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Guide to the 4e Warlock
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<blockquote data-quote="Exocist" data-source="post: 9848234" data-attributes="member: 7044810"><p><h2>Powers</h2><p>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.</p><p></p><p>Common consensus is that Charisma Warlock has good encounter powers and bad daily powers, whereas Constitution Warlock has bad encounter powers and good daily powers. This is not true, the best warlock dailies are the damage roll zones as you can abuse them for huge amounts of damage, and at worst they’re an AoE double tap. Charisma warlocks use them less effectively than Constitution warlocks (as the initial attack miss more due to the off-stat) but they are still probably the best daily powers for Charisma warlocks if your party has any forced movement, as they will rack up far more damage than other daily options.</p><p></p><p>Constitution warlocks may get a bit of a lifeline from a generous DM, as WotC was in the process of changing all Star Pact powers from one of Constitution/Charisma to be usable with both Constitution and Charisma, but never finished due to 4e entering end of service.</p><p></p><p>Powers affected by Pact feats will be discussed in the feats section.</p><h3>At-Will Powers</h3><p>Most Warlocks don’t have much choice here, unless your DM agrees that you can retrain your pact at-will. In which case there’s still not much choice. Pact at-wills covered in the subclasses section.</p><p></p><p>[SPOILER="At-Will Powers"]</p><p>Forced Choice:</p><p></p><p>You should almost never use either of these powers outside of them being a basic attack. Between the two, Eldritch Strike is more likely to see use outside that context because you don’t want to provoke, or you need the slide. Eldritch Blast can be used in place of your pact at will if you need vs. Fort instead of vs. Will. Most of the time, these will simply be used only when granted a basic attack though.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Eldritch Strike:</span></strong> Warlock is a close burst/blast heavy class, although it does have a few ranged options. Combined with concealment from Shadow Walk and defense bonuses from Aversion Staff/Armor of Dark Majesty/Warlock’s Wrath/Ethereal Stride/etc. you can become very hard to hit. Unfortunately, enemies can often avoid OAs fairly easily by just shift-charging or using any number of other abilities they tend to pick up by paragon, so your likelihood of ever getting an actual OA despite the fact that enemies don’t want to attack you is low. Still, there are many more MBA grants than RBA grants, meaning its usually going to be better for your leader if you have this, and having the ability to threaten a real OA comes up sometimes. Good for hybrids that are lacking a basic attack, such as Battlemind hybrids.</p><p></p><p>Warlock does not have any weapon-implements by default so you will need to multiclass to pick up daggers or staves if you want to use this most effectively. You can also use a Pact Blade at low levels.</p><p></p><p><strong>Eldritch Blast: </strong>If your party has RBA grants or general Basic Attack grants (say, a Shaman) you might use this. Otherwise it’s probably just going to sit unused. Weirdly required for a few feats. Sibling to the Stars would probably be reasonable if it didn’t require this, but alas it does.</p><p></p><p>Actual Choice (potentially):</p><p></p><p></p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(243, 121, 52)">Echoing Dirge: </span></strong>For some reason they decided to give this power a level, which means its legal to take as an at-will on a normal warlock instead of forcing you to play Binder. If you can take this, its by far the best at-will that Warlock has. Two targets, close blast 5 (meaning it doesn’t care about concealment and doesn’t provoke), damage roll, push 2, default psychic damage for elemental pact. Pretty much everything you could want in an at-will.</p><p></p><p><strong>Shadow Claws: </strong>It’s pretty meh. Probably better than some of the other Charisma powers such as Eyebite, Chromatic Bolt and Spiteful Glamour, but nothing amazing.</p><p></p><p style="text-align: center">Constitution</p><p></p><p>Unfortunately there is no Binder con-power to retrain to here. Hopefully your GM will let you retrain into Dire Radiance or Hellish Rebuke?</p><p>[/SPOILER]</p><h3>Encounter Powers</h3><h4>Level 1:</h4><p>[SPOILER="Level 1 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Grasp of the Iron Tower: </span></strong>Good damage with a good CC added on top of it (most of the time this completely blanks a melee monster’s turn) and the ability to take a trivial amount of damage to attack someone else if you miss.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Unseelie Sprites:</span></strong> Worse than Arms of Hadar but you don’t have that option as a Cha-lock. It’s friendly, at least. A close burst 2 damage roll is still good. This will likely start out worse than Grasp, but scales to be much better as you start picking up damage roll bonuses. You should definitely have retrained grasp to this by the point you’re looking to replace your e1 at 13th.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Shadow Tentacles: </span></strong>You don’t have Wizard Privilege so you have in your e1 slot what wizard gets in their at-will slot with Stone Blood. It’s still a fine enough power - slow can be crippling at this level against melee enemies, and it’s an AoE damage roll which you otherwise lack.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Witchfire:</span> </strong>Rated only if you have the fey pact rider, otherwise it’s pretty bad. -6 to attack rolls is quite large, even if its only single target. If you can land this on an elite or solo before they do their AP turn that -6 can mean a lot, otherwise it’s still not a high likelihood to do something.</p><p></p><p><strong>Cursebite: </strong>Do not take this power at level 1. You need a Rod of Corruption to get any mileage out of it, and even then there will be times where it just doesn’t work, which is really not what you want out of an encounter power. Without the Dark Pact rider or a significant amount of damage roll bonuses, you will be at the mercy of RNG for how much damage this does, it could hit like a wet noodle. With all that said this power can pop off pretty hard, hitting virtually the entire map for good damage when it works.</p><p></p><p><strong>Flickering Venom: </strong>At level 1 the damage is decent - you should be looking at 20.5ish with the CA conditional and curse, which is not that much more than Grasp. Scales badly past there.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Dreadful Word: </span></strong>Called that because its dreadful. Take only with the Star Pact rider, and even then you need a couple of will-targeting allies for this to be worth it.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Hound of Dark Omen: </span></strong>Pretty terrible power, push 2 single target is not a lot. Honestly baffling this is on Gloom Pact when its usually going to be worse than using Echoing Dirge for them.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Darkworm Feast:</span></strong> Yuck. Take Shadow Tentacles instead, you lose 1.5 (average) damage in return for it being an AoE instead of a single target attack.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Glow of Ulban: </span></strong>Did the devs price Radiant damage as a positive or something? Does nothing without the rider, and even with the rider it only does something 10% of the time. Awful power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Sprite War Call: </span></strong>Somehow a worse Darkworm Feast.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(61, 142, 185)">Arms of Hadar: </span></strong>Feels silly to rate this power so highly when the Wizard guide rates Glorious Presence, a better power, worse than this. You don’t have Wizard privilege though, and this power is good. Much better if you have Star Pact. Fairly sizable burst for the level with added push (which is great for CONlocks due to their zones, or just as setup for ally AoEs).</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Chains</span> <span style="color: rgb(255, 105, 180)">of Levistus:</span> </strong>The damage is fairly significant at level 1 - a total of 4d6+CON damage - but it scales pretty badly from there once you start picking up damage roll bonuses. Probably does worse damage than Infernal Rebuke or Dire Radiance (ETV) by level 6ish. Does trigger off forced movement so might become better if your team has a lot of it.</p><p></p><p><strong>Diabolic Grasp:</strong> Rated black only if you have Infernal Pact. The weird size restriction isn’t too likely to come up at the levels you use this, and you probably don’t have all that much to slide enemies into, but it can still be used to set up AoEs (or slide enemies into your daily zones).</p><p></p><p><strong>Life Bind:</strong> With the vestige pact rider the damage is only slightly less than Chains (17 instead of 18) but the rider is almost completely meaningless as most enemies do not regain hitpoints or gain temporary hitpoints, and (save ends) effects at this level are very limited.</p><p></p><p><strong>Vampiric Embrace:</strong> 9 temporary hitpoints is actually a lot at level 1 - it’s the average damage of a level 1 monster. Scales terribly, though.