceror-King Pacts has the choice of two encounter powers rated gold in this guide: Delban's Eye, and Obedience's Reward. But which one is the shinier gold?

To my eye so far, Delban's Eye looks to be the better deal: You get to do substantial up-front damage yourself, adding your own curse damage, and then everybody in the party (including you!) who manages to hit before your next turn ends gets a decent extra helping of damage. That'll add up nicely, especially for anybody who spends an action point to make an additional attack. Any opportunity attacks that might arise are icing on the cake.

Obedience's Reward is a one-time deal, albeit with substantial to-hit and damage bonus for your ally. But it's clearly putting all eggs into one basket compared to the Star-Pact power. Or am I missing something?
Flag pete5528 December 2, 2012 9:13 PM PST
Depends on party composition.  If you have someone with a tricked out MBA, like a Slayer or a Warlock|Executioner, then Obedience's Reward is going to deal a lot more damage up front with a very high chance of hitting.  If you have some multi-hitting allies then Delban's Eye might be better. 
Flag RenZhe December 3, 2012 7:17 AM PST
You're a starlock looking at E17 selection (presumably with another striker in the party to support). You take Strand of Fate and never look back.

Obedience's Reward is kind of overrated in this guide. Its a power analogue to what warlords get at level 1 (which is a rather lukewarm power in the warlord's handbook), with an accuracy boost and roughly an average 23 damage premium. If there's at least one more striker in the party you're trying to support who can at least put out 2 attacks in a nova round (aka a baseline striker doing his job), Delban's Eye/Strand of Fate is going to be a better deal for everyone.
Flag Zathris December 3, 2012 10:20 AM PST
I wouldn't go that far on Obedience's Reward, it's marginally better than any Warlord 7.

As for Strand vs Delbans, is that even much of a contest? Delban deals 12 more up front and 3.5-4.5 less per hit, math says that Strand adds more damage after 3.43-2.67 hits. So assuming your party will actually focus fire on an Elite, and/or has a lot of lower damage attacks (twin strike, rain of blows, sohei) Strand wins, otherwise with fewer, larger hits needed to drop a Standard, Delbans is slightly better.

Not sure if Strand doesn't help ongoing or other "incedental" damage like Rain of Steel ... Vuln vs Attacks is a poor phrasing.
Flag niklinna December 3, 2012 10:55 AM PST

Dec 3, 2012 -- 10:20AM, Zathris wrote:

I wouldn't go that far on Obedience's Reward, it's marginally better than any Warlord 7.

As for Strand vs Delbans, is that even much of a contest? Delban deals 12 more up front and 3.5-4.5 less per hit, math says that Strand adds more damage after 3.43-2.67 hits. So assuming your party will actually focus fire on an Elite, and/or has a lot of lower damage attacks (twin strike, rain of blows, sohei) Strand wins, otherwise with fewer, larger hits needed to drop a Standard, Delbans is slightly better.

Not sure if Strand doesn't help ongoing or other "incedental" damage like Rain of Steel ... Vuln vs Attacks is a poor phrasing.


Thanks for the detailed analysis!

The wording on Strand of Fate's vulnerability is "to all attacks" so I doubt it applies to ongoing and such. Even so, as you note, it's clearly comparable to Delban's Eye, just a matter of whether you want to front-load damage, and depending slightly on your INT/CHA modifiers.

Given that, I also don't see why Obedience's Reward is rated gold, unless you are not a Star Pact Warlock I suppose.

Flag Alcestis December 3, 2012 11:12 AM PST
The issue is that "attacks" can mean "attack roll and its effects" and it can mean "attack powers." Being vulnerable to attack powers would mean it applies to ongoing, zone damage, etc., as those are all the result of an attack power. Being vuln to "an attack roll and its effects" would make you vulnerable to, say, ongoing that resulted from a Hit: line (part of the effect of the attack roll) but not ongoing from an Effect: line. Which could result in some very odd bookkeeping chores.
Flag bajatmerc December 7, 2012 9:33 AM PST
How do I get superior implement training for accurate ki to show up on the builder?
 
Flag rjsilverthorn December 7, 2012 9:54 AM PST

Dec 7, 2012 -- 9:33AM, bajatmerc wrote:

How do I get superior implement training for accurate ki to show up on the builder?
 




Be proficient in ki focus as an implement. I just tried it and it showed up no problem.

Flag bajatmerc December 7, 2012 11:44 AM PST
I think that was the second time I asked that. I keep thinking that when I can see ki focus available that it means the character already has the proficiency. 

Thanks, I am checking out a Ginzu Items thread to pick up the prof. 


 
 
Flag svendj December 8, 2012 9:10 AM PST
Would an Aversion Staff provide a defense bonus against cursed enemies?
Flag rjsilverthorn December 8, 2012 11:55 AM PST

Dec 8, 2012 -- 9:10AM, svendj wrote:

Would an Aversion Staff provide a defense bonus against cursed enemies?




Since Effect is defined as "The results of a game elements use." I'd say yeah.

Flag RayjeEliwan December 14, 2012 7:56 PM PST
I'm making a rather silly Warlock for a one-shot, and while I'd like to have Eldritch Strike to take advantage of granted MBAs (and the occasional AoO), I don't have the budget to keep up both a weapon and an implement. What's the best way around this? I'm thinking of buying AIP: Staves (Staff Expertise is pretty sweet, after all), but then I'd lose the ability to have a fun implement in my off-hand. My MC is already spoken for, and it does me no good in this respect. A Pact Blade just seems, well, dull. Elemental Initiate for ki focus proficiency is an option, though ki foci don't do anything too amazing for Warlocks. Am I missing any other options? If not, which of these is likely to be the least bad?
Flag Nisungam December 14, 2012 8:01 PM PST

Dec 14, 2012 -- 7:56PM, RayjeEliwan wrote:

I'm making a rather silly Warlock for a one-shot, and while I'd like to have Eldritch Strike to take advantage of granted MBAs (and the occasional AoO), I don't have the budget to keep up both a weapon and an implement. What's the best way around this? I'm thinking of buying AIP: Staves (Staff Expertise is pretty sweet, after all), but then I'd lose the ability to have a fun implement in my off-hand. My MC is already spoken for, and it does me no good in this respect. A Pact Blade just seems, well, dull. Elemental Initiate for ki focus proficiency is an option, though ki foci don't do anything too amazing for Warlocks. Am I missing any other options? If not, which of these is likely to be the least bad?




If you have a way to draw/stow as a free action, staves would work just fine for you (staff implements are one handed, staff weapons are two handed). Just use it one handed when making implement attacks, and stow the offhand and switch to two-handed weapon mode when making an Eldritch Strike attack.

On the other hand, is the off-hand implement really doing much for you?

