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Switch to Forum Live View Walk With Me in Hell: The Warlock's Guide
2 years ago  ::  Dec 16, 2011 - 5:16AM #41
SonsofNorthWind
Date Joined: Mar 3, 2009
Posts: 399

Dec 15, 2011 -- 11:36PM, Taenia wrote:

Warforged are among the best races for infernal/vestige locks now with Con/Int and a bonus to will putting them only 1 point behind humans, a encounter heal and the ability to go 18/18 on the Con/Int for AC, riders and killing curse (i think thats the epic one, adds Int mod)




Cursed Spells is the +Int in Epic.  Killing Curse is the curse dice go to d8.

For the specific Twofold Infernal/Vestige Pact combo, tiefling is also pretty solid.  If you take Cha/Con as your stat boosts (to sneak Charisma up to 12 postracial) and mainly invest in Con/Int you'll be able to grab Blood Pact of Cania at Paragon, which will work on all your Vestige Powers as well. 

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2 years ago  ::  Dec 16, 2011 - 5:46AM #42
Tarran
Date Joined: Jul 25, 2011
Posts: 153

Dec 16, 2011 -- 5:16AM, SonsofNorthWind wrote:

Dec 15, 2011 -- 11:36PM, Taenia wrote:

Warforged are among the best races for infernal/vestige locks now with Con/Int and a bonus to will putting them only 1 point behind humans, a encounter heal and the ability to go 18/18 on the Con/Int for AC, riders and killing curse (i think thats the epic one, adds Int mod)




Cursed Spells is the +Int in Epic.  Killing Curse is the curse dice go to d8.

For the specific Twofold Infernal/Vestige Pact combo, tiefling is also pretty solid.  If you take Cha/Con as your stat boosts (to sneak Charisma up to 12 postracial) and mainly invest in Con/Int you'll be able to grab Blood Pact of Cania at Paragon, which will work on all your Vestige Powers as well. 




Yep, I build my warlocks similarly.  Except I go 16/16 Con/Int with 12 Dex, 12 Cha.  The Cha boost brings it to 14 so I can grab Blood Pact of Cania in Heroic and Superior Will in Paragon (with Dispater's Iron Discipline for partial immunity to daze/stun).  Can't pick up DIS until Paragon, but it doesn't provide a serious damage boost until then anyway.  It's also tempting to go with a starting 13 in Cha so that it will hit 17 in Epic for the Warlock's expanded crit feat, but that means no DIS until Epic.

Looking forward to this guide a lot! 

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2 years ago  ::  Dec 16, 2011 - 6:58AM #43
RenZhe
Date Joined: Apr 3, 2011
Posts: 984

I'm looking for more discussion in regards to how these powers are used rather than really disputing the ratings. That said...

Deathly Conduit (D5) did not make Sky Blue? I would have thought Save-Ends AoE Blind would have been the premier daily pick at this level. If you hit some enemies that can't take OAs for some reason, use it at Close Blast range and tack on that extra 10 damage effect line as additional damage. Also, unless you have a good reason, you just don't take the teleport.


I also believe the Otherwind Stride (E3) is much better than on paper. The proper way to use it is not as an 'oh ****' button. You use your move action to run into the enemy front line (or take Fey Switch as your U6), minor to take your pick of a curse target (since they're all closest now), and pop Otherwind Stride, then take the guarenteed teleport out. It essentially becomes an AoE ranged immobilize (which is genuinely good at level 3) with a range of 'your speed' and costs you an extra move action to set up correctly, but also gets you a better shot at getting curse on someone you really wanted. I think there's a lot to be said for this power's utility.

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2 years ago  ::  Dec 16, 2011 - 11:40AM #44
Roll2Disbelieve
Date Joined: Apr 5, 2009
Posts: 22

Dec 16, 2011 -- 6:58AM, RenZhe wrote:


I also believe the Otherwind Stride (E3) is much better than on paper. The proper way to use it is not as an 'oh ****' button. You use your move action to run into the enemy front line (or take Fey Switch as your U6), minor to take your pick of a curse target (since they're all closest now), and pop Otherwind Stride, then take the guarenteed teleport out. It essentially becomes an AoE ranged immobilize (which is genuinely good at level 3) with a range of 'your speed' and costs you an extra move action to set up correctly, but also gets you a better shot at getting curse on someone you really wanted. I think there's a lot to be said for this power's utility.