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Clarion Call: </span></strong>Here to remind you that Deafened is an effect that exists in this game. Warlock doesn’t actually have AoE at-wills unlike say, Sorcerer or Monk, so there’s some use for just having an AoE, but you really should just take Arms of Hadar instead.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Pandorym’s Cry: </span></strong>Somehow worse than Darkworm Feast, needing a pact rider to do what Darkworm Feast does normally. And Darkworm Feast is already a terrible power.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Cruel Bounty: </span></strong>The bonus will hardly be noticeable, even with the SK-Pact rider, making this mostly a vanilla 2d6+stat e1 attack.</p><p>[/SPOILER]</p><h4>Level 3:</h4><p>[SPOILER="Level 3 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Delban’s Deadly Attention: </span></strong>Warlock has a lot of standard action powers and very few immediates, making any immediate power a lot better than it would be on something like a defender. Non standard action damage is good, though this does require an enemy to hit you with a melee attack, so it can be a bit hard to trigger as you go up in levels.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Otherwind Stride:</span></strong> AoE damage roll, good CC, teleport utility. The dream scenario in which you’re surrounded by melee enemies and get to immobilize them all while teleporting to safety almost never happens, but this power is still good. Just walk up to a couple melee enemies, pop it and teleport away.</p><p></p><p><span style="color: rgb(44, 130, 201)"><strong>Lure</strong></span><strong><span style="color: rgb(255, 105, 180)"> of Loyalty: </span></strong>Rated assuming you’re some sort of defender hybrid warlock. This is one of those powers that can do a lot but its incredibly inconsistent. Forcing an enemy to charge an ally and eat a whole bunch of OAs on the way there is great. Unfortunately the DM has total control over if and when it triggers short of investing more resources into forcing an enemy to attack you, which makes it very hard to use.</p><p></p><p><strong>Eldritch Rain: </strong>Vanilla two-target attack.</p><p></p><p><strong>Lure</strong> <span style="color: rgb(44, 130, 201)"><strong>of</strong></span> <span style="color: rgb(255, 105, 180)"><strong>Minauros: </strong></span>First the ETV - being a dragon magazine power this is horribly worded, as written the target gets to choose who to make the attack against. Which means that trying to force a defender punish just gets your defender hit unless they’re a reach 2 warden. You can use it on an isolated target to get around this making it a pseudo double tap. Then comes the second problem - even if you get to pick, this is a table dependent power. If you have a Warden, Assault Swordmage or Fighter it’s quite good. You hit an enemy, force them to attack themself which triggers a mark punish for another attack. Enemy damage is not too dissimilar from your own at this level, so this is effectively a triple tap e3 which is very good. If you have a Paladin, Battlemind or non-Assault Swordmage, this is a lot worse. Blue power if you get to pick the target and have someone capable of punishing.</p><p></p><p><strong>Pipes of Winter: </strong>It does have reasons to exist relative to Otherwind Stride, ranged 5 can be easy to immobilize a far away enemy, though I still probably wouldn’t take it over Otherwind.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Void Blast:</span></strong> Looks better than it is. Most of the time this just messes up your allies without affecting your enemies too much. It even blocks your line of sight so you can’t use it to get an opportunity attack. Needs to be combined with prone or daze to do anything.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Upsetting Onslaught: </span></strong>The 2d8 should benefit from your damage mods. Unfortunately, as an “enemy chooses” power, this means it’s whatever is better for the enemy between a single tap that dazes and a double tap. Most of the time, this will just be a single tap that dazes.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Ebon Claws: </span></strong>This is warlock’s fourth single-target slow power. And its just as bad as the rest.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hands of Ibhar: </span></strong>A fifth single-target slow power has entered the building.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Shared Agony:</span></strong> Just a vanilla single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Your Delicious Weakness: </span></strong>The problem with this power is that not many enemies have vulnerabilities, and of the ones that do the vast majority are radiant vulnerable. If you really care about vulnerability, find a way to do radiant damage, and don’t take this bad single damage roll power.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Frigid Darkness: </span></strong>Rated only if you have Star Pact and a decent number of AC-targeting allies. Otherwise an awful power.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Fiery Bolt: </span></strong>The worst AB1 you’ve ever seen, this is likely to only hit two targets at best, and most of the time it will only hit one.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Fortune Binding:</span></strong> Nearly all of the worst effects will prevent you using or hitting with this power, so it’s much worse than it reads. The best you’re going to be able to do is transfer daze. Also it only works on save ends effects rather than “Until End of Next Turn” effects. It can be good but it’s too specific for the encounter power slot, and when it doesn’t have an effect to consume it’s just a vanilla single target attack which is horrid.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Worms: </span></strong>Rated solely for the Star Pact rider as 7 hitpoints can probably save you some healing surges over the day, but the power is genuinely terrible otherwise.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Cloud of Flies: </span></strong>Horrible power. Single target, bad damage, bad effect, bad pact rider.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige’s Calamity: </span></strong>It does four types of damage and precisely none of them will matter much at the level you get this except to trigger accursed affinity (which you could do with a better power). It’s a terrible power, even with elemental synergy considered its still just a single damage roll.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Sinister Extraction:</span></strong> If you told me this was an at will I’d still say its pretty mediocre. As an e3 this is laughably awful.</p><p>[/SPOILER]</p><h4>Level 7:</h4><p>[SPOILER="Level 7 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">All the Sand, All the Stars: </span></strong>Star pact rider doesn’t add much, AoE damage roll daze is quite good.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Far Realm Phantasm: </span></strong>Unnamed cc means that later printed elites and solos aren’t immune to it. Sort of a half-stun, enemy can still move, use minors, use immediates, use APs, etc. but it does blank their standard and has the added upside of triggering a defender punish.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Touch of Command: </span></strong>This power can be awkward to use. It’s melee 1, and only triggers on adjacent enemies attacking you. Fortunately, they only need to attack, not hit. That said, the effect is so unbelievably broken that its worth the clunkiness. Like all dominate powers, you can simply force your enemy to charge along a path that provokes opportunity attacks from you and your allies, getting essentially a stun alongside 2-3 attacks. If you have a zone up, you can make them charge directly into the zone as well. Make sure you have Eldritch Strike if using this.</p><p></p><p><strong>Confounding</strong> <strong><span style="color: rgb(255, 105, 180)">Laughter:</span></strong> Much like Lure of Minauros at e3, this is good if you have a Fighter, Warden or Assault Swordmage. It is notably better due to the slide (and no ETV on if it works), allowing you to put the enemy next to your defender before they attack themselves (or group up enemies for AoE), and the slide is effect line which is always nice. Unfortunately the competition is much tougher, including Far Realm Phantasm which kind of does a similar thing with forced punish.</p><p></p><p><strong>Lash of the Long Night:</strong> Slow and push a melee enemy away. Loses value as you level up and this tactic doesn’t lead to turn skips nearly as often. The push utility still lets it be used for setting up AoEs.</p><p></p><p><strong>Mire the Mind: </strong>A single target blind but written weirdly. Held back by being single target, blind is a fairly good condition.</p><p></p><p><strong>Sign of Ill Omen: </strong>Rated black assuming you have the Star Pact rider, otherwise the cc is worse than Mire the Mind. Even then, it’s just worse than Far Realm Phantasm, so you should probably never take this.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Death’s Commands: </span></strong>Slightly better than a vanilla damage roll because it has daze. Still not very good.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Influence of Acamar: </span></strong>Pulls are, most of the time, going to be less flexible than pushes and the pact rider is very strange considering the targeting is “the enemy closest to you”. This can’t even help you set up a burst because of the targeting. Probably close to being red, honestly, that targeting just ruins it.