Originally posted by DuelistDelSol:
Stats and Proficiencies: The Bare-Bones Bargaining Chip
So, what exactly makes a Warlock tick? What makes them different from the Ranger, the Rogue, the Sorcerer, the Blackguard, the... everything else?
Several little things. But first, a bit of a look at the basics.
Hit-Points:
12 + Constitution score.
At the standard for your role. Better than the Assassin here (then again, so is every other Striker), but worse than the Avenger and Barbarian.
Healing Surges: 6 + Constitution modifier.
A little problematic for Charisma'locks, but Con'locks will jump for joy at just how much in both this field and the field above they have in terms of elbow-room. Enjoy your Defender-level hitpoints, at least for a little while.
Proficiencies: Cloth, Leather. Simple Weapons. Rod, Wand implements.
The armor is less of a deal than you'd think, but there's some lost potential in terms of implements, as you don't get the two implements you'd probably most want: the Staff for damage and the Orb for debuff potentia;. Don't get me wrong, there are a ton of Rods built for Warlocks to swing with ease and efficiency, and you will actually want one at least in the off-hand for property's sake... but the fact of the matter is that Wands are not very impressive in the hands of a Warlock, and for the most part, nothing will compare to the Staff of Ruin when it comes to damage-buffing. This problem is very easy to fix, however - one feat, and you're good to go.
Defensive Bonuses: +1 Reflex, +1 Will.
Charisma'locks will enjoy a strong Will score, but Constitution'locks that aren't devoting themselves to Charisma as an off-score will probably not care as much. Still, two buffed defenses is nothing to sneeze at.
Class Features: Leafing the Pages of the Necronomicon
Eldritch Blast: Wizards of the Coast decided that Warlock at-wills must be chosen for them, one of them based on their pact... and this one. You'll certainly get chummy with your local Warlord, as this is a legitimate Ranged Basic Attack, and thus there's a lot of other ways to buff this power, but otherwise you're slinging around a Longbow with infinite ammunition.
Since PH Heroes: Series 1 however, you are allowed to take a melee weapon version of this: Eldritch Strike, which is a Constitution- or Charisma-based melee basic attack which slides the target 1 square as a hit. It's one of the most poached at-wills in the game, especially with the slide portion of the power opening itself up to so many tricks, and is a great alternative for Warlocks who either want to stay in the front lines (usually as a Con'lock), provide an escape option (Cha'lock), or go into the massive amount of charge support in the game.
Pact Boons: Every Warlock starts his or her career by choosing to sign with one of seven different Pacts: Infernal (PHB1), Star (PHB1), Fey (PHB1), Dark (FRPG), Vestige (AP),
Sorcerer-King (Dark Sun), or Elemental (HoEC). From each pact, you get your second at-will power and a special effect that happens when an enemy subject to your Warlock's Curse falls to zero hitpoints, and not just because you killed them. In fights where enemies come in the dozens and your mobility is at its peak, this is a tremendously powerful addition to your repetroire; however, in solo fights this will go amiss, unless your DM likes throwing minions at you alongside and you get the first jump on them.
Prime Shot: While you're a little more fragile than the Ranger is and thus Prime Shot may not be as notable a feature for you as it is for them, it's still a great boost to accuracy that can be built around with plenty of support, and you're not exactly glass, especially Con'locks. Melee'locks especially will love this at Paragon.
Shadow Walk: On-demand Concealment is amazing, and quite a fantastic way to patch up your otherwise mediocre defenses. It's easy to trigger, too: just move 3 squares from your starting position! You gain a +2 bonus to defenses in partial concealment, which is what this feature grants; but that's not the only thing you get out of this. The aforementioned Shadow Warlock Armor gives you Combat Advantage against every Cursed enemy in sight. You also have a much easier time using your Stealth skill, as you require cover or concealment to keep any Hidden status you might obtain.
Warlock's Curse: Once per round as a minor action, you can subject the closest enemy to you that you can see to your Warlock's Curse, which lasts all encounter, and does not vanish on application on other enemies. What does this do? It allows you to deal extra dice of damage once per turn with any attack you inflict on them. There's a myriad of ways, both control-based and damage-based, to utilize this feature, the biggest of which revolves around the fact that it was changed to once per turn, so Immediate Action attacks are now worthwhile additions to your power card list.
