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Starlock: AC too low to be playable?


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He could use a feat to get Proficiency with a Defensive weapon. That's a point AC.

An easier way would be get yourself a +1 mage's weapon (AV) with the defensive property, no feat wasted.

The problem is that you must dual wield melee weapons for the defensive weapon's bonus to kick in. Implements are no melee weapons.

You can say that implements are treated as improvised melee weapons. The question is are you wielding them as improvised melee weapons or as an implement?
 

Fede

First Post
An easier way would be get yourself a +1 mage's weapon (AV) with the defensive property, no feat wasted.

The problem is that you must dual wield melee weapons for the defensive weapon's bonus to kick in. Implements are no melee weapons.

You can say that implements are treated as improvised melee weapons. The question is are you wielding them as improvised melee weapons or as an implement?
If he's a starlock, a pact blade is both a melee weapon and an implement.
 

Diirk

First Post
In both cases, our players made the fundamental mistake of paying attention to the PHB's suggested stat distribution. It's basically impossible for a class to be competitive if the primary attribute for their powers is a 50/50 split between two stats.

I hear a lot of complaints about starlocks, but honestly I think the players just bring it upon themselves. The PHB actually mostly has things right. If you look at the Creating a Warlock section on page 130, there are 2 suggested ways to build a warlock. As a 'deceptive warlock' focusing on cha and int with con tertiary and picking the fey or star pact, or as a 'scourge warlock' focusing on con and int with cha as a tertiary stat and the infernal or star pacts.

Even if you're going to play star, I think you're just hurting yourself in the long run if you try and take both con and cha powers. Take a look over the powers, decide which you like more, and take star powers for that stat, with some leftovers in infernal or fey to make up the numbers. Problem solved. My main complaint with star is you don't get to choose which stat to use with your pact at will.
 

Klaus

First Post
Try any or all of these:

1. Reduce Cha and improve Int. Focus on Con-based powers. Or reduce Con and focus on Cha. +1 AC here.

2. Burn a feat on Hide armor proficiency. +1 AC here.

3. Burn a feat on shield proficiency and use a light shield and still hold your implement. +1 AC here.

4. Burn a feat on Weapon Proficiency: Parrying Dagger and get a +1 pact blade parrying dagger. +1 AC here.

5. Move about. Shadow Walk grants you concealment (+2 to ALL defenses) if you move at least 3 squares. It's there for a reason, use it.
 
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Mengu

First Post
The half-elf starpack warlock in our group also has relatively low AC, but at the end of the day, she manages to be one of the few left with healing surges.

Dire Radiance, does a good job of keeping one enemy away from her. And Ethereal stride can get her out of a jam when needed. She also moves around a lot to gain concealment and to position herself in less dangerous places. As long as the rest of the party are doing their jobs, she hardly ever needs healing. She has gone down a few times in combat, but such is the