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Switch to Forum Live View Looking for Advice on a Swordlock
1 year ago  ::  Apr 15, 2012 - 2:36PM #1
SirLancelittle
Date Joined: May 4, 2011
Posts: 96

My group is starting a new campaign at level 12 and I'm looking for some advice on my swordmage-warlock build. Since I'm playing with a group of non-optimizers, this build isn't optimized for damage. Thanks in advance.
  
Swordmage-Warlock, level 12
Tiefling, Swordmage/Warlock, Feytouched
Swordmage Aegis (Hybrid) Option: Aegis of Assault
Eldritch Strike Option: Eldritch Strike Charisma
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Shadow Walk
Twofold Pact Option: Fey Pact
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Ki Focuses)
Associate: Trained Displacer Beast
Auspicious Birth (Auspicious Birth Benefit)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
STR 11, CON 12, DEX 11, INT 22, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 10, CON 11, DEX 10, INT 17, WIS 8, CHA 16

AC: 27 Fort: 21 Ref: 26 Will: 27
HP: 90 Surges: 8 Surge Value: 22

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Swordmage Feature: Aegis of Assault
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Swordmage Attack 1: Sword Burst
Warlock Attack 1: Witchfire
Warlock Attack 1: Decree of Khirad
Warlock Attack 1: Eyebite
Warlock Pact Boon 1: Misty Step
Warlock Utility 2: Assassin's Bane
Swordmage Attack 3: Dimensional Vortex
Swordmage Attack 5: Swordmage Shielding Fire
Warlock Attack 5: Roaring Storm of Cania
Swordmage Utility 6: Swordmage's Decree
Druid Utility 6: Eagle's Splendor
Warlock Attack 7: Touch of Command
Warlock Utility 10: Ethereal Sidestep
Feytouched Attack 11: Will of the Feywild

FEATS
Level 1: Hybrid Talent
Level 2: Mindbite Scorn
Level 4: Imperious Majesty
Level 8: Bloodied Boon
Level 11: Twofold Pact
Level 11: Double Aegis
Level 12: Twofold Curse
Level 12: Secrets of Belial
Extra: Versatile Expertise
Extra: Improved Defenses

ITEMS
Gauntlets of Blood (heroic tier)
Elven Chain Shirt (heroic tier)
Incisive Dagger Dagger +2 x1
Mithrendain Steel Longsword +3 x1
Iron Armbands of Power (heroic tier) x1
Cloak of Translocation +2 x1
Shadow Warlock Leather Armor +2 x1

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1 year ago  ::  Apr 15, 2012 - 3:53PM #2
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
One idea with this set up is doing MKJ and elemental pact as a twofold pact.  You get to add 1d4 of any element and you get elemental affinity with a corresponding potential vulnerability.  It would make sure they really would feel it when they trigger the mark and you would be able to match the bonus damage to your affinity since they both occur after an extended rest.  There are ways to have your melee attacks trigger that damage as well, no matter what the type but it takes 3 items and the ability to use ki focuses.

And using the elemental pact could work for anyone else that can do that type as well.
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1 year ago  ::  Apr 15, 2012 - 4:33PM #3
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348
You could also use the Gloves of Arcane Admixture to pick what kind of damage your curse does and match it to the vulnerability.
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1 year ago  ::  Apr 15, 2012 - 6:05PM #4
pete5528
Date Joined: Jul 26, 2010
Posts: 374
I'd also recommend Twofold Pact'ing for the Elemental Pact with MKJ.  If you're willing to do what it takes to be constantly attuned to fire, you can MC Wizard and take Consuming the Weak to slap ongoing fire on any creature you hit that has fire vulnerability.  Tieflings and Wizards have a wealth of fire optimizing feats to choose from.
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1 year ago  ::  Apr 15, 2012 - 6:18PM #5
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
At level16, MKJ allows you to choose acid, cold, fire, or thunder at the end of any rest.  Twofold pact into elemental.  Roll the elemental affinity, then choose the MKJ element.  You would only need to have either a lightning weapon or a lightning ki focus to cover the last element.


Before 16:
Elemental Affinity  What gives that
Acid                       Gloves of eldritch admixture
Cold                      Gloves of eldritch admixture
Fire                        Gloves of eldritch admixture
Lightning               Lightning Weapon
Thunder                 Thunderfist Ki Focus

After 16:
Acid/Cold/Fire/Thunder   MKJ level16 feature
Lightning                        Lightning Weapon/Ki Focus
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1 year ago  ::  Apr 15, 2012 - 6:49PM #6
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
Lightning Weapons convert all damage. Elemental weapons in general. That includes extra damage.