Warlock Pacts: The Paths To Hell
As explained in the Pact Boon section, each Warlock must pick a Pact that best follows how they want to play their character and what powers they'd like to favor. Each of the seven, along with its designated at-will power, will be described below, both in regards to its At-Will power that it selects for you, as well as how well they represent the Warlock class in these specific categories:
INFERNAL PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Constitution-based, with a smattering of (good) Charisma-based powers. Contains one of the most abused at-wills in all of 4e D&D.
The Infernal Pact
[sblock]Pact Boon: Dark One's Blessing.When an enemy cursed by you falls to zero hitpoints, you gain temporary hitpoints equal to your level. Now that's kinda spiffy: several of your powers, especially outside of PHB1, love to drain you of your hitpoints in exchange for a reroll, and this will help you with that sting. Defensive-based Warlocks will love this Boon, but keep in mind temporary hitpoints do not stack, so killing multiple enemies in one fell swoop, or killing enemies when your stock of temp hitpoints hasn't vanished yet, can make this boon wasteful. Ah well.
At-Will
Powers: Hellish Rebuke,
Gift to Avernus.
Hellish Rebuke (Constitution) is incredibly cool. Target takes some blasé fire damage, and if you're damaged by anything, they take even more damage! And that trigger point can be from anything - that enemy's attack, another enemy's attack, ongoing damage, a stray arrow, your own abilities, anything. There are a ton of builds centered around the abuse of this very power alone... though the rating drops if you don't really bother to get in the thick of things.
On the other hand, you're allowed to pick Gift to Avernus (Charisma). It's Eldritch Blast without the RBA addition or the Constitution-based option. Oh, but wait! If you miss with it, you can reroll it, with a very, very convenient cost: a dent to your hitpoints equal to your level. Doesn't that sound kinda familiar? It should, as it perfectly overlaps with your pact boon. Unpenalized(ish) rerolls are incredibly nice for your DPR, and if you want to go down this path and favor Charisma, take this - you won't regret it.[/sblock]
STAR PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Can be effective as either a Con'lock or Cha'lock, and the riders on these powers are quite nice.The Star Pact
[sblock]Pact Boon: Fate of the Void.When an enemy cursed by you falls to zero hitpoints, you gain a cumulative +1 bonus to one attack roll, saving throw, skill check, or ability check you make - your choice to apply whenever any of these come up - until the end of your turn. Afterwards, the bonus is lost. A singular point to attack rolls is not going to make a large impact and does require fixing (via your core Pact feat option) to make it noticeable.
At-Will Powers: Dire Radiance.
Can be used as either a Charisma-based or Constitution-based power. The rating isn't such that the effect is weak - it's not exactly a hard trigger point - it's just that the effect is hard to trigger in the context of battle. Melee enemies will probably not move after it's locked onto your allies, and ranged enemies will probably not bother to move. The secondary damage triggers when they move closer to you, which is soft control (giving enemies a bad option and a good option); not a very positive slant. It is radiant damage, and that's open to a lot of tricks, but as it is it really needs a clever mind and a well-aligned battlefield to really pull out the meat of its power.[/sblock]
FEY PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Fully Charisma-based. The powers are very Control-heavy, sacrificing damage for stellar effects, but you can still be a good Striker without large numbers of dice to roll.The Fey Pact
[sblock]Pact Boon: Misty Step.When an enemy cursed by you falls to zero hitpoints, you teleport 3 squares as a free action. Unlike your Hexblade cousins, you're rather rarely in the thick of the action, so a teleport isn't going to have much strength in the heat of battle, especially when you can't always do it on your own terms.
At-Will Powers: Eyebite.
