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<blockquote data-quote="Bisonopolis" data-source="post: 4270535" data-attributes="member: 68168"><p><strong>Fighter/Warlock</strong></p><p></p><p>Many warlock powers are based on constitution. Defenders really like constitution. Fighter/Warlock actually makes a really good gish, much better than Fighter/Wizard IMO. You gain more ranged damage and control and a pretty damn good utility power. Many of your encounter powers will push the opponent two squares or more, making you that much stickier as a defender. Unlike the Fighter/Wizard, the encounter and daily powers you gain are extremely useful is making your a better defender.</p><p></p><p>The warlock paragon paths will all be useless to you since you don't actually get Warlock's Curse, but paragon multiclassing into warlock can actually be a decent idea. Having both Hurl Through Hell and Summons of Khirad, or Spiteful Darts and Infernal Moon Curse, can be useful enough to warrant giving up your paragon path. I'd still rank it below Iron Vanguard though, as Trample the Fallen synergises extremely well with all your pushing powers and Enduring Warrior / Ferocious Reaction make you that much harder to kill.</p><p></p><p>Useful Powers: All are Con based, so you'll actually be able to rely on hitting with them.</p><p></p><p>Encounter:</p><p>1- Diabolic Grasp: Good damage at range and you slide the opponent two squares.</p><p>3- Fiery Bolt, Frigid Darkness: The first is basically a burst 1 and the second gives your allies combat advantage. Both good damage, both good choices.</p><p>7- Howl of Doom, Infernal Moon Curse: The first is a big blast that also pushes anything you hit, which is damn good for forcing enemies to clump around you or to pull back groups heading for your second line. It's like a usable Thunderwave. The second only hits a single target but immobilizes it until the end of your next turn, and has probably the coolest name in the freaking world. Infernal Moon Curse. Yeah. Make your choice on whether you need single-target or AoE controlling power more.</p><p>13- Harrowstorm, Coldfire Vortex: And upgraded Diabolic Grasp versus an upgraded Fiery Bolt. Harrowstorm's your better bet, as Coldfire Vortex really isn't that big of an improvement.</p><p>17- Nothing: The only con-based power here hurts you when you use it. Pfft.</p><p>23- Spiteful Darts: A bigger Howl of Doom, about equal to or better than Warrior's Urging.</p><p>27- Banish to the Void: More control splash, but the damage is what you'd see out of a melee basic attack. A questionable choice.</p><p></p><p>Daily:</p><p>1- Armor of Agathys: 10 temporary HP and a con-based damage aura that lasts until the end of the encounter. Good.</p><p>3- Hunger of Hadar: This one's interesting in that when you sustain the zone, you make a new attack roll every round instead of dealing automatic damage. This means that every round you're maintaining your fighter's mark. It also blocks line of sight, which can be incredibly useful in the right situations. Great minion killer, great marking tool, great way to force ranged foes to come closer. I really like this one.</p><p>9- Summons of Khirad: I'm not listing Iron Spike of Dis because Summons of Khirad is so incredibly useful that you really shouldn't even consider anything else. On a hit you teleport the foe next to you, and you can sustain it until you miss for the same effect for the rest of the encounter. This is one of the stickiest powers you could hope for as a defender. Get it. Keep it.</p><p>15- Tendrils of Thuban, Thirsting Maw: It's an Evard's Black Tentacles that you can actually use. Just be aware that as soon as they make their save they won't have any problem getting out of the effect; the radius is rather small and it doesn't create difficult terrain. Thirsting Maw only hits one target and doesn't do as much damage, but it heals you until they save.</p><p>19- Nothing: The only con-based power here pushes enemies away from you. Stick with your fighter exploits.</p><p>25- Tartarean Tomb: Good damage and it can take a foe out of the fight even on a miss. Having an extra entombing effect is always good for the party. However, keep in mind you're giving up Supremacy of Steel or Reign of Terror by taking it.</p><p>29- Hurl Through Hell: Great damage, great control. Better than No Mercy and Storm of Destruction, possibly better than Force the Battle depending on your build.</p><p></p><p>Utility:</p><p>2- Ethreal Stride: It's not too amazing, but the small increase to defenses makes it usable if you really want a low-level teleport.</p><p>6- Dark One's Own Luck, Fey Switch, Shroud of Black Steel: All good powers. Dark One's Own Luck lets you reroll any roll you make, whether it's a saving throw, attack roll, ability check, or saving throw. Being stunned as a defender is very, very bad for the party. Shroud of Black Steel gives you a decent AC boost for the rest of the encounter, but the speed penalty may not be worth it for non-elves who aren't using scale. Fey Switch is situational, but it's probably the best power you have to save your strikers when they get surrounded.</p><p>10- Shielding Shades: Take zero damage from an attack as an immediate reaction. It's as straightforward as they get and it only gets stronger as you fighter higher-level enemies. There's no reason not to take this. You're a defender. This is a power that you want. This is a power that you'll take.</p><p>16- Nothing: Your power choices here all revolve around staying out of melee, which is the exact opposite of where you want to be.</p><p>22- No Surrender: It's still that good.</p><p></p><p>Iron Vanguard with Summons of Khirad, Shielding Shades, and Spiteful Darts seems to be the winner here. You can argue for hammer rhythm with all the con synergy you have, but honestly I'd rather stick with a pact blade short sword to make sure my Summons of Khirad keep hitting.</p><p></p><p>Dire Radiance vs Hellish Rebuke: You need to pick one of these when you take your first warlock multiclass feat. They're both "don't attack me" powers and as such both counter-intuitive to what you want to do. Take Hellish Rebuke as it can at least trigger off a different creature attacking you. This is one situation where I really wish you could stick with Eldritch Blast.</p></blockquote><p></p>