Flag RayjeEliwan December 14, 2012 8:06 PM PST

Dec 14, 2012 -- 8:01PM, Nisungam wrote:

Dec 14, 2012 -- 7:56PM, RayjeEliwan wrote:

I'm making a rather silly Warlock for a one-shot, and while I'd like to have Eldritch Strike to take advantage of granted MBAs (and the occasional AoO), I don't have the budget to keep up both a weapon and an implement. What's the best way around this? I'm thinking of buying AIP: Staves (Staff Expertise is pretty sweet, after all), but then I'd lose the ability to have a fun implement in my off-hand. My MC is already spoken for, and it does me no good in this respect. A Pact Blade just seems, well, dull. Elemental Initiate for ki focus proficiency is an option, though ki foci don't do anything too amazing for Warlocks. Am I missing any other options? If not, which of these is likely to be the least bad?




If you have a way to draw/stow as a free action, staves would work just fine for you (staff implements are one handed, staff weapons are two handed). Just use it one handed when making implement attacks, and stow the offhand and switch to two-handed weapon mode when making an Eldritch Strike attack.

On the other hand, is the off-hand implement really doing much for you?




I don't have the feat space to get any sort of reliable quick draw or quick stow functions. Offhand implements are pretty sweet . . . a Rod of Office, for instance, is awesome, though I haven't decided which one I'd actually use.

Wait a minute . . . this character is a halfling. Halflings need to take a feat to wield a staff as a weapon, don't they? That . . . kind of puts the kibosh on that plan.

Hmm. What ki foci on the 2+ or 3+ tracks (it's a level 12 one-shot, so I can't afford anything else) would work for a Warlock? Not my first choice, but . . .

Flag RenZhe December 14, 2012 8:29 PM PST
For a warlock? A generic +3 one (Lv 11). The better ones honestly don't offer anything too exciting for a warlock.

Edit: I lied. Try Rain of Hammers (Lv 13) or Forked Lightning (Lv 9) for a free MBA as a daily.
Flag Zathris December 15, 2012 12:53 AM PST
There's also a handful of Rods that function as Maces: Ironscar Rod, Rod of Smiting, and Battle-Pact Rod.
Flag Cyvaris December 25, 2012 12:43 PM PST
Just tossed this together for a Paragon one-shot I am going to be playing in. Any suggestions would be welcome. I just loaded up on lightning powers etc and on paper it appears to be rather strong (Arc Lightning is going to be silly I think).


====== Created Using Wizards of the Coast D&D Character Builder ======
Lightning Lock, level 16
Half-Elf, Warlock, Storm Scourge
Eldritch Pact: Elemental Pact
Eldritch Blast: Eldritch Blast Charisma
Twofold Pact: Fey Pact
Half-Elf Power Selection: Dilettante


FINAL ABILITY SCORES
Str 9, Con 15, Dex 13, Int 20, Wis 11, Cha 22.


STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16.



AC: 29 Fort: 26 Reflex: 30 Will: 30
HP: 102 Surges: 8 Surge Value: 25


TRAINED SKILLS
Intimidate +19, Bluff +19, Arcana +18, History +18


UNTRAINED SKILLS
Acrobatics +9, Diplomacy +16, Dungeoneering +8, Endurance +10, Heal +8, Insight +10, Nature +8, Perception +8, Religion +13, Stealth +9, Streetwise +14, Thievery +9, Athletics +7


FEATS
Level 1: Rod Expertise
Level 2: Cursed Shot
Level 4: Superior Implement Training (Accurate rod)
Level 6: Killing Curse
Level 8: Improved Defenses
Level 10: Improved Initiative
Level 11: Twofold Pact
Level 12: Versatile Master
Level 14: Dual Implement Spellcaster
Level 16: Called Shot


POWERS
Dilettante: Arc Lightning
Eldritch Blast: Eldritch Blast
Warlock encounter 1: Flickering Venom
Warlock daily 1: Decree of Khirad
Warlock utility 2: Fey Bargain
Warlock encounter 3: Delban's Deadly Attention
Warlock daily 5: Crackling Fire
Warlock utility 6: Fate's Frayed Thread
Warlock encounter 7: Mire the Mind
Warlock daily 9: Command Insanity
Warlock utility 10: Ethereal Sidestep
Warlock encounter 13: Devouring Dark (replaces Flickering Venom)
Warlock daily 15: Dream of Mual-Tar (replaces Command Insanity)
Warlock utility 16: Hero's Defense


ITEMS
Accurate rod of Brutality +2, Bloodcurse Accurate rod +2, Shadow Warlock Leather Armor +2, Cloak of Translocation +2, Eagle Eye Goggles (paragon tier), Warlock's Bracers (paragon tier), Hedge Wizard's Gloves (heroic tier), Eladrin Ring of Passage (paragon tier), Diamond Cincture (heroic tier), Spark Slippers (paragon tier), Incisive Dagger Dagger +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Flag Matyr December 25, 2012 7:16 PM PST
Don't post your own builds in the handbook.  If you want answers to specific build questions make your own thread and ask about it there.  These threads already have a ton of clutter.
Flag Zathris December 26, 2012 6:18 AM PST
Eh, the critique isn't that complicated actually, since we're not being given any restrictive criteria:
If you want to do a Lightning Build, you ought to use a damage conversion weapon (Since you have to spend a feat to use any of them, you may as well MC Swordmage and use an Accurate/Lancing Thunderbolt Dagger +3 with Incisive +3 OffHand for DiS), drop Cursed Shot for Mark of Storm feat and take the Lyrandar Wind Rider PP, drop Improved Initiative for Lightning Soul, pick up a Dragonshard of Lightning. Oh, and switch Race to Genasi, dropping Versatile Master for Elemental Echo.
Flag Hagaurd January 4, 2013 7:51 PM PST
Hello
Please critique my character.  Keep in mind I am tied to being a genasi.  With concelment, staff of aversion and cloak of translocation, his defenses should be AC 36, Fort 33, Ref 37, will 31 against cursed creatures. 
I can't get any dragonmark feats but get the expertise feat for free.
Any help would be great
Thanks
 
Also, I wanna make sure I am understanding in hellish rebuke.  If I hit, I do 1d6+2d8+16, then due to the shadowdrift dagger I immidiately take 10 dgm and do 1-6+16 again for a total of 2d6+2d8+32?
====== Created Using Wizards of the Coast D&D Character Builder ======
level 17
Genasi, Warlock, Master of the Starry Night
Eldritch Strike Option: Eldritch Strike Constitution
Eldritch Pact Option: Star Pact
Twofold Pact Option: Infernal Pact
Elemental Manifestation Option: Voidsoul
Sage (+2 to Arcana)
Theme: Infernal Prince
 