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Cyst of Darkness:</span></strong> Another vanilla damage roll. You can’t make use of Star Pact (Binder) riders, not that this power would be much better if you could.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Deathboon: </span></strong>It’s a slightly more accurate vanilla single damage roll with some other meaningless text added to it.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Nypacian Serpents:</span></strong> Single target single damage roll, that does the same damage as your e1s. And its Poison.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Pain to Pleasure: </span></strong>Yep its another slightly more accurate vanilla single damage roll. This will hit something considering the quantity of rolls it makes. Doesn’t make it good.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Shadow Strangler:</span></strong> Vanilla single damage roll.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Howl of Doom: </span></strong>Rated blue assuming you have the infernal pact rider. Huge push for grouping up enemies or getting them into your zones, essentially a second Arms of Hadar, which is still great.</p><p></p><p><strong>Elder Constellation:</strong> This power is okay, the teleport swap effect can do work sometimes, other times this is mostly just a two target attack.</p><p></p><p><strong>Infernal</strong> <span style="color: rgb(255, 105, 180)"><strong>Moon Curse:</strong></span> ETV comes when you start sliding around the creature that is held in the air. Pick them up, slide them off a cliff - do they still get a save to avoid going over, or do they not because they’re airborne when it happens? Still probably too specific of a situation to matter much, and this is just a funky single damage roll + immobilize power otherwise. That’s somewhat okay at this level, there is still a significant amount of melee enemies who will get turn skipped by it, but it will lose value as you get higher level.</p><p></p><p><strong>Mordnant Rain of Dis: </strong>A single target blind but not written weirdly. Held back by being single target, blind is a fairly good condition.</p><p></p><p><strong><span style="color: rgb(85, 57, 130)">Maggot Conduit: </span></strong>Plus side: It’s a burst. Minus side: Aside from the 2d8 damage, instead of 1d8, this would not be out of place as an at will. Rated purple solely because its better than the garbage single target powers. This zone has no damage roll, and the damage is on ending your turn there.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Acrid Decay:</span></strong> You should never take this power over Elder Constellation.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hero’s Arrow:</span></strong> This is just not enough hitpoint recovery at this level. Might save one surge a day. Does technically double heal with the pact rider, still not worth it.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong>Sorcerer-King’s Decree: </strong>This is not a “Howl of Doom that doesn’t need a pact rider”. The push is good, but “target and all adjacent creatures” is worse than close blast 3, and this does no damage to the other creatures (the pact rider doesn’t help much there).</p><p>[/SPOILER]</p><h4>Level 13:</h4><p>Cha-locks don’t have great options at this level, consider another e7.</p><p></p><p>[SPOILER="Level 13 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Dark Reach</span></strong> <strong><span style="color: rgb(255, 105, 180)">of Xevut:</span></strong> Rated assuming your party has sufficient (save ends) effects for this to reliably trigger every combat. It’s an immediate action damage roll on a class that doesn’t have many immediates, so there’s a limit to how bad it can be. It’s party specific due to the save requirement, and could be better if your party is regularly tossing out save end stuns or unconscious or other nasty conditions. The problem is mostly that you have very little control over when this goes off, and if any enemy will be in range to take the condition.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Fleeting Call: </span></strong>At least it does significantly more damage than CaGi, despite the “two creatures” restriction. Warlock does have a number of close bursts, and can have very high defenses, so pulling enemies adjacent to you can be beneficial.</p><p></p><p><strong>Cursegrind:</strong> Cursebite hit the gym, and now 12 levels later it does… 7 more damage. It’s better than Cursebite but is it better than another power you could be taking?</p><p></p><p><strong>Devouring Dark:</strong> It’s a vanilla AB1. There’s not much else to say. That makes it better than a lot of other powers at this level unfortunately.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Korred’s Tune: </span></strong>This power is actually not very good. Yes its a double tap, but the condition for it to be a double tap is not that hard for opponents to avoid, and it only triggers at the end of their turn so they’re getting a full turn before the damage can kill them anyway. Technically can be a triple tap with the fey pact rider, which is some way approaching decent but it still has the same clunky restrictions unless you combo it with a restrain, immobilize or stun. This will likely be worse than Dire Radiance, for instance, in terms of preventing damage to your party.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Ice Blades of Levistus: </span></strong>Charisma infernal pact power. I can’t really see the second tap on the rider working out that well, and even if it does the enemy still gets to attack who they wanted to with only a -2 to hit from the mark. A double tap that gives the enemy a full attack before the second tap comes in is much worse than one that kills them before they get to take a turn, and one that isn’t even remotely guaranteed to be a double tap is extra bad.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Wraith’s Shadow:</span> </strong>It’s a single tap with weaken added on, which makes it better than a single tap with nothing added on. The pact rider makes the power worse if you choose to use it. Thank you dark pact.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">All Must Sacrifice:</span></strong> This is a horrifically awful power. The damage you do to your allies? That’s a damage roll. That can easily be 20+ damage you’re doing to your allies to get 1d8 extra damage per. And if no one chooses to take the damage its just a single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Bewitching Whispers: </span></strong>Powers like this never work out the way you want them to. 90% of the time you use this power, it will be a single damage roll. The other 10% of the time, you’d have been better served by a generic AB1.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Blaze of Ulban:</span></strong> Cool at-will. E13? You gotta be joking.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Haunting Shadow: </span></strong>It’s almost identical to Blaze of Ulban in usage. Probably better, but not by much.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Killing Flames:</span></strong> Immediate action damage roll with an easy trigger on a class that has very few immediates. It’s good enough.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Coldfire</span> <span style="color: rgb(255, 105, 180)">Vortex:</span></strong> Is a creature adjacent to itself? Lure of Minauros seems to think so. If your DM agrees, this is a double tap on the primary target with AoE component, which is actually quite good and would probably make this a sky blue power. If your DM does not agree, this is a bad AB1.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Harrowstorm: </span></strong>It’s a huge slide… on a single target power. With no CC.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Skirmisher’s Volley: </span></strong>When I started writing this guide I never thought I’d put “Hand of Radiance but e13” at purple, but this is legitimately better than most of the red powers. That’s sad.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Soul Flaying: </span></strong>Weaken is good. A single target weaken at e13 is meh.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Maw of Atropus:</span></strong> Way too high level for what it does.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Break the Will: </span></strong>Daze is evergreen but a single target daze is in the realm of an e1 power. It’s not just a vanilla damage roll so its not completely awful, but you should still probably never take it. The Fell Might spend might do something in a dream scenario, but in any situation where it does you’d have been better served by an AB1.</p><p>[/SPOILER]</p><h4>Level 17:</h4><p>[SPOILER="Level 17 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Strand of Fate: </span></strong>Vuln 10 all is pretty massive, the Star Pact rider makes it even better. This is only vulnerability to attacks so some item-based instances of damage will not trigger it.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Delban’s Eye: </span></strong>Rated assuming you’re star pact and have lasting frost. The base effect of this power is pretty worthless, i’m not sure why we have a random single target mark at e17 but who knows what dragon magazine writers were smoking. The Star Pact rider is why you’re here, with lasting frost this is adding an extra 1d6+12 cold damage to your allies attacks against the target, which can add up quickly. You will need to slap this on an elite or solo for maximum benefit.