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D&D 4E [4e] Con-based Warlock Help!

Mengu

First Post
If I was building a Warlock for that group, I'd go with something like this:

====== Created Using Wizards of the Coast D&D Character Builder ======
level 8
Dwarf, Warlock
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Star Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (Staff)
Background: Luskan (Luskan Benefit)

FINAL ABILITY SCORES
Str 8, Con 22, Dex 13, Int 15, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 18, Dex 13, Int 13, Wis 10, Cha 10.


AC: 19 Fort: 22 Reflex: 19 Will: 18
HP: 69 Surges: 12 Surge Value: 17

TRAINED SKILLS
Thievery +11, Stealth +13, Arcana +11, History +11

UNTRAINED SKILLS
Acrobatics +5, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +14, Heal +5, Insight +5, Intimidate +4, Nature +5, Perception +5, Religion +6, Streetwise +4, Athletics +3

FEATS
Level 1: Arcane Implement Proficiency
Level 2: Implement Expertise (staff)
Level 4: Improved Fate of the Void
Level 6: Weapon Focus (Staff)
Level 8: Dual Implement Spellcaster

POWERS
Warlock encounter 1: Diabolic Grasp
Warlock daily 1: Armor of Agathys
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Frigid Darkness
Warlock daily 5: Hunger of Hadar
Warlock utility 6: Fey Switch
Warlock encounter 7: Mordant Rains of Dis

ITEMS
Staff of Ruin +2, Quickcurse Rod +2, Shadowdance Leather Armor +1, Boots of Stealth (heroic tier), Gauntlets of Blood (heroic tier), Potion of Healing (heroic tier), Cloak of Survival +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

You have two defenders, which is great for you. They should be able to keep most of the heat off of you. Which really means you can get into the thick of things and flank with your allies for increased accuracy. The few teleportation powers can help you with that.

You're right you don't want to push things away from your allies. So Diabolic Grasp is going to help you slide enemies, mainly toward your group.

Since you don't have a leader, Frigid darkness can easily be used as the leader nova power to help out your paladin and warden.

And Mordant Rains of Dis will help when your defenders haven't been able to lock everything down.

You have a very control heavy group, and should capitalize on that with power choices, making everyone's jobs easier.

The rest of your attention should probably go toward damage output. Armor of Agathys and Hunger of Hadar can both significantly increase your damage output. Paying a bit of extra attention to your implement to use a staff of Ruin will also give you a good bump to damage. A Quick Curse Rod in your off hand will both give you a relatively cheap bonus with dual implement, and allow you to get curses out there quicker. At paragon you should start cursing targets two at a time.

Your basic Eldritch Blast is going to be +13 vs Reflex, +16 with flank and prime shot which you should easily gain thanks to your Shadowdance armor, and +18 with single triggering of the pact boon. And you'll be doing 1d10+1d6+13 damage (2 more against bloodied target). That's not too shabby, and your accuracy will be better than anyone else. This also means you will and your encounter powers more often than others, and your daily powers don't even need to hit to be effective.

And in the skill department you will have respectable Stealth and Thievery which should both be useful in your group.

At paragon, which you are pretty close to, you can gain a significant boost to your damage with Called Shot as well.
 

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WillPhillips

Explorer
Hey guys, I'm at work and haven't had a chance to really do any thorough reading of your replies, but thanks a bunch for your feedback! I'm looking forward to diving into it when I get home tonight.
 


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