FINAL ABILITY SCORES
STR 11, CON 22, DEX 12, INT 22, WIS 9, CHA 14
 
STARTING ABILITY SCORES
STR 10, CON 16, DEX 11, INT 16, WIS 8, CHA 13
 
 
AC: 30 Fort: 29 Ref: 31 Will: 27
HP: 114 Surges: 12 Surge Value: 28
 
TRAINED SKILLS
Arcana +21, Insight +12, Religion +19, Stealth +14
 
UNTRAINED SKILLS
Acrobatics +9, Athletics +8, Bluff +12, Diplomacy +12, Dungeoneering +7, Endurance +16, Heal +7, History +14, Intimidate +10, Nature +9, Perception +7, Streetwise +10, Thievery +9
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Infernal Prince Attack: Hellfire Heart
Genasi Racial Power: Void Assumption
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Dire Radiance
Warlock Pact Boon 1: Fate of the Void
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Fortune Binding
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Unspeakable Bond
Warlock Attack 9: Ooze Incarnate
Warlock Utility 10: Ethereal Sidestep
Master of the Starry Night Attack 11: Stellar Debris
Master of the Starry Night Utility 12: Minor Gift of Foresight
Warlock Attack 13: Killing Flames
Warlock Attack 15: Caution of Dispater
Warlock Utility 16: Hero's Defense
Warlock Attack 17: Life Force Reclaimed
 
FEATS
Level 2: White Lotus Riposte
Level 4: Improved Defenses
Level 6: Improved Fate of the Void
Level 8: Bloodied Boon
Level 11: Twofold Pact
Level 11: Arcane Prodigy
Level 12: Twofold Curse
Level 13: Superior Implement Training (Incendiary dagger)
Level 14: White Lotus Master Riposte
Level 16: Killing Curse
Level 17: Implement Expertise (Light blade)
Level 17: Weapon Expertise (Light blade)
 
ITEMS
Aversion Staff +1 x1
Cloak of Translocation +3 x1
Khyber Shard of the Fiery Depth (paragon tier)
Shadowrift Blade Incendiary dagger +4 x1
Shadow Warlock Drowmesh +3 x1
Elven Chain Shirt (heroic tier)
====== End ======
Flag Matyr January 4, 2013 9:22 PM PST
Mind if I ask why you took Voidsoul instead of one of the more damaging options?
Flag Hagaurd January 5, 2013 10:00 AM PST
There are allot of psychic attacks in our campaign so I thought some will defense would be good.  Also, vanishing from existance is fun but I am open to suggestions.
Flag Zathris January 5, 2013 10:19 PM PST
Stormsoul and then taking MC Swordmage to qualify for Malec Keth Janissary would add 1d4 lightning (lightning being slightly better supported than thunder due to Gifts for the Queen, I think) to all your attacks and get a massive nova from Promise of Storm.

There's also the PP option of Student of Caiphon, you'd have to put your Shadowrift Blade in your OH to use an Accurate Radiant Dagger MH, but that's not really a bad thing, you can just make up the defenses by wearing Dark Majesty instead.

I'd probably drop Improved Fate of the Void regardless, and pick up a claw Familiar so you can curse-spread with a Rod of Corruption.
Flag Hagaurd January 6, 2013 10:58 PM PST
Quick question about a seemingly spiffy weapon.  If you take the elemental pack and use a necrotic weapon.  The necrotic weapon turns half the damage of your attacks into necrotic damage.  The elemental pack allows you to turn necrotic damage into damage which matches your affinity.  So if you use necrotic weapon with hellish rebuke, half the damage turns into necrotic and half stays fire triggering all your possible fire damage riders.  The half which turns necrotic then is changed into your affinity and triggers any vulnerabilities.   Am I understanding this right?
Flag Naflem January 6, 2013 11:03 PM PST

Jan 6, 2013 -- 10:58PM, Hagaurd wrote:

Quick question about a seemingly spiffy weapon.  If you take the elemental pack and use a necrotic weapon.  The necrotic weapon turns half the damage of your attacks into necrotic damage.  The elemental pack allows you to turn necrotic damage into damage which matches your affinity.  So if you use necrotic weapon with hellish rebuke, half the damage turns into necrotic and half stays fire triggering all your possible fire damage riders.  The half which turns necrotic then is changed into your affinity and triggers any vulnerabilities.   Am I understanding this right?




It is still treated as one damage roll, so any vulnerabilities would not trigger twice (if I am understanding you correctly).

Flag Hagaurd January 6, 2013 11:24 PM PST
Hellish rebuke has a secondary effect where if you take damage, the target takes damage again.  The secondary dgm is like 1-6+con.  But would the necrotic weapon change half of that secondary dgm into necrotic, then into affinity dgm using your elemental pact feature.  This would double the vulnerablility.                             
 
Flag Naflem January 6, 2013 11:42 PM PST

Jan 6, 2013 -- 11:24PM, Hagaurd wrote:

Hellish rebuke has a secondary effect where if you take damage, the target takes damage again.  The secondary dgm is like 1-6+con.  But would the necrotic weapon change half of that secondary dgm into necrotic, then into affinity dgm using your elemental pact feature.  This would double the vulnerablility.                             
 




You never mentioned taking damage and proccing the second effect. Yes, the second dmg effect of Hellish Rebuke would proc any vulnerabilities again from it's roll.

Flag Hagaurd January 12, 2013 9:29 AM PST
Hello-
I tried again.  I like how elemental and infernal pacts work together potentially doubling the effect of the imposed vulrablility.  The defenses are not great but concealment and translocation will help a bit.  Dispite poor defenses, he can take a lot of damage.  (resist 5, 2 encounter insubstiantials and many instances of THP). 
About the paragon path, essence mage is pretty simple, permanent resist 5 all with dagger of defense, insubstiantial 1/encounter, good nova accuracy for 1 turn and extra 1d6 on dgm on most attacks.  I have a few questions on how the 11th level essence mage feature works.  "if you hit with an arcane power, which deals more then 1 type of damage, add a d6 to damage" 
2 questions:  Would this double with hellish rebuke because it deals damage 2 times (arcane admixture)?  Does curse damage count as dealing multiple types of damage?  If you have gloves of admixture which allows changing curse damage type then all of my attacks will deal more then 1 type of damage. 
====== Created Using Wizards of the Coast D&D Character Builder ======
Oliftro, level 18
Genasi, Warlock, Essence Mage
Eldritch Strike Option: Eldritch Strike Constitution
Eldritch Pact Option: Elemental Pact
Twofold Pact Option: Infernal Pact
Arcane Admixture Damage Type: Arcane Admixture Lightning
Elemental Manifestation Option: Stormsoul
Pivotal Event - You Die (Heal class skill)
Theme: Infernal Prince
 