This is a very popular power for other classes to poach, especially Bards and Paladins, as an encounter power that granted invisibility was something really fancy to pull out to divert attention away. It doesn't work quite as well for you, but it's still not a bad power by any means.[/sblock]
DARK PACT (Forgotten Realms) / Control Damage Defense Leadership Support
Entirely Charisma-based. Heavy on DPR focus, with only one real facet of control without influence from other pacts; falls into the problem of emphasizing necrotic and poison damage, which is strange considering the anti-undead bent of this Pact. Still, though, a cool Pact to follow, though it has its problems.The Dark Pact
[sblock]Pact
Boon:
Darkspiral
Aura.Mmm-mmm, Catch-22s. When an enemy cursed by you falls to zero hitpoints, you add one point to a special little bank called your Darkspiral Aura. Whenever an enemy targets you with a melee or ranged attack, you can drop your Aura as an immediate interrupt to deal xd6/xd8/xd10 damage to the target, X being the amount of points in your Aura. Like the Star and Fey Pacts, this encourages Cursing as fast as possible, and very large encounters to give yourself a humongously strong punishment for enemies attacking you. Recognize, however, that the scaling of this is suspect (never growing above 1d12 per point at 21st level with a feat) and in fights against solo creatures with a Defender doing his job, you might as well forget this exists, even if that solo has lackeys.
At-Will Powers: Spiteful Glamor.
d12 damage if the target is at full hitpoints, and d8 otherwise. No other effects. At least it attacks Will...[/sblock]
VESTIGE PACT (Arcane Power) / Control Damage Defense Leadership Support
Constitution-based. Still very Strikery, but actually trades in a bit of Control for being a quasi-Leader. And to be honest, the Vestige Pact does that very well; it's honestly my favorite pact out of all of them.(NOTE: The ratings fluctuate depending on the Vestige Pact chosen.)
The Vestige Pact
[sblock]Pact Boon: Vestige of King Elidyr; Vestige of Zutwa; various.
This is much trickier: when an enemy cursed by you falls to zero hitpoints, you follow the Pact Boon of a specific ancient Vestige that you've signed your pact to. At the end of any rest, you select either of the two primary Vestiges to follow, King Elidyr or Zutwa. This determines not only your Pact Boon, but your special At-Will power's secondary effect. Whenever you use a Daily Warlock power that has Vestige in the name, you can choose to sign into that pact instead of your original one - at that point, your Boon and At-Will's secondary effect changes to incorporate the effects listed. It's book-keeping to the max, and unfortunately only the Vestige of Zutwa pact boon is of any worth by default, as on-demand Prime Shot (and the spike to the bonus as the pact boon) is going to be much more handy than the weak Leader-like abilities that King Elidyr contains.
At-Will Powers: Eyes of the Vestige.
This power is incredible; the ability to spread damage and Curses around to more important targets is fantastic, and the power would be just fine by itself, without the special Augments you get from your current Vestige. The damage you inflict is a tad low, but it's against Will, and can carry some monstrously good effects if you ally yourself with the right Vestiges. A fantastic extra At-Will for Human Con'locks.[/sblock]
SORCERER-KING PACT (Dark Sun) / Control Damage Defense Leadership Support
Every power for you guys is Constitution- or Charisma-based, with an attack range of Melee touch or Ranged 5. This is also very Leadery, and is incredibly versatile on every front, able to be slotted in to any build. A very popular candidate for Twofold Pact due to how wonderful its feats are.The Sorcerer-King Pact
[sblock]Pact Boon: Fell Scorn.Very simple: you start your encounters with a Fell Might as a King'lock, and whenever you use a Warlock power tied to the Sorcerer-King pact, you can spend it before rolling the attack roll to get a special rider on a hit. The Pact Boon simply refreshes the use of the Fell Might. You cannot get multiple uses of the Fell Might, which is kinda disappointing.
At-Will Powers: Hand of Blight.
Huh. Melee touch or Ranged 5, Constitution or Charisma; wicked. The at-will also services to introduce you to the Fell Might feature: if you spend it on this power and hit, you deal 1d8 extra damage, which is actually an excellent bonus, and one of the best ways to spend your Fell Might. Heck, it even allows the target to grant combat advantage to everyone, which is neat. The range is rather short, but hey, it works - and there are some strategies you can exploit from having this be a Melee range option.[/sblock]
ELEMENTAL PACT (Essentials: HOEC) / Control Damage Defense Leadership Support
Charisma-based, but since none of your new powers have Elemental Pact riders and your At-Will is awful, you could conceivably go with Constitution as your attack score. A striking similarity to the Sorcerer with this pact, and contains some extremely unique features and bonuses. It also helps with one of the worst parts about, oddly enough, the Dark'lock powers in being able to switch around damage types. Awesome pact... except there's a little bit of a problem.