</p><p></p><p><strong>Dire Portents<span style="color: rgb(255, 105, 180)"> of Malbolge: </span></strong>Does the Infernal Pact rider include the primary target? I’d assume not as its not possible to slide the primary target to a square more than 2 squares away from the primary target. Rated assuming you have the infernal rider, it is a fairly significant slide in a large area even if the power itself is not great on hit.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Claws of the Magpie:</span></strong> They can’t all be winners in unnamed effects. For a single damage roll, this doesn’t debuff the enemy nearly enough to be worth taking. At least it’s Effect line. Elites and solos can still double attack, AP, double attack while under it.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Despair of Zhudun:</span></strong> Yes the 2d8 is a separate damage roll but it suffers the same problem as Korred’s Tune and Ice Blades - the enemy has control over if and when it happens. They can just choose to remain prone and now you’ve effectively cast a single target, single damage roll, -2 to attack and they grant CA power. Enemies at this level will often have range, area or close attacks and so won’t actually need to stand that often.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Devouring Death: </span></strong>Cool name, but acid and necrotic aren’t common damage types for anyone to do naturally as they lack feat support, and even if they were this is completely outclassed by Strand of Fate anyway.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Devouring Tide: </span></strong>With Gloom Pact (Binder) it’s still fairly mediocre (too high level to do just that), without it this is basically a vanilla close blast 3. Which is still better than the single damage roll powers at least.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Greater Void Burst:</span></strong> All the problems of normal void burst, with 1d6 more damage and its now an AB1 within 20 instead of a Close Blast 3.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Song of the Siren: </span></strong>You are unable to get the Fey Pact (Binder) rider, which would make this something like an upscaled Lure of Loyalty (i.e. very specific and still likely bad). Instead its just bad.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Thirsting Tendrils:</span></strong> It’s level 17. You have better ways to spend healing surges than wasting a power slot on a single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Unholy Glee:</span></strong> Yep its terrible. The target should almost never take the 4d6 to end the OGD 10 unless they’re trying to get a bloodied trigger (yes this power can help them), the damage is pitiful either way for this level.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Sea Tyrant’s Fury: </span></strong>I hope you like this power because your other prospects in constitution powers at this level are grim. Luckily it is at least a good power. Close Blast 5 is a reasonable size, it has a massive push, and the prone is nice.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Life Force Reclaimed: </span></strong>It’s a chunky amount of temporary hitpoints, sure, but you know what makes you take lose less hitpoints than gaining your HS value in temps? Using a power that does more than a single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Llymic’s Frigid Prison: </span></strong>Far too late for this effect. At this point, immobilize won’t be a turn skip very often, and this is just a single damage roll otherwise.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Warlock’s Bargain: </span></strong>Seriously just use Hellish Rebuke. It does less damage to you to do more damage than this.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Your Delectable Pain: </span></strong>All the same problems as Your Delicious Weakness, except its 14 levels higher while only doing 2 dice more damage. Hooray.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Obedience’s Reward: </span></strong>If you have a charger character and they can replace their charge attack with an at-will and you have the pact rider this… might do okay damage. Otherwise for an e17 you are getting slightly better than a leader at-will worth of value which is awful.</p><p>[/SPOILER]</p><h4>Level 23:</h4><p>[SPOILER="Level 23 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Unwilling Betrayal:</span></strong> Slightly better version of Touch of Command. The problems of “adjacent enemy attacks you” are even more apparent now, but that doesn’t make it any less broken when it actually works.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Web of Lies:</span></strong> Its kind of like a single target stun. The unnamed CC effect means it can’t be purged like stun, nor can enemies teleport out of it like immobilize and restrain.</p><p></p><p><strong>Blades of Vanquished Armies:</strong> Why is this missing stat on the damage? Who knows, who cares. AoE weaken with damage roll, fairly small AoE for epic, the extra rider is fairly worthless.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Dreadtheft:</span></strong> Might have been a cool power as an e11. As an e23 this slightly more accurate two target attack is just not good enough.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Thorns of Venom: </span></strong>Frigid Darkness, but Cha and 20 levels later. Also penalizes ref I guess. Still not good for the slot.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Umbral Radiance: </span></strong>A single target blind, 16 levels later than Mordant Rain of Dis and Mire the Mind. The Gloom Pact (Binder) rider is kind of useful, but you can’t have it.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Dark Transport:</span></strong> I’m confused as to why you’d need this. I suppose you could be flying 10 squares in the air, swap places (not a teleport) with the rare non-flying creature at this level to get 5d10 fall damage + prone. Otherwise I don’t really see this being better than a single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Inner Void: </span></strong>All that flavour text and they just fall prone? What a let down.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Maddening Whispers: </span></strong>Same issue as Frigid Prison. Immobilized is unlikely to do much at this level.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Swarm of Fangs:</span></strong> Yet another single damage roll. If you have the pact rider, it does have AoE… but the AoE is flat damage so pass.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Spiteful Darts: </span></strong>Rated assuming you have Infernal Pact rider. Sea Tyrant’s Fury 2, now with more push and less prone. Without the rider, it’s probably just blue.</p><p></p><p><strong>Awaken the Dragon: </strong>Vuln 5 all is not as big as it was 16 levels ago when your invoker was using Rain of Blood, and this is awkward to use as it needs the creatures to be cursed. It’s not terrible but it is clunky.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Pandorym’s Prism:</span></strong> Confounding laughter, but its e23. And worse.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Starless Void: </span></strong>Frigid darkness, but 20 levels higher with slightly more damage. The int to AC penalty is basically auto hit by now, but its not really better than an e3 power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Arrow of Arcane Light: </span></strong>Doing what other powers were doing 20 levels ago.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Command of Execution:</span></strong> Is that a real double tap, with other upside? You are unlikely to have two charger allies (or even one considering you’re at epic) but this can output a good amount of damage against one target.</p><p>[/SPOILER]</p><h4>Level 27:</h4><p>[SPOILER="Level 27 Encounter Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Supplication of the Worms: </span></strong>Warlock CaGi 20 levels late, or Warlock champion’s call but worse. Whatever you want to call it, it’s still by far the best charisma power at this level.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Hungry Void: </span></strong>At the very least its an AB2.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Umbral Swap: </span></strong>Single target remove from play. It’s okay enough.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Curse of the </span><span style="color: rgb(255, 105, 180)">Fey King:</span> </strong>Funny effect. What does “bonus to the stolen result” mean? If this can force natural 20s you could probably use it with crit stuff, but its still far too high of a level and too bad of a power otherwise to be rated more than purple.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Soul of</span><span style="color: rgb(255, 105, 180)"> the Treant: </span></strong>Much like Coldfire Vortex this has the “is an enemy adjacent to themself” ETV. Becomes a lot better if your DM rules yes, though the Fey Pact rider would make no sense in that case, otherwise a very mediocre AB1-like power. Yes the slide is good but you’re probably using that slide to push people into an AB1, which defeats the purpose if they were already in an AB1 for this power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Envoy of Nihal: </span></strong>Wow its uplevelled Thirsting Tendrils.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Inevitable Undercut: </span></strong>Single damage roll with slightly more accuracy.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Zutwa’s Incandesence:</span></strong> Word of Blindness is e13? Yeah but you don’t have Invoker privilege. This is still good enough at this level.