FINAL ABILITY SCORES
STR 12, CON 25, DEX 12, INT 19, WIS 9, CHA 13
 
STARTING ABILITY SCORES
STR 11, CON 18, DEX 11, INT 12, WIS 8, CHA 12
 
 
AC: 29 Fort: 32 Ref: 31 Will: 27
HP: 122 Surges: 13 Surge Value: 30
 
TRAINED SKILLS
Arcana +18, Bluff +17, Heal +13, History +18, Religion +18
 
UNTRAINED SKILLS
Acrobatics +10, Athletics +10, Diplomacy +12, Dungeoneering +8, Endurance +18, Insight +8, Intimidate +10, Nature +10, Perception +8, Stealth +10, Streetwise +10, Thievery +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Infernal Prince Attack: Hellfire Heart
Genasi Racial Power: Promise of Storm
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Chromatic Bolt
Warlock Pact Boon 1: Accursed Affinity
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Heal Utility 2: Iron Resurgence
Warlock Attack 3: Fortune Binding
Warlock Attack 5: Tyrannical Threat
Warlock Utility 6: Mirror Darkly
Warlock Attack 7: Mordant Rains of Dis
Warlock Attack 9: Ooze Incarnate
Warlock Utility 10: Ethereal Sidestep
Essence Mage Attack 11: Essence of Arcane Blood
Essence Mage Utility 12: Essence Form
Warlock Attack 13: Killing Flames
Warlock Attack 15: Tendrils of Thuban
Warlock Utility 16: Painful Transference
Warlock Attack 17: Life Force Reclaimed
 
FEATS
Level 1: Bloodied Boon
Level 2: Improved Defenses
Level 6: Elemental Echo
Level 11: Twofold Pact
Level 11: Arcane Prodigy
Level 12: Arcane Admixture
Level 12: Twofold Curse
Level 13: Superior Implement Training (Incendiary dagger)
Level 14: Sorcerous Vision
Level 16: Reserve Maneuver
Level 17: Implement Expertise (Light blade)
Level 17: Weapon Expertise (Light blade)
Level 18: Resilient Focus
 
ITEMS
Incendiary dagger of Defense +3 x1
Cloak of Translocation +3 x1
Ring of the Radiant Storm x1
Strongheart Tattoo (heroic tier) x1
Carcanet of Psychic Schism x1
Gloves of Eldritch Admixture (heroic tier) x1
Warlock's Bracers x1
Belt of Blood x1
Boots of Dancing x1
Shadowrift Blade Incendiary dagger +4 x1
Shadow Warlock Inix Leather Armor +3 x1
Elven Chain Shirt (heroic tier)
Siberys Shard of the Mage (paragon tier)
Bag of Holding
Diplomat's Scabbard
Handy Haversack
Cognizance Ring x1
Adventurer's Kit
Climber's Kit
Camouflaged Clothing
Crowbar
Footpads
====== End ======
Flag Dr_D_Shep January 13, 2013 9:07 AM PST
Hey awesome guide, thanks so much. It is a huge boon for new players such as myself. Out of curiosity, what about a insert on character themes? It seems to me that themes are quite powerful additions to a character (both mechanistically and for role play). Which themes synergise particularly well with a warlock? I'll selfishly note that I've started with a genasi infernal warlock and would love advice on a couple themes to look at.
Flag baldhermit January 13, 2013 9:20 AM PST
DDs last post on this forum was July 24th, 2012. So not looking good.
Flag Hagaurd January 13, 2013 12:50 PM PST
Take a look at the infernal warlock I posted  on page 77.  Generally I would say that infernal prince is a great theme for infernal warlocks because of the 2/encouter damage and the +1 to hit with fire powers.  Depending on level, order adept is necessary if you are going sage of ages at epic.  You may also consider going elemental initiate if you would like to get a handless impliment slot (ki focus).  If you are in melee often and need some extra resistance, iron wrought is alright.  Finally, depending on your charisma and your parties leader you may also consider knight hospitaler for some healing.  I would say infernal prince is generally the best and matches character concept well. 
hope this helps
Flag pinkisthenewred January 17, 2013 4:21 PM PST
I think Lyrandar Windrider as PP for Con-Locks should be also mentioned.
Flag zelink551 January 17, 2013 5:46 PM PST
True, it should (though noted that its LFR illegal). However DDS seems to have left
Flag Guest1178249282 February 4, 2013 7:21 PM PST
For anyone wanting to build a Charm-focused character, I describe two D&D 4.0 versions of Aello Benandanti from the book, Goblin Fern. Both versions are of an Enchantress and both take her up to Level 11, when she chooses the Entrancing Mystic Paragon Path.

The description focuses on who Aello is and why specific choices fit her character, but in so doing, also looks at the various options available for Charm-focused characters, including the various classes, themes, backgrounds, paragon paths.

The first version is as a stealthy Gnome Mage Enchantress Renegade Red Wizard who multiclasses into Warlock.
The second version is as a stealthy Eladrin Wizard | Warlock Hybrid Scholar.

They both obtain training in Stealth and then, since they are Int/Cha-based builds, use items to fix the hole in their stealthiness that usually comes from a high Dexterity.

Check them both out at the following link: wp.me/p25vpn-ag

Please bear with the often-slow page-generation times.
Flag zelink551 February 4, 2013 7:22 PM PST
Why did you double post this?
Flag ezrider23 February 4, 2013 7:30 PM PST
With a link you can't even click on.
Flag zelink551 February 4, 2013 7:32 PM PST
Don't worry man, the other one works. It goes to a long analysis of a book I've never even heard of. Totes worth the double post.
Flag Guest1178249282 February 4, 2013 7:55 PM PST
I posted one in a Wizard thread and once in a Warlock thread, since each build takes powers and features from both classes. I fixed the link issue. Sorry for any problems.
Flag adamblangero February 21, 2013 12:54 PM PST
So we have nobody actively updating either one of the Warlock Guides?  Man... that's a bummer. 

I would like to say that I am currently playing a King'lock in the Dark Sun campaign, and I absolutely LOVE the TEMPLAR theme.  Not only does it mesh with the Dark Sun campaign, but most of the optional powers that you can select at later levels are bursts; some are even ranged bursts with a fair amount of control.  They even have leaderlike riders on them, to encourage your buddies to hit the same guy.

Definitely take a look at this theme should you be playing in a campaign where this theme is allowed.

Here are my personal favorites:
Fearsome Command (3rd lvl encounter)- ranged 10 burst 2 that does okay damage and slows all enemies it connects with; gives next ally that smacks one of the targets an auto-save at end of turn.  Nice "break up the pack" hex, enemies won't clump up after a couple of encounters where you can drop this behind the front lines.

Glare of Oppression (5th lvl daily)- ranged 10 friendly burst 2 that does good damage and immobilizes (save ends) on hit, 1/2 damage and slow on miss. Next ally that hits a target of this hex gets a minor regen until the end of encounter.  Good power to drop on your defender once he's started doing his job.

Fettering Glare (7th lvl encounter)- friendly burst 2 that does good damage and knocks prone on hit; next ally that connects with targeted bad guy gets to roll his next attack twice, which is excellent Nova support.

