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.
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
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.
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.
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-
i didn't mean a rogue that is literally ranged. i meant a ranged character that functions similarly to a rogue.Ranger[/quote]knew it was coming.[/quote]He's wrong, too. The answer is rogue. [/quote]ffffuu-
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.
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 Ar
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.
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 tric
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?
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 goi
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).
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).
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.
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.
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.
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 pl
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.
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.[/quote]No, but they get lots of powers that do more interesting things that are generally more effective. If you're op
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).
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.
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.
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'.
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
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.
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 w
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?
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 E
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.
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
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.
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 leve
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.
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 3.4
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.
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-lo
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.
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 "
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.
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.
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?
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 thi
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?
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
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 . . .
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
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.
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.
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.
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 ======
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).====== C
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.
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.
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.
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 wel
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
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 ======
HelloPlease 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
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.
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.
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.
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
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?
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 da
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).
It is still treated as one damage roll, so any vulnerabilities would not trigger twice (if I am understanding you correctly).
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.
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 eleme
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.
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.
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
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 ======
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 tak
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.
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
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
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 nece
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.
Please bear with the often-slow page-generation times.
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 Parago
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.
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.
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.
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
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.
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.
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.
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 mak
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.
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 re
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.
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 bet
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.
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.
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.
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
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?
Is there a page which goes through the self damaging options for hellish rebuke users?So far I know aboutShadowrift bladeBoots of Caiphon soul fangsAre there others out there?
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.
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 ma
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?
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 initiati
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.
Dragon 419. Sadly, none of the material has made its way into the Compendium.[/quote]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
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.
Dragon 419. Sadly, none of the material has made its way into the Compendium.[/quote]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 non
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.
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
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.
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 s
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.
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.
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.
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.
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.
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.
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.
"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. ;)
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
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 targe
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.
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 should stack on top of any vulnerability anyway, since it's different: It's vulnerability to your attacks that deal that kind of damage.Explain, please. Force weapon will overwrite all other damage you deal, elemental damage, as well.
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.
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.
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.Explain, please. Force weapon will overwrite all other damage you deal, elemental damage, as well.[/quote]SFW
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.
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
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.
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.
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 vu
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.
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.
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.
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 swap
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 ****.
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 ****.
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.
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
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.
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 yourattacks 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.
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 vu
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.
RCPg 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.
RCPg 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.
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 damag
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.
RCPg 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.
RCPg 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..
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 u
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.
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.
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:
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Allegiance to the DaughterHeroic TierPrerequisite: Warloc