The Elemental Pact
[sblock]Elemental Affinity
As the only Pact with a fully-fledged feature, this does a rather neat little thing: it gives you a fragment of the Wild Sorcerer feature, in which you roll a d10 each time you rest to determine a damage type. The result you get (which can be either acid, cold, fire, lightning, or thunder) replaces all instances of the psychic, necrotic, poison, or force damage type on your Warlock powers (this includes ongoing damage, Dark'locks) with your new Affinity's type. This Affinity can change to one of your choice when you spend your Second Wind. This meshes wonderfully with the Pact Boon...
Pact Boon: Accursed Affinity.
Whenever an enemy cursed by you drops to zero hitpoints... nothing happens. At least not yet. Whenever you next Curse an enemy, that enemy gains Vulnerable 5/10/15 (by tier) to your Affinity's damage type for the rest of the encounter. Simply glorious DPR potential here, not just for you, and sickening with Bloodied Boon.
At-Will Powers: Chromatic Bolt.
Another aspect of the Sorcerer comes into play, this time reflecting the Storm Sorcerer's favorite at-will choice: you deal a decent amount of psychic damage (which can be changed with your Elemental Affinity feature), and you deal some extra minion-poppin' psychic damage on another target within 5 squares equal to your Constitution modifier. Really, there's no reason for this: Intelligence is such an important aspect of the class as a whole that having a secondary damage option based on the other primary isn't good for anything other than just popping minions. And while that sounds like a smart plan, since you can curse a minion and then pop him with the secondary on this for instant Boon, that also means you missed out on extra damage on the primary target, which past Heroic will mean something. The CHA/CON split for armor isn't horrible if you're going in Chainmail but there's few enchantments you want on that.[/sblock]
Stats and Proficiencies: The Bare-Bones Bargaining Chip
So, what exactly makes a Warlock tick? What makes them different from the Ranger, the Rogue, the Sorcerer, the Blackguard, the... everything else?
Several little things. But first, a bit of a look at the basics.
Hit-Points:
12 + Constitution score.
At the standard for your role. Better than the Assassin here (then again, so is every other Striker), but worse than the Avenger and Barbarian.
Healing Surges: 6 + Constitution modifier.
A little problematic for Charisma'locks, but Con'locks will jump for joy at just how much in both this field and the field above they have in terms of elbow-room. Enjoy your Defender-level hitpoints, at least for a little while.
Proficiencies: Cloth, Leather. Simple Weapons. Rod, Wand implements.
The armor is less of a deal than you'd think, but there's some lost potential in terms of implements, as you don't get the two implements you'd probably most want: the Staff for damage and the Orb for debuff potentia;. Don't get me wrong, there are a ton of Rods built for Warlocks to swing with ease and efficiency, and you will actually want one at least in the off-hand for property's sake... but the fact of the matter is that Wands are not very impressive in the hands of a Warlock, and for the most part, nothing will compare to the Staff of Ruin when it comes to damage-buffing. This problem is very easy to fix, however - one feat, and you're good to go.
Defensive Bonuses: +1 Reflex, +1 Will.
Charisma'locks will enjoy a strong Will score, but Constitution'locks that aren't devoting themselves to Charisma as an off-score will probably not care as much. Still, two buffed defenses is nothing to sneeze at.
Class Features: Leafing the Pages of the Necronomicon
Eldritch Blast: Wizards of the Coast decided that Warlock at-wills must be chosen for them, one of them based on their pact... and this one. You'll certainly get chummy with your local Warlord, as this is a legitimate Ranged Basic Attack, and thus there's a lot of other ways to buff this power, but otherwise you're slinging around a Longbow with infinite ammunition.
Since PH Heroes: Series 1 however, you are allowed to take a melee weapon version of this: Eldritch Strike, which is a Constitution- or Charisma-based melee basic attack which slides the target 1 square as a hit. It's one of the most poached at-wills in the game, especially with the slide portion of the power opening itself up to so many tricks, and is a great alternative for Warlocks who either want to stay in the front lines (usually as a Con'lock), provide an escape option (Cha'lock), or go into the massive amount of charge support in the game.