The other powers are also useful, but these are the ones I selected and battle tested.  The ninth level daily is a friendly burst 2 that has a save ends daze on all targets that were hit.  It also gives one lucky ally the ability to recall an used encounter power, but I haven't gotten to use that one yet, as I'm only 8th level.

Oh, and most of the powers are psychic based, making the psychic lock feat at paragon look pretty good too.
Flag pinkisthenewred February 21, 2013 4:25 PM PST
Fettering Glare does grant 2 turns of rerolls, not only 1 reroll in total, which is awesome for any multiattacker and is clearly better than the other 2 powers you mentioned, imo.
Flag RenZhe February 21, 2013 5:06 PM PST
Templar Powers are very strong control options for the point when you first get them, but doesn't scale well. You basically get this theme to make an early game control powerhouse, then retrain it out later at level 15+.

I actually have an itch to make a Hybrid Warlock's Handbook since that ought to be an extremely relevant thing for the community. Plus I disagree with a few of DDS ratings on warlock stuff anyway.
Flag Naflem February 21, 2013 5:43 PM PST

Feb 21, 2013 -- 4:25PM, pinkisthenewred wrote:

Fettering Glare does grant 2 turns of rerolls, not only 1 reroll in total, which is awesome for any multiattacker and is clearly better than the other 2 powers you mentioned, imo.



It does not grant 2 turns of rerolls, it is just one reroll:

Effect: The next ally who hits and damages one of the targets before the end of your next turn rolls twice on any one attack roll made before the end of his or her next turn, using either result.

Flag Armisael February 21, 2013 9:18 PM PST
You make that one and I'll bang out a Barbarian's handbook, RenZhe. And after that, finally the hybrid Warlord's book. :p
Flag thespaceinvader February 22, 2013 12:51 AM PST
Don't forget the |Cleric handbook
Flag ezrider23 February 22, 2013 5:12 AM PST
Is there a way for existing handbooks to be easily converted to wikis? This would make it easier for you guys to just add to MwaO's already existing hybrid guide.

Cleric seems pretty straight forward. If you are x/y/z class add |Cleric and you are better. I would be really interested in a Hybrid Warlock and Hybrid Warlord handbook though. 
Flag svendj February 22, 2013 5:18 AM PST

Feb 22, 2013 -- 5:12AM, ezrider23 wrote:

Is there a way for existing handbooks to be easily converted to wikis? This would make it easier for you guys to just add to MwaO's already existing hybrid guide.



If you can edit the post, you can copypasta the html into a wiki page. That would require the author of the handbook to give you access to it though. 

Flag Mommy_was_an_Orc February 22, 2013 1:38 PM PST
If you guys have hybrid material or builds that you want me to add to the hybrid handbook, I'm perfectly willing to do that. Make a post either in the handbook or separately, I'll link to it in the particular class section, and if there's something I think general as opposed to build-specific, I'll summarize.
Flag Keithric February 23, 2013 8:00 AM PST

Feb 22, 2013 -- 5:18AM, svendj wrote:

If you can edit the post, you can copypasta the html into a wiki page. That would require the author of the handbook to give you access to it though. 


Just hit quote on the post, then html.

Flag Hagaurd February 23, 2013 8:22 AM PST
Is there a page which goes through the self damaging options for hellish rebuke users?
So far I know about
Shadowrift blade
Boots of Caiphon
soul fangs
Are there others out there?
Flag DuelistDelSol April 4, 2013 8:55 PM PDT
Hoo boy.

So it's been... screw it, I'd rather not count that far back. It's been awhile.

As some may have seen in my Sorcerer thread, I'm back and working on these guides once more, taking in new information since my leave of absence and applying as many fixes as I can to both of them. I can't put a solid timeframe as to when I can call them satisfactorially done, but I'll be giving both guides some lovin' over the next few days or weeks.

As for now? The races have been updated; Hobgoblin and Goblin have been ranked, and Warforged has been reranked; as well as the Dragonborn getting some additional info in regards to its new subraces. 
Flag OrionNo9 April 9, 2013 8:20 AM PDT

DuelistDelSol, Thanks for your work on such a great handbook.  I was wondering why you do not have the Githyanki race ranked in this guide.  To me this seems like a strong Conlock race, bonus to both constitution and intelligence, a bonus to initiative, and a bonus to Will and Charm saves, all seems to be a good package for your typical Conlock.  While the race as no feat support, the base is still very solid.

Also I am just curious, in what source did Hobgoblin get an intelligence bonus?

Flag zelink551 April 9, 2013 8:26 AM PDT
He didn't rate any MM races, which is a totally legit thing since they're often disallowed.
I believe it was last months Dragon
 
Flag Junkyard_Dog April 9, 2013 8:56 AM PDT

Apr 9, 2013 -- 8:20AM, OrionNo9 wrote:


Also I am just curious, in what source did Hobgoblin get am intelligence bonus?




Dragon 419.  Sadly, none of the material has made its way into the Compendium.

Flag DuelistDelSol April 10, 2013 12:02 PM PDT

Apr 9, 2013 -- 8:56AM, Junkyard_Dog wrote:

Apr 9, 2013 -- 8:20AM, OrionNo9 wrote:


Also I am just curious, in what source did Hobgoblin get am intelligence bonus?




Dragon 419.  Sadly, none of the material has made its way into the Compendium.



Which is really starting to grate on my DM's nerves, as they're so far behind on updates it's getting ridiculous.

And as for Githyanki - if your DM allows them, then by all means, go for it. You listed the exact reasons why they'd be near top-tier as far as CON-locks go, but... yeah. Most DMs can't justify their existence, especially if Githzerai don't exist in your campaign's setting, so I don't rank them. 

Flag JS20 April 12, 2013 4:23 AM PDT

Apr 9, 2013 -- 8:56AM, Junkyard_Dog wrote:

Apr 9, 2013 -- 8:20AM, OrionNo9 wrote:


Also I am just curious, in what source did Hobgoblin get am intelligence bonus?




Dragon 419.  Sadly, none of the material has made its way into the Compendium.




Yeah, I need to be able to properly build my Hobgoblin artificer without having to houserule his stats in the character builder. It's a small gripe, but a gripe nonetheless.

