4e - Summer's End 18th Level Delve - 2 parties FULL

Sounds good to me. Warlocks have the smallest damge output (and most effects) of all strikers and are ranged only. A melee semi-striker sounds good. Have to choose my powers, before I can say more about strategy.

Is the group willing to take damage to power the warlock's magic? Some dark powers can be buffed by damaging allies.
 

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Sounds good to me. Warlocks have the smallest damge output (and most effects) of all strikers and are ranged only. A melee semi-striker sounds good. Have to choose my powers, before I can say more about strategy.

Is the group willing to take damage to power the warlock's magic? Some dark powers can be buffed by damaging allies.

Uhmm... as long as you don't do it in a bad moment. Sylas has a surge value of 37 so if the healers are ready to heal there shouldn't be any problem.

Sylas works by doing more than decent dmg to multiple enemies thanks to close burst attacks and stances that damage adjacent enemies, which means that what he needs to do his job is: someone willing to flank with him if possible, and, most importantly, lots of healing, probably, since he does best by staying in the middle of multiple foes, and is therefore subject to taking lots of attacks each round.
 

Sounds good to me. Warlocks have the smallest damge output (and most effects) of all strikers and are ranged only. A melee semi-striker sounds good. Have to choose my powers, before I can say more about strategy.

Is the group willing to take damage to power the warlock's magic? Some dark powers can be buffed by damaging allies.

I know of what you speak (I have a Drow Dark Pack Warlock myself, albeit 1st level). While my Paladin would be against it, I'm all for the idea. We should have plenty of healing to make up for the small loss.
 


Is the group willing to take damage to power the warlock's magic? Some dark powers can be buffed by damaging allies.

Yes, especially since I went Blood Mage, where 2nd wind acts as an attack power of sorts. Nice synergy there. (Blood Mage can damage _self_ to inflict more damage on attacks).
 



Here are some my ally affecting bonuses/powers:

-Allies gain +7 bonus to init if within 5 squares or +6 if within 10 squares
-When an ally spends an AP to make an attack they gain +11 damage if they hit. If the attack hits no target the ally gains 17 temp hp
-Deadly Inspiration: Melee +23 vs Ref 2d8+13 and allies within 5 sq. do + [W] with at will weapon attacks until start of next turn.
-Unified in Blood: Immed Interrupt: Enemy within 5 sq bloodies an ally. I can move 5 squares before the attack. +23 vs AC, 2d8+13 damage and bloodied ally makes a basic attack vs the target.
-Sacrificial Lure: Melee +23 vs AC 2d8+19 and until start of next turn one ally within 5 squares gains +6 bonus on next attack roll. I take a -2 to AC
-Guileful Switch: Minor. An ally and I can switch places in the init order. The ally can act again even if they have already acted this round. My turn ends when I use this power.
-Rallying Deflection: Immed Interrupt: An enemy hits me with a ranged attack. The damage is reduced by 9 and one ally within 5 squares can charge the attacker as a free action.

The underlined are my encounter powers, all my dailies have effects too, but that may be a lot to read right now. We'll brainstorm with these for now.
 

There's nothing NOt awesome about that power. I saw what it gave us and did a huge double take.

Yeah, it's pretty sweet. That's why I took it. My only debate was whether or not to fire it off in the first encounter, but with so many of us blinded, it seemed like a good bet. In addition, if I score a crit with a melee attack, I can get it back thanks to Battle Favor.

It does take a standard action, but it's well worth it.
 

Thoughts...

With my bonus to everybody's init, we should be going first most of the time.

With Guileful switch, an ally effectively gets to go twice in the round: Somebody post their action, I go, using a move/standard action to attack. I then use my minor to use guileful switch on somebody that went before me, they then get to act again.

I have two interrupts: one that triggers when an ally is bloodied and another when I am hit with a ranged attack. Both allow allies to make attacks(one a charge, the other a basic melee attack).

We have the ability to pretty decent damage after blood pulse, I can push one with opening shove, thunderlance pushes 4, and your mm pushes 1, come and get it moves 2 more. That could be an additional 7d6
 

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