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
Standard colour coding, plus an Expected Table Variation (ETV) colour coding for things that are either unclear or won’t be allowed at every table.
The Warlock has the Striker role, but generally ends up playing more like a Controller. That’s not to say it can’t be a good striker - there are a few ways to build a Warlock to be an excellent striker - but “out of the box” it’s a pretty terrible striker. Its striker feature is one of the lowest damage ones, limited to once per turn with 1/2/3d6 damage, and many of its powers are single damage rolls (which are bad in 4e terms, as damage scaling tends to come from having multiple damage rolls) with very few options for non-standard action sources of damage.
The Warlock enjoys an incredible amount of item and feat support to do practically whatever you want, it’s probably the most supported class in the game. Unfortunately, this also means that Warlocks tend to find themselves fairly feat starved.
One area where even optimised Warlocks can stumble is action economy. As Curse, despite its low damage, tends to be a major part of warlock optimisation (accursed affinity/elemental bonuses/etc.), the warlock can easily get action choked when trying to use their other good minor action things, leading to moving at all being a little bit painful.
Warlock’s Curse: Is your striker feature. And by default, it sucks. It’s as good as Hunter’s Quarry, which is famously bad. However, there’s a lot more support for curse than quarry - ways to change the damage type it does for elemental optimisation, easier ways to spread it than using minor actions, etc. This tends to be a cornerstone of every warlock build, whether you’re trying to get it out to speed out pact boons (student of caiphon, elemental warlock) or you’re using it to add elemental damage riders (most other warlocks).
Warlock’s Curse alone is not good, Warlock’s Curse with support is.
Prime Shot: +1 to hit isn’t worth getting closer to your target for. This is just a random bonus that you get when convenient. The real benefit of Prime Shot is access to Called Shot. The problem with Warlock is that most of their good powers are Close Burst, which means they don’t work with Prime Burst, and therefore also don’t work with Called Shot.
Shadow Walk: At low levels this might feel unreliable - you get stuck in melee, it never turns on. At higher levels this is nearly always on, providing you essentially +2 defense vs melee and ranged attacks, though close and area attacks start becoming more common. Does enable you to use Hidden Sniper, but Hidden Sniper only works on ranged attacks so you might not want it anyway.
Thanks to AndyP on the discord for helping with this
Guide to the 4e Warlock
Colour CodingStandard colour coding, plus an Expected Table Variation (ETV) colour coding for things that are either unclear or won’t be allowed at every table.
- Gold: Undoubtedly the best option at this level range.
- Sky Blue: Top tier option. If you’re unsure of what to take, you usually can’t go wrong picking one of these.
- Blue: Good option.
- Black: Okay option, might be good depending on build.
- Purple: Mediocre option, might take a specific build to make it work, usually not worth taking.
- Red: Terrible option, please pick something else.
- Pink: GM/Table dependent.
The Warlock has the Striker role, but generally ends up playing more like a Controller. That’s not to say it can’t be a good striker - there are a few ways to build a Warlock to be an excellent striker - but “out of the box” it’s a pretty terrible striker. Its striker feature is one of the lowest damage ones, limited to once per turn with 1/2/3d6 damage, and many of its powers are single damage rolls (which are bad in 4e terms, as damage scaling tends to come from having multiple damage rolls) with very few options for non-standard action sources of damage.
The Warlock enjoys an incredible amount of item and feat support to do practically whatever you want, it’s probably the most supported class in the game. Unfortunately, this also means that Warlocks tend to find themselves fairly feat starved.
One area where even optimised Warlocks can stumble is action economy. As Curse, despite its low damage, tends to be a major part of warlock optimisation (accursed affinity/elemental bonuses/etc.), the warlock can easily get action choked when trying to use their other good minor action things, leading to moving at all being a little bit painful.
Class Features
Warlock’s Curse: Is your striker feature. And by default, it sucks. It’s as good as Hunter’s Quarry, which is famously bad. However, there’s a lot more support for curse than quarry - ways to change the damage type it does for elemental optimisation, easier ways to spread it than using minor actions, etc. This tends to be a cornerstone of every warlock build, whether you’re trying to get it out to speed out pact boons (student of caiphon, elemental warlock) or you’re using it to add elemental damage riders (most other warlocks).
Warlock’s Curse alone is not good, Warlock’s Curse with support is.
Prime Shot: +1 to hit isn’t worth getting closer to your target for. This is just a random bonus that you get when convenient. The real benefit of Prime Shot is access to Called Shot. The problem with Warlock is that most of their good powers are Close Burst, which means they don’t work with Prime Burst, and therefore also don’t work with Called Shot.