Flag RPGBG April 19, 2013 2:30 AM PDT
I don't know if the handbook is still being update, but really have to disagree with the evaluation of Korred's Tune (AP, Warlock 13).
First of all - I don't see any reason why it won't be a proper damage roll and second - the fey pact rider is not a replacement of the general one - it is a new (third), damage roll. Not to mention what elemental warlocks can do with the power.
Flag Project_Vile April 19, 2013 10:07 PM PDT
Since DdS is sorta back, I figured I'd ask about picking Elemental Pact for Two-Fold Pact.  I read an argument for it on page 70, but the guide still states that it's non-functional.  Do we have a consensus on functionality?  It seems to me like it should work just fine - on one target at a time unless you can curse enemies simultaneously.
Flag Alcestis April 19, 2013 10:10 PM PDT
The argument for it not working is kind of silly. TFP says you get the whole pact and then also notes you get the at-will and Pact Boon. That isn't all you get, you get the whole pact, it is just clarifying, not changing.
Flag Project_Vile April 19, 2013 10:25 PM PDT
That's how I understood it as well, I just re-read the Two-Fold Pact entry for the handbook and was surprised that Elemental Pact was considered non-functional.
Flag Zathris April 20, 2013 12:12 AM PDT

Apr 19, 2013 -- 10:25PM, Project_Vile wrote:

That's how I understood it as well, I just re-read the Two-Fold Pact entry for the handbook and was surprised that Elemental Pact was considered non-functional.



Yeah, "You gain a Second Eldritch Pact." The wording is nothing like Pact Initiates "Choose a warlock pact, you gain X" in terms of actual meaning.

Flag pinkisthenewred April 20, 2013 12:16 AM PDT

Apr 19, 2013 -- 10:07PM, Project_Vile wrote:

Since DdS is sorta back, I figured I'd ask about picking Elemental Pact for Two-Fold Pact.  I read an argument for it on page 70, but the guide still states that it's non-functional.  Do we have a consensus on functionality?  It seems to me like it should work just fine - on one target at a time unless you can curse enemies simultaneously.


"The next enemy you place your warlock's curse on" = Always only 1 target, even if you use simultaneous mass cursing via rod of corruption, etc. I was curious about the same thing, some time ago.

Flag Koshinuke April 20, 2013 12:35 AM PDT
Elemental pact is amazing because it stacks with any other vulnerability of that type.   So during epic you can get vulnerability 30 between elemental pact boon and Sarifal Feywarden.  Imagine that on the triple hitter after you have slowed the target or immobilized it.

Since you can choose the vulnerability of the feywarden power and you have some control over the choice of elemental roll(using second wind), you can really add up the damage if you use a force weapon.

Force weapon > make the power do force damage > make the force damage match your vulnerability   
Flag pinkisthenewred April 20, 2013 1:07 AM PDT

Apr 20, 2013 -- 12:35AM, Koshinuke wrote:

Elemental pact is amazing because it stacks with any other vulnerability of that type.   So during epic you can get vulnerability 30 between elemental pact boon and Sarifal Feywarden.  Imagine that on the triple hitter after you have slowed the target or immobilized it.




SFW should stack on top of any vulnerability anyway, since it's different: It's vulnerability to your attacks that deal that kind of damage.


Apr 20, 2013 -- 12:35AM, Koshinuke wrote:


Since you can choose the vulnerability of the feywarden power and you have some control over the choice of elemental roll(using second wind), you can really add up the damage if you use a force weapon.

Force weapon > make the power do force damage > make the force damage match your vulnerability   




Explain, please. Force weapon will overwrite all other damage you deal, elemental damage, as well.

Flag Koshinuke April 20, 2013 2:30 AM PDT

Apr 20, 2013 -- 1:07AM, pinkisthenewred wrote:

Apr 20, 2013 -- 12:35AM, Koshinuke wrote:

Elemental pact is amazing because it stacks with any other vulnerability of that type.   So during epic you can get vulnerability 30 between elemental pact boon and Sarifal Feywarden.  Imagine that on the triple hitter after you have slowed the target or immobilized it.




SFW should stack on top of any vulnerability anyway, since it's different: It's vulnerability to your attacks that deal that kind of damage.


Apr 20, 2013 -- 12:35AM, Koshinuke wrote:


Since you can choose the vulnerability of the feywarden power and you have some control over the choice of elemental roll(using second wind), you can really add up the damage if you use a force weapon.

Force weapon > make the power do force damage > make the force damage match your vulnerability   




Explain, please. Force weapon will overwrite all other damage you deal, elemental damage, as well.




SFW will NOT stack on any vulnerability of the same type.  It is still cold, fire, lightning, or thunder vulnerability.  The only difference is that it is only YOUR attacks that get vulnerability.  So SFW would not stack with lasting frost if you picked cold vulnerability from Sarifal's Blessing.  However, it would stack with the cold vulnerability from the elemental pact boon because the pact boon says it does.


Any damage type to force(weapon effect) > Elemenal pact effect, replace all force damage with the type you have affinity with

It is legal because you are choosing which order the effects take place.  First you are choosing to have all the damage become force damage.  Next you are choosing to replace that force damage with your affinity damage.  It really only works because of the wording under elemental which states you can replace force damage with your affinity. Since it is an option, you decide when the option takes place.  It can make for some interesting effects.  Such as having a power that does necrotic and cold and you have thunder affinity.  You can now have the damage be thunder and cold. 

For some builds it does not help but imagine an infernal warlock with hellish rebuke and elemental pact as a twofold pact.  If you can curse a target and apply vulnerability to it, you can use a force weapon to change hellish rebuke from fire, to force, to your affinity and then double tap vulnerability with it.

Flag pinkisthenewred April 20, 2013 3:10 AM PDT

Apr 20, 2013 -- 2:30AM, Koshinuke wrote:


SFW will NOT stack on any vulnerability of the same type.  It is still cold, fire, lightning, or thunder vulnerability.  The only difference is that it is only YOUR attacks that get vulnerability.  So SFW would not stack with lasting frost if you picked cold vulnerability from Sarifal's Blessing.  However, it would stack with the cold vulnerability from the elemental pact boon because the pact boon says it does.


Any damage type to force(weapon effect) > Elemenal pact effect, replace all force damage with the type you have affinity with

It is legal because you are choosing which order the effects take place.  First you are choosing to have all the damage become force damage.  Next you are choosing to replace that force damage with your affinity damage.  It really only works because of the wording under elemental which states you can replace force damage with your affinity. Since it is an option, you decide when the option takes place.  It can make for some interesting effects.  Such as having a power that does necrotic and cold and you have thunder affinity.  You can now have the damage be thunder and cold. 

For some builds it does not help but imagine an infernal warlock with hellish rebuke and elemental pact as a twofold pact.  If you can curse a target and apply vulnerability to it, you can use a force weapon to change hellish rebuke from fire, to force, to your affinity and then double tap vulnerability with it.





SFW will stack, since it is no normal vulnerability, it is vulnerability to attacks only (which is totally different to what vulnerabilities do normally), in this case your attacks and only if they deal a certain damage type; but that's secondary. It's the same with Strand of Fate and the likes.