Pact Boons: Every Warlock starts his or her career by choosing to sign with one of seven different Pacts: Infernal (PHB1), Star (PHB1), Fey (PHB1), Dark (FRPG), Vestige (AP),
Sorcerer-King (Dark Sun), or Elemental (HoEC). From each pact, you get your second at-will power and a special effect that happens when an enemy subject to your Warlock's Curse falls to zero hitpoints, and not just because you killed them. In fights where enemies come in the dozens and your mobility is at its peak, this is a tremendously powerful addition to your repetroire; however, in solo fights this will go amiss, unless your DM likes throwing minions at you alongside and you get the first jump on them.
Prime Shot: While you're a little more fragile than the Ranger is and thus Prime Shot may not be as notable a feature for you as it is for them, it's still a great boost to accuracy that can be built around with plenty of support, and you're not exactly glass, especially Con'locks. Melee'locks especially will love this at Paragon.
Shadow Walk: On-demand Concealment is amazing, and quite a fantastic way to patch up your otherwise mediocre defenses. It's easy to trigger, too: just move 3 squares from your starting position! You gain a +2 bonus to defenses in partial concealment, which is what this feature grants; but that's not the only thing you get out of this. The aforementioned Shadow Warlock Armor gives you Combat Advantage against every Cursed enemy in sight. You also have a much easier time using your Stealth skill, as you require cover or concealment to keep any Hidden status you might obtain.
Warlock's Curse: Once per round as a minor action, you can subject the closest enemy to you that you can see to your Warlock's Curse, which lasts all encounter, and does not vanish on application on other enemies. What does this do? It allows you to deal extra dice of damage once per turn with any attack you inflict on them. There's a myriad of ways, both control-based and damage-based, to utilize this feature, the biggest of which revolves around the fact that it was changed to once per turn, so Immediate Action attacks are now worthwhile additions to your power card list.
Warlock Pacts: The Paths To Hell
As explained in the Pact Boon section, each Warlock must pick a Pact that best follows how they want to play their character and what powers they'd like to favor. Each of the seven, along with its designated at-will power, will be described below, both in regards to its At-Will power that it selects for you, as well as how well they represent the Warlock class in these specific categories:
- CONTROL: Propensity for debilitating effects, forced movement
- DAMAGE: DPR potential, whether ongoing or straight hits
- DEFENSE: Tenacity to remain standing in combat, ability to act as a quasi-Defender
- LEADERSHIP: Debuffs, buffs, heals
- SUPPORT: Availability of support for the pact, through feats/items/Paragon Path
INFERNAL PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Constitution-based, with a smattering of (good) Charisma-based powers. Contains one of the most abused at-wills in all of 4e D&D.
The Infernal Pact
[sblock]Pact Boon: Dark One's Blessing.When an enemy cursed by you falls to zero hitpoints, you gain temporary hitpoints equal to your level. Now that's kinda spiffy: several of your powers, especially outside of PHB1, love to drain you of your hitpoints in exchange for a reroll, and this will help you with that sting. Defensive-based Warlocks will love this Boon, but keep in mind temporary hitpoints do not stack, so killing multiple enemies in one fell swoop, or killing enemies when your stock of temp hitpoints hasn't vanished yet, can make this boon wasteful. Ah well.
At-Will
Powers: Hellish Rebuke,
Gift to Avernus.
Hellish Rebuke (Constitution) is incredibly cool. Target takes some blasé fire damage, and if you're damaged by anything, they take even more damage! And that trigger point can be from anything - that enemy's attack, another enemy's attack, ongoing damage, a stray arrow, your own abilities, anything. There are a ton of builds centered around the abuse of this very power alone... though the rating drops if you don't really bother to get in the thick of things.