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Grasp of Ragnorra:</span></strong> It’s a single target remove from play, and with the Star Pact rider its better. Nothing that’s going to rock your socks off at e27, but acceptable.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Shattering of the Sword: </span></strong>Single target stun. Stun is more resisted by elites and solos than Remove from Play is, but stun also lets you attack them where remove from play does not. There’s benefits and penalties to both. Ultimately I think Ragnorra is slightly better, especially with the rider.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Manipulating Thunderbolt: </span></strong>The combination of slide int and immobilize might actually turn skip someone, but its very inferior to just a stun.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Banish to the Void: </span></strong>Removed from play until the start of their next turn, returns in the nearest space of the enemy’s choice and makes the attack against the nearest creature (not enemy). Why WotC?</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hellfire Curse:</span></strong> Looks huge, is really not a lot of damage at this level.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hellfire Fury: </span></strong>You’re probably imagining some combo with War Wizard’s Expertise and missing your entire team to get +20 to the damage. It’s not worth it, the end result is still not very much damage.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Price of Defiance: </span></strong>Rated assuming you have the pact rider and spend Fell Might on it. It’s a triple tap that can also do some sliding.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9848234, member: 7044810"] [HEADING=1]Powers[/HEADING] 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 Charisma Warlock has good encounter powers and bad daily powers, whereas Constitution Warlock has bad encounter powers and good daily powers. This is not true, the best warlock dailies are the damage roll zones as you can abuse them for huge amounts of damage, and at worst they’re an AoE double tap. Charisma warlocks use them less effectively than Constitution warlocks (as the initial attack miss more due to the off-stat) but they are still probably the best daily powers for Charisma warlocks if your party has any forced movement, as they will rack up far more damage than other daily options. Constitution warlocks may get a bit of a lifeline from a generous DM, as WotC was in the process of changing all Star Pact powers from one of Constitution/Charisma to be usable with both Constitution and Charisma, but never finished due to 4e entering end of service. Powers affected by Pact feats will be discussed in the feats section. [HEADING=2]At-Will Powers[/HEADING] Most Warlocks don’t have much choice here, unless your DM agrees that you can retrain your pact at-will. In which case there’s still not much choice. Pact at-wills covered in the subclasses section. [SPOILER="At-Will Powers"] Forced Choice: You should almost never use either of these powers outside of them being a basic attack. Between the two, Eldritch Strike is more likely to see use outside that context because you don’t want to provoke, or you need the slide. Eldritch Blast can be used in place of your pact at will if you need vs. Fort instead of vs. Will. Most of the time, these will simply be used only when granted a basic attack though. [B][COLOR=rgb(84, 172, 210)]Eldritch Strike:[/COLOR][/B] Warlock is a close burst/blast heavy class, although it does have a few ranged options. Combined with concealment from Shadow Walk and defense bonuses from Aversion Staff/Armor of Dark Majesty/Warlock’s Wrath/Ethereal Stride/etc. you can become very hard to hit. Unfortunately, enemies can often avoid OAs fairly easily by just shift-charging or using any number of other abilities they tend to pick up by paragon, so your likelihood of ever getting an actual OA despite the fact that enemies don’t want to attack you is low. Still, there are many more MBA grants than RBA grants, meaning its usually going to be better for your leader if you have this, and having the ability to threaten a real OA comes up sometimes. Good for hybrids that are lacking a basic attack, such as Battlemind hybrids. Warlock does not have any weapon-implements by default so you will need to multiclass to pick up daggers or staves if you want to use this most effectively. You can also use a Pact Blade at low levels. [B]Eldritch Blast: [/B]If your party has RBA grants or general Basic Attack grants (say, a Shaman) you might use this. Otherwise it’s probably just going to sit unused. Weirdly required for a few feats. Sibling to the Stars would probably be reasonable if it didn’t require this, but alas it does. Actual Choice (potentially): [CENTER]Charisma[/CENTER] [B][COLOR=rgb(243, 121, 52)]Echoing Dirge: [/COLOR][/B]For some reason they decided to give this power a level, which means its legal to take as an at-will on a normal warlock instead of forcing you to play Binder. If you can take this, its by far the best at-will that Warlock has. Two targets, close blast 5 (meaning it doesn’t care about concealment and doesn’t provoke), damage roll, push 2, default psychic damage for elemental pact. Pretty much everything you could want in an at-will. [B]Shadow Claws: [/B]It’s pretty meh. Probably better than some of the other Charisma powers such as Eyebite, Chromatic Bolt and Spiteful Glamour, but nothing amazing. [CENTER]Constitution[/CENTER] Unfortunately there is no Binder con-power to retrain to here. Hopefully your GM will let you retrain into Dire Radiance or Hellish Rebuke? [/SPOILER] [HEADING=2]Encounter Powers[/HEADING] [HEADING=3]Level 1:[/HEADING] [SPOILER="Level 1 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Grasp of the Iron Tower: [/COLOR][/B]Good damage with a good CC added on top of it (most of the time this completely blanks a melee monster’s turn) and the ability to take a trivial amount of damage to attack someone else if you miss. [B][COLOR=rgb(84, 172, 210)]Unseelie Sprites:[/COLOR][/B] Worse than Arms of Hadar but you don’t have that option as a Cha-lock. It’s friendly, at least. A close burst 2 damage roll is still good. This will likely start out worse than Grasp, but scales to be much better as you start picking up damage roll bonuses. You should definitely have retrained grasp to this by the point you’re looking to replace your e1 at 13th. [B][COLOR=rgb(44, 130, 201)]Shadow Tentacles: [/COLOR][/B]You don’t have Wizard Privilege so you have in your e1 slot what wizard gets in their at-will slot with Stone Blood. It’s still a fine enough power - slow can be crippling at this level against melee enemies, and it’s an AoE damage roll which you otherwise lack. [B][COLOR=rgb(44, 130, 201)]Witchfire:[/COLOR] [/B]Rated only if you have the fey pact rider, otherwise it’s pretty bad. -6 to attack rolls is quite large, even if its only single target. If you can land this on an elite or solo before they do their AP turn that -6 can mean a lot, otherwise it’s still not a high likelihood to do something. [B]Cursebite: [/B]Do not take this power at level 1. You need a Rod of Corruption to get any mileage out of it, and even then there will be times where it just doesn’t work, which is really not what you want out of an encounter power. Without the Dark Pact rider or a significant amount of damage roll bonuses, you will be at the mercy of RNG for how much damage this does, it could hit like a wet noodle. With all that said this power can pop off pretty hard, hitting virtually the entire map for good damage when it works. [B]Flickering Venom: [/B]At level 1 the damage is decent - you should be looking at 20.5ish with the CA conditional and curse, which is not that much more than Grasp. Scales badly past there. [B][COLOR=rgb(147, 101, 184)]Dreadful Word: [/COLOR][/B]Called that because its dreadful. Take only with the Star Pact rider, and even then you need a couple of will-targeting allies for this to be worth it. [B][COLOR=rgb(147, 101, 184)]Hound of Dark Omen: [/COLOR][/B]Pretty terrible power, push 2 single target is not a lot. Honestly baffling this is on Gloom Pact when its usually going to be worse than using Echoing Dirge for them. [B][COLOR=rgb(184, 49, 47)]Darkworm Feast:[/COLOR][/B] Yuck. Take Shadow Tentacles instead, you lose 1.5 (average) damage in return for it being an AoE instead of a single target attack. [B][COLOR=rgb(184, 49, 47)]Glow of Ulban: [/COLOR][/B]Did the devs price Radiant damage as a positive or something? Does nothing without the rider, and even with the rider it only does something 10% of the time. Awful power. [B][COLOR=rgb(184, 49, 47)]Sprite War Call: [/COLOR][/B]Somehow a worse Darkworm Feast. