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<blockquote data-quote="Dan'L" data-source="post: 5219142" data-attributes="member: 68954"><p>The point is, as a warlock your big axe or hammer will be at best a sub-optimal choice of tactics. You'd be better off grabbing a close blast or two for those up-close emergency situations where you can't just shift and make a ranged attack, or are otherwise unwilling to risk taking an OA. Also, look for powers that give you good maneuverability options; I know that warlocks have access to a nice amount of teleport powers.</p><p></p><p>Also, realize that you can risk taking a hit or two, and it's OK.</p><p></p><p></p><p></p><p>Given this and your desire to crank up your AC, I would recommend forgetting about the energy feats entirely, and focus solely on what will be your two primary stats (Con and Cha), your rider- and AC- boosting secondary stat (Int) and only your minimum pre-req in Str. Something like (post-racial): 13 Str, 16 Con, 10 Dex, 14 Int, 10 Wis, 16 Cha. (In my experience, you really shouldn't start with less than a post-racial 16 in your primary stat, and you'll have two of them with this build.) It's not about dumping one stat to pump another, since everything pretty much starts out non-dumped. It's about pumping what is actually useful to your build functioning with the limited resources at your disposal in a manner that you actually get to accomplish the things you picture your character doing.</p><p></p><p>I know that this can sound a bit like harsh "optimization," but I've witnessed too many players in 4e floundering with their PCs because they tried to do a little of everything, and end up not doing much of anything. I've particularly seen it with Warlocks. Most of the times I've seen people having the least fun in 4e has been when they've built PCs which lack tactical focus because they were too concerned with making sure they'd have a tool for every contingency -- because a contingency plan only works when it "hits," and they'd gimped the character too much to make it likely.</p><p></p><p>It's one of the big ways I've found 4e to vary over the previous editions; PCs do best when focused in on doing their "thing" well, and relying on the other party PCs to be able to cover for their shortcomings.</p><p></p><p>Obviously, your own tastes and play style will dictate what actually makes a fun character for you; I'm just trying to help you steer clear of some of the pitfalls I and some of my fellow players have fallen into.</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 5219142, member: 68954"] The point is, as a warlock your big axe or hammer will be at best a sub-optimal choice of tactics. You'd be better off grabbing a close blast or two for those up-close emergency situations where you can't just shift and make a ranged attack, or are otherwise unwilling to risk taking an OA. Also, look for powers that give you good maneuverability options; I know that warlocks have access to a nice amount of teleport powers. Also, realize that you can risk taking a hit or two, and it's OK. Given this and your desire to crank up your AC, I would recommend forgetting about the energy feats entirely, and focus solely on what will be your two primary stats (Con and Cha), your rider- and AC- boosting secondary stat (Int) and only your minimum pre-req in Str. Something like (post-racial): 13 Str, 16 Con, 10 Dex, 14 Int, 10 Wis, 16 Cha. (In my experience, you really shouldn't start with less than a post-racial 16 in your primary stat, and you'll have two of them with this build.) It's not about dumping one stat to pump another, since everything pretty much starts out non-dumped. It's about pumping what is actually useful to your build functioning with the limited resources at your disposal in a manner that you actually get to accomplish the things you picture your character doing. I know that this can sound a bit like harsh "optimization," but I've witnessed too many players in 4e floundering with their PCs because they tried to do a little of everything, and end up not doing much of anything. I've particularly seen it with Warlocks. Most of the times I've seen people having the least fun in 4e has been when they've built PCs which lack tactical focus because they were too concerned with making sure they'd have a tool for every contingency -- because a contingency plan only works when it "hits," and they'd gimped the character too much to make it likely. It's one of the big ways I've found 4e to vary over the previous editions; PCs do best when focused in on doing their "thing" well, and relying on the other party PCs to be able to cover for their shortcomings. Obviously, your own tastes and play style will dictate what actually makes a fun character for you; I'm just trying to help you steer clear of some of the pitfalls I and some of my fellow players have fallen into. -Dan'L [/QUOTE]
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