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Guide to the 4e Warlock
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<blockquote data-quote="Exocist" data-source="post: 9848235" data-attributes="member: 7044810"><p><h3>Daily Powers</h3><p></p><p>Warlock has a lot of “Zone” dailies. To avoid repeating myself, these are dailies which make a zone that does a damage roll when a creature enters the zone or starts their turn there, like Vestige of Ugar. These are usually very good, able to rack up a huge amount of damage rolls with any forced movement, and even at their worst will usually be an initial attack + start of turn damage for an AoE double tap. Most of these powers have therefore been put in the “Constitution or Charisma” section as their effectiveness, while they can be reliant on your stat for the initial attack, is mostly based on how much you can force move enemies in and out of it - and has no bearing on your attack stat at all.</p><h4>Level 1:</h4><p>[SPOILER="Level 1 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Mists of Madness:</span></strong> AoE is a little small, but unlike Decree of Khirad you get the damage roll and the forced basic rather than one or the other. The lack of miss effects (unless you miss everything) does hurt it somewhat, but being a daily you can wait for a good situation to arise for this close burst 1 to catch a few enemies.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Star Shackles: </span></strong>Sustaining Cloak is cheap and makes this power a lot better. Still a great power even without the sustaining cloak, large friendly burst and the grab does actually do things if you grab melee enemies at 2 spaces away.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Web of Shadows:</span></strong> AoE, decent damage roll, immobilize save ends. This is already very good for heroic, the zone it leaves behind is fairly whatever as enemies need to willingly enter it to get immobilized.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Armor of Winter’s Grasp:</span></strong> The slow on this probably isn’t going to do much given its a close burst 1, unless you use it with Mirror Darkly much later, but it does have some synergy with Eldritch Strike at least.</p><p></p><p><strong>Hellfire Blast: </strong>We’ve moved up in the world from vanilla single target attacks to vanilla AoE attacks. Likely going to be better than any of the single-target options, it does almost the same amount of damage but in an AoE.</p><p></p><p><strong>Yan-C-Bin’s Breath: </strong>This is basically just acid hellfire blast with a lot more meaningless text. Not really worth sustaining unless you have nothing better to do with your minor actions.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Crown of Stars:</span></strong> You may not have amazing things to do with your minor at D1 (though warlocks tend to have a bunch of things to do by level 5), so this is a second chance for curse damage at levels that you might be hurting for accuracy.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Curse of the Dark Dream: </span></strong>Rated higher than the other bad single target dailies solely because it does something approaching real damage for level 1 at least. Will not scale well, and the effects otherwise are pretty minor.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Dread Star: </span></strong>Single target immobilize, can probably get a turn skip out of it.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Fortune’s Reversal: </span></strong>The trigger may not be the most reliable, but its a daily so you can cut the trigger some slack, it’ll probably show up once in a day. Immediate action on a class that doesn’t have a lot of them. The problem is that this… just doesn’t really do much? It’s a pretty weak damage option for your d1 slot.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Hateful Shade:</span></strong> Does marginally more damage than Curse of the Dark Dream. Still suffers the same issues.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Malicious Shadow: </span></strong>The comparison here is to Dread Star, which immobilizes on hit. Shadow doesn’t do that, instead it creates a creature that gives an II immobilize if enemies move away (even by shifting as its not an opportunity attack). The problem is that, being an II, it only works once a round, so unless you force move enemies back into it you can’t really catch multiple enemies with this all that well. The effect of it will likely be the same as Dread Star over a combat - immobilizing one enemy.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Prophecy of Zhudun: </span></strong>Daze is really just not a great condition at low levels. Many enemies don’t have any immediates or minors going on, so they can just charge. It still can be useful against some enemies, and being a daily you only need that to show up once a day.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Contagion:</span></strong> Wow this is awful. There’s a real chance you spend your daily and do 10 damage because the target passes the save or dies. Classic Dark Pact power I guess.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Your Glorious Sacrifice: </span></strong>Just a single target damage power.</p><p></p><p>Constitution</p><p></p><p><strong>Vestige of Mount Vaelis: </strong>Rated assuming you have Vestige Adept. Power itself is not great - “Can’t walk or run” does not prevent shift or charge. Walk and Run are defined move actions, one which Charge doesn’t reference. The Pact Boon and Vestige Augment are not bad, you’ll probably be using Eyes of the Vestige a lot at low levels so the extra d6 thunder and the vulnerability do help.</p><p></p><p><strong>Vile Brand: </strong>The -2 penalty to attack rolls makes this scale better than the other single target damage powers, but its power is still mostly loaded into the big single target damage roll which doesn’t scale very well.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Armor of Agathys: </span></strong>Technically a power that can be used by both Con and Cha warlocks, but given its lack of an Implement keyword you’re going to find it difficult to get much of a damage bonus to this. Standard action daily that does nothing immediately is always going to be a hard sell, and Armor of Agathys likely won’t give you enough value over the encounter to be worth the daily slot and the standard action.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Flames of Phlegethos:</span></strong> Damage is probably decent at level 1 and 2, rapidly falls off a cliff past there.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">The Lash’s Bite: </span></strong>Immunities and resists aren’t too rare but it’s rare that this power’s effect will matter when you need it to, especially because its a save ends effect. Big boss that resists your damage? They have a +5 to saves and will save out of it immediately.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Tyranny of Flame:</span></strong> Prones before the attack, so it’s effectively at -2 to hit. Prone and can’t stand is, for the most part, going to be worse than immobilize. It does give CA to your melee allies, but they can flank. It also gives a -2 to ranged characters. This power does have effect line prone, but missing is going to sting and many monsters at this level will have no issue doing stand+charge if you miss the power. It’s not so much worse than an immobilize that it deserves a lower tier, but it is still very meh.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Khaeleth:</span></strong> You need so many allies next to you for this to outdamage Flames of Phlegethos. The vestige pact boon and eyes of the vestige augment are not any good.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Thaxter: </span></strong>The large shift is weird, technically useful for ranged characters as you can shift all the way out of melee, but warlocks aren’t really ranged characters in the first place so its just weird to have.</p><p></p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Decree of Khirad:</span></strong> Wait isn’t this a Charisma vs power? Yes, but its unironically better for you to miss with it, as it will likely do more damage than hitting. Will probably do no damage for CON-locks at level 1, however they might want to retrain one of their otherwise awful single target dailies to this once they have sufficient damage bonuses. The effect line slide 2 is pretty nice, but the AoE is quite small.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Ashen Scourge: </span></strong>Not really enough impact for a daily.</p><p>[/SPOILER]</p><h4>Level 5:</h4><p>[SPOILER="Level 5 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Deathly Conduit: </span></strong>Blind is a fairly evergreen condition (even if monsters do start getting a fair number of area and close attacks at later levels), AoE damage roll, and the teleport can be useful if you want to AP into a close burst afterwards.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Roaring Storm of Cania: </span></strong>Although not as immediately devastating as conduit, it’s a bigger area, with effect line slide. Great for setting up your allies for future AoEs, or yourself if you AP. The prone is a small, nice bonus.</p><p></p><p><strong>Crackling Fire: </strong>This is at the level where your party could reasonably have a fair amount of lightning damage if there are multiple Mark of Storm users. It’s still not great, owing to the small AoE, you can likely get better value out of other powers without needing the party optimisation, but it can work.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Crown of Madness: </span></strong>The base effect is pretty bad (you can’t make the target attack itself, so it has an adjacent ally, which means you’d almost certainly be better off with an AB1 or CBlast3), and while it might be able to repeatedly get defender punishes, the positioning requirement is too steep, and the enemy might just save out of it or die before you get much value.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Forceful Assault: </span></strong>Not even a daze UEoNT on a miss? Wow. This is basically Prophecy of Zhudun with 1 extra damage dice.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Well of Shadows: </span></strong>Unlike the damage roll zones, the zone is friendly. Also unlike the damage roll zones, it doesn’t work with forced movement. Or have a damage roll. Most of the time this is just going to be an AB1 damage roll and slow save ends, which is not very good for a d5.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Curse of the Bloody Fangs:</span></strong> Yes that is a damage roll attached to the power on the minor action. But starting on your next turn completely kills this power, there’s a 55+% chance the enemy just saves out of it and all you got was a vanilla single tap.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Curse of the Bloody Fangs: </span></strong>Yes that is a damage roll attached to the power on the minor action. But starting on your next turn completely kills this power, there’s a 55+% chance the enemy just saves out of it and all you got was a vanilla single tap.