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(61, 142, 185)]Arms of Hadar: [/COLOR][/B]Feels silly to rate this power so highly when the Wizard guide rates Glorious Presence, a better power, worse than this. You don’t have Wizard privilege though, and this power is good. Much better if you have Star Pact. Fairly sizable burst for the level with added push (which is great for CONlocks due to their zones, or just as setup for ally AoEs). [B][COLOR=rgb(44, 130, 201)]Chains[/COLOR] [COLOR=rgb(255, 105, 180)]of Levistus:[/COLOR] [/B]The damage is fairly significant at level 1 - a total of 4d6+CON damage - but it scales pretty badly from there once you start picking up damage roll bonuses. Probably does worse damage than Infernal Rebuke or Dire Radiance (ETV) by level 6ish. Does trigger off forced movement so might become better if your team has a lot of it. [B]Diabolic Grasp:[/B] Rated black only if you have Infernal Pact. The weird size restriction isn’t too likely to come up at the levels you use this, and you probably don’t have all that much to slide enemies into, but it can still be used to set up AoEs (or slide enemies into your daily zones). [B]Life Bind:[/B] With the vestige pact rider the damage is only slightly less than Chains (17 instead of 18) but the rider is almost completely meaningless as most enemies do not regain hitpoints or gain temporary hitpoints, and (save ends) effects at this level are very limited. [B]Vampiric Embrace:[/B] 9 temporary hitpoints is actually a lot at level 1 - it’s the average damage of a level 1 monster. Scales terribly, though. [B][COLOR=rgb(147, 101, 184)]Clarion Call: [/COLOR][/B]Here to remind you that Deafened is an effect that exists in this game. Warlock doesn’t actually have AoE at-wills unlike say, Sorcerer or Monk, so there’s some use for just having an AoE, but you really should just take Arms of Hadar instead. [B][COLOR=rgb(184, 49, 47)]Pandorym’s Cry: [/COLOR][/B]Somehow worse than Darkworm Feast, needing a pact rider to do what Darkworm Feast does normally. And Darkworm Feast is already a terrible power. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(147, 101, 184)]Cruel Bounty: [/COLOR][/B]The bonus will hardly be noticeable, even with the SK-Pact rider, making this mostly a vanilla 2d6+stat e1 attack. [/SPOILER] [HEADING=3]Level 3:[/HEADING] [SPOILER="Level 3 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Delban’s Deadly Attention: [/COLOR][/B]Warlock has a lot of standard action powers and very few immediates, making any immediate power a lot better than it would be on something like a defender. Non standard action damage is good, though this does require an enemy to hit you with a melee attack, so it can be a bit hard to trigger as you go up in levels. [B][COLOR=rgb(84, 172, 210)]Otherwind Stride:[/COLOR][/B] AoE damage roll, good CC, teleport utility. The dream scenario in which you’re surrounded by melee enemies and get to immobilize them all while teleporting to safety almost never happens, but this power is still good. Just walk up to a couple melee enemies, pop it and teleport away. [COLOR=rgb(44, 130, 201)][B]Lure[/B][/COLOR][B][COLOR=rgb(255, 105, 180)] of Loyalty: [/COLOR][/B]Rated assuming you’re some sort of defender hybrid warlock. This is one of those powers that can do a lot but its incredibly inconsistent. Forcing an enemy to charge an ally and eat a whole bunch of OAs on the way there is great. Unfortunately the DM has total control over if and when it triggers short of investing more resources into forcing an enemy to attack you, which makes it very hard to use. [B]Eldritch Rain: [/B]Vanilla two-target attack. [B]Lure[/B] [COLOR=rgb(44, 130, 201)][B]of[/B][/COLOR] [COLOR=rgb(255, 105, 180)][B]Minauros: [/B][/COLOR]First the ETV - being a dragon magazine power this is horribly worded, as written the target gets to choose who to make the attack against. Which means that trying to force a defender punish just gets your defender hit unless they’re a reach 2 warden. You can use it on an isolated target to get around this making it a pseudo double tap. Then comes the second problem - even if you get to pick, this is a table dependent power. If you have a Warden, Assault Swordmage or Fighter it’s quite good. You hit an enemy, force them to attack themself which triggers a mark punish for another attack. Enemy damage is not too dissimilar from your own at this level, so this is effectively a triple tap e3 which is very good. If you have a Paladin, Battlemind or non-Assault Swordmage, this is a lot worse. Blue power if you get to pick the target and have someone capable of punishing. [B]Pipes of Winter: [/B]It does have reasons to exist relative to Otherwind Stride, ranged 5 can be easy to immobilize a far away enemy, though I still probably wouldn’t take it over Otherwind. [B][COLOR=rgb(147, 101, 184)]Void Blast:[/COLOR][/B] Looks better than it is. Most of the time this just messes up your allies without affecting your enemies too much. It even blocks your line of sight so you can’t use it to get an opportunity attack. Needs to be combined with prone or daze to do anything. [B][COLOR=rgb(147, 101, 184)]Upsetting Onslaught: [/COLOR][/B]The 2d8 should benefit from your damage mods. Unfortunately, as an “enemy chooses” power, this means it’s whatever is better for the enemy between a single tap that dazes and a double tap. Most of the time, this will just be a single tap that dazes. [B][COLOR=rgb(184, 49, 47)]Ebon Claws: [/COLOR][/B]This is warlock’s fourth single-target slow power. And its just as bad as the rest. [B][COLOR=rgb(184, 49, 47)]Hands of Ibhar: [/COLOR][/B]A fifth single-target slow power has entered the building. [B][COLOR=rgb(184, 49, 47)]Shared Agony:[/COLOR][/B] Just a vanilla single damage roll. [B][COLOR=rgb(184, 49, 47)]Your Delicious Weakness: [/COLOR][/B]The problem with this power is that not many enemies have vulnerabilities, and of the ones that do the vast majority are radiant vulnerable. If you really care about vulnerability, find a way to do radiant damage, and don’t take this bad single damage roll power. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(44, 130, 201)]Frigid Darkness: [/COLOR][/B]Rated only if you have Star Pact and a decent number of AC-targeting allies. Otherwise an awful power. [B][COLOR=rgb(147, 101, 184)]Fiery Bolt: [/COLOR][/B]The worst AB1 you’ve ever seen, this is likely to only hit two targets at best, and most of the time it will only hit one. [B][COLOR=rgb(147, 101, 184)]Fortune Binding:[/COLOR][/B] Nearly all of the worst effects will prevent you using or hitting with this power, so it’s much worse than it reads. The best you’re going to be able to do is transfer daze. Also it only works on save ends effects rather than “Until End of Next Turn” effects. It can be good but it’s too specific for the encounter power slot, and when it doesn’t have an effect to consume it’s just a vanilla single target attack which is horrid. [B][COLOR=rgb(147, 101, 184)]Worms: [/COLOR][/B]Rated solely for the Star Pact rider as 7 hitpoints can probably save you some healing surges over the day, but the power is genuinely terrible otherwise. [B][COLOR=rgb(184, 49, 47)]Cloud of Flies: [/COLOR][/B]Horrible power. Single target, bad damage, bad effect, bad pact rider. [B][COLOR=rgb(184, 49, 47)]Vestige’s Calamity: [/COLOR][/B]It does four types of damage and precisely none of them will matter much at the level you get this except to trigger accursed affinity (which you could do with a better power). It’s a terrible power, even with elemental synergy considered its still just a single damage roll. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(184, 49, 47)]Sinister Extraction:[/COLOR][/B] If you told me this was an at will I’d still say its pretty mediocre. As an e3 this is laughably awful. [/SPOILER] [HEADING=3]Level 7:[/HEADING] [SPOILER="Level 7 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]All the Sand, All the Stars: [/COLOR][/B]Star pact rider doesn’t add much, AoE damage roll daze is quite good. [B][COLOR=rgb(84, 172, 210)]Far Realm Phantasm: [/COLOR][/B]Unnamed cc means that later printed elites and solos aren’t immune to it. Sort of a half-stun, enemy can still move, use minors, use immediates, use APs, etc. but it does blank their standard and has the added upside of triggering a defender punish. [B][COLOR=rgb(84, 172, 210)]Touch of Command: [/COLOR][/B]This power can be awkward to use. It’s melee 1, and only triggers on adjacent enemies attacking you. Fortunately, they only need to attack, not hit. That said, the effect is so unbelievably broken that its worth the clunkiness. Like all dominate powers, you can simply force your enemy to charge along a path that provokes opportunity attacks from you and your allies, getting essentially a stun alongside 2-3 attacks. If you have a zone up, you can make them charge directly into the zone as well. Make sure you have Eldritch Strike if using this. [B]Confounding[/B] [B][COLOR=rgb(255, 105, 180)]Laughter:[/COLOR][/B] Much like Lure of Minauros at e3, this is good if you have a Fighter, Warden or Assault Swordmage. It is notably better due to the slide (and no ETV on if it works), allowing you to put the enemy next to your defender before they attack themselves (or group up enemies for AoE), and the slide is effect line which is always nice. Unfortunately the competition is much tougher, including Far Realm Phantasm which kind of does a similar thing with forced punish. [B]Lash of the Long Night:[/B] Slow and push a melee enemy away. Loses value as you level up and this tactic doesn’t lead to turn skips nearly as often. The push utility still lets it be used for setting up AoEs. [B]Mire the Mind: [/B]A single target blind but written weirdly. Held back by being single target, blind is a fairly good condition. [B]Sign of Ill Omen: [/B]Rated black assuming you have the Star Pact rider, otherwise the cc is worse than Mire the Mind. Even then, it’s just worse than Far Realm Phantasm, so you should probably never take this. [B][COLOR=rgb(147, 101, 184)]Death’s Commands: [/COLOR][/B]Slightly better than a vanilla damage roll because it has daze. Still not very good. [B][COLOR=rgb(147, 101, 184)]Influence of Acamar: [/COLOR][/B]Pulls are, most of the time, going to be less flexible than pushes and the pact rider is very strange considering the targeting is “the enemy closest to you”. This can’t even help you set up a burst because of the targeting. Probably close to being red, honestly, that targeting just ruins it. [B][COLOR=rgb(147, 101, 184)]Cyst of Darkness:[/COLOR][/B] Another vanilla damage roll. You can’t make use of Star Pact (Binder) riders, not that this power would be much better if you could. [B][COLOR=rgb(147, 101, 184)]Deathboon: [/COLOR][/B]It’s a slightly more accurate vanilla single damage roll with some other meaningless text added to it. [B][COLOR=rgb(184, 49, 47)]Nypacian Serpents:[/COLOR][/B] Single target single damage roll, that does the same damage as your e1s. And its Poison. [B][COLOR=rgb(184, 49, 47)]Pain to Pleasure: [/COLOR][/B]Yep its another slightly more accurate vanilla single damage roll. This will hit something considering the quantity of rolls it makes. Doesn’t make it good. [B][COLOR=rgb(184, 49, 47)]Shadow Strangler:[/COLOR][/B] Vanilla single damage roll. