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How to enhance a Warlock at 11th level?
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<blockquote data-quote="Lord Ernie" data-source="post: 4850320" data-attributes="member: 58517"><p>Hrm... mind you, I haven't played a Warlock at that level, but your choice of feats and PP sound a little off when you're going for a max-damage build.</p><p></p><p>For one, the Hexer PP might be good at cursing lots of enemies, but since Warlocks can only damage one cursed enemy each turn, this feature is really not all that useful. Worse, the Vestige pact is already very good at cursing enemies quickly (their at-will takes care of that), so it's really not that great a path.</p><p></p><p>For two, Empowering Shadows might be a flat-out +1 to damage, but well, that's it. There are much better feats out there.</p><p></p><p>Thirdly, Arcane Reserves is only really good at low levels. At level 12, you're packing 4 encounter attack powers, which means it'll be useless for at least the first 4 rounds of combat.</p><p></p><p>Fourth, Two-Fold Curse is a very good feat, but with the Vestige Pact's ability to spread the curse around with ease, I don't think it's all that useful in a Vestige Build.</p><p></p><p>Here's some of my suggestions:</p><p>Considering he's playing a human character, why not Reckless Curse (from AP)? A +1 to attack vs. cursed enemies is awesome, and the effective -1 on defenses is an acceptable loss, especially with a CON-lock.</p><p></p><p>Second, why hasn't he got Two-Fold pact (unless it's not allowed, of course)? Two-Fold pact opens up a lot of options, potentially gives him a useful pact boon for when the ones granted by his vestige powers aren't that great, and dramatically increases his versatility. </p><p></p><p>Really, I'd strongly consider taking Two-Fold pact (Infernal Pact), and multi-classing into Wizard (he should have a decent Int, right?) to take the Bloodmage PP. Take some of the Push powers of the Infernal Pact, combine with Blood Pulse, and he can hand out some serious pain, with possible AP usage for extra nova potential.</p><p></p><p>Also, if they are allowed, consider some of the White Lotus feats for some extra defense and/or punch.</p><p></p><p>I've made the following build in the Character Builder, as an example: </p><p></p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>level 12</p><p>Human, Warlock, Blood Mage</p><p>Eldritch Blast: Eldritch Blast Constitution</p><p>Eldritch Pact: Vestige Pact</p><p>Twofold Pact: Infernal Pact</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 11, Con 21, Dex 13, Int 19, Wis 9, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 16, Dex 12, Int 16, Wis 8, Cha 12.</p><p></p><p></p><p>AC: 24 Fort: 24 Reflex: 24 Will: 21</p><p>HP: 88 Surges: 11 Surge Value: 22</p><p></p><p>TRAINED SKILLS</p><p>Religion +15, Streetwise +12, Thievery +12, History +15, Bluff +12, Arcana +15</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +7, Diplomacy +7, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Intimidate +7, Nature +5, Perception +5, Stealth +7, Athletics +6</p><p></p><p>FEATS</p><p>Human: Reckless Curse</p><p>Level 1: Action Surge</p><p>Level 2: Arcane Initiate</p><p>Level 4: White Lotus Riposte</p><p>Level 6: Distant Advantage</p><p>Level 8: Implement Expertise (rod)</p><p>Level 10: Arcane Familiar (retrained to Dual Implement Spellcaster at Level 11)</p><p>Level 11: Twofold Pact</p><p>Level 12: White Lotus Master Riposte</p><p></p><p>POWERS</p><p>Arcane Initiate: Phantom Bolt</p><p>Bonus At-Will Power: Dire Radiance</p><p>Warlock daily 1: Vestige of Mount Vaelis</p><p>Warlock daily 5: Vestige of Xandor</p><p>Warlock daily 9: Vestige of Shax</p><p>Warlock encounter 1: Diabolic Grasp</p><p>Warlock encounter 3: Fiery Bolt</p><p>Warlock encounter 7: Howl of Doom</p><p>Warlock utility 10: Curse of Nessus</p><p>Warlock utility 2: Fey Bargain</p><p>Warlock utility 6: Fey Switch</p><p></p><p>ITEMS</p><p>Vicious Rod +3, Staff of Ruin +2, Bloodcut Leather Armor +2, Periapt of Cascading Health +2</p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p></p><p>Note that, by RAW, the Staff of Ruin adds its bonus to damage, even if wielded off-hand (though this is still a topic of debate every time it comes up).</p><p></p><p>Eldritch Blast damage on cursed target: 1d10+2d8+12 damage (BTW, I can't see your damage calculations, but I think you're off somewhere (3d8 curse damage, and that +11 seems high; +5+3+2 = +10, no)?, and you can boost Eyes of the Vestige with your daily's for 1d6+(1d6/1d8)+12.</p><p></p><p>Now, the real pain comes from Blood Pulsing someone, and then hitting them with followup pushing attacks. This should go somewhat like this: Blood Pulse hits for 2d6+2d8+12, and then followup with Diabolic Grasp for 2d8+12+5d6. If you hit several targets, combine with Howl of Doom for some serious damage to a bunch of targets.</p></blockquote><p></p>
