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Optimizing a Con-based Warlock
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5686161" data-attributes="member: 19675"><p>Don't have my books with me at the moment, so while I recognize names, details escape me. So, going off the top of my head:</p><p></p><p>HS is useful almost 100% of the time, and works with all of your attacks. All you have to do is move squares, and you'll be sling that to maintain your ShadowWalk benefits.</p><p></p><p>Rod Expertise is a good feat- most of the Expertise feats are- but it does tie you to using Rods. If your Rod is stolen or you can't use it for whatever reason, you'll be griping. </p><p></p><p>Shadow Initiate...is that the one where you get benefits from being in/near shadows? If so, I thought it had nice benefits but was too situational unless you devoted your build to Shadow powers.</p><p></p><p>Ulban's Flare doesn't ring any bells.</p><p></p><p>Weapons: you have Eldritch blast, so you pretty much don't need a ranged weapon unless you want to be able to strike outside of 10sq. Nothing wrong with that- softening up foes before they close is a viable tactic proven through the millennia of warfare. However, most long-range weapons require 2 hands, so you would be at least temporarily sacrificing the use of your implements.</p><p></p><p>IME, because of the necessities of keeping ShadowWalk working + my powers being limited to 10sq range + trying to curse as many foes as possible, I wind up risking being engaged in melee combat more than other ranged snipers, leaders and controllers. So while melee weapons are not a huge concern, you should still get the biggest 1-handed or thematically appropriate weapon you can. My warlock is a Dwarf, so he's got a Warhammer. I keep toying with the idea of taking Dwarven Weapon Training so I can use a Craghammer- especially useful if/when I get a PactHammer.</p><p></p><p>Note on Pact Blades: they can be any kind of light blade, so if your concept has enoug spare feats to do so, burn one for proficiency a better light blade- shortsword, Kukri, whatever so that when you get one, your pact blade will be a serious melee threat.</p><p></p><p>Don't worry too much about your AC. At some point, yours will be among the worst. But as a Con based caster, your HP will remain ridiculously high. I've RARELY been bloodied.</p><p></p><p>Personally, if forced to make a decision between accuracy and damage enhancement in 4Ed, I'll choose accuracy nearly every time. Unlike previous versions of the game, there are almost no iterative attacks, so if you miss, that's it. And unless you're using attacks that are reliable or have effects even if you miss- virtually non-existent for Warlocks- your power fizzles away uselessly. (That's one reason why Sacrifice to Caiphon is such a big deal.)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5686161, member: 19675"] Don't have my books with me at the moment, so while I recognize names, details escape me. So, going off the top of my head: HS is useful almost 100% of the time, and works with all of your attacks. All you have to do is move squares, and you'll be sling that to maintain your ShadowWalk benefits. Rod Expertise is a good feat- most of the Expertise feats are- but it does tie you to using Rods. If your Rod is stolen or you can't use it for whatever reason, you'll be griping. Shadow Initiate...is that the one where you get benefits from being in/near shadows? If so, I thought it had nice benefits but was too situational unless you devoted your build to Shadow powers. Ulban's Flare doesn't ring any bells. Weapons: you have Eldritch blast, so you pretty much don't need a ranged weapon unless you want to be able to strike outside of 10sq. Nothing wrong with that- softening up foes before they close is a viable tactic proven through the millennia of warfare. However, most long-range weapons require 2 hands, so you would be at least temporarily sacrificing the use of your implements. IME, because of the necessities of keeping ShadowWalk working + my powers being limited to 10sq range + trying to curse as many foes as possible, I wind up risking being engaged in melee combat more than other ranged snipers, leaders and controllers. So while melee weapons are not a huge concern, you should still get the biggest 1-handed or thematically appropriate weapon you can. My warlock is a Dwarf, so he's got a Warhammer. I keep toying with the idea of taking Dwarven Weapon Training so I can use a Craghammer- especially useful if/when I get a PactHammer. Note on Pact Blades: they can be any kind of light blade, so if your concept has enoug spare feats to do so, burn one for proficiency a better light blade- shortsword, Kukri, whatever so that when you get one, your pact blade will be a serious melee threat. Don't worry too much about your AC. At some point, yours will be among the worst. But as a Con based caster, your HP will remain ridiculously high. I've RARELY been bloodied. Personally, if forced to make a decision between accuracy and damage enhancement in 4Ed, I'll choose accuracy nearly every time. Unlike previous versions of the game, there are almost no iterative attacks, so if you miss, that's it. And unless you're using attacks that are reliable or have effects even if you miss- virtually non-existent for Warlocks- your power fizzles away uselessly. (That's one reason why Sacrifice to Caiphon is such a big deal.) [/QUOTE]
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