elecgraystone
First Post
Well, all are pretty awesome and I'd be happy to have any one of them.
Fey Pact's Teleport: How many people have taken Eladrin JUST because of their teleport. They can do it every time something dies! Gets you out of grabs, behind cover and basically let you pick the best place for you to be in a fight. Made of pure awesome.
Star Pact's Fate of the Void: Pluses to hit are few and far between in 4e. This not only does that but it's a CUMULATIVE bonus! Curse 4 minions, kill em with an area attack and you got +4 on your daily against the boss... Again, Pure awesome.
Infernal Pacts Dark One's Blessing: Temp Hp every kill? Perfect for warlocks that like to get into the thick of it. The ultimate in survivability.
Dark Pact's Darkspiral: An immediate interrupt, dealing 1d6 necrotic and psychic damage per killed creature? No hit, and if you do 12+ damage the foe is also weakened! If you avoid rests you could end up with a HUGE attack since it has no limit. Think I can get 12+ damage when I roll 12d6?
Honestly they all rock but the infernal pact is the weakest one since every other pact is cumulative. Only the infernal gets nothing for killing multiple bad guys unless they are also consistently getting hit. So the weakest gets the weakest at will?
Fey Pact's Teleport: How many people have taken Eladrin JUST because of their teleport. They can do it every time something dies! Gets you out of grabs, behind cover and basically let you pick the best place for you to be in a fight. Made of pure awesome.
Star Pact's Fate of the Void: Pluses to hit are few and far between in 4e. This not only does that but it's a CUMULATIVE bonus! Curse 4 minions, kill em with an area attack and you got +4 on your daily against the boss... Again, Pure awesome.
Infernal Pacts Dark One's Blessing: Temp Hp every kill? Perfect for warlocks that like to get into the thick of it. The ultimate in survivability.
Dark Pact's Darkspiral: An immediate interrupt, dealing 1d6 necrotic and psychic damage per killed creature? No hit, and if you do 12+ damage the foe is also weakened! If you avoid rests you could end up with a HUGE attack since it has no limit. Think I can get 12+ damage when I roll 12d6?
Honestly they all rock but the infernal pact is the weakest one since every other pact is cumulative. Only the infernal gets nothing for killing multiple bad guys unless they are also consistently getting hit. So the weakest gets the weakest at will?