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Lure of Gibbeth:</span></strong> Single tap with a repeatable pull is not good.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Nightshade Dreams: </span></strong>Worse than Forceful Assault.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Shard of Darkness:</span></strong> Please take an immobilize power instead if you’re thinking about taking this. Yes it doesn’t expend on a miss, but it’s really not worth your daily slot.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Tentacles of Cryonax:</span></strong> It does come with two immediate instances of 5 damage + AoE slow but using it past then is action inefficient. You can be doing better things with your standard actions than this.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Twilight of the Soul: </span></strong>Terrible single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Venomous Webs:</span></strong> Terrible single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Well of Death:</span></strong> “Additional” is not “extra”, so there’s a reading that makes the effect line of this a separate damage roll. It’s awful either way, but its less awful if its a real double tap I guess?</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Tyrannical Threat:</span></strong> Close burst 3 damage roll that also curses everything you hit. Useful to get out curses if you can’t wait for rod of corruption or need the minor for something else, and large burst damage rolls are always good. The EoE effect probably won’t matter all too much.</p><p></p><p><strong>Vestige of Baatar: </strong>Rated Black assuming you’re a Vestige Warlock and have Vestige Adept. If so, the Eyes of the Vestige augment on this can be useful for some parties. The power itself is fairly mediocre - yes it can inflict unconscious, but its first failed save unconscious, and unlike Sleep this is a single target power, so its fairly likely that all you get out of this is a single damage roll.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Avernian Eruption: </span></strong>If you told me this was an E3 I’d believe you, as a D5 this is lacking in area and damage.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Blistering Torrent: </span></strong>This is worse than Avernian Eruption (deafened isn’t a real condition) without the Infernal Pact rider, and even with the Infernal Pact rider it’s not worth a D5.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Xandor: </span></strong>It’s better to miss with this power than hit with it (does that make it a secret Charisma power?), the enemy should almost always choose to take the damage over being dazed unless being dazed does not affect their turn in any way, and looked at in that context this is just an awful single target damage power if you hit. The augment and pact boon are similarly not good.</p><p></p><p style="text-align: center"></p> <p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Vestige of Ugar:</span></strong> It’s a CON initial attack which means CHA-locks are going to be less accurate with it (and that does hamper the damage slightly) but if you’re building for zone abuse this is still the premier damage roll zone at this level. Area Burst 2, and perhaps equally importantly it does not need to be sustained which helps immensely. Much better if you’re a Vestige warlock and can move it around. The only thing stopping this power from being gold is that you need some party synergy to get the most out of it, otherwise its “merely” an AB2 double tap.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Hellsworn </span><span style="color: rgb(255, 105, 180)">Blessing:</span></strong> Rated blue assuming you have a party that can actually use it. You need a character capable of making multiple melee attacks per turn to get mileage out of this - twin strike melee ranger, rain of blows fighter, rogue, etc. and maybe a leader granting them more attacks. Melee attacks only, this does not work on close attacks. Not worth it if used naively (i.e. on a character only making 1 melee attack per round).</p><p></p><p><span style="color: rgb(44, 130, 201)"><strong>Hunger of Hadar:</strong></span> Isn’t this a CON power? Well, yes, but the sustain attack roll is the least important part of it. It’s a damage roll zone. Rated blue solely because most warlocks will be better off with Vestige of Ugar. That’s not to say that Hadar doesn’t have its merits - higher base damage, which matters at this level when you might not have insanely high damage mods, and the line of sight blocking is a double-edged sword as it can mess up your party as well as the enemies, but it can be useful if your party has mostly area/close attacks that don’t care about such a thing.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Emerald Shield:</span></strong> Doesn’t do enough for a daily. If you get attacked 10 times in the encounter, this will make one of them miss, and the IR doesn’t do a lot of damage either.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Flames of the Smoking Crown:</span></strong> Effect line damage roll is good, but this barely does anything else. Maybe it’ll clean up some minions, but there’s so many better options you could be taking.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Fury of Gibbeth: </span></strong>One of two Intelligence vs. powers on Warlock, so its technically usable by either Con or Cha and it should be as accurate if not more accurate than your main powers. Unfortunately its just a single damage roll and prone, so its pretty bad.</p><p>[/SPOILER]</p><h4>Level 9:</h4><p>[SPOILER="Level 9 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong>Horrifying Hatching:</strong> Rated assuming you have Dark Pact (why do you have Dark Pact?), in which case this is a double tap if you just immediately end the ongoing damage. Red power otherwise.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Curse of the Black Frost: </span></strong>Would you like a D9 that is a single damage roll with immobilized (save ends)? No? Well this power is worse than that hypothetical because the target can still choose to move, they just take damage if they do. Yes its a separate damage roll, but it still gives them the choice. You can use this with effects that force the target to move on their turn like Fortune-Spurned Smite, but its still a very mediocre end result.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Thief of Five Fates: </span></strong>With 4 pings of vulnerability and a -4 to the enemy’s attack roll the effect of this power is… mediocre.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Consuming Ray: </span></strong>Awful single target damage power, but wait! You can make it worse by spending a healing surge for a whole FIVE ongoing damage!</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Death’s Fond Caress: </span></strong>Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Ring of Pain:</span></strong> Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Storm Countess’ Kiss: </span></strong>Power is just awful, even with the fey rider. Yes the enemy will drop and take fall damage+prone after it finishes, but it does very little upfront aside from restrain one person. Really not what you want out of your d9.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Vestige of the Onyx Queen: </span></strong>There are problems with this power - Poison is the big one, it won’t work on undead or constructs. The Pact Boon and Augment suck. With all that stated, it’s an AoE petrify with a damage roll and immobilize aftereffect, that’s a stand out amazing power.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Ooze Incarnate: </span></strong>It’s not the worst as far as AoE shapes go, and at least its an AoE power unlike most of the other drek on this list.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Vestige of Shax: </span></strong>Rated assuming you have Vestige Adept. The base power is good enough for grouping enemies (though it being a close blast 3 hurts that, and it takes a daily slot - the same slot as your zones), and the augment is actually very good. Issue is that it shares a slot with Onyx Queen.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Iron Spike of Dis: </span></strong>Oh hey its the hypothetical single target damage and immobilize power. It’s still not good for a d9.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Summons of Khirad: </span></strong>Can be used to set an enemy up for AoE, drop them into a zone (meaning you spent a second daily) or attempt to teleport them midair for fall damage+prone. Is it worth a daily? No.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Brood of Hadar: </span></strong>Why does this power need Constitution for the primary attack and Charisma for the secondary attack? Who knows. If it could keep chaining and was one stat it might have been interesting, but alas it can’t do its just an awful single target damage power with the potential to sometimes be a two target damage power where the second attack is at -5.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Infectious Curse: </span></strong>There are much better ways to spread curse than using this awful single target damage power, and that’s assuming you have the Infernal rider.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Ilmeth: </span></strong>Awful single target damage power. Pact boon and augment aren’t worth speaking about.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Feast of Souls: </span></strong>Yes its a constitution attack and hitting the attack actually helps this power a lot as it makes it that much more painful for enemies to move out of the zone. Also it adds Con to the zone damage. However its still a damage roll zone and a moveable one at that. Cha-locks may decide to take Hadar over this if looking for another one.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Command Insanity:</span></strong> Dominate is good, dominate with aftereffect daze is great. Needs MBA capable allies to really abuse (hope you took Eldritch Strike) but it’s still okay as an SE stun with daze aftereffect otherwise.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Kalak’s Burning Sands: </span></strong>Please take Command Insanity instead if you want a real CC power. Prone and can’t stand is not good for a daily, and while this can inflict removed from play, it needs a failed save to do so, and its single target.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Summon Warlock’s Ally:</span></strong> Air Archon Grunt and Earth Archon Grunt have useful attacks… but not for a d9 that you have to spend additional actions to get them to do things. Dark Pact warlocks can’t use this at all.</p><p>[/SPOILER]</p><h4>Level 15:</h4><p>[SPOILER="Level 15 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Dark Rain of Mutuz-Vot:</span></strong> Large area of damage roll + blind. You can also slide enemies back into it to re-blind them if needed.</p><p></p><p><strong>Dream of Mual-Tar: </strong>At least its an AoE damage roll. Parties may have thunder or lightning to make use of the zone by this point, as thunder is a popular type to grab for Resounding Thunder, and lightning for Mark of Storm.