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Optimizing a Con-based Warlock
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5693376" data-attributes="member: 19675"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>And that's before figuring in things like the act of Cursing, delivering the Curse damage, and movement.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5693376, member: 19675"] 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. [/QUOTE]
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