Why are you using Shadow Walk for your HT over Swordmage Warding? 
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1 year ago  ::  Apr 15, 2012 - 10:50PM #7
SirLancelittle
Date Joined: May 4, 2011
Posts: 96

Apr 15, 2012 -- 6:49PM, Alcestis wrote:

Lightning Weapons convert all damage. Elemental weapons in general. That includes extra damage.

Why are you using Shadow Walk for your HT over Swordmage Warding? 




I spent a lot of time arguing with myself over this one but eventually it came down to two things. One, I decided that +2 all defenses was better/similar to +3 to AC/Reflex. Two, I have complete control over the items I get at level 12 and very little control after that. By not taking swordmage warding I could wield a Incisive Dagger in my offhand and turn a teleport 2 into a teleport 4. I am pretty worried that if I get dazed (or worse) I end up losing a ton of defenses (shadow walk and Cloak of Translocation). But otherwise, I can't get my teleport length up high enough to use it as my standard at-will.

The advice on elemental is great but I'm actually trying to avoid increasing my damage because the rest of my group won't be optimized and high damage really stands out. I tried to focus on taking high control powers and optimizing around teleporting. I chose Sorcerer-King so I could grab psychic lock at level 14. And I took Fey Pact to maximize my teleporting. Still thanks for the advice.

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1 year ago  ::  Apr 16, 2012 - 10:54AM #8
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348
If you are going to go Pete's route, also consider hellfire master to make them take damage every time they save from the ongoing fire damage.
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1 year ago  ::  Apr 16, 2012 - 4:56PM #9
curiousdragon
Date Joined: Jan 7, 2010
Posts: 1,154

Apr 15, 2012 -- 10:50PM, SirLancelittle wrote:

Apr 15, 2012 -- 6:49PM, Alcestis wrote:

Lightning Weapons convert all damage. Elemental weapons in general. That includes extra damage.

Why are you using Shadow Walk for your HT over Swordmage Warding? 




I spent a lot of time arguing with myself over this one but eventually it came down to two things. One, I decided that +2 all defenses was better/similar to +3 to AC/Reflex. Two, I have complete control over the items I get at level 12 and very little control after that. By not taking swordmage warding I could wield a Incisive Dagger in my offhand and turn a teleport 2 into a teleport 4. I am pretty worried that if I get dazed (or worse) I end up losing a ton of defenses (shadow walk and Cloak of Translocation). But otherwise, I can't get my teleport length up high enough to use it as my standard at-will.

The advice on elemental is great but I'm actually trying to avoid increasing my damage because the rest of my group won't be optimized and high damage really stands out. I tried to focus on taking high control powers and optimizing around teleporting. I chose Sorcerer-King so I could grab psychic lock at level 14. And I took Fey Pact to maximize my teleporting. Still thanks for the advice.




Concealment is not +2 to defenses....it grants a -2 penalty to melee or ranged attacks.

In paragon, you will be attacked with burst/blast powers quite often...which concealment does nothing against.

In addition, if your party members have powers that grant concealment to you somehow...then you can have both. Concealment doesn't stack with itself... 

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1 year ago  ::  Apr 16, 2012 - 5:30PM #10
SirLancelittle
Date Joined: May 4, 2011
Posts: 96

Apr 16, 2012 -- 4:56PM, curiousdragon wrote:



Concealment is not +2 to defenses....it grants a -2 penalty to melee or ranged attacks.

In paragon, you will be attacked with burst/blast powers quite often...which concealment does nothing against.

In addition, if your party members have powers that grant concealment to you somehow...then you can have both. Concealment doesn't stack with itself... 




You are totally right. I was thinking concealment granted -2 penalty to all attack rolls. +2 to all defenses against melee/ranged versus +3 AC/Reflex versus all attacks isn't as good a choice.

The problem is if I give up shadow walk (for sword warding), I lose the free Combat advantage and the +2 to teleport distance from having the off hand incisive dagger. The teleport distance is more important to me (since teleport 4 makes it a valid movement mode where teleport 2 is just a strong shift). Any suggestions? Thanks. 

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