</p><p></p><p><strong>Kimmeriel’s Smile: </strong>If used correctly, this can be dazed (end of encounter)... but it needs other stuff supporting it. Can cripple a solo or elite, but if that solo or elite is with other enemies, your party members might have to devote attacks to the target anyway to ensure the daze sticks. Which is the exact opposite of what you want a CC power to do.</p><p></p><p><strong>Menacing Shadow:</strong> It’s very expensive action economy wise to keep this thing working, you probably need to devote your move action to moving it around, and the minor to attack. That’s quite extreme for a warlock. That said, it is off action damage and daze until the end of the encounter, which can keep an enemy daze-locked.</p><p></p><p><strong>Oubliette of the Void: </strong>At least its an AB2 damage roll. The zone is not one with a damage roll, don’t mistake this for a better power.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Armor of Summer’s Glory: </span></strong>Buff doesn’t protect against area or close attacks, attack is very mediocre even for a minor action. 10 damage is not a lot when the average standard has 144 hp at this level.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Curse of the Golden Mist: </span></strong>It’s a single target semi-stun but unnamed cc effect so solos and elites can’t ignore it. It’s fine, but its probably not going to have the splashy impact you’d expect from a d15.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Far Realm Glimpse: </span></strong>It’s a double tap (probably, assuming you or an ally gets next to the target to threaten an MBA if they do move their full speed away, but they’re dazed so they’re likely just going to use a standard anyway) that’s extra accurate and can daze for two turns at least. That’s better than a normal double tap but still not particularly impressive for 15th.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Vortex of Fire: </span></strong>AB1 damage roll with the bad type of zone. Take plague of frogs instead.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Whispers of the Void: </span></strong>Single damage roll. 33% of the time you get a stun (1-2), 33% of the time their turn is weaker but mostly unimpacted (3-4, the charge here is against the closest creature so it will never net an OA), and 33% of the time this functions how you’d want a dominate to function. I’d just get an actual dominate, go back and pick up Command Insanity.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Dark Lady’s Gift: </span></strong>Wow, another awful single target damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Darkening Fetch:</span></strong> A single target damage roll that is probably meant to be used against artilleries, rather than brutes and soldiers, to immobilize them next to you for OA purposes. Enemies will almost certainly have a way around this by 15th, and even if they don’t, the artillery using their melee attack against you instead of a ranged attack is not a big loss for team enemy. You using your d15 for a single damage roll is.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Blasphemous Utterance:</span></strong> Close burst 3 damage roll with minor effect tacked on. Infernal Pact rider might do something if you have another person doing psychic damage (for psychic lock e.g.) but is unlikely to do all that much.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Tendrils of Thuban:</span></strong> Immobilize is not a reliable CC at this level, and while this can in theory be an AoE double tap (enemies are hit, immobilized, can’t leave the zone meaning they’re stuck there for the sustain attack), in practice this is usually just going to be worse than other zone powers because of how delayed the second tap is.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Vestige of the Unknown Arcanist: </span></strong>Remove from play (save ends) is always nice, and the pact boon is decent as well if you have Vestige Adept, able to move enemies around the battlefield for aoe setup or you can try teleporting them into the air for fall damage.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Caution of Dispatar:</span></strong> It’s a double tap, albeit an init dependent one. Wouldn’t expect to get more than two instances of damage out of this, your allies should probably finish off the creature you used your daily on. A double tap is not terribly impressive for a d15.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Evil Explusion:</span></strong> Go back and pick up Tyrannical Threat.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Fireswarm: </span></strong>Single target damage roll that lets you use bad AB1s at-will for the rest of the encounter as your standard. Pass.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hellfire Soul: </span></strong>Single target damage roll with some other text that won’t do much. Enemy at-wills aren’t great when used against enemies, the big benefit of dominate is making enemies provoke OAs, which you don’t want to do with this. Also it has 1 hit point, it might just get cleaned up by a stray AoE.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Thirsting Maw: </span></strong>This can probably recover a healing surge, maybe two, worth of HP. You’d also not lose a healing surge or two worth of HP if you picked a power that did something other than a single damage roll.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Leraje:</span></strong> Single damage roll. The augment might be nice with Vestige Adept, but you probably shouldn’t be using Eyes of the Vestige much at this level.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Solis: </span></strong>Single damage roll with bad AB1 daze and deafen (no damage roll) attached. Pact boon and augment are both bad.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Plague of Frogs:</span></strong> Damage roll zone. This is the Charisma version of Vestige of Ugar, 10 levels later, without the need for a vestige pact rider to move it, higher damage. And it’s still just as good. Again, at worst, this is an AB2 double tap, and at best the sky is the limit in terms of how much damage this can put out over an encounter. Con-Locks might choose to take the other of Hunger of Hadar or Feast of Souls instead of this if they’re zone-maxxing, but this is bigger even if it won’t hit with the initial damage roll.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Visage of Zhudun:</span></strong> Damage roll zone. It’s charisma based, but much like Hadar the damage only comes on the sustain. This does the same damage as plague of frogs (3d10 vs 2d8+cha) for cha-locks, slightly more for con-locks, but the smaller area and the fact that you can’t move it will make many warlocks prefer Plague. Similar to Hunger of Hadar, this also blocks line of sight, which is a double-edged sword.</p><p></p><p><strong>Touch of the Two Moons: </strong>The damage is not good, the push is why you want it. Close burst 5 push a bunch of enemies 6 squares is a good opener for AoE characters to lay down the hurt afterwards.</p><p>[/SPOILER]</p><h4>Level 19:</h4><p>[SPOILER="Level 19 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Wrath of Acamar: </span></strong>At worst a double tap remove from play (save ends), with the possibility of more damage rolls if the enemy fails their saves.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Baleful Eye of Imix: </span></strong>The damage from entering the center space and teleporting is not 1/turn limited meaning this can create a semi-infinite with 9 fire resist and Fiery Blood, as you can teleport yourself 1 square above the center, fall into it, take 1 fire damage, repeat. Without being an infinite, this power has problems. The eye cannot be moved, and enemies can use it to teleport unless you Feyslaughter Weapon them. Rolling a 1 on the sustain probably isn’t a real problem, as you’ll already have gotten 2 turns of value out of this. If you can keep enemies in the close burst 3 (such as by pushing them back in after they inevitably teleport out) this can give great value over two rounds, but the power having such anti-synergy with itself makes it hard to rate that highly.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Darklands Eclipse: </span></strong>Technically forms an infinite with Lines in the Burning Sand or Storm Pillar because those lack once/turn on them. Aside from that, it’s reasonable enough - AB2 damage roll and you can teleport (or try to teleport) enemies into the air every time they take damage for a 45% chance of 2d10 damage+prone. The line of sight block zone is a double-edged sword as usual. ETV on whether the ongoing damage caused by this attack triggers the “damage from an attack” clause.</p><p></p><p><strong>Shadow Mire:</strong> AB2 damage roll. The zone effect preventing any means to leave the zone (including teleportation) 55% of the time can do some work, particularly because its EoE and doesn’t need to be sustained. You can push enemies back into the killbox even if they do manage to escape. Rated lower solely because enemies will typically have things they can do even when stuck in the box at this level.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Delusions of Loyalty:</span> </strong>Bad version of dominated (save ends), probably a sidegrade to stunned (save ends). Go back and take Command Insanity.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Passionate Betrayal: </span></strong>It dominates but there’s so many restrictions that it might as well be a bad, damageless save ends stun. First, it has to target bloodied enemies (already a bad sign for a control power as you typically want to control enemies that your allies aren’t damaging, and kill the ones they are). Second, the enemy gets a save against the domination if targeted by an attack from you or your allies, making the “charge through a conga line of MBAs” strategy much worse. There could be enough enemies remaining that the target has a -10 to the save anyway and that’s not a real concern.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Rain of Lead: </span></strong>Close Blast 5 damage roll with a cc added on. Restrain might not do all that much at this level, and it could just get broken easily by an ally (your allies are very likely going to do 20+ damage with any attack at this level), but it is better than a vanilla close blast 5.</p><p></p><p><span style="color: rgb(184, 49, 47)"><strong>Dark Side </strong></span><strong><span style="color: rgb(255, 105, 180)">of the Moon: </span></strong>Unclear what the effect does, on if it restricts attacks the enemy can make to only basic attacks, or the actions the enemy can take to only basic attacks. Interesting implications (but still worse than a single target stun) if the former, terrible if the latter. Just take a better control power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Dread Briars:</span></strong> Nice e7. That’s a d19?! Darn.