On the other hand, you're allowed to pick Gift to Avernus (Charisma). It's Eldritch Blast without the RBA addition or the Constitution-based option. Oh, but wait! If you miss with it, you can reroll it, with a very, very convenient cost: a dent to your hitpoints equal to your level. Doesn't that sound kinda familiar? It should, as it perfectly overlaps with your pact boon. Unpenalized(ish) rerolls are incredibly nice for your DPR, and if you want to go down this path and favor Charisma, take this - you won't regret it.[/sblock]
STAR PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Can be effective as either a Con'lock or Cha'lock, and the riders on these powers are quite nice.The Star Pact
[sblock]Pact Boon: Fate of the Void.When an enemy cursed by you falls to zero hitpoints, you gain a cumulative +1 bonus to one attack roll, saving throw, skill check, or ability check you make - your choice to apply whenever any of these come up - until the end of your turn. Afterwards, the bonus is lost. A singular point to attack rolls is not going to make a large impact and does require fixing (via your core Pact feat option) to make it noticeable.
At-Will Powers: Dire Radiance.
Can be used as either a Charisma-based or Constitution-based power. The rating isn't such that the effect is weak - it's not exactly a hard trigger point - it's just that the effect is hard to trigger in the context of battle. Melee enemies will probably not move after it's locked onto your allies, and ranged enemies will probably not bother to move. The secondary damage triggers when they move closer to you, which is soft control (giving enemies a bad option and a good option); not a very positive slant. It is radiant damage, and that's open to a lot of tricks, but as it is it really needs a clever mind and a well-aligned battlefield to really pull out the meat of its power.[/sblock]
FEY PACT (Player's Handbook 1) / Control Damage Defense Leadership Support
Fully Charisma-based. The powers are very Control-heavy, sacrificing damage for stellar effects, but you can still be a good Striker without large numbers of dice to roll.The Fey Pact
[sblock]Pact Boon: Misty Step.When an enemy cursed by you falls to zero hitpoints, you teleport 3 squares as a free action. Unlike your Hexblade cousins, you're rather rarely in the thick of the action, so a teleport isn't going to have much strength in the heat of battle, especially when you can't always do it on your own terms.
At-Will Powers: Eyebite.
This is a very popular power for other classes to poach, especially Bards and Paladins, as an encounter power that granted invisibility was something really fancy to pull out to divert attention away. It doesn't work quite as well for you, but it's still not a bad power by any means.[/sblock]
DARK PACT (Forgotten Realms) / Control Damage Defense Leadership Support
Entirely Charisma-based. Heavy on DPR focus, with only one real facet of control without influence from other pacts; falls into the problem of emphasizing necrotic and poison damage, which is strange considering the anti-undead bent of this Pact. Still, though, a cool Pact to follow, though it has its problems.The Dark Pact
[sblock]Pact
Boon:
Darkspiral
Aura.Mmm-mmm, Catch-22s. When an enemy cursed by you falls to zero hitpoints, you add one point to a special little bank called your Darkspiral Aura. Whenever an enemy targets you with a melee or ranged attack, you can drop your Aura as an immediate interrupt to deal xd6/xd8/xd10 damage to the target, X being the amount of points in your Aura. Like the Star and Fey Pacts, this encourages Cursing as fast as possible, and very large encounters to give yourself a humongously strong punishment for enemies attacking you. Recognize, however, that the scaling of this is suspect (never growing above 1d12 per point at 21st level with a feat) and in fights against solo creatures with a Defender doing his job, you might as well forget this exists, even if that solo has lackeys.
At-Will Powers: Spiteful Glamor.
d12 damage if the target is at full hitpoints, and d8 otherwise. No other effects. At least it attacks Will...[/sblock]
VESTIGE PACT (Arcane Power) / Control Damage Defense Leadership Support
Constitution-based. Still very Strikery, but actually trades in a bit of Control for being a quasi-Leader. And to be honest, the Vestige Pact does that very well; it's honestly my favorite pact out of all of them.(NOTE: The ratings fluctuate depending on the Vestige Pact chosen.)
The Vestige Pact
[sblock]Pact Boon: Vestige of King Elidyr; Vestige of Zutwa; various.
This is much trickier: when an enemy cursed by you falls to zero hitpoints, you follow the Pact Boon of a specific ancient Vestige that you've signed your pact to. At the end of any rest, you select either of the two primary Vestiges to follow, King Elidyr or Zutwa. This determines not only your Pact Boon, but your special At-Will power's secondary effect. Whenever you use a Daily Warlock power that has Vestige in the name, you can choose to sign into that pact instead of your original one - at that point, your Boon and At-Will's secondary effect changes to incorporate the effects listed. It's book-keeping to the max, and unfortunately only the Vestige of Zutwa pact boon is of any worth by default, as on-demand Prime Shot (and the spike to the bonus as the pact boon) is going to be much more handy than the weak Leader-like abilities that King Elidyr contains.