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(41, 105, 176)]Howl of Doom: [/COLOR][/B]Rated blue assuming you have the infernal pact rider. Huge push for grouping up enemies or getting them into your zones, essentially a second Arms of Hadar, which is still great. [B]Elder Constellation:[/B] This power is okay, the teleport swap effect can do work sometimes, other times this is mostly just a two target attack. [B]Infernal[/B] [COLOR=rgb(255, 105, 180)][B]Moon Curse:[/B][/COLOR] ETV comes when you start sliding around the creature that is held in the air. Pick them up, slide them off a cliff - do they still get a save to avoid going over, or do they not because they’re airborne when it happens? Still probably too specific of a situation to matter much, and this is just a funky single damage roll + immobilize power otherwise. That’s somewhat okay at this level, there is still a significant amount of melee enemies who will get turn skipped by it, but it will lose value as you get higher level. [B]Mordnant Rain of Dis: [/B]A single target blind but not written weirdly. Held back by being single target, blind is a fairly good condition. [B][COLOR=rgb(85, 57, 130)]Maggot Conduit: [/COLOR][/B]Plus side: It’s a burst. Minus side: Aside from the 2d8 damage, instead of 1d8, this would not be out of place as an at will. Rated purple solely because its better than the garbage single target powers. This zone has no damage roll, and the damage is on ending your turn there. [B][COLOR=rgb(184, 49, 47)]Acrid Decay:[/COLOR][/B] You should never take this power over Elder Constellation. [B][COLOR=rgb(184, 49, 47)]Hero’s Arrow:[/COLOR][/B] This is just not enough hitpoint recovery at this level. Might save one surge a day. Does technically double heal with the pact rider, still not worth it. [CENTER]Constitution or Charisma[/CENTER] [B]Sorcerer-King’s Decree: [/B]This is not a “Howl of Doom that doesn’t need a pact rider”. The push is good, but “target and all adjacent creatures” is worse than close blast 3, and this does no damage to the other creatures (the pact rider doesn’t help much there). [/SPOILER] [HEADING=3]Level 13:[/HEADING] Cha-locks don’t have great options at this level, consider another e7. [SPOILER="Level 13 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(41, 105, 176)]Dark Reach[/COLOR][/B] [B][COLOR=rgb(255, 105, 180)]of Xevut:[/COLOR][/B] Rated assuming your party has sufficient (save ends) effects for this to reliably trigger every combat. It’s an immediate action damage roll on a class that doesn’t have many immediates, so there’s a limit to how bad it can be. It’s party specific due to the save requirement, and could be better if your party is regularly tossing out save end stuns or unconscious or other nasty conditions. The problem is mostly that you have very little control over when this goes off, and if any enemy will be in range to take the condition. [B][COLOR=rgb(41, 105, 176)]Fleeting Call: [/COLOR][/B]At least it does significantly more damage than CaGi, despite the “two creatures” restriction. Warlock does have a number of close bursts, and can have very high defenses, so pulling enemies adjacent to you can be beneficial. [B]Cursegrind:[/B] Cursebite hit the gym, and now 12 levels later it does… 7 more damage. It’s better than Cursebite but is it better than another power you could be taking? [B]Devouring Dark:[/B] It’s a vanilla AB1. There’s not much else to say. That makes it better than a lot of other powers at this level unfortunately. [B][COLOR=rgb(147, 101, 184)]Korred’s Tune: [/COLOR][/B]This power is actually not very good. Yes its a double tap, but the condition for it to be a double tap is not that hard for opponents to avoid, and it only triggers at the end of their turn so they’re getting a full turn before the damage can kill them anyway. Technically can be a triple tap with the fey pact rider, which is some way approaching decent but it still has the same clunky restrictions unless you combo it with a restrain, immobilize or stun. This will likely be worse than Dire Radiance, for instance, in terms of preventing damage to your party. [B][COLOR=rgb(147, 101, 184)]Ice Blades of Levistus: [/COLOR][/B]Charisma infernal pact power. I can’t really see the second tap on the rider working out that well, and even if it does the enemy still gets to attack who they wanted to with only a -2 to hit from the mark. A double tap that gives the enemy a full attack before the second tap comes in is much worse than one that kills them before they get to take a turn, and one that isn’t even remotely guaranteed to be a double tap is extra bad. [B][COLOR=rgb(147, 101, 184)]Wraith’s Shadow:[/COLOR] [/B]It’s a single tap with weaken added on, which makes it better than a single tap with nothing added on. The pact rider makes the power worse if you choose to use it. Thank you dark pact. [B][COLOR=rgb(184, 49, 47)]All Must Sacrifice:[/COLOR][/B] This is a horrifically awful power. The damage you do to your allies? That’s a damage roll. That can easily be 20+ damage you’re doing to your allies to get 1d8 extra damage per. And if no one chooses to take the damage its just a single damage roll. [B][COLOR=rgb(184, 49, 47)]Bewitching Whispers: [/COLOR][/B]Powers like this never work out the way you want them to. 90% of the time you use this power, it will be a single damage roll. The other 10% of the time, you’d have been better served by a generic AB1. [B][COLOR=rgb(184, 49, 47)]Blaze of Ulban:[/COLOR][/B] Cool at-will. E13? You gotta be joking. [B][COLOR=rgb(184, 49, 47)]Haunting Shadow: [/COLOR][/B]It’s almost identical to Blaze of Ulban in usage. Probably better, but not by much. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(41, 105, 176)]Killing Flames:[/COLOR][/B] Immediate action damage roll with an easy trigger on a class that has very few immediates. It’s good enough. [B][COLOR=rgb(147, 101, 184)]Coldfire[/COLOR] [COLOR=rgb(255, 105, 180)]Vortex:[/COLOR][/B] Is a creature adjacent to itself? Lure of Minauros seems to think so. If your DM agrees, this is a double tap on the primary target with AoE component, which is actually quite good and would probably make this a sky blue power. If your DM does not agree, this is a bad AB1. [B][COLOR=rgb(147, 101, 184)]Harrowstorm: [/COLOR][/B]It’s a huge slide… on a single target power. With no CC. [B][COLOR=rgb(147, 101, 184)]Skirmisher’s Volley: [/COLOR][/B]When I started writing this guide I never thought I’d put “Hand of Radiance but e13” at purple, but this is legitimately better than most of the red powers. That’s sad. [B][COLOR=rgb(147, 101, 184)]Soul Flaying: [/COLOR][/B]Weaken is good. A single target weaken at e13 is meh. [B][COLOR=rgb(184, 49, 47)]Maw of Atropus:[/COLOR][/B] Way too high level for what it does. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(147, 101, 184)]Break the Will: [/COLOR][/B]Daze is evergreen but a single target daze is in the realm of an e1 power. It’s not just a vanilla damage roll so its not completely awful, but you should still probably never take it. The Fell Might spend might do something in a dream scenario, but in any situation where it does you’d have been better served by an AB1. [/SPOILER] [HEADING=3]Level 17:[/HEADING] [SPOILER="Level 17 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Strand of Fate: [/COLOR][/B]Vuln 10 all is pretty massive, the Star Pact rider makes it even better. This is only vulnerability to attacks so some item-based instances of damage will not trigger it. [B][COLOR=rgb(44, 130, 201)]Delban’s Eye: [/COLOR][/B]Rated assuming you’re star pact and have lasting frost. The base effect of this power is pretty worthless, i’m not sure why we have a random single target mark at e17 but who knows what dragon magazine writers were smoking. The Star Pact rider is why you’re here, with lasting frost this is adding an extra 1d6+12 cold damage to your allies attacks against the target, which can add up quickly. You will need to slap this on an elite or solo for maximum benefit. [B]Dire Portents[COLOR=rgb(255, 105, 180)] of Malbolge: [/COLOR][/B]Does the Infernal Pact rider include the primary target? I’d assume not as its not possible to slide the primary target to a square more than 2 squares away from the primary target. Rated assuming you have the infernal rider, it is a fairly significant slide in a large area even if the power itself is not great on hit. [B][COLOR=rgb(147, 101, 184)]Claws of the Magpie:[/COLOR][/B] They can’t all be winners in unnamed effects. For a single damage roll, this doesn’t debuff the enemy nearly enough to be worth taking. At least it’s Effect line. Elites and solos can still double attack, AP, double attack while under it. [B][COLOR=rgb(147, 101, 184)]Despair of Zhudun:[/COLOR][/B] Yes the 2d8 is a separate damage roll but it suffers the same problem as Korred’s