New character for a new player

Hi,

First and foremost thanks for reading this. I'm new to D&D completely. Kinda crossing over from world of warcraft to be exact. Upon see how many character/race combos there are I have stumbled. In wow, I play a warlock and am primarily a dpser (damager). I was wondering if someone could steer me down a path towards being a pretty good damage build for a warlock. Which would be the best path for the highest damage output. This is all starting from level 1. Thanks for any help.
 

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Things to look at:

1. DDI character builder. 15 $ subscription fee, immediately terminated will net you the entirety of whats been published thus far for character creation. Very useful, very cost effective

2. Dual implement spellcaster. Feat grants basically a +1 to damage for every new "enhancement bonus" of magic implement (usually around level 1,6,11,16 etc)

3. Implement expertise. Feat grants +1 to attack rolls per tier of character level (1,11,21) Bonuses to attack rolls are very crucial to the effectiveness of your character

4. Killing curse. Feat takes your d6's for warlocks curse damage and makes them d8s, pretty nice.

5. Warlocks have two ability stats that can function as their primary ability stats. Charisma, and Constitution. For best results choose a race that gives a bonus to ONE of these, and then use a point buy system to get your "main stat" to 18 before the racial bonus. This will make your warlock better almost without question.

Also the Char-Op boards of Wizards of the Coast (makers of D&D)

http://community.wizards.com/go/forum/view/75882/135802/4e_character_optimization

You may be overwhelmed by the amount of information, but after you initially build your character they can do some pretty amazing stuff fine tuning it. Something to note: some of the people on that forum are terrible at being humans, so understand that you might run into some pretty inexcusable hate and ignorance. We are (generally) much nicer here at ENWorld.

Welcome to the Forum!
 
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Flipguarder covered most of the basic ways to increase damage, but there's an important question you need to ask yourself: "What class do you really want to play?"

While I understand that you played a Warlock in WoW, you should never assume that just because something has the same name in D&D as somewhere else, that it functions the same. Warlocks in 4e D&D are Strikers (a role indicating that they focus primarily on dealing damage and getting around the battlefield), but they also have a lot of Controller attributes (meaning that they tend to focus on doling out conditions and interfering with the enemy's ability to do what they want to do). Among the Strikers, Warlocks are generally regarded as the lowest in terms of DPR (damage per round, which is pretty similar to the DPS that you're used to from MMO's). I never played WoW, but if you're familiar with Guild Wars then you can compare them to a Mesmer or a Curse Necromancer.

Now, if you're fine with taking some reduced damage dealing potential and getting some increased ability to basically say "F*** you" to enemies trying to do stuff, then by all means, go Warlock. They're great at that. However, if you're primarily looking to just deals tons and tons of damage, then take a look at the Warlocks much meaner cousin, the Sorcerer. Sorcs can still use things like Dual Implement Mastery and Implement Expertise to increase their damage dealing potential, but they can do so much more. They're resilient, and deals craploads of damage. Also, they have a single primary stat, which can make it easier to build one. You should check them out just to see if you like them, but by all means, feel free to go with Warlock as they're also an excellent class...they're just a little different is all.

As for Race/Class combos, that depends on which class you want to take and what build you're going with. Dragonborn make excellent Dragon or Cosmos Sorcerers due to their bonuses to STR and CHA, whereas Halflings can make great Wild Magic Sorcers due to their bonuses to DEX and CHA. Those races each have a bonus to a Primary and a Secondary stat for Sorcs, but there's lots of other options if you just find a race that has a bump to CHA and then just use points to get your Secondary stat up higher.

If you're gonna go Warlock, then you need to decide which pact, as that will determine your primary stat and have a big influence on which race you use. Fey and Dark Pact Pact Warlocks use CHA, whereas Infernal and Vestige Pact Warlocks use CON and Star Pact Warlocks use either CHA or CON depending on the power. Additionally, which pact you choose only affects what At-Will you get, your Pact Boon and what riders trigger on the powers...but you can feel free to take CON Star powers on your Infernal Warlock or CHA Dark powers with your Fey Warlock, or any other combination.

Half-Elves get boosts to CHA and CON, and so can easily go with any Pact. Tieflings, Dragonborn and Halfings get boosts to CHA, whereas Goliaths, Minotaurs, Dwarves and Wilden get bonuses to CON. Gnomes and Shardmind also get bonuses to CHA and INT (which is a secondary stat for Warlocks), and so can make excellent CHA based Warlocks. Really though, there's a lot of options.
 

I think the Ranger or Rogue to be both pretty straight forward and easy to learn for a first time player. They both do great damage and their powers aren't very complicated.

To be honest, I think you shouldn't worry about optimizing your character as much as just make a character concept and try to build your character to that.
 

In D&D 4e the damagers are referred to as "Strikers" so if you want a mega-damage character, those are the classes that you'll typically want to look at. Of the Strikers warlocks tend to fall behind in damage, but can make up for it with status effects like attack penalties, Daze, or charm effects that make the opponent take a crack at his own allies. While playing a Fey Pack Warlock I frequently found Witchfire (INT bonus +2 penalty to the opponent's attacks) and Mire the Mind (all allies invisible to the target) to be of great use. Being able to teleport away from the big bads doesn't hurt either.

Warlocks don't really tend to come into their own until you hit Paragon levels (11+) though.

I think that what you want to do is, now that you know you want to play a Striker, consider what character concept you want to play. From there find a class that fits. You may find that a Sorcerer is more to your tastes than a Warlock. From the sounds of it, that sounds like a good route for you; big damage, area damage, and waving a dagger around instead of a wand or rod.
 


Things to look at:

4. Killing curse. Feat takes your d6's for warlocks curse damage and makes them d8s, pretty nice.

Where's this feat at? I don't even recall seeing it at the optimization site.


As for a good Warlock, I have a 12th level infern'lock (danzig haha) whose pretty tough, I'll just list you some of his feats and powers and equipment, that he uses a lot. Those optimization sites rule btw.

improved dark one's blessing (he retrained it, but was great at the heroic level)

rod of corruption- mucho cursing

eyes of the vestige (at-will power)- comes in handy

white lotus riposte (feat)- punishes those who hit you

improved initiative (feat)

sacrifice to caiphon (feat)- power recovery.

two-fold pact- star (paragon feat)- can set up some nice dailys.

arcane admixture (paragon feat)- he doesn't have it, but has an item that does the same thing, change fire to something else instead.

fitting shadows- primarily for vaulting enemies up in the air for possible falling damage (paragon feat)
 
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Oh, and to the TC: Even if you don't want to spend $15 to update the character builder, you can download the trial for free- it doesn't have every source included, and it only goes up to level 3, but it is AMAZING. The Character Builder, updated or not, is an INVALUABLE resource for making 4e character, especially if you're new to the game. I highly recommend checking it out. And, if you use it and you like it, you probably won't mind throwing down $15 further down the line to update it, as the updated version includes 100% of the mechanics from EVERY book and magazine published thus far. $15 for $200+ worth of books is never a bad deal.
 

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