[QUOTE="Bisonopolis, post: 4270535, member: 68168"] [b]Fighter/Warlock[/b] Many warlock powers are based on constitution. Defenders really like constitution. Fighter/Warlock actually makes a really good gish, much better than Fighter/Wizard IMO. You gain more ranged damage and control and a pretty damn good utility power. Many of your encounter powers will push the opponent two squares or more, making you that much stickier as a defender. Unlike the Fighter/Wizard, the encounter and daily powers you gain are extremely useful is making your a better defender. The warlock paragon paths will all be useless to you since you don't actually get Warlock's Curse, but paragon multiclassing into warlock can actually be a decent idea. Having both Hurl Through Hell and Summons of Khirad, or Spiteful Darts and Infernal Moon Curse, can be useful enough to warrant giving up your paragon path. I'd still rank it below Iron Vanguard though, as Trample the Fallen synergises extremely well with all your pushing powers and Enduring Warrior / Ferocious Reaction make you that much harder to kill. Useful Powers: All are Con based, so you'll actually be able to rely on hitting with them. Encounter: 1- Diabolic Grasp: Good damage at range and you slide the opponent two squares. 3- Fiery Bolt, Frigid Darkness: The first is basically a burst 1 and the second gives your allies combat advantage. Both good damage, both good choices. 7- Howl of Doom, Infernal Moon Curse: The first is a big blast that also pushes anything you hit, which is damn good for forcing enemies to clump around you or to pull back groups heading for your second line. It's like a usable Thunderwave. The second only hits a single target but immobilizes it until the end of your next turn, and has probably the coolest name in the freaking world. Infernal Moon Curse. Yeah. Make your choice on whether you need single-target or AoE controlling power more. 13- Harrowstorm, Coldfire Vortex: And upgraded Diabolic Grasp versus an upgraded Fiery Bolt. Harrowstorm's your better bet, as Coldfire Vortex really isn't that big of an improvement. 17- Nothing: The only con-based power here hurts you when you use it. Pfft. 23- Spiteful Darts: A bigger Howl of Doom, about equal to or better than Warrior's Urging. 27- Banish to the Void: More control splash, but the damage is what you'd see out of a melee basic attack. A questionable choice. Daily: 1- Armor of Agathys: 10 temporary HP and a con-based damage aura that lasts until the end of the encounter. Good. 3- Hunger of Hadar: This one's interesting in that when you sustain the zone, you make a new attack roll every round instead of dealing automatic damage. This means that every round you're maintaining your fighter's mark. It also blocks line of sight, which can be incredibly useful in the right situations. Great minion killer, great marking tool, great way to force ranged foes to come closer. I really like this one. 9- Summons of Khirad: I'm not listing Iron Spike of Dis because Summons of Khirad is so incredibly useful that you really shouldn't even consider anything else. On a hit you teleport the foe next to you, and you can sustain it until you miss for the same effect for the rest of the encounter. This is one of the stickiest powers you could hope for as a defender. Get it. Keep it. 15- Tendrils of Thuban, Thirsting Maw: It's an Evard's Black Tentacles that you can actually use. Just be aware that as soon as they make their save they won't have any problem getting out of the effect; the radius is rather small and it doesn't create difficult terrain. Thirsting Maw only hits one target and doesn't do as much damage, but it heals you until they save. 19- Nothing: The only con-based power here pushes enemies away from you. Stick with your fighter exploits. 25- Tartarean Tomb: Good damage and it can take a foe out of the fight even on a miss. Having an extra entombing effect is always good for the party. However, keep in mind you're giving up Supremacy of Steel or Reign of Terror by taking it. 29- Hurl Through Hell: Great damage, great control. Better than No Mercy and Storm of Destruction, possibly better than Force the Battle depending on your build. Utility: 2- Ethreal Stride: It's not too amazing, but the small increase to defenses makes it usable if you really want a low-level teleport. 6- Dark One's Own Luck, Fey Switch, Shroud of Black Steel: All good powers. Dark One's Own Luck lets you reroll any roll you make, whether it's a saving throw, attack roll, ability check, or saving throw. Being stunned as a defender is very, very bad for the party. Shroud of Black Steel gives you a decent AC boost for the rest of the encounter, but the speed penalty may not be worth it for non-elves who aren't using scale. Fey Switch is situational, but it's probably the best power you have to save your strikers when they get surrounded. 10- Shielding Shades: Take zero damage from an attack as an immediate reaction. It's as straightforward as they get and it only gets stronger as you fighter higher-level enemies. There's no reason not to take this. You're a defender. This is a power that you want. This is a power that you'll take. 16- Nothing: Your power choices here all revolve around staying out of melee, which is the exact opposite of where you want to be. 22- No Surrender: It's still that good. Iron Vanguard with Summons of Khirad, Shielding Shades, and Spiteful Darts seems to be the winner here. You can argue for hammer rhythm with all the con synergy you have, but honestly I'd rather stick with a pact blade short sword to make sure my Summons of Khirad keep hitting. Dire Radiance vs Hellish Rebuke: You need to pick one of these when you take your first warlock multiclass feat. They're both "don't attack me" powers and as such both counter-intuitive to what you want to do. Take Hellish Rebuke as it can at least trigger off a different creature attacking you. This is one situation where I really wish you could stick with Eldritch Blast. [/QUOTE]
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