It's not a refusal to use it as much as the incapability of using it in the first place by the time it has sufficient stacks on it to do any meaningful damage. Yes you might be able to throw out 1 or 2 charge darkspiral auras, but those aren't going to be impactful.
It does good damage in low...
Yes, assuming twofold pact, these are just things that Warlock has available to it in order to gain insubstantial.
There is really not much reason to go full into Darkwalker as obtaining +stat to damage can be done in far simpler ways, but if you insist
Nibenese favoured wife is not worth...
Items
Damage Types
This section will list the support for and why you might want each type of damage.
Item slots
I recommend going to my item guide, I’m not going to re-rate items here. This is purely informative for items you might want in each slot.
Sample Warlock Builds
Infernal Pact...
Feats
Essential Feats
These categories of feat are broadly essential for every character to have one of, as such they won’t be rated with the rest.
Warlock General Feats
Dark Pact
Elemental Pact
No feats for elemental warlock.
Fey Pact
Infernal Pact
Sorcerer-King Pact...
Paragon Paths
Epic Destinies
Epic destinies are a bit of a special case. Most of them follow a similar trajectory - two stats at level 21, an anti-death feature at 24, then the good stuff is at 26 and 30. Most games will stop long before you reach 26, the 4e monster manual simply has very...
I will rate skill powers even if they aren’t for Warlock skills. If you really want the skill power, you can get training in the skill by background or MC. I will, however, only rate skill powers of note because most of them suck.
Level 2:
Level 6:
Level 10:
Level 16:
Level 22:
Take another...
Daily Powers
Warlock has a lot of “Zone” dailies. To avoid repeating myself, these are dailies which make a zone that does a damage roll when a creature enters the zone or starts their turn there, like Vestige of Ugar. These are usually very good, able to rack up a huge amount of damage rolls...
Powers
Warlocks have a lot of powers. They don’t have a lot of good powers, and being a V class (two primaries - Charisma and Constitution - one secondary in Intelligence) they will often be missing some good power selection regardless of which primary stat they choose.
Common consensus is that...
Google docs link here, as it might be easier to navigate, but I will also post the content on the forum.
Thanks to AndyP on the discord for helping with this
Guide to the 4e Warlock
Colour Coding
Standard colour coding, plus an Expected Table Variation (ETV) colour coding for things that are...
Epic:
Main-Hand:
Sword of Black Ice (27, Uncommon): This item is simply broken, it doesn’t even matter that the property is poison typed. It isn’t extra damage, it’s a separate damage roll that’s also part of the attack, so it benefits from all your damage bonuses that are a part of the attack...
Weapons & Implements:
I’ve grouped these together because they overlap slightly - some feats and features can let you use weapons as implements, which implement classes might want to use some weapon enchantments.
There’s five categories here.
Main-hand weapons are those you will attack...
Armour
One thing to note about armour is armour breakpoints where it gives more than 1 AC. This makes some higher level progression scale (those operating on 4/9/14/19/24/29 or 5/10/15/20/25/30) worse for heavy armour users as they are basically going to be losing 2 (3 at one point) AC relative...
Neck
Golfbagging with neck slot items in combat is inherently a lot riskier because it means your NADs are going to be behind. This is true regardless of ruling - whether you can swap them out in combat or only during a rest.
NAD defenses are the opposite of AC, they start fairly uncommonly...