Shadow Walk: At low levels this might feel unreliable - you get stuck in melee, it never turns on. At higher levels this is nearly always on, providing you essentially +2 defense vs melee and ranged attacks, though close and area attacks start becoming more common. Does enable you to use Hidden Sniper, but Hidden Sniper only works on ranged attacks so you might not want it anyway.
Subclasses
All Warlock subclasses give you two things immediately - a pact boon, and an at-will. There is some ETV on whether you’re allowed to retrain the pact at-will or not, if you can, Charisma warlocks get a serious boost from being able to retrain the (usually) mediocre pact at-will into Echoing Dirge. If you can’t, then oddly Hybrid Warlocks get better power selection than main class warlocks.Dark Pact
Elemental Pact
Fey Pact
Infernal Pact
Sorcerer-King Pact
Star Pact
Vestige Pact
- Dark Pact is pretty terrible. There’s no way around it. The at-will, pact boon and power riders are all bad.
- That said, Dark Pact does have one gimmick and that’s restless warlock using a Darkspiral Rod. If you can manage to never take a rest of any kind, you can build up Darkspiral Rod to inflict so much bonus damage that it doesn’t matter that you have no encounter powers or daily powers. You will probably be spamming Echoing Dirge or Hellish Rebuke every round of the day.
- To make this build work requires some way to substitute for healing surges (Vampire MC, friendly artificer, friendly party willing to comrades succor their surges back to you, Revenant with +9 bonus to death saves, etc.) and will likely also involve some Meliorating Armor + Ring of Agile Thought/Ring of Enduring Earth/Ring of Unfettered Motion combo to achieve unhittable defenses.
- Spiteful Glamour: This power will often be worse than eldritch blast. At least it targets Will, I guess.
- Darkspiral Aura pact boon: There’s just so much wrong with this pact boon. It’s not an implement power, so it’s not going to be easy to get damage bonuses to it. The scaling is flat out awful, it can do a lot of damage at low heroic, but as you climb up in levels even a “big” darkspiral aura doing 5d8 is just not a lot. The trigger is melee or ranged only, which makes it less consistent as you level up due to the quantity of area/close attacks going up. Finally, what if the enemies just… don’t attack you once you have this “built up”? It does far too little, far too late.
Elemental Pact
- There’s two massive benefits to Elemental Pact. The first is being able to retype your powers to Thunder for resounding thunder. This requires the ability to add force, necrotic, poison or psychic damage to your powers without the ETV of a total converter. Usually this is achieved through the Mindbite Scorn feat, but you can also achieve it with a Necrotic/Lifebane weapon, a Sorrowsong Blade (though its level 29), a Mindiron weapon (using Moonbow Dedicate) or some other jankier means.
- This tends to require you to use your Second Wind out of combat to switch the elemental affinity type, which means some possible healing surge inefficiency, but the benefits are worth it.
- The second benefit is Accursed Affinity, which provides a massive 5/10/15 vulnerability until the end of the encounter. Elemental Warlocks tend to take Bloodied Boon to get this online as quickly as possible.
- That said, it has no power riders at all, Chromatic Bolt is a mediocre at will, and usually you only start seeing big benefits from this by Paragon, so this is more of a prime twofold pact choice than a 1st level subclass choice.
- Elemental Affinity: This pact gets three things because it’s WotC’s favourite. If this didn’t have Thunder on the list, it’s likely that no one would care, but it does. Thunder is hard to get on powers, Thunder is good because of Resounding Thunder. This makes it much easier to get Thunder.
- Chromatic Bolt: It can always be retyped to whatever your elemental affinity is, because it's psychic, meaning it can always make use of your pact boon. The damage to a creature within 5 squares of the main target can pop a minion (useful for rod of corruption stuff without having to commit an entire attack to a minion) or damage yourself if you have self-damage things.
- Accursed Affinity: Vulnerable 5/10/15, end of encounter, is nuts. You can use this at heroic, but it will probably be on an easier damage type for your party to all have like cold or lightning, rather than Thunder. Works with Wand of Thunderous Anguish insanely well.
Fey Pact
- Fey Pact has some nice riders and paragon paths, you mostly take this if you want to make a Feyslasher build of some variety (Long Night Scion or Feytouched with lots of teleports). The pact boon isn’t always good outside of those builds, and the at-will is fairly average.
- Eyebite: Most of the time this is just going to feel like a vanilla attack, because that’s pretty much what it is. Invisible only to the target of your attack when this is a ranged power limits its usefulness. Start of your next turn as well, so you can’t even benefit from the CA for your next turn. You can, of course, hit someone with this then walk up next to them to threaten OAs.
- Misty Step: It’s nice but not always useful, you really need paragon paths and hellfire teleport to make this amazing.