[QUOTE="Lord Ernie, post: 4850320, member: 58517"] Hrm... mind you, I haven't played a Warlock at that level, but your choice of feats and PP sound a little off when you're going for a max-damage build. For one, the Hexer PP might be good at cursing lots of enemies, but since Warlocks can only damage one cursed enemy each turn, this feature is really not all that useful. Worse, the Vestige pact is already very good at cursing enemies quickly (their at-will takes care of that), so it's really not that great a path. For two, Empowering Shadows might be a flat-out +1 to damage, but well, that's it. There are much better feats out there. Thirdly, Arcane Reserves is only really good at low levels. At level 12, you're packing 4 encounter attack powers, which means it'll be useless for at least the first 4 rounds of combat. Fourth, Two-Fold Curse is a very good feat, but with the Vestige Pact's ability to spread the curse around with ease, I don't think it's all that useful in a Vestige Build. Here's some of my suggestions: Considering he's playing a human character, why not Reckless Curse (from AP)? A +1 to attack vs. cursed enemies is awesome, and the effective -1 on defenses is an acceptable loss, especially with a CON-lock. Second, why hasn't he got Two-Fold pact (unless it's not allowed, of course)? Two-Fold pact opens up a lot of options, potentially gives him a useful pact boon for when the ones granted by his vestige powers aren't that great, and dramatically increases his versatility. Really, I'd strongly consider taking Two-Fold pact (Infernal Pact), and multi-classing into Wizard (he should have a decent Int, right?) to take the Bloodmage PP. Take some of the Push powers of the Infernal Pact, combine with Blood Pulse, and he can hand out some serious pain, with possible AP usage for extra nova potential. Also, if they are allowed, consider some of the White Lotus feats for some extra defense and/or punch. I've made the following build in the Character Builder, as an example: ====== Created Using Wizards of the Coast D&DI Character Builder ====== level 12 Human, Warlock, Blood Mage Eldritch Blast: Eldritch Blast Constitution Eldritch Pact: Vestige Pact Twofold Pact: Infernal Pact FINAL ABILITY SCORES Str 11, Con 21, Dex 13, Int 19, Wis 9, Cha 13. STARTING ABILITY SCORES Str 10, Con 16, Dex 12, Int 16, Wis 8, Cha 12. AC: 24 Fort: 24 Reflex: 24 Will: 21 HP: 88 Surges: 11 Surge Value: 22 TRAINED SKILLS Religion +15, Streetwise +12, Thievery +12, History +15, Bluff +12, Arcana +15 UNTRAINED SKILLS Acrobatics +7, Diplomacy +7, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Intimidate +7, Nature +5, Perception +5, Stealth +7, Athletics +6 FEATS Human: Reckless Curse Level 1: Action Surge Level 2: Arcane Initiate Level 4: White Lotus Riposte Level 6: Distant Advantage Level 8: Implement Expertise (rod) Level 10: Arcane Familiar (retrained to Dual Implement Spellcaster at Level 11) Level 11: Twofold Pact Level 12: White Lotus Master Riposte POWERS Arcane Initiate: Phantom Bolt Bonus At-Will Power: Dire Radiance Warlock daily 1: Vestige of Mount Vaelis Warlock daily 5: Vestige of Xandor Warlock daily 9: Vestige of Shax Warlock encounter 1: Diabolic Grasp Warlock encounter 3: Fiery Bolt Warlock encounter 7: Howl of Doom Warlock utility 10: Curse of Nessus Warlock utility 2: Fey Bargain Warlock utility 6: Fey Switch ITEMS Vicious Rod +3, Staff of Ruin +2, Bloodcut Leather Armor +2, Periapt of Cascading Health +2 ====== Created Using Wizards of the Coast D&DI Character Builder ====== Note that, by RAW, the Staff of Ruin adds its bonus to damage, even if wielded off-hand (though this is still a topic of debate every time it comes up). Eldritch Blast damage on cursed target: 1d10+2d8+12 damage (BTW, I can't see your damage calculations, but I think you're off somewhere (3d8 curse damage, and that +11 seems high; +5+3+2 = +10, no)?, and you can boost Eyes of the Vestige with your daily's for 1d6+(1d6/1d8)+12. Now, the real pain comes from Blood Pulsing someone, and then hitting them with followup pushing attacks. This should go somewhat like this: Blood Pulse hits for 2d6+2d8+12, and then followup with Diabolic Grasp for 2d8+12+5d6. If you hit several targets, combine with Howl of Doom for some serious damage to a bunch of targets. [/QUOTE]
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