At-Will Powers: Eyes of the Vestige.
This power is incredible; the ability to spread damage and Curses around to more important targets is fantastic, and the power would be just fine by itself, without the special Augments you get from your current Vestige. The damage you inflict is a tad low, but it's against Will, and can carry some monstrously good effects if you ally yourself with the right Vestiges. A fantastic extra At-Will for Human Con'locks.[/sblock]
SORCERER-KING PACT (Dark Sun) / Control Damage Defense Leadership Support
Every power for you guys is Constitution- or Charisma-based, with an attack range of Melee touch or Ranged 5. This is also very Leadery, and is incredibly versatile on every front, able to be slotted in to any build. A very popular candidate for Twofold Pact due to how wonderful its feats are.The Sorcerer-King Pact
[sblock]Pact Boon: Fell Scorn.Very simple: you start your encounters with a Fell Might as a King'lock, and whenever you use a Warlock power tied to the Sorcerer-King pact, you can spend it before rolling the attack roll to get a special rider on a hit. The Pact Boon simply refreshes the use of the Fell Might. You cannot get multiple uses of the Fell Might, which is kinda disappointing.
At-Will Powers: Hand of Blight.
Huh. Melee touch or Ranged 5, Constitution or Charisma; wicked. The at-will also services to introduce you to the Fell Might feature: if you spend it on this power and hit, you deal 1d8 extra damage, which is actually an excellent bonus, and one of the best ways to spend your Fell Might. Heck, it even allows the target to grant combat advantage to everyone, which is neat. The range is rather short, but hey, it works - and there are some strategies you can exploit from having this be a Melee range option.[/sblock]
ELEMENTAL PACT (Essentials: HOEC) / Control Damage Defense Leadership Support
Charisma-based, but since none of your new powers have Elemental Pact riders and your At-Will is awful, you could conceivably go with Constitution as your attack score. A striking similarity to the Sorcerer with this pact, and contains some extremely unique features and bonuses. It also helps with one of the worst parts about, oddly enough, the Dark'lock powers in being able to switch around damage types. Awesome pact... except there's a little bit of a problem.
The Elemental Pact
[sblock]Elemental Affinity
As the only Pact with a fully-fledged feature, this does a rather neat little thing: it gives you a fragment of the Wild Sorcerer feature, in which you roll a d10 each time you rest to determine a damage type. The result you get (which can be either acid, cold, fire, lightning, or thunder) replaces all instances of the psychic, necrotic, poison, or force damage type on your Warlock powers (this includes ongoing damage, Dark'locks) with your new Affinity's type. This Affinity can change to one of your choice when you spend your Second Wind. This meshes wonderfully with the Pact Boon...
Pact Boon: Accursed Affinity.
Whenever an enemy cursed by you drops to zero hitpoints... nothing happens. At least not yet. Whenever you next Curse an enemy, that enemy gains Vulnerable 5/10/15 (by tier) to your Affinity's damage type for the rest of the encounter. Simply glorious DPR potential here, not just for you, and sickening with Bloodied Boon.
At-Will Powers: Chromatic Bolt.
Another aspect of the Sorcerer comes into play, this time reflecting the Storm Sorcerer's favorite at-will choice: you deal a decent amount of psychic damage (which can be changed with your Elemental Affinity feature), and you deal some extra minion-poppin' psychic damage on another target within 5 squares equal to your Constitution modifier. Really, there's no reason for this: Intelligence is such an important aspect of the class as a whole that having a secondary damage option based on the other primary isn't good for anything other than just popping minions. And while that sounds like a smart plan, since you can curse a minion and then pop him with the secondary on this for instant Boon, that also means you missed out on extra damage on the primary target, which past Heroic will mean something. The CHA/CON split for armor isn't horrible if you're going in Chainmail but there's few enchantments you want on that.[/sblock]