Having made extensive use of Otherwind Stride, I find myself in complete agreement with this. In combination with almost any other teleport power (you took Ethereal Stride at 2nd level, right?) it's an awesome ranged burst 1 immobilization. With Fey Switch, it's even better -- if your defender is doing his job, he's likely to get surrounded. Swap places with him, use Otherwind Stride, and if he wasn't surrounded by minions, then he's got his pick of immobilized targets for his next attack. ...or maybe you just killed a swarm of minions, which is also good.

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2 years ago  ::  Dec 16, 2011 - 2:17PM #45
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264
Will incorporate all that into the guide - y'all brought up some really good points.

Also going to be putting a new format into the guide starting with the Epic Hexes, and hopefully be able to do it for the Heroic and Paragon Hexes as well.
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2 years ago  ::  Dec 16, 2011 - 3:27PM #46
Roll2Disbelieve
Date Joined: Apr 5, 2009
Posts: 22

Dec 16, 2011 -- 2:17PM, DuelistDelSol wrote:

Will incorporate all that into the guide - y'all brought up some really good points.

Also going to be putting a new format into the guide starting with the Epic Hexes, and hopefully be able to do it for the Heroic and Paragon Hexes as well.




Thanx heaps. Forgot to add earlier: this guide is looking very good so far, and I'm really looking forward to seeing the rest of it.

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2 years ago  ::  Dec 16, 2011 - 3:31PM #47
Zelkon
Date Joined: Oct 30, 2011
Posts: 614
Are you going to rank the Pacts? The mesage I'm getting is Fey is the best, followed by star then infernal (though not a big difference from one to the other), but that you're going to want to twofold into infernal.
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2 years ago  ::  Dec 16, 2011 - 3:40PM #48
profligate
Date Joined: Oct 9, 2010
Posts: 43

Dec 15, 2011 -- 3:03PM, IxidorRS wrote:

I have a REALLY important question: If I focus heavily on fire-based Warlock powers, can I run around saying, "Fire walk with me?" (Because if I can, then the name will be Dale Cooper or maybe Bob).




No, but if you wear a longcoat and carry a staff, you can get a familiar, name him Bob and yourself Harry.

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2 years ago  ::  Dec 16, 2011 - 4:20PM #49
Fate1316
Date Joined: Dec 21, 2010
Posts: 86

Dec 16, 2011 -- 3:40PM, profligate wrote:

Dec 15, 2011 -- 3:03PM, IxidorRS wrote:

I have a REALLY important question: If I focus heavily on fire-based Warlock powers, can I run around saying, "Fire walk with me?" (Because if I can, then the name will be Dale Cooper or maybe Bob).




No, but if you wear a longcoat and carry a staff, you can get a familiar, name him Bob and yourself Harry.


+1

At paragon, you should then strongly consider Long Night Scion as well

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2 years ago  ::  Dec 16, 2011 - 4:24PM #50
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264

Dec 16, 2011 -- 3:31PM, Zelkon wrote:

Are you going to rank the Pacts? The mesage I'm getting is Fey is the best, followed by star then infernal (though not a big difference from one to the other), but that you're going to want to twofold into infernal.


Not going to be ranking them outright, no.  Each pact is completely different from one another and carries its own set of benefits that cannot really be rated.  I can't just say "Infernal Pact is better because Hellish Rebuke is super special awesome lololol", because that takes away from a lot of the good sides of every other pact.  Remember that Pacts are everything about a Warlock - their power riders derive from them, their strategies are monumentally different, the flavor difference is staggering, and at that  point you're comparing apples to oranges to pears.

Each of the six Pacts carries its share of awesome hexes and its horrible ones.  Warlocks have hundreds of hexes, which further compounds and delinearates the issue.

Fey is indeed a very strong pact, carrying some of the most punishing riders in all of the hexes, but their damage tends to... kinda... well... they're single target Controllers.  They do an exemplary job of this, but they're single target Controllers by the by.

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