What else does your force weapon trick, besides giving you easy access to thunder damage? It doesn't stack any more vulnerabilities. In the case of only one real vulnerability (Accursed Affinity) and one odd (SFW), which both stack anyway (and could even stack a third instance of normal vulnerability of the same type, if you can get one), you don't really need it, besides poaching thunder.
Zathris had the idea of Necrotic Weapon in IRC. Would be better, since "half the damage" converters are best, since they don't force you into 1 type. Will be very important, if you plan to stack different vulnerabilities later on.


Flag Koshinuke April 20, 2013 11:15 AM PDT

Apr 20, 2013 -- 3:10AM, pinkisthenewred wrote:




SFW will stack, since it is no normal vulnerability, it is vulnerability to attacks only (which is totally different to what vulnerabilities do normally), in this case your attacks and only if they deal a certain damage type; but that's secondary. It's the same with Strand of Fate and the likes.




Reread Sarifal's Blessing.  It applies an elemental vulnerability.  Even though it is YOUR attacks only, it is still cold vulnerability or fire vulnerability.  Even if the vulnerability is only applied to your attacks, it is still the same type of vulnerability, which does NOT stack.  The exception to this rule is elemental pact boon which specifically states that it does.

Example 1:  Creature was hit with lasting frost on the previous turn so has vulnerable 5 cold.  You hit it with Sarifal's blessing(cold) giving it vulnerable 10 cold.  Does it now have vulnerable 15 cold?  Never.  It has vulnerable 5 cold to all cold attacks and vulnerable 10 cold to YOUR attacks.  You would only do 10 extra damage.

Example 2: Creature is given vulnerable 10 cold from elemental pact boon.  You hit it with Sarifal's Blessing(cold) giving it another vulnerable 10 cold.   It now has vulnerable 10 cold to all attacks but vulnerable 20 cold from your attacks.  Someone else hits it with lasting frost while still having both SB and the elemental pact boon.  The creature now has vulnerable 15 cold but vulnerable 20 cold to your attacks.  

 

Apr 20, 2013 -- 3:10AM, pinkisthenewred wrote:

What else does your force weapon trick, besides giving you easy access to thunder damage? It doesn't stack any more vulnerabilities. In the case of only one real vulnerability (Accursed Affinity) and one odd (SFW), which both stack anyway (and could even stack a third instance of normal vulnerability of the same type, if you can get one), you don't really need it, besides poaching thunder.
Zathris had the idea of Necrotic Weapon in IRC. Would be better, since "half the damage" converters are best, since they don't force you into 1 type. Will be very important, if you plan to stack different vulnerabilities later on.




Yes, the half damage weapons would be best.  Read the vulnerability rules.  There is no distinction between "real" vulnerability and "odd" vulnerability.  Only the type of vulnerability.

Cold vulnerability = cold vulnerability regardless of the source or any other restrictions.  ONLY the highest vulnerability applies.  The only exception is for the elemental pact boon. (Outside of some radiant damage feats)

There are some weird exceptions out there such as vulnerable 3 "your elemental attacks"(elementalist), vulnerable x to opportunity attacks(rune priest), or vulnerable x to weapon attacks(a fighter daily).   There is even a vulnerable x to all damage(rune priest).  If there was another instance of any of these, only the highest applies.

Flag Fardiz April 20, 2013 11:31 AM PDT
The point is that vulnerability to (your attacks that deal cold damage) is not the same as vulnerability to (cold damage). Just as you can be vulnerable to melee attacks and to cold attacks and those would stack for a cold melee attack.
Flag RayjeEliwan April 20, 2013 2:35 PM PDT
I just noticed another way to use and abuse Hellish Rebuke. The Chaos Phage elemental companion deals a small amount of damage to you every time you turn it from passive mode to active mode. It can be heavy on your minor actions to constantly be swapping modes, but it's a reliable self-damaging ability that can come online as early as level 2 (or level 1, for a human). Considering that the other reliable self-damaging options tend to not be available until Paragon at the earliest, I feel like it's worth pointing out. Sure, you probably want to spend your very first feat or two on something else, but it's hardy inconceivable to get this going by mid-Heroic.
Flag zelink551 April 20, 2013 2:49 PM PDT
If this is how we're treating wording in CharOp now, I don't want it.
Vulnerability to your attack is not distinct from vulnerability.
God, CharOp used to be a sane place, now its just bull ****. 
Flag Fardiz April 20, 2013 2:57 PM PDT
If they wanted to say "Any enemy in the aura gains vulnerability 5 to the chosen damage type. This vulnerability is only triggered by your attacks" or "Any enemy in the aura gains vulnerability 5 to your attacks that deal the chosen damage type, this does not stack with other vulnerabilities" then they could have done so. However, we can only read the actual words that they wrote which are "Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type." The vulnerability as written, is to the type of attack, not to the damage type, so it stacks with ordinary damage-vulnerability.

It would be a common (and reasonable) houserule to make them not stack, but them's the breaks.  
Flag pinkisthenewred April 21, 2013 6:25 AM PDT

Apr 20, 2013 -- 11:15AM, Koshinuke wrote:

Apr 20, 2013 -- 3:10AM, pinkisthenewred wrote:




SFW will stack, since it is no normal vulnerability, it is vulnerability to attacks only (which is totally different to what vulnerabilities do normally), in this case your attacks and only if they deal a certain damage type; but that's secondary. It's the same with Strand of Fate and the likes.




Reread Sarifal's Blessing.  It applies an elemental vulnerability.  Even though it is YOUR attacks only, it is still cold vulnerability or fire vulnerability.  Even if the vulnerability is only applied to your attacks, it is still the same type of vulnerability, which does NOT stack.  The exception to this rule is elemental pact boon which specifically states that it does.

Example 1:  Creature was hit with lasting frost on the previous turn so has vulnerable 5 cold.  You hit it with Sarifal's blessing(cold) giving it vulnerable 10 cold.  Does it now have vulnerable 15 cold?  Never.  It has vulnerable 5 cold to all cold attacks and vulnerable 10 cold to YOUR attacks.  You would only do 10 extra damage.

Example 2: Creature is given vulnerable 10 cold from elemental pact boon.  You hit it with Sarifal's Blessing(cold) giving it another vulnerable 10 cold.   It now has vulnerable 10 cold to all attacks but vulnerable 20 cold from your attacks.  Someone else hits it with lasting frost while still having both SB and the elemental pact boon.  The creature now has vulnerable 15 cold but vulnerable 20 cold to your attacks.  

 

Apr 20, 2013 -- 3:10AM, pinkisthenewred wrote:

What else does your force weapon trick, besides giving you easy access to thunder damage? It doesn't stack any more vulnerabilities. In the case of only one real vulnerability (Accursed Affinity) and one odd (SFW), which both stack anyway (and could even stack a third instance of normal vulnerability of the same type, if you can get one), you don't really need it, besides poaching thunder.
Zathris had the idea of Necrotic Weapon in IRC. Would be better, since "half the damage" converters are best, since they don't force you into 1 type. Will be very important, if you plan to stack different vulnerabilities later on.