Tune and Ice Blades - the enemy has control over if and when it happens. They can just choose to remain prone and now you’ve effectively cast a single target, single damage roll, -2 to attack and they grant CA power. Enemies at this level will often have range, area or close attacks and so won’t actually need to stand that often. [B][COLOR=rgb(147, 101, 184)]Devouring Death: [/COLOR][/B]Cool name, but acid and necrotic aren’t common damage types for anyone to do naturally as they lack feat support, and even if they were this is completely outclassed by Strand of Fate anyway. [B][COLOR=rgb(147, 101, 184)]Devouring Tide: [/COLOR][/B]With Gloom Pact (Binder) it’s still fairly mediocre (too high level to do just that), without it this is basically a vanilla close blast 3. Which is still better than the single damage roll powers at least. [B][COLOR=rgb(147, 101, 184)]Greater Void Burst:[/COLOR][/B] All the problems of normal void burst, with 1d6 more damage and its now an AB1 within 20 instead of a Close Blast 3. [B][COLOR=rgb(184, 49, 47)]Song of the Siren: [/COLOR][/B]You are unable to get the Fey Pact (Binder) rider, which would make this something like an upscaled Lure of Loyalty (i.e. very specific and still likely bad). Instead its just bad. [B][COLOR=rgb(184, 49, 47)]Thirsting Tendrils:[/COLOR][/B] It’s level 17. You have better ways to spend healing surges than wasting a power slot on a single damage roll. [B][COLOR=rgb(184, 49, 47)]Unholy Glee:[/COLOR][/B] Yep its terrible. The target should almost never take the 4d6 to end the OGD 10 unless they’re trying to get a bloodied trigger (yes this power can help them), the damage is pitiful either way for this level. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Sea Tyrant’s Fury: [/COLOR][/B]I hope you like this power because your other prospects in constitution powers at this level are grim. Luckily it is at least a good power. Close Blast 5 is a reasonable size, it has a massive push, and the prone is nice. [B][COLOR=rgb(147, 101, 184)]Life Force Reclaimed: [/COLOR][/B]It’s a chunky amount of temporary hitpoints, sure, but you know what makes you take lose less hitpoints than gaining your HS value in temps? Using a power that does more than a single damage roll. [B][COLOR=rgb(184, 49, 47)]Llymic’s Frigid Prison: [/COLOR][/B]Far too late for this effect. At this point, immobilize won’t be a turn skip very often, and this is just a single damage roll otherwise. [B][COLOR=rgb(184, 49, 47)]Warlock’s Bargain: [/COLOR][/B]Seriously just use Hellish Rebuke. It does less damage to you to do more damage than this. [B][COLOR=rgb(184, 49, 47)]Your Delectable Pain: [/COLOR][/B]All the same problems as Your Delicious Weakness, except its 14 levels higher while only doing 2 dice more damage. Hooray. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(147, 101, 184)]Obedience’s Reward: [/COLOR][/B]If you have a charger character and they can replace their charge attack with an at-will and you have the pact rider this… might do okay damage. Otherwise for an e17 you are getting slightly better than a leader at-will worth of value which is awful. [/SPOILER] [HEADING=3]Level 23:[/HEADING] [SPOILER="Level 23 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(44, 130, 201)]Unwilling Betrayal:[/COLOR][/B] Slightly better version of Touch of Command. The problems of “adjacent enemy attacks you” are even more apparent now, but that doesn’t make it any less broken when it actually works. [B][COLOR=rgb(44, 130, 201)]Web of Lies:[/COLOR][/B] Its kind of like a single target stun. The unnamed CC effect means it can’t be purged like stun, nor can enemies teleport out of it like immobilize and restrain. [B]Blades of Vanquished Armies:[/B] Why is this missing stat on the damage? Who knows, who cares. AoE weaken with damage roll, fairly small AoE for epic, the extra rider is fairly worthless. [B][COLOR=rgb(147, 101, 184)]Dreadtheft:[/COLOR][/B] Might have been a cool power as an e11. As an e23 this slightly more accurate two target attack is just not good enough. [B][COLOR=rgb(147, 101, 184)]Thorns of Venom: [/COLOR][/B]Frigid Darkness, but Cha and 20 levels later. Also penalizes ref I guess. Still not good for the slot. [B][COLOR=rgb(147, 101, 184)]Umbral Radiance: [/COLOR][/B]A single target blind, 16 levels later than Mordant Rain of Dis and Mire the Mind. The Gloom Pact (Binder) rider is kind of useful, but you can’t have it. [B][COLOR=rgb(184, 49, 47)]Dark Transport:[/COLOR][/B] I’m confused as to why you’d need this. I suppose you could be flying 10 squares in the air, swap places (not a teleport) with the rare non-flying creature at this level to get 5d10 fall damage + prone. Otherwise I don’t really see this being better than a single damage roll. [B][COLOR=rgb(184, 49, 47)]Inner Void: [/COLOR][/B]All that flavour text and they just fall prone? What a let down. [B][COLOR=rgb(184, 49, 47)]Maddening Whispers: [/COLOR][/B]Same issue as Frigid Prison. Immobilized is unlikely to do much at this level. [B][COLOR=rgb(184, 49, 47)]Swarm of Fangs:[/COLOR][/B] Yet another single damage roll. If you have the pact rider, it does have AoE… but the AoE is flat damage so pass. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Spiteful Darts: [/COLOR][/B]Rated assuming you have Infernal Pact rider. Sea Tyrant’s Fury 2, now with more push and less prone. Without the rider, it’s probably just blue. [B]Awaken the Dragon: [/B]Vuln 5 all is not as big as it was 16 levels ago when your invoker was using Rain of Blood, and this is awkward to use as it needs the creatures to be cursed. It’s not terrible but it is clunky. [B][COLOR=rgb(147, 101, 184)]Pandorym’s Prism:[/COLOR][/B] Confounding laughter, but its e23. And worse. [B][COLOR=rgb(147, 101, 184)]Starless Void: [/COLOR][/B]Frigid darkness, but 20 levels higher with slightly more damage. The int to AC penalty is basically auto hit by now, but its not really better than an e3 power. [B][COLOR=rgb(184, 49, 47)]Arrow of Arcane Light: [/COLOR][/B]Doing what other powers were doing 20 levels ago. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(44, 130, 201)]Command of Execution:[/COLOR][/B] Is that a real double tap, with other upside? You are unlikely to have two charger allies (or even one considering you’re at epic) but this can output a good amount of damage against one target. [/SPOILER] [HEADING=3]Level 27:[/HEADING] [SPOILER="Level 27 Encounter Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Supplication of the Worms: [/COLOR][/B]Warlock CaGi 20 levels late, or Warlock champion’s call but worse. Whatever you want to call it, it’s still by far the best charisma power at this level. [B][COLOR=rgb(44, 130, 201)]Hungry Void: [/COLOR][/B]At the very least its an AB2. [B][COLOR=rgb(44, 130, 201)]Umbral Swap: [/COLOR][/B]Single target remove from play. It’s okay enough. [B][COLOR=rgb(147, 101, 184)]Curse of the [/COLOR][COLOR=rgb(255, 105, 180)]Fey King:[/COLOR] [/B]Funny effect. What does “bonus to the stolen result” mean? If this can force natural 20s you could probably use it with crit stuff, but its still far too high of a level and too bad of a power otherwise to be rated more than purple. [B][COLOR=rgb(147, 101, 184)]Soul of[/COLOR][COLOR=rgb(255, 105, 180)] the Treant: [/COLOR][/B]Much like Coldfire Vortex this has the “is an enemy adjacent to themself” ETV. Becomes a lot better if your DM rules yes, though the Fey Pact rider would make no sense in that case, otherwise a very mediocre AB1-like power. Yes the slide is good but you’re probably using that slide to push people into an AB1, which defeats the purpose if they were already in an AB1 for this power. [B][COLOR=rgb(184, 49, 47)]Envoy of Nihal: [/COLOR][/B]Wow its uplevelled Thirsting Tendrils. [B][COLOR=rgb(184, 49, 47)]Inevitable Undercut: [/COLOR][/B]Single damage roll with slightly more accuracy. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Zutwa’s Incandesence:[/COLOR][/B] Word of Blindness is e13? Yeah but you don’t have Invoker privilege. This is still good enough at this level. [B][COLOR=rgb(44, 130, 201)]Grasp of Ragnorra:[/COLOR][/B] It’s a single target remove from play, and with the Star Pact rider its better. Nothing that’s going to rock your socks off at e27, but acceptable. [B][COLOR=rgb(44, 130, 201)]Shattering of the Sword: [/COLOR][/B]Single target stun. Stun is more resisted by elites and solos than Remove from Play is, but stun also lets you attack them where remove from play does not. There’s benefits and penalties to both. Ultimately I think Ragnorra is slightly better, especially with the rider. [B][COLOR=rgb(147, 101, 184)]Manipulating Thunderbolt: [/COLOR][/B]The combination of slide int and immobilize might actually turn skip someone, but its very inferior to just a stun. [B][COLOR=rgb(184, 49, 47)]Banish to the Void: [/COLOR][/B]Removed from play until the start of their next turn, returns in the nearest space of the enemy’s choice and makes the attack against the nearest creature (not enemy). Why WotC? [B][COLOR=rgb(184, 49, 47)]Hellfire Curse:[/COLOR][/B] Looks huge, is really not a lot of damage at this level. [B][COLOR=rgb(184, 49, 47)]Hellfire Fury: [/COLOR][/B]You’re probably imagining some combo with War Wizard’s Expertise and missing your entire team to get +20 to the damage. It’s not worth it, the end result is still not very much damage. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(44, 130, 201)]Price of Defiance: [/COLOR][/B]Rated assuming you have the pact rider and spend Fell Might on it. It’s a triple tap that can also do some sliding. [/SPOILER] [/QUOTE]
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