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Explosive Contagion: </span></strong>Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Force of Nature: </span></strong>Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Maelstrom of Despair: </span></strong>Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Memory of Blades: </span></strong>Off-action but the damage is so low and the trigger bad enough for this level that it’s not worth your d19.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Nightshade Cloud: </span></strong>Really just a close blast 5 damage roll. Does not compare favourably to Rain of Lead, let alone better powers.</p><p></p><p><span style="color: rgb(184, 49, 47)"><strong>Star of Death’s Omen:</strong></span> Awful single target damage power. Adding a dazed (save ends) is not going to cut it at d19.</p><p></p><p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Vestige of Amaan:</span></strong> Rated assuming you have Vestige Adept. Vulnerable 10 all on the base attack is quite good, and both the augment and pact boon are good (a rarity), though you probably won’t use the augment much at this level.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Vestige of Kronata:</span></strong> Rated assuming you have Vestige Adept. Base power is bad. Pact boon is bad. What you’re here for is the augment, it’s not once/round limited, nor is it limited to willing movement, so each time the target is slid closer you get another tap, making the power very good.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Hellfire Eruption:</span></strong> Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Malicious Guide Star: </span></strong>Awful single target damage power. It does have another benefit with the aura teleport but its not worth a d19. The fact that you have to spend both move and minor using that benefit is an insult.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of the Burned Emperors: </span></strong>Base power, pact boon and augment are all bad.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Void Star:</span></strong> 99% of enemies do not regain hitpoints. Those that do… can typically simply just choose not to regain them until they save out of this, making this an awful single target damage power.</p><p style="text-align: center"></p> <p style="text-align: center">Constitution or Charisma</p><p></p><p><strong>Voice of the Dictator:</strong> Dominated (save ends) is still good but this is worse than Command Insanity. Why?</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Minions of Malbolge: </span></strong>Once per enemy per round? Can’t even really abuse this with forced movement, nevermind the fact that 25 hitpoints is less than the average damage of a single attack at this level (19+8=27) so this will get popped easily if enemies care to. Oh and it’s a Standard Action startup to boot.</p><p>[/SPOILER]</p><h4>Level 25:</h4><p>[SPOILER="Level 25 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong>Curse of the Twin Princes: </strong>A single tap attached to “for the rest of the encounter you take half damage”. Monster damage is typically far less than PC damage, and their health is far more, leading to half of monster damage against monster HP being not much. Unclear if the damage split happens before or after resistance, if before you might be able to do some janky infinites with Dimensional Hoops or other methods of infinite self-damage. They are technically attacks so they will add curse damage and other extra damage.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Instruction in Darkness:</span></strong> Single tap attached to a remove from play (save ends). The AoE afterwards is so incredibly unreliable at hitting anything more than the primary target that it might as well just have Aftereffect: Blinded (save ends).</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">The Prince’s Horde: </span></strong>Basically just a double tap with a possible AoE component. Not worth a d25.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Invisible Death: </span></strong>Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Ring of Torment: </span></strong>Awful single target damage power.</p><p></p><p style="text-align: center"></p> <p style="text-align: center">Constitution</p><p></p><p><strong>Vestige of the Land’s Soul: </strong>Rated assuming you have Vestige Adept or Vestige Mastery. The base power is terrible, but the pact boon can be a lot of damage and healing surges saved (of course it works really well if the GM is still using minions at this point, but they probably aren’t), and the augment can also add a lot of damage if the party has one common damage type.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Tartarean Tomb: </span></strong>This is just a weird version of removed from play (save ends), but you can still attack them. You probably don’t want to if you use this power, because you’re removing a threat so you can focus on the other ones, but you can! Might show up if they’re in AoE formation with other enemies.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Thirteen Baleful Stars:</span></strong> Damage roll and stun. Nothing else.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Infernal Chains: </span></strong>Grab? At d25? Really? Awful single target damage power.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Vykolad: </span></strong>Base attack doesn’t cut it, pact boon is okay but not worth taking this power for, augment is bad.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of the Queen of Namhar: </span></strong>Bad attack. Pact boon is not great given the inherent unreliability of when you get to use them, and if you get multiple of them they’ll all daze the same enemy, augment is okay but not good enough to make Eyes of the Vestige worth using before you’ve used 4 encounters and a daily.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Word of the Sorcerer King:</span></strong> AoE stunned save ends is practically evergreen and this is no exception. With damage roll, and friendly too. Word of Bewilderment? Compel Action? No idea what you’re talking about, you don’t have Invoker privilege.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Gibbeth’s Embrace: </span></strong>Awful single target damage power. Another Intelligence vs. power.</p><p>[/SPOILER]</p><h4>Level 29:</h4><p>[SPOILER="Level 29 Daily Powers"]</p><p style="text-align: center">Charisma</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Draining Void: </span></strong>“Creatures inside the zone cannot attack creatures outside the zone” is good text to have. Even if this zone is just flat damage and not a damage roll, if your team has sufficient daze/prone/immobilize/etc. cc (and they should, its level 29) this can just make enemies that are put inside it unable to play the game. And you can move it!</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Drawn to Darkness:</span></strong> AoE damage roll and remove from play (save ends). Close burst 2 is a bit small by epic standards, but still removing a quantity of enemies from the game for a round or two is great. Aftereffect daze is neat icing.</p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Fury of </span><span style="color: rgb(255, 105, 180)">Ogremoch: </span></strong>This is a strange power. It does almost nothing immediately as immobilize won’t do much at this level, and relies on whoever got hit by it passing the save for the damage roll to occur (so it takes a while before this does anything and enemies get turns). If that was all, I’d rate this black or worse. However, there is a trick here - Aftereffects should work if the target dies, which means you can likely just pop one of the enemies caught by it and cause a chain reaction killing every enemy in the blast. If your DM does not agree that dying causes the effect to end, thereby triggering the aftereffect, this power is much worse.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Arrangement of Disorder: </span></strong>Good sized (by epic standards) friendly burst with damage roll that groups up all the enemies into a nice area burst 1 formation for your allies to unload on.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">One Final Sacrifice: </span></strong>Wow, they finally wrote one of these powers correctly. Allies take flat damage, the enemy takes an extra damage roll for each ally that took the damage. In an average 5-person party, this is a quintuple tap, which is probably about what you’d expect from a d29.</p><p></p><p><strong>Curse of the Dark Delirium: </strong>So it’s like a dominate, but the target is “prohibited from using suicidal actions like attacking itself”. Presumably this will also prevent it from charging through a conga line of MBAs. However, this can still be used as a stun (end of encounter) if you just tag a solo with it and keep sustaining.</p><p></p><p><strong>Spread the Corrosion: </strong>Rated assuming you have the Dark Pact rider (why do you have it?). If you do, the area on this is actually fairly sizeable and it can probably attack every creature in that area considering your int mod is likely +8. Still probably going to attack less enemies than Arrangement of Disorder, and it has no utility otherwise.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Armor of the Void: </span></strong>The power is way better than the passive buff so really this is minor+standard to use the power. Decent sized (by epic standards, close burst 3 is not that big anymore) damage roll with teleport to group up the enemies. You just shouldn’t take this over Arrangement of Disorder.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Caiphon’s Abominable Melody: </span></strong>Single target double tap with… I guess blinded might still be relevant maybe. The end of encounter 55% chance to ignore damage buff is nice. But you better pray that this kills the target or they save out of the effects or die before the round ends, because that special is one of the most crippling lines of text I’ve ever seen on a power. Inflicting an entire unavoidable damage roll to yourself (well I guess you get the 55% chance to reduce it to 0) or an ally? Hard pass.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Eyes of the Victim:</span></strong> Lets be real. It’s a single target damage roll with blind (save ends). The contagion is funny and all but it’s not gonna do anything.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Soul Cutter: </span></strong>You can’t actually use this due to lacking a pact weapon. It’s awful anyway, so you don’t want to use it.</p><p style="text-align: center"></p> <p style="text-align: center">Constitution</p><p></p><p><strong><span style="color: rgb(44, 130, 201)">Hurl Through Hell: </span></strong>Single target removed from play (basically end of encounter) with an aftereffect of stunned (save ends). Nice to remove a nasty solo or something while you and your party clean up all the support.</p><p></p><p><strong><span style="color: rgb(147, 101, 184)">Forbiddance of the</span></strong> <strong><span style="color: rgb(255, 105, 180)">Ninth:</span></strong> There’s some ETV on the damage here. Is a creature in the wall’s space both in the wall and adjacent to the wall, making this a start of turn double tap? If so, this power is a lot better. You will probably need an architect’s staff to make use of this, and even then you’re likely just better off picking up any of the damage roll zones at earlier levels, though it is way easier to move this around. If your DM does not agree that this double taps creatures in the wall, don’t take it.