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Halfling Infernal Warlock CON build
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<blockquote data-quote="Saagael" data-source="post: 4893026" data-attributes="member: 84839"><p>Warlock's are a tough class to play (at least for newer players) because the number of options available for how you want to play. My character is only level 8 and I'm still trying to figure out if I want him to be pure damage/melt your face, or if I want him to be more fate-controlling warlock. Here are a few combos I've found that might help:</p><p></p><p><u>Destiny Inversion + Fortune's Binding (+ Thief of Five Fates)</u>: This is a nasty one. Say some punk hits you for 30 damage (not that out of the ordinary at paragon level). You first take ongoing 15 damage, then next turn you hit that same some other punk with Fortune's Binding. You get rid of ongoing 15 damage, and your foe takes that ongoing damage (save ends). This is devilish enough, but if you want to really screw them over, action point that turn and use Thief of Five Fates. This allows you to roll a d20 whenever they make a save, and if your roll is higher than theirs, they fail their save (even if they rolled a 10 or higher). </p><p></p><p><u>Iron Spike of Dis + Hunger of Hadar + Howl of Doom</u>: This is for the the more controlly Warlock. Iron Spike to immobilize your foe (save ends), then action point to plop a Hunger of Hadar right on top of them. They won't be able to move their first turn (taking 2d10 from Hadar), and will start their second turn in Hadar (assuming they saved, they'll take 4d10 from your zone). On your second turn you sustain the zone (another 1d6) and ready a Howl of Doom as soon as they leave. If that hits, you push them back into the zone and they take another 2d10. Even if your enemy made the save on their first turn, they still take at least 4d10 damage, with an extra 2d10+1d6 if you hit them with your attacks. On TOP of Spike's damage of 3d10. If everything goes according to plan, you just did 9d10+1d6 if they saved on their first turn. That's pure awesome.</p><p></p><p><u>Infernal Moon Curse + Diabolic Grasp</u>: This is pure Dark Side magic here. Normally when you force an enemy off a ledge they get a save, and if they make it they fall prone in the last square. To solve that nasty wrinkle you use Infernal Moon Curse to lift them 5 feet in the air, action point (or wait a turn) and use your force push attack. If you're next to a ledge, you can push them, while they're mid-air, over a cliff. At the end of your next turn they fall to their doom. It is SO a Sith move, and purely delightful for the more chaotic Warlock.</p><p></p><p>If you want to keep Summons of Khirad (instead of Thief of Five Fates), you can plop Hadar down, stand next to it and keep teleporting your foe into the zone every time they try to leave. That might be slightly more amusing to play out, but having to attack each time you want to sustain it makes it a bit less consistent than Iron Spike of Dis. It does target Will however, which is a plus.</p></blockquote><p></p>
[QUOTE="Saagael, post: 4893026, member: 84839"] Warlock's are a tough class to play (at least for newer players) because the number of options available for how you want to play. My character is only level 8 and I'm still trying to figure out if I want him to be pure damage/melt your face, or if I want him to be more fate-controlling warlock. Here are a few combos I've found that might help: [U]Destiny Inversion + Fortune's Binding (+ Thief of Five Fates)[/U]: This is a nasty one. Say some punk hits you for 30 damage (not that out of the ordinary at paragon level). You first take ongoing 15 damage, then next turn you hit that same some other punk with Fortune's Binding. You get rid of ongoing 15 damage, and your foe takes that ongoing damage (save ends). This is devilish enough, but if you want to really screw them over, action point that turn and use Thief of Five Fates. This allows you to roll a d20 whenever they make a save, and if your roll is higher than theirs, they fail their save (even if they rolled a 10 or higher). [U]Iron Spike of Dis + Hunger of Hadar + Howl of Doom[/U]: This is for the the more controlly Warlock. Iron Spike to immobilize your foe (save ends), then action point to plop a Hunger of Hadar right on top of them. They won't be able to move their first turn (taking 2d10 from Hadar), and will start their second turn in Hadar (assuming they saved, they'll take 4d10 from your zone). On your second turn you sustain the zone (another 1d6) and ready a Howl of Doom as soon as they leave. If that hits, you push them back into the zone and they take another 2d10. Even if your enemy made the save on their first turn, they still take at least 4d10 damage, with an extra 2d10+1d6 if you hit them with your attacks. On TOP of Spike's damage of 3d10. If everything goes according to plan, you just did 9d10+1d6 if they saved on their first turn. That's pure awesome. [U]Infernal Moon Curse + Diabolic Grasp[/U]: This is pure Dark Side magic here. Normally when you force an enemy off a ledge they get a save, and if they make it they fall prone in the last square. To solve that nasty wrinkle you use Infernal Moon Curse to lift them 5 feet in the air, action point (or wait a turn) and use your force push attack. If you're next to a ledge, you can push them, while they're mid-air, over a cliff. At the end of your next turn they fall to their doom. It is SO a Sith move, and purely delightful for the more chaotic Warlock. If you want to keep Summons of Khirad (instead of Thief of Five Fates), you can plop Hadar down, stand next to it and keep teleporting your foe into the zone every time they try to leave. That might be slightly more amusing to play out, but having to attack each time you want to sustain it makes it a bit less consistent than Iron Spike of Dis. It does target Will however, which is a plus. [/QUOTE]
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