Infernal Pact
- Infernal Pact’s draw is Hellish Rebuke and the rider on Howl of Doom. Hellish Rebuke, combined with any easy method of self damage (such as a Shadowrift Blade) is a two damage roll on a single target at-will. Which is pretty great for the Warlock, who usually lacks such things outside their dailies.
- You can choose Gift to Avernus instead of Hellish Rebuke. If for some reason you’re playing a cha-warlock with infernal pact this is worth doing.
- Dark One’s Blessing has weird scaling in that it technically keeps up with enemy damage (usually 8+level) as it scales purely off level, but its pretty worthless for the first few levels as it has no +stat added to it to make it start out higher.
- Hellish Rebuke: Double tap at wills are great, and this is no exception. Might be hard to consistently make it a double tap at heroic, but once you hit paragon and have a shadowrift blade, it should always be a double tap.
- Gift to Avernus: Rated assuming you’re a CHA-lock, in which case you should take this over Hellish Rebuke every time. This is actually a very good at will for low levels, the self-damage infliction is not much to get essentially a roll-twice-take-better attack, when you might not have all the accuracy stuff you want.
- Dark One’s Blessing: Starts out very poor, scales to be okay. Should block about half of a hit by high heroic, or two thirds of one by mid paragon.
Sorcerer-King Pact
- Usually, people take this for Mindbite Scorn, either for Elemental Warlock or to add Psychic Lock and that’s about it.
- Fell Might itself is not great, just buffing a bad at will to still be bad by default, and it doesn’t stack if multiple cursed creatures drop before you use it.
- Pact feats are fairly expensive for a Warlock to take, two feats where the lesser one usually doesn’t add a whole lot.
- Sorcerer-King power riders are not very good until 17th level.
- Hand of Blight: You will very often have nothing to spend your Fell Might on, so this can be read as a 2d8+mods at-will. That’s probably good enough for low heroic. Don’t expect to use this much past there. Can be buffed with pact feats.
- Fell Scorn: So, so many problems with this pact boon. Chiefly being that there’s not really much to spend Fell Might on until 17th level, or if you invest two whole feats. It doesn’t stack either, so you’ll be getting pact boons that do nothing.
Star Pact
- Although Fate of the Void is not very good, this pact provides access to the excellent Student of Caiphon paragon path, which is an insanely good pact boon.
- Dire Radiance has some ETV on if the damage on movement is extra damage, or a separate damage instance (and therefore applies all your damage modifiers again), the wording is “an extra 1d6+... damage” rather than “1d6+... extra damage”. Although its not forceable like Hellish Rebuke is, melee enemies will usually not have another choice, meaning this is virtually guaranteed to be a double tap against melee opponents.
- Star Pact also has some good power riders with Arms of Hadar and Strand of Fate.
- Dire Radiance: As mentioned, the wording is ambiguous as to whether this is a double tap or not. Blue if it is, as its pretty easy to trigger this at heroic (enemies are mostly melee and have to move closer), if not its still probably fine at low heroic when your mods won’t be that high so the difference between 1d6+cha+mods and 1d6+cha is not that much.
- Fate of the Void: Honestly hard to notice this doing anything. The timing is extremely ambiguous, so if your DM says this can be applied post-roll it’s obviously much better, especially when AoEs are involved.
Vestige Pact
- The base vestiges are not very good at-will or pact boon wise, and with only three dailies, Vestige Warlocks will not be able to do their cool thing in every encounter as the extra vestiges only last until the end of the encounter.
- The base King Elidyr augment on the at-will is okay but it can be a bit janky if you’re trying to remove certain conditions as it requires your ally to hit the target. The worst conditions are the ones which make your allies unable to hit the target, so it doesn’t help at all in those situations.
- You can fix this with Vestige Adept or Vestige of Vistan. Vestige Adept’s problem is that the dailies don’t have great pact boons until level 15 with unknown arcanist - Mount Vaelis is useful but it will probably take a while until you have enough Thunder damage to make it worthwhile. Eyes of the Vestige augments fair slightly better, with Baatar and Shax being good options at level 5 and 9 respectively… but they require you to not take Ugar or Onyx Queen at those daily slots. Vistan’s issue is taking 2 feats, although the Pact Boon is very good.
- This pact does give you access to the Astral Ascendant paragon path, which can be very good depending on if your DM agrees that the f11 is supposed to be once per turn instead of once per round as it was written before warlock’s curse was updated, and references the old limitation instead of the new one.
- Eyes of the Vestige: The curse-spreading effect will be useful for low heroic before you get a rod of corruption. The base vestige effects both have problems. This can become a whole let better if you have Vestige Adept and better augments from vestige dailies.
- Vestige Pact Boon: The base effects are extremely mediocre, and the good at-will bonus is the bad pact boon (and vice versa). This can become very good later with Vestige Adept or Vestige of Vistan.
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