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Doom of Delban:</span></strong> It’s not enough that this is an awful single target damage power, but you also have to do a damage roll to yourself every time you want to use a standard action to sustain this trash.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of Zuriel: </span></strong>Awful attack, awful pact boon, awful augment. This could be d5 and I wouldn’t blink.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of the Earthen Maker:</span></strong> The only hilarious part about this is using it with Master of the Starry Night’s u12 for resist a million. Unfortunately that’s not really good enough. The attack is terrible, the pact boon is meh (when enemies do 37 average damage, resist 10 isn’t a whole lot), the augment is actually good but why are you using eyes of the vestige at this level?</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Vestige of the Master of the Hidden Flame:</span></strong> Awful attack, awful augment. If the pact boon was regular fire damage instead of ongoing it would still be bad, but might have been at least slightly funny sometimes with minions, instead its just awful.</p><p></p><p style="text-align: center">Constitution or Charisma</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Dregoth’s Ashen Curse:</span></strong> You thought the awful single damage roll powers would stop because its d29? Hah.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)">Shadow Legion: </span></strong>This power is pretty awful. Monster MBAs aren’t gonna do much damage relative to enemy health pools at this point, and the shadows, as far as I can tell, don’t do anything else after that initial attack aside from a pitiful 5 necrotic damage.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9848235, member: 7044810"] [HEADING=2]Daily Powers[/HEADING] Warlock has a lot of “Zone” dailies. To avoid repeating myself, these are dailies which make a zone that does a damage roll when a creature enters the zone or starts their turn there, like Vestige of Ugar. These are usually very good, able to rack up a huge amount of damage rolls with any forced movement, and even at their worst will usually be an initial attack + start of turn damage for an AoE double tap. Most of these powers have therefore been put in the “Constitution or Charisma” section as their effectiveness, while they can be reliant on your stat for the initial attack, is mostly based on how much you can force move enemies in and out of it - and has no bearing on your attack stat at all. [HEADING=3]Level 1:[/HEADING] [SPOILER="Level 1 Daily Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Mists of Madness:[/COLOR][/B] AoE is a little small, but unlike Decree of Khirad you get the damage roll and the forced basic rather than one or the other. The lack of miss effects (unless you miss everything) does hurt it somewhat, but being a daily you can wait for a good situation to arise for this close burst 1 to catch a few enemies. [B][COLOR=rgb(84, 172, 210)]Star Shackles: [/COLOR][/B]Sustaining Cloak is cheap and makes this power a lot better. Still a great power even without the sustaining cloak, large friendly burst and the grab does actually do things if you grab melee enemies at 2 spaces away. [B][COLOR=rgb(84, 172, 210)]Web of Shadows:[/COLOR][/B] AoE, decent damage roll, immobilize save ends. This is already very good for heroic, the zone it leaves behind is fairly whatever as enemies need to willingly enter it to get immobilized. [B][COLOR=rgb(44, 130, 201)]Armor of Winter’s Grasp:[/COLOR][/B] The slow on this probably isn’t going to do much given its a close burst 1, unless you use it with Mirror Darkly much later, but it does have some synergy with Eldritch Strike at least. [B]Hellfire Blast: [/B]We’ve moved up in the world from vanilla single target attacks to vanilla AoE attacks. Likely going to be better than any of the single-target options, it does almost the same amount of damage but in an AoE. [B]Yan-C-Bin’s Breath: [/B]This is basically just acid hellfire blast with a lot more meaningless text. Not really worth sustaining unless you have nothing better to do with your minor actions. [B][COLOR=rgb(147, 101, 184)]Crown of Stars:[/COLOR][/B] You may not have amazing things to do with your minor at D1 (though warlocks tend to have a bunch of things to do by level 5), so this is a second chance for curse damage at levels that you might be hurting for accuracy. [B][COLOR=rgb(147, 101, 184)]Curse of the Dark Dream: [/COLOR][/B]Rated higher than the other bad single target dailies solely because it does something approaching real damage for level 1 at least. Will not scale well, and the effects otherwise are pretty minor. [B][COLOR=rgb(147, 101, 184)]Dread Star: [/COLOR][/B]Single target immobilize, can probably get a turn skip out of it. [B][COLOR=rgb(147, 101, 184)]Fortune’s Reversal: [/COLOR][/B]The trigger may not be the most reliable, but its a daily so you can cut the trigger some slack, it’ll probably show up once in a day. Immediate action on a class that doesn’t have a lot of them. The problem is that this… just doesn’t really do much? It’s a pretty weak damage option for your d1 slot. [B][COLOR=rgb(147, 101, 184)]Hateful Shade:[/COLOR][/B] Does marginally more damage than Curse of the Dark Dream. Still suffers the same issues. [B][COLOR=rgb(147, 101, 184)]Malicious Shadow: [/COLOR][/B]The comparison here is to Dread Star, which immobilizes on hit. Shadow doesn’t do that, instead it creates a creature that gives an II immobilize if enemies move away (even by shifting as its not an opportunity attack). The problem is that, being an II, it only works once a round, so unless you force move enemies back into it you can’t really catch multiple enemies with this all that well. The effect of it will likely be the same as Dread Star over a combat - immobilizing one enemy. [B][COLOR=rgb(147, 101, 184)]Prophecy of Zhudun: [/COLOR][/B]Daze is really just not a great condition at low levels. Many enemies don’t have any immediates or minors going on, so they can just charge. It still can be useful against some enemies, and being a daily you only need that to show up once a day. [B][COLOR=rgb(184, 49, 47)]Contagion:[/COLOR][/B] Wow this is awful. There’s a real chance you spend your daily and do 10 damage because the target passes the save or dies. Classic Dark Pact power I guess. [B][COLOR=rgb(184, 49, 47)]Your Glorious Sacrifice: [/COLOR][/B]Just a single target damage power. Constitution [B]Vestige of Mount Vaelis: [/B]Rated assuming you have Vestige Adept. Power itself is not great - “Can’t walk or run” does not prevent shift or charge. Walk and Run are defined move actions, one which Charge doesn’t reference. The Pact Boon and Vestige Augment are not bad, you’ll probably be using Eyes of the Vestige a lot at low levels so the extra d6 thunder and the vulnerability do help. [B]Vile Brand: [/B]The -2 penalty to attack rolls makes this scale better than the other single target damage powers, but its power is still mostly loaded into the big single target damage roll which doesn’t scale very well. [B][COLOR=rgb(147, 101, 184)]Armor of Agathys: [/COLOR][/B]Technically a power that can be used by both Con and Cha warlocks, but given its lack of an Implement keyword you’re going to find it difficult to get much of a damage bonus to this. Standard action daily that does nothing immediately is always going to be a hard sell, and Armor of Agathys likely won’t give you enough value over the encounter to be worth the daily slot and the standard action. [B][COLOR=rgb(147, 101, 184)]Flames of Phlegethos:[/COLOR][/B] Damage is probably decent at level 1 and 2, rapidly falls off a cliff past there. [B][COLOR=rgb(184, 49, 47)]The Lash’s Bite: [/COLOR][/B]Immunities and resists aren’t too rare but it’s rare that this power’s effect will matter when you need it to, especially because its a save ends effect. Big boss that resists your damage? They have a +5 to saves and will save out of it immediately. [B][COLOR=rgb(184, 49, 47)]Tyranny of Flame:[/COLOR][/B] Prones before the attack, so it’s effectively at -2 to hit. Prone and can’t stand is, for the most part, going to be worse than immobilize. It does give CA to your melee allies, but they can flank. It also gives a -2 to ranged characters. This power does have effect line prone, but missing is going to sting and many monsters at this level will have no issue doing stand+charge if you miss the power. It’s not so much worse than an immobilize that it deserves a lower tier, but it is still very meh. [B][COLOR=rgb(184, 49, 47)]Vestige of Khaeleth:[/COLOR][/B] You need so many allies next to you for this to outdamage Flames of Phlegethos. The vestige pact boon and eyes of the vestige augment are not any good. [B][COLOR=rgb(184, 49, 47)]Vestige of Thaxter: [/COLOR][/B]The large shift is weird, technically useful for ranged characters as you can shift all the way out of melee, but warlocks aren’t really ranged characters in the first place so its just weird to have. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(44, 130, 201)]Decree of Khirad:[/COLOR][/B] Wait isn’t this a Charisma vs power? Yes, but its unironically better for you to miss with it, as it will likely do more damage than hitting. Will probably do no damage for CON-locks at level 1, however they might want to retrain one of their otherwise awful single target dailies to this once they have sufficient damage bonuses. The effect line slide 2 is pretty nice, but the AoE is quite small. [B][COLOR=rgb(184, 49, 47)]Ashen Scourge: [/COLOR][/B]Not really enough impact for a daily. [/SPOILER] [HEADING=3]Level 5:[/HEADING] [SPOILER="Level 5 Daily Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Deathly Conduit: [/COLOR][/B]Blind is a fairly evergreen condition (even if monsters do start getting a fair number of area and close attacks at later levels), AoE damage roll, and the teleport can be useful if you want to AP into a close burst afterwards. [B][COLOR=rgb(84, 172, 210)]Roaring Storm of Cania: [/COLOR][/B]Although not as immediately devastating as conduit, it’s a bigger area, with effect line slide. Great for setting up your allies for future AoEs, or yourself if you AP. The prone is a small, nice bonus. [B]Crackling Fire: [/B]This is at the level where your party could reasonably have a fair amount of lightning damage if there are multiple Mark of Storm users. It’s still not great, owing to the small AoE, you can likely get better value out of other powers without needing the party optimisation, but it can work. [B][COLOR=rgb(147, 101, 184)]Crown of Madness: [/COLOR][/B]The base effect is pretty bad (you can’t make the target attack itself, so it has an adjacent ally, which means you’d almost certainly be better off with an AB1 or CBlast3), and while it might be able to repeatedly get defender punishes, the positioning requirement is too steep, and the enemy might just save out of it or die before you get much value. [B][COLOR=rgb(147, 101, 184)]Forceful Assault: [/COLOR][/B]Not even a daze UEoNT on a miss? Wow. This is basically Prophecy of Zhudun with 1 extra damage dice. [B][COLOR=rgb(147, 101, 184)]Well of Shadows: [/COLOR][/B]Unlike the damage roll zones, the zone is friendly. Also unlike the damage roll zones, it doesn’t work with forced movement. Or have a damage roll. Most of the time this is just going to be an AB1 damage roll and slow save ends, which is not very good for a d5. [B][COLOR=rgb(184, 49, 47)]Curse of the Bloody Fangs:[/COLOR][/B] Yes that is a damage roll attached to the power on the minor action. But starting on your next turn completely kills this power, there’s a 55+% chance the enemy just saves out of it and all you got was a vanilla single tap. [B][COLOR=rgb(184, 49, 47)]Curse of the Bloody Fangs: [/COLOR][/B]Yes that is a damage roll attached to the power on the minor action. But starting on your next turn completely kills this power, there’s a 55+% chance the enemy just saves out of it and all you got was a vanilla single tap. [B][COLOR=rgb(184, 49, 47)]Lure of Gibbeth:[/COLOR][/B] Single tap with a repeatable pull is not good. [B][COLOR=rgb(184, 49, 47)]Nightshade Dreams: [/COLOR][/B]Worse than Forceful Assault. [B][COLOR=rgb(184, 49, 47)]Shard of Darkness:[/COLOR][/B] Please take an immobilize power instead if you’re thinking about taking this. Yes it doesn’t expend on a miss, but it’s really not worth your daily slot. [B][COLOR=rgb(184, 49, 47)]Tentacles of Cryonax:[/COLOR][/B] It does come with two immediate instances of 5 damage + AoE slow but using it past then is action inefficient. You can be doing better things with your standard actions than this. [B][COLOR=rgb(184, 49, 47)]Twilight of the Soul: [/COLOR][/B]Terrible single target damage power. [B][COLOR=rgb(184, 49, 47)]Venomous Webs:[/COLOR][/B] Terrible single target damage power. [B][COLOR=rgb(184, 49, 47)]Well of Death:[/COLOR][/B] “Additional” is not “extra”, so there’s a reading that makes the effect line of this a separate damage roll. It’s awful either way, but its less awful if its a real double tap I guess? [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Tyrannical Threat:[/COLOR][/B] Close burst 3 damage roll that also curses everything you hit. Useful to get out curses if you can’t wait for rod of corruption or need the minor for something else, and large burst damage rolls are always good. The EoE effect probably won’t matter all too much. [B]Vestige of Baatar: [/B]Rated Black assuming you’re a Vestige Warlock and have Vestige Adept. If so, the Eyes of the Vestige augment on this can be useful for some parties. The power itself is fairly mediocre - yes it can inflict unconscious, but its first failed save unconscious, and unlike Sleep this is a single target power, so its fairly likely that all you get out of this is a single damage roll. [B][COLOR=rgb(147, 101, 184)]Avernian Eruption: [/COLOR][/B]If you told me this was an E3 I’d believe you, as a D5 this is lacking in area and damage. [B][COLOR=rgb(147, 101, 184)]Blistering Torrent: [/COLOR][/B]This is worse than Avernian Eruption (deafened isn’t a real condition) without the Infernal Pact rider, and even with the Infernal Pact rider it’s not worth a D5. [B][COLOR=rgb(184, 49, 47)]Vestige of Xandor: [/COLOR][/B]It’s better to miss with this power than hit with it (does that make it a secret Charisma power?), the enemy should almost always choose to take the damage over being dazed unless being dazed does not affect their turn in any way, and looked at in that context this is just an awful single target damage power if you hit. The augment and pact boon are similarly not good. [CENTER] Constitution or Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Vestige of Ugar:[/COLOR][/B] It’s a CON initial attack which means CHA-locks are going to be less accurate with it (and that does hamper the damage slightly) but if you’re building for zone abuse this is still the premier damage roll zone at this level. Area Burst 2, and perhaps equally importantly it does not need to be sustained which helps immensely. Much better if you’re a Vestige warlock and can move it around. The only thing stopping this power from being gold is that you need some party synergy to get the most out of it, otherwise its “merely” an AB2 double tap. [B][COLOR=rgb(44, 130, 201)]Hellsworn [/COLOR][COLOR=rgb(255, 105, 180)]Blessing:[/COLOR][/B] Rated blue assuming you have a party that can actually use it. You need a character capable of making multiple melee attacks per turn to get mileage out of this - twin strike melee ranger, rain of blows fighter, rogue, etc. and maybe a leader granting them more attacks. Melee attacks only, this does not work on close attacks. Not worth it if used naively (i.e. on a character only making 1 melee attack per round). [COLOR=rgb(44, 130, 201)][B]Hunger of Hadar:[/B][/COLOR] Isn’t this a CON power? Well, yes, but the sustain attack roll is the least important part of it. It’s a damage roll zone. Rated blue solely because most warlocks will be better off with Vestige of Ugar. That’s not to say that Hadar doesn’t have its merits - higher base damage, which matters at this level when you might not have insanely high damage mods, and the line of sight blocking is a double-edged sword as it can mess up your party as well as the enemies, but it can be useful if your party has mostly area/close attacks that don’t care about such a thing. [B][COLOR=rgb(184, 49, 47)]Emerald Shield:[/COLOR][/B] Doesn’t do enough for a daily. If you get attacked 10 times in the encounter, this will make one of them miss, and the IR doesn’t do a lot of damage either. [B][COLOR=rgb(184, 49, 47)]Flames of the Smoking Crown:[/COLOR][/B] Effect line damage roll is good, but this barely does anything else. Maybe it’ll clean up some minions, but there’s so many better options you could be taking. [B][COLOR=rgb(184, 49, 47)]Fury of Gibbeth: [/COLOR][/B]One of two Intelligence vs. powers on Warlock, so its technically usable by either Con or Cha and it should be as accurate if not more accurate than your main powers. Unfortunately its just a single damage roll and prone, so its pretty bad. [/SPOILER] [HEADING=3]Level 9:[/HEADING] [SPOILER="Level 9 Daily Powers"] [CENTER]Charisma[/CENTER] [B]Horrifying Hatching:[/B] Rated assuming you have Dark Pact (why do you have Dark Pact?), in which case this is a double tap if you just immediately end the ongoing damage. Red power otherwise. [B][COLOR=rgb(147, 101, 184)]Curse of the Black Frost: [/COLOR][/B]Would you like a D9 that is a single damage roll with immobilized (save ends)? No? Well this power is worse than that hypothetical because the target can still choose to move, they just take damage if they do. Yes its a separate damage roll, but it still gives them the choice. You can use this with effects that force the target to move on their turn like Fortune-Spurned Smite, but its still a very mediocre end result. [B][COLOR=rgb(147, 101, 184)]Thief of Five Fates: [/COLOR][/B]With 4 pings of vulnerability and a -4 to the enemy’s attack roll the effect of this power is… mediocre. [B][COLOR=rgb(184, 49, 47)]Consuming Ray: [/COLOR][/B]Awful single target damage power, but wait! You can make it worse by spending a healing surge for a whole FIVE ongoing damage! [B][COLOR=rgb(184, 49, 47)]Death’s Fond Caress: [/COLOR][/B]Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Ring of Pain:[/COLOR][/B] Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Storm Countess’ Kiss: [/COLOR][/B]Power is just awful, even with the fey rider. Yes the enemy will drop and take fall damage+prone after it finishes, but it does very little upfront aside from restrain one person. Really not what you want out of your d9. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Vestige of the Onyx Queen: [/COLOR][/B]There are problems with this power - Poison is the big one, it won’t work on undead or constructs. The Pact Boon and Augment suck. With all that stated, it’s an AoE petrify with a damage roll and immobilize aftereffect, that’s a stand out amazing power. [B][COLOR=rgb(44, 130, 201)]Ooze Incarnate: [/COLOR][/B]It’s not the worst as far as AoE shapes go, and at least its an AoE power unlike most of the other drek on this list. [B][COLOR=rgb(44, 130, 201)]Vestige of Shax: [/COLOR][/B]Rated assuming you have Vestige Adept. The base power is good enough for grouping enemies (though it being a close blast 3 hurts that, and it takes a daily slot - the same slot as your zones), and the augment is actually very good. Issue is that it shares a slot with Onyx Queen. [B][COLOR=rgb(147, 101, 184)]Iron Spike of Dis: [/COLOR][/B]Oh hey its the hypothetical single target damage and immobilize power. It’s still not good for a d9. [B][COLOR=rgb(147, 101, 184)]Summons of Khirad: [/COLOR][/B]Can be used to set an enemy up for AoE, drop them into a zone (meaning you spent a second daily) or attempt to teleport them midair for fall damage+prone. Is it worth a daily? No. [B][COLOR=rgb(184, 49, 47)]Brood of Hadar: [/COLOR][/B]Why does this power need Constitution for the primary attack and Charisma for the secondary attack? Who knows. If it could keep chaining and was one stat it might have been interesting, but alas it can’t do its just an awful single target damage power with the potential to sometimes be a two target damage power where the second attack is at -5. [B][COLOR=rgb(184, 49, 47)]Infectious Curse: [/COLOR][/B]There are much better ways to spread curse than using this awful single target damage power, and that’s assuming you have the Infernal rider. [B][COLOR=rgb(184, 49, 47)]Vestige of Ilmeth: [/COLOR][/B]Awful single target damage power. Pact boon and augment aren’t worth speaking about. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Feast of Souls: [/COLOR][/B]Yes its a constitution attack and hitting the attack actually helps this power a lot as it makes it that much more painful for enemies to move out of the zone. Also it adds Con to the zone damage. However its still a damage roll zone and a moveable one at that. Cha-locks may decide to take Hadar over this if looking for another one. [B][COLOR=rgb(44, 130, 201)]Command Insanity:[/COLOR][/B] Dominate is good, dominate with aftereffect daze is great. Needs MBA capable allies to really abuse (hope you took Eldritch Strike) but it’s still okay as an SE stun with daze aftereffect otherwise. [B][COLOR=rgb(184, 49, 47)]Kalak’s Burning Sands: [/COLOR][/B]Please take Command Insanity instead if you want a real CC power. Prone and can’t stand is not good for a daily, and while this can inflict removed from play, it needs a failed save to do so, and its single target. [B][COLOR=rgb(184, 49, 47)]Summon Warlock’s Ally:[/COLOR][/B] Air Archon Grunt and Earth Archon Grunt have useful attacks… but not for a d9 that you have to spend additional actions to get them to do things. Dark Pact warlocks can’t use this at all. [/SPOILER] [HEADING=3]Level 15:[/HEADING] [SPOILER="Level 15 Daily Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Dark Rain of Mutuz-Vot:[/COLOR][/B] Large area of damage roll + blind. You can also slide enemies back into it to re-blind them if needed. [B]Dream of Mual-Tar: [/B]At least its an AoE damage roll. Parties may have thunder or lightning to make use of the zone by this point, as thunder is a popular type to grab for Resounding Thunder, and lightning for Mark of Storm. [B]Kimmeriel’s Smile: [/B]If used correctly, this can be dazed (end of encounter)... but it needs other stuff supporting it. Can cripple a solo or elite, but if that solo or elite is with other enemies, your party members might have to devote attacks to the target anyway to ensure the daze sticks. Which is the exact opposite of what you want a CC power to do. [B]Menacing Shadow:[/B] It’s very expensive action economy wise to keep this thing working, you probably need to devote your move action to moving it around, and the minor to attack. That’s quite extreme for a warlock. That said, it is off action damage and daze until the end of the encounter, which can keep an enemy daze-locked. [B]Oubliette of the Void: [/B]At least its an AB2 damage roll. The zone is not one with a damage roll, don’t mistake this for a better power. [B][COLOR=rgb(147, 101, 184)]Armor of Summer’s Glory: [/COLOR][/B]Buff doesn’t protect against area or close attacks, attack is very mediocre even for a minor action. 10 damage is not a lot when the average standard has 144 hp at this level. [B][COLOR=rgb(147, 101, 184)]Curse of the Golden Mist: [/COLOR][/B]It’s a single target semi-stun but unnamed cc effect so solos and elites can’t ignore it. It’s fine, but its probably not going to have the splashy impact you’d expect from a d15. [B][COLOR=rgb(147, 101, 184)]Far Realm Glimpse: [/COLOR][/B]It’s a double tap (probably, assuming you or an ally gets next to the target to threaten an MBA if they do move their full speed away, but they’re dazed so they’re likely just going to use a standard anyway) that’s extra accurate and can daze for two turns at least. That’s better than a normal double tap but still not particularly impressive for 15th. [B][COLOR=rgb(147, 101, 184)]Vortex of Fire: [/COLOR][/B]AB1 damage roll with the bad type of zone. Take plague of frogs instead. [B][COLOR=rgb(147, 101, 184)]Whispers of the Void: [/COLOR][/B]Single damage roll. 33% of the time you get a stun (1-2), 33% of the time their turn is weaker but mostly unimpacted (3-4, the charge here is against the closest creature so it will never net an OA), and 33% of the time this functions how you’d want a dominate to function. I’d just get an actual dominate, go back and pick up Command Insanity. [B][COLOR=rgb(184, 49, 47)]Dark Lady’s Gift: [/COLOR][/B]Wow, another awful single target damage roll. [B][COLOR=rgb(184, 49, 47)]Darkening Fetch:[/COLOR][/B] A single target damage roll that is probably meant to be used against artilleries, rather than brutes and soldiers, to immobilize them next to you for OA purposes. Enemies will almost certainly have a way around this by 15th, and even if they don’t, the artillery using their melee attack against you instead of a ranged attack is not a big loss for team enemy. You using your d15 for a single damage roll is. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(44, 130, 201)]Blasphemous Utterance:[/COLOR][/B] Close burst 3 damage roll with minor effect tacked on. Infernal Pact rider might do something if you have another person doing psychic damage (for psychic lock e.g.) but is unlikely to do all that much. [B][COLOR=rgb(44, 130, 201)]Tendrils of Thuban:[/COLOR][/B] Immobilize is not a reliable CC at this level, and while this can in theory be an AoE double tap (enemies are hit, immobilized, can’t leave the zone meaning they’re stuck there for the sustain attack), in practice this is usually just going to be worse than other zone powers because of how delayed the second tap is. [B][COLOR=rgb(44, 130, 201)]Vestige of the Unknown Arcanist: [/COLOR][/B]Remove from play (save ends) is always nice, and the pact boon is decent as well if you have Vestige Adept, able to move enemies around the battlefield for aoe setup or you can try teleporting them into the air for fall damage. [B][COLOR=rgb(147, 101, 184)]Caution of Dispatar:[/COLOR][/B] It’s a double tap, albeit an init dependent one. Wouldn’t expect to get more than two instances of damage out of this, your allies should probably finish off the creature you used your daily on. A double tap is not terribly impressive for a d15. [B][COLOR=rgb(184, 49, 47)]Evil Explusion:[/COLOR][/B] Go back and pick up Tyrannical Threat. [B][COLOR=rgb(184, 49, 47)]Fireswarm: [/COLOR][/B]Single target damage roll that lets you use bad AB1s at-will for the rest of the encounter as your standard. Pass. [B][COLOR=rgb(184, 49, 47)]Hellfire Soul: [/COLOR][/B]Single target damage roll with some other text that won’t do much. Enemy at-wills aren’t great when used against enemies, the big benefit of dominate is making enemies provoke OAs, which you don’t want to do with this. Also it has 1 hit point, it might just get cleaned up by a stray AoE. [B][COLOR=rgb(184, 49, 47)]Thirsting Maw: [/COLOR][/B]This can probably recover a healing surge, maybe two, worth of HP. You’d also not lose a healing surge or two worth of HP if you picked a power that did something other than a single damage roll. [B][COLOR=rgb(184, 49, 47)]Vestige of Leraje:[/COLOR][/B] Single damage roll. The augment might be nice with Vestige Adept, but you probably shouldn’t be using Eyes of the Vestige much at this level. [B][COLOR=rgb(184, 49, 47)]Vestige of Solis: [/COLOR][/B]Single damage roll with bad AB1 daze and deafen (no damage roll) attached. Pact boon and augment are both bad. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Plague of Frogs:[/COLOR][/B] Damage roll zone. This is the Charisma version of Vestige of Ugar, 10 levels later, without the need for a vestige pact rider to move it, higher damage. And it’s still just as good. Again, at worst, this is an AB2 double tap, and at best the sky is the limit in terms of how much damage this can put out over an encounter. Con-Locks might choose to take the other of Hunger of Hadar or Feast of Souls instead of this if they’re zone-maxxing, but this is bigger even if it won’t hit with the initial damage roll. [B][COLOR=rgb(44, 130, 201)]Visage of Zhudun:[/COLOR][/B] Damage roll zone. It’s charisma based, but much like Hadar the damage only comes on the sustain. This does the same damage as plague of frogs (3d10 vs 2d8+cha) for cha-locks, slightly more for con-locks, but the smaller area and the fact that you can’t move it will make many warlocks prefer Plague. Similar to Hunger of Hadar, this also blocks line of sight, which is a double-edged sword. [B]Touch of the Two Moons: [/B]The damage is not good, the push is why you want it. Close burst 5 push a bunch of enemies 6 squares is a good opener for AoE characters to lay down the hurt afterwards. [/SPOILER] [HEADING=3]Level 19:[/HEADING] [SPOILER="Level 19 Daily Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Wrath of Acamar: [/COLOR][/B]At worst a double tap remove from play (save ends), with the possibility of more damage rolls if the enemy fails their saves. [B][COLOR=rgb(44, 130, 201)]Baleful Eye of Imix: [/COLOR][/B]The damage from entering the center space and teleporting is not 1/turn limited meaning this can create a semi-infinite with 9 fire resist and Fiery Blood, as you can teleport yourself 1 square above the center, fall into it, take 1 fire damage, repeat. Without being an infinite, this power has problems. The eye cannot be moved, and enemies can use it to teleport unless you Feyslaughter Weapon them. Rolling a 1 on the sustain probably isn’t a real problem, as you’ll already have gotten 2 turns of value out of this. If you can keep enemies in the close burst 3 (such as by pushing them back in after they inevitably teleport out) this can give great value over two rounds, but the power having such anti-synergy with itself makes it hard to rate that highly. [B][COLOR=rgb(44, 130, 201)]Darklands Eclipse: [/COLOR][/B]Technically forms an infinite with Lines in the Burning Sand or Storm Pillar because those lack once/turn on them. Aside from that, it’s reasonable enough - AB2 damage roll and you can teleport (or try to teleport) enemies into the air every time they take damage for a 45% chance of 2d10 damage+prone. The line of sight block zone is a double-edged sword as usual. ETV on whether the ongoing damage caused by this attack triggers the “damage from an attack” clause. [B]Shadow Mire:[/B] AB2 damage roll. The zone effect preventing any means to leave the zone (including teleportation) 55% of the time can do some work, particularly because its EoE and doesn’t need to be sustained. You can push enemies back into the killbox even if they do manage to escape. Rated lower solely because enemies will typically have things they can do even when stuck in the box at this level. [B][COLOR=rgb(147, 101, 184)]Delusions of Loyalty:[/COLOR] [/B]Bad version of dominated (save ends), probably a sidegrade to stunned (save ends). Go back and take Command Insanity. [B][COLOR=rgb(147, 101, 184)]Passionate Betrayal: [/COLOR][/B]It dominates but there’s so many restrictions that it might as well be a bad, damageless save ends stun. First, it has to target bloodied enemies (already a bad sign for a control power as you typically want to control enemies that your allies aren’t damaging, and kill the ones they are). Second, the enemy gets a save against the domination if targeted by an attack from you or your allies, making the “charge through a conga line of MBAs” strategy much worse. There could be enough enemies remaining that the target has a -10 to the save anyway and that’s not a real concern. [B][COLOR=rgb(147, 101, 184)]Rain of Lead: [/COLOR][/B]Close Blast 5 damage roll with a cc added on. Restrain might not do all that much at this level, and it could just get broken easily by an ally (your allies are very likely going to do 20+ damage with any attack at this level), but it is better than a vanilla close blast 5. [COLOR=rgb(184, 49, 47)][B]Dark Side [/B][/COLOR][B][COLOR=rgb(255, 105, 180)]of the Moon: [/COLOR][/B]Unclear what the effect does, on if it restricts attacks the enemy can make to only basic attacks, or the actions the enemy can take to only basic attacks. Interesting implications (but still worse than a single target stun) if the former, terrible if the latter. Just take a better control power. [B][COLOR=rgb(184, 49, 47)]Dread Briars:[/COLOR][/B] Nice e7. That’s a d19?! Darn. [B][COLOR=rgb(184, 49, 47)]Explosive Contagion: [/COLOR][/B]Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Force of Nature: [/COLOR][/B]Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Maelstrom of Despair: [/COLOR][/B]Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Memory of Blades: [/COLOR][/B]Off-action but the damage is so low and the trigger bad enough for this level that it’s not worth your d19. [B][COLOR=rgb(184, 49, 47)]Nightshade Cloud: [/COLOR][/B]Really just a close blast 5 damage roll. Does not compare favourably to Rain of Lead, let alone better powers. [COLOR=rgb(184, 49, 47)][B]Star of Death’s Omen:[/B][/COLOR] Awful single target damage power. Adding a dazed (save ends) is not going to cut it at d19. [CENTER]Constitution[/CENTER] [B][COLOR=rgb(84, 172, 210)]Vestige of Amaan:[/COLOR][/B] Rated assuming you have Vestige Adept. Vulnerable 10 all on the base attack is quite good, and both the augment and pact boon are good (a rarity), though you probably won’t use the augment much at this level. [B][COLOR=rgb(84, 172, 210)]Vestige of Kronata:[/COLOR][/B] Rated assuming you have Vestige Adept. Base power is bad. Pact boon is bad. What you’re here for is the augment, it’s not once/round limited, nor is it limited to willing movement, so each time the target is slid closer you get another tap, making the power very good. [B][COLOR=rgb(184, 49, 47)]Hellfire Eruption:[/COLOR][/B] Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Malicious Guide Star: [/COLOR][/B]Awful single target damage power. It does have another benefit with the aura teleport but its not worth a d19. The fact that you have to spend both move and minor using that benefit is an insult. [B][COLOR=rgb(184, 49, 47)]Vestige of the Burned Emperors: [/COLOR][/B]Base power, pact boon and augment are all bad. [B][COLOR=rgb(184, 49, 47)]Void Star:[/COLOR][/B] 99% of enemies do not regain hitpoints. Those that do… can typically simply just choose not to regain them until they save out of this, making this an awful single target damage power. [CENTER] Constitution or Charisma[/CENTER] [B]Voice of the Dictator:[/B] Dominated (save ends) is still good but this is worse than Command Insanity. Why? [B][COLOR=rgb(184, 49, 47)]Minions of Malbolge: [/COLOR][/B]Once per enemy per round? Can’t even really abuse this with forced movement, nevermind the fact that 25 hitpoints is less than the average damage of a single attack at this level (19+8=27) so this will get popped easily if enemies care to. Oh and it’s a Standard Action startup to boot. [/SPOILER] [HEADING=3]Level 25:[/HEADING] [SPOILER="Level 25 Daily Powers"] [CENTER]Charisma[/CENTER] [B]Curse of the Twin Princes: [/B]A single tap attached to “for the rest of the encounter you take half damage”. Monster damage is typically far less than PC damage, and their health is far more, leading to half of monster damage against monster HP being not much. Unclear if the damage split happens before or after resistance, if before you might be able to do some janky infinites with Dimensional Hoops or other methods of infinite self-damage. They are technically attacks so they will add curse damage and other extra damage. [B][COLOR=rgb(147, 101, 184)]Instruction in Darkness:[/COLOR][/B] Single tap attached to a remove from play (save ends). The AoE afterwards is so incredibly unreliable at hitting anything more than the primary target that it might as well just have Aftereffect: Blinded (save ends). [B][COLOR=rgb(147, 101, 184)]The Prince’s Horde: [/COLOR][/B]Basically just a double tap with a possible AoE component. Not worth a d25. [B][COLOR=rgb(184, 49, 47)]Invisible Death: [/COLOR][/B]Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Ring of Torment: [/COLOR][/B]Awful single target damage power. [CENTER] Constitution[/CENTER] [B]Vestige of the Land’s Soul: [/B]Rated assuming you have Vestige Adept or Vestige Mastery. The base power is terrible, but the pact boon can be a lot of damage and healing surges saved (of course it works really well if the GM is still using minions at this point, but they probably aren’t), and the augment can also add a lot of damage if the party has one common damage type. [B][COLOR=rgb(147, 101, 184)]Tartarean Tomb: [/COLOR][/B]This is just a weird version of removed from play (save ends), but you can still attack them. You probably don’t want to if you use this power, because you’re removing a threat so you can focus on the other ones, but you can! Might show up if they’re in AoE formation with other enemies. [B][COLOR=rgb(147, 101, 184)]Thirteen Baleful Stars:[/COLOR][/B] Damage roll and stun. Nothing else. [B][COLOR=rgb(184, 49, 47)]Infernal Chains: [/COLOR][/B]Grab? At d25? Really? Awful single target damage power. [B][COLOR=rgb(184, 49, 47)]Vestige of Vykolad: [/COLOR][/B]Base attack doesn’t cut it, pact boon is okay but not worth taking this power for, augment is bad. [B][COLOR=rgb(184, 49, 47)]Vestige of the Queen of Namhar: [/COLOR][/B]Bad attack. Pact boon is not great given the inherent unreliability of when you get to use them, and if you get multiple of them they’ll all daze the same enemy, augment is okay but not good enough to make Eyes of the Vestige worth using before you’ve used 4 encounters and a daily. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Word of the Sorcerer King:[/COLOR][/B] AoE stunned save ends is practically evergreen and this is no exception. With damage roll, and friendly too. Word of Bewilderment? Compel Action? No idea what you’re talking about, you don’t have Invoker privilege. [B][COLOR=rgb(184, 49, 47)]Gibbeth’s Embrace: [/COLOR][/B]Awful single target damage power. Another Intelligence vs. power. [/SPOILER] [HEADING=3]Level 29:[/HEADING] [SPOILER="Level 29 Daily Powers"] [CENTER]Charisma[/CENTER] [B][COLOR=rgb(84, 172, 210)]Draining Void: [/COLOR][/B]“Creatures inside the zone cannot attack creatures outside the zone” is good text to have. Even if this zone is just flat damage and not a damage roll, if your team has sufficient daze/prone/immobilize/etc. cc (and they should, its level 29) this can just make enemies that are put inside it unable to play the game. And you can move it! [B][COLOR=rgb(84, 172, 210)]Drawn to Darkness:[/COLOR][/B] AoE damage roll and remove from play (save ends). Close burst 2 is a bit small by epic standards, but still removing a quantity of enemies from the game for a round or two is great. Aftereffect daze is neat icing. [B][COLOR=rgb(84, 172, 210)]Fury of [/COLOR][COLOR=rgb(255, 105, 180)]Ogremoch: [/COLOR][/B]This is a strange power. It does almost nothing immediately as immobilize won’t do much at this level, and relies on whoever got hit by it passing the save for the damage roll to occur (so it takes a while before this does anything and enemies get turns). If that was all, I’d rate this black or worse. However, there is a trick here - Aftereffects should work if the target dies, which means you can likely just pop one of the enemies caught by it and cause a chain reaction killing every enemy in the blast. If your DM does not agree that dying causes the effect to end, thereby triggering the aftereffect, this power is much worse. [B][COLOR=rgb(44, 130, 201)]Arrangement of Disorder: [/COLOR][/B]Good sized (by epic standards) friendly burst with damage roll that groups up all the enemies into a nice area burst 1 formation for your allies to unload on. [B][COLOR=rgb(44, 130, 201)]One Final Sacrifice: [/COLOR][/B]Wow, they finally wrote one of these powers correctly. Allies take flat damage, the enemy takes an extra damage roll for each ally that took the damage. In an average 5-person party, this is a quintuple tap, which is probably about what you’d expect from a d29. [B]Curse of the Dark Delirium: [/B]So it’s like a dominate, but the target is “prohibited from using suicidal actions like attacking itself”. Presumably this will also prevent it from charging through a conga line of MBAs. However, this can still be used as a stun (end of encounter) if you just tag a solo with it and keep sustaining. [B]Spread the Corrosion: [/B]Rated assuming you have the Dark Pact rider (why do you have it?). If you do, the area on this is actually fairly sizeable and it can probably attack every creature in that area considering your int mod is likely +8. Still probably going to attack less enemies than Arrangement of Disorder, and it has no utility otherwise. [B][COLOR=rgb(147, 101, 184)]Armor of the Void: [/COLOR][/B]The power is way better than the passive buff so really this is minor+standard to use the power. Decent sized (by epic standards, close burst 3 is not that big anymore) damage roll with teleport to group up the enemies. You just shouldn’t take this over Arrangement of Disorder. [B][COLOR=rgb(184, 49, 47)]Caiphon’s Abominable Melody: [/COLOR][/B]Single target double tap with… I guess blinded might still be relevant maybe. The end of encounter 55% chance to ignore damage buff is nice. But you better pray that this kills the target or they save out of the effects or die before the round ends, because that special is one of the most crippling lines of text I’ve ever seen on a power. Inflicting an entire unavoidable damage roll to yourself (well I guess you get the 55% chance to reduce it to 0) or an ally? Hard pass. [B][COLOR=rgb(184, 49, 47)]Eyes of the Victim:[/COLOR][/B] Lets be real. It’s a single target damage roll with blind (save ends). The contagion is funny and all but it’s not gonna do anything. [B][COLOR=rgb(184, 49, 47)]Soul Cutter: [/COLOR][/B]You can’t actually use this due to lacking a pact weapon. It’s awful anyway, so you don’t want to use it. [CENTER] Constitution[/CENTER] [B][COLOR=rgb(44, 130, 201)]Hurl Through Hell: [/COLOR][/B]Single target removed from play (basically end of encounter) with an aftereffect of stunned (save ends). Nice to remove a nasty solo or something while you and your party clean up all the support. [B][COLOR=rgb(147, 101, 184)]Forbiddance of the[/COLOR][/B] [B][COLOR=rgb(255, 105, 180)]Ninth:[/COLOR][/B] There’s some ETV on the damage here. Is a creature in the wall’s space both in the wall and adjacent to the wall, making this a start of turn double tap? If so, this power is a lot better. You will probably need an architect’s staff to make use of this, and even then you’re likely just better off picking up any of the damage roll zones at earlier levels, though it is way easier to move this around. If your DM does not agree that this double taps creatures in the wall, don’t take it. [B][COLOR=rgb(184, 49, 47)]Doom of Delban:[/COLOR][/B] It’s not enough that this is an awful single target damage power, but you also have to do a damage roll to yourself every time you want to use a standard action to sustain this trash. [B][COLOR=rgb(184, 49, 47)]Vestige of Zuriel: [/COLOR][/B]Awful attack, awful pact boon, awful augment. This could be d5 and I wouldn’t blink. [B][COLOR=rgb(184, 49, 47)]Vestige of the Earthen Maker:[/COLOR][/B] The only hilarious part about this is using it with Master of the Starry Night’s u12 for resist a million. Unfortunately that’s not really good enough. The attack is terrible, the pact boon is meh (when enemies do 37 average damage, resist 10 isn’t a whole lot), the augment is actually good but why are you using eyes of the vestige at this level? [B][COLOR=rgb(184, 49, 47)]Vestige of the Master of the Hidden Flame:[/COLOR][/B] Awful attack, awful augment. If the pact boon was regular fire damage instead of ongoing it would still be bad, but might have been at least slightly funny sometimes with minions, instead its just awful. [CENTER]Constitution or Charisma[/CENTER] [B][COLOR=rgb(184, 49, 47)]Dregoth’s Ashen Curse:[/COLOR][/B] You thought the awful single damage roll powers would stop because its d29? Hah. [B][COLOR=rgb(184, 49, 47)]Shadow Legion: [/COLOR][/B]This power is pretty awful. Monster MBAs aren’t gonna do much damage relative to enemy health pools at this point, and the shadows, as far as I can tell, don’t do anything else after that initial attack aside from a pitiful 5 necrotic damage. [/SPOILER] [/QUOTE]
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