Optimizing a Con-based Warlock

I'd suggest starting with 12 Dex, that way by level 11 you qualify for DIS, and if you really want to, the assassin MC. You don't really need DIS until level 11 anyway, because before that its a good chance you don't have a secondary implement that's higher than a +1.
 

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Danny: I didn't, I reiterated some of them. But I don't think it makes sense to compare a wizard or psion multiclass to an Assassin, Monk, or Rogue one -- they're just too different and serve different purposes.

Re Dex -- it wouldn't cost him much to get a 13 dex, actually, if he rebuilt from scratch rather than waiting until Paragon. With his current approach (a 32 point character) it means taking a -1 to Int for that +3 to Dex -- and he gets DIS and an init bonus as well; even scaled down to a 22 point character he'd basically be losing 1/2+ in Int (drop Int to pre-Racial 15) and the extra point for that 13. Not necessarily a good choice, but very much a viable choice with some good benefits (particularly the damage from DIS; getting to splash a striker multi would be gravy). In epic, with a Dex of 15, it also lets him get Arcane Reach and Nimble Blade, I'm hardly a warlock player, but I'll note that browsing the warlock charop handbook, every single recommended array (except for the con/cha "Mr. Versatile") took at least a 12 in Dex).

I'm not saying he should go with an Assassin multiclass. But actually, putting at least two points into Dex will probably do more good than where they are right now, and he does need to think about if and when he takes a multiclass feat, whether he's taking it in order to get better paragon options, to be able to get access to healing (artificer), versatility (wizard, psion, some of the weapon feats) or damage (striker, mostly). I don't know how easily one can do it with that array, but there's also something to be said for multiclassing to a divine class if you can, actually -- as the ability to wield a holy symbol is great (and combines excellently with my below suggestion of Eldritch Strike) plus there are feats that let you get extra bennies for being multiclassed into divine (particularly getting to treat your curse damage and Eldritch Blast damage as Radiant when you want; gogogo Student of Caiphon).

Also, I'll note that it's always worth considering taking Eldritch Strike instead of Eldritch Blast if it's an option in the campaign. Fundamentally, Eldritch Blast is weak power -- it's basically a magical longbow with no further bonus to it, so unless you're going to invest a lot into making it better, you're usually as good for an at-will ranged atatck with your pact power. But Eldritch Strike grants you a fantastic melee basic attack with one of the best riders in the game, giving you the flexiblity to tank for a bit (and charge, for that sweet +1 to hit and the ability to take advantage of charge optimization) while still giving you the option to stand back and use ranged attacks using your pact at-will (which if you're star pact, is a fine, fine spell).
 

If he goes Wiz or Psion, he'll add at least 2 Implement proficiencies to his list- Orb and Staff- both of which have some pretty choice options for Warlocks.

Warlock powers typically stop at range 10, for instance, but a Staff of Unparalleled Vision can boost that a bit. Hellfire Staff lets you regain a Fear or Fire Encounter power (plentiful among the Warlock powers), gives you a light source, and sub fire for a damage type. And with Staff Expertise on top, he need never worry about opportunity attacks triggered by his casting...meaning even if he gets closed on, he'll be able to use every option at his disposal without fear of additional repercussions.

Orb of Sweet Sanctuary's Daily adds 5+Orb's enhancement to all defenses until end of next turn- useful as you dance about the battlefield.

Plus, almost any power he picks will either double the Range of his best Warlock power or be AoE. As it stands, if he chose the Autohit version of MM, he'd do more damage than the average damage from that Assassin power. The non-Autohit version does at least the equivalent damage, and would have its accuracy and damage based on INT, which is boosting his rider effects, defenses, and so forth.

If he took one of my fave Psion powers, Static Mote, he'd have an Int vs Ref attack with Range 10 Close Burst3 that does 1d6 + INT bonus damage to each target it hits, plus slows any creature adjacent to the Mote (the center-point of the power). Properly targeted, it will sweep minions and keep others from closing in on him as he repositions himself on the battlefield.

And that's before figuring in things like the act of Cursing, delivering the Curse damage, and movement.
 
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