Yes, the half damage weapons would be best.  Read the vulnerability rules.  There is no distinction between "real" vulnerability and "odd" vulnerability.  Only the type of vulnerability.

Cold vulnerability = cold vulnerability regardless of the source or any other restrictions.  ONLY the highest vulnerability applies.  The only exception is for the elemental pact boon. (Outside of some radiant damage feats)

There are some weird exceptions out there such as vulnerable 3 "your elemental attacks"(elementalist), vulnerable x to opportunity attacks(rune priest), or vulnerable x to weapon attacks(a fighter daily).   There is even a vulnerable x to all damage(rune priest).  If there was another instance of any of these, only the highest applies.




Play it like you wish. Your way is the RAI/houserule way, the one i mentioned is RAW.
The correct way to read Sarifal's Blessing would be "your [insert chosen damage type here] attacks deal 5/10/15 extra damage vs enemies in the aura".
You read it "Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type.", without recognizing that the focus of the sentence instead lies on the word "attacks" (totally not vulnerability, since that would exclude effects like firewind blade etc.) which makes pretty clear, that it's no vulnerability, but a "vulnerability", and therefore has nothing to do with the vulnerability rules you mentioned, because it simply isn't one.

Edit: For someone, who dares to add damage rolls to BB/FoB and the likes via CG, MKJ, etc. (which will break the whole system btw., much more than this case here ever could), you're pretty much RAI now.

Flag CormacTheLemuel April 21, 2013 6:29 AM PDT
just read it on the compendium and it is pretty clearly vulnerability
Flag pinkisthenewred April 21, 2013 6:40 AM PDT
Read what? 
Flag Koshinuke April 21, 2013 9:34 AM PDT
Actually read the rules on damage rolls in the rules compendium.  By RAW adding MKJ to magic missile is giving magic missile a damage roll.

RC Pg 222:  "When most attacks deal damage, they do so through a damage roll: a roll of dice to determine damage."

So we have the definition of a damage roll right there in the statement of the first line on damage rolls.  It is "a roll of the dice to determine damage."

The next part is about extra damage, which claw gloves(... melee attacks deal 1d10 extra damage...) and MKJ(Your attacks deal 1d4 extra damage...) specifically say they do.

RC Pg 223: "Extra damage is always in addition to other damage  and is of the same type or types as that damage, unless otherwise noted."

Extra damage is widely known and accepted by CharOp as a whole to be part of the power that it was attached to.

So we have rule that states that a damage roll is "a roll of the dice to determine damage" and another rule that states that extra damage is part of the power.  You now have a damage roll on a power.  To say otherwise is to not follow RAW.

CharOp does not do it because it causes powers and classes to blow up.  Not because it is not RAW.  A discussion on this came up when the werethemes came out and it was realized that claw gloves could add 1d10 to a melee attack which would really make melee characters, especially multi-attackers, too strong.  There is a reason that in most melee striker hand books, werethemes are rated high, at those who have been kept updated.

I guess comments about following RAW now gets you labled as RAI then.  And if you notice, comments about adding a damage roll to powers come around the same time.  I dropped it when CharOp started talking about how it would make things too powerful.

By RAW, not RAI, FoB is a melee attack.  Read the RC.  It has the reasons why it is an attack power.  And the fact it is a Melee 1 attack power makes it a melee attack.  Therefore it would get an extra damage roll from claw gloves.
Flag Celerian01 April 21, 2013 10:04 AM PDT
Am I the only person that reads MKJ and has to remind themselves that it's Malec-Keth Janissary, not Mark of Kil'Jaedan?
Flag pinkisthenewred April 21, 2013 2:08 PM PDT

Apr 21, 2013 -- 9:34AM, Koshinuke wrote:

Actually read the rules on damage rolls in the rules compendium.  By RAW adding MKJ to magic missile is giving magic missile a damage roll.

RC Pg 222:  "When most attacks deal damage, they do so through a damage roll: a roll of dice to determine damage."

So we have the definition of a damage roll right there in the statement of the first line on damage rolls.  It is "a roll of the dice to determine damage."

The next part is about extra damage, which claw gloves(... melee attacks deal 1d10 extra damage...) and MKJ(Your attacks deal 1d4 extra damage...) specifically say they do.

RC Pg 223: "Extra damage is always in addition to other damage  and is of the same type or types as that damage, unless otherwise noted."

Extra damage is widely known and accepted by CharOp as a whole to be part of the power that it was attached to.

So we have rule that states that a damage roll is "a roll of the dice to determine damage" and another rule that states that extra damage is part of the power.  You now have a damage roll on a power.  To say otherwise is to not follow RAW.

CharOp does not do it because it causes powers and classes to blow up.  Not because it is not RAW.  A discussion on this came up when the werethemes came out and it was realized that claw gloves could add 1d10 to a melee attack which would really make melee characters, especially multi-attackers, too strong.  There is a reason that in most melee striker hand books, werethemes are rated high, at those who have been kept updated.

I guess comments about following RAW now gets you labled as RAI then.  And if you notice, comments about adding a damage roll to powers come around the same time.  I dropped it when CharOp started talking about how it would make things too powerful.

By RAW, not RAI, FoB is a melee attack.  Read the RC.  It has the reasons why it is an attack power.  And the fact it is a Melee 1 attack power makes it a melee attack.  Therefore it would get an extra damage roll from claw gloves.





That's just what i already said, please read what your counterpart says before posting walls of text... by RAW Sarifal's Blessing works as i said, and by RAW adding damage rolls to non-rolls would work, as well. I was just curious why you recommend using RAW by adding damage rolls to FoB (which, as you already recognized, will break the game) in the Monk thread, while, on the other hand, refuse using RAW in Sarifal's Blessing's case (which couldn't break the game to such an extent). In case you even understood why your interpretation of SFW isn't RAW, your stance on this topic seems a bit hypocritical.
Myself i'm no RAW fanatic and i wouldn't add rolls, but SFW hasn't broken my game yet, so i'll use RAW in this case. Just ETV, as always..

Flag Koshinuke April 30, 2013 2:12 AM PDT
I know it won't get changed since they are done doing errata but the feat Allegiance to the Daughter creates a square that should be limited to a once a turn damage effect.

Spoiler: Show

Allegiance to the Daughter
Heroic Tier
Prerequisite: Warlock, Infernal Pact
Benefit: Whenver you reduce an enemy you have cursed to 0 hit points with a warlock attack, the enemy's space fills with hellfire unil the end of your next turn.  Any creature that enters or starts its turn within the square takes fire damage equal to 5 + one-half your level.


It does not even exclude minions. 
Post Your Reply
<CTRL+Enter> to submit
Please login to post a reply.
Jump Menu:
 
    Viewing this thread :: 0 registered and 2 guests
    No registered users viewing