Saeviomagy
Adventurer
I think that perhaps hellish rebuke and dire radiance are being misjudged in their usefulness.
On hellish rebuke: The rules only say that a creature knows what conditions you have inflicted upon them, not what conditions you have inflicted upon their buddies. I find it entirely believable that while you might not be able to attract attacks from your target, you can almost certainly attract attacks from some other participant in the fight. I think that the 50% chance of the extra damage triggering is therefore probably a bit low.
On dire radiance: Because of the 'square circle' rules, it's unlikely that a foe hit by dire radiance will be able to re-engage in melee without taking the damage. Further, many melee foes do not have a ranged attack, or have a ranged attack that is incredibly weak when compared with their melee attack. Alternately you can use the power to prevent foes from fleeing melee if you can manage to manuever correctly.
On eyebite: under the new stealth rules, eyebite becomes one of the few ways to regain stealth during a combat without having to all-but leave it. Additionally it targets will, the weakest of all defenses.
Finally pact boons: I think there is a great temptation to use the pact boons (all but star pact), eyebite and hellish rebuke in a defensive manner. Teleport away from foes, use the temporary hitpoints to avoid real damage. This is a tactically bad way to play - the fact that you're brimming with surges will not change things when your buddies run out of them. The better way to use them is to teleport INTO flanking positions, use the temporary hitpoints to trigger hellish rebuke (deliberately stand in flanks, provoke AoOs etc), use eyebite to avoid an AOO to get somewhere tactically useful etc.
Star pact locks should be all about maximising marks before the wizard wipes out minions, then following up with a big daily that benefits from the bonus to hit.
As for teamwork - I think that any character can be built to be a team player. With the warlock it's just that the non-team player aspect is so easy to see.
On hellish rebuke: The rules only say that a creature knows what conditions you have inflicted upon them, not what conditions you have inflicted upon their buddies. I find it entirely believable that while you might not be able to attract attacks from your target, you can almost certainly attract attacks from some other participant in the fight. I think that the 50% chance of the extra damage triggering is therefore probably a bit low.
On dire radiance: Because of the 'square circle' rules, it's unlikely that a foe hit by dire radiance will be able to re-engage in melee without taking the damage. Further, many melee foes do not have a ranged attack, or have a ranged attack that is incredibly weak when compared with their melee attack. Alternately you can use the power to prevent foes from fleeing melee if you can manage to manuever correctly.
On eyebite: under the new stealth rules, eyebite becomes one of the few ways to regain stealth during a combat without having to all-but leave it. Additionally it targets will, the weakest of all defenses.
Finally pact boons: I think there is a great temptation to use the pact boons (all but star pact), eyebite and hellish rebuke in a defensive manner. Teleport away from foes, use the temporary hitpoints to avoid real damage. This is a tactically bad way to play - the fact that you're brimming with surges will not change things when your buddies run out of them. The better way to use them is to teleport INTO flanking positions, use the temporary hitpoints to trigger hellish rebuke (deliberately stand in flanks, provoke AoOs etc), use eyebite to avoid an AOO to get somewhere tactically useful etc.
Star pact locks should be all about maximising marks before the wizard wipes out minions, then following up with a big daily that benefits from the bonus to hit.
As for teamwork - I think that any character can be built to be a team player. With the warlock it's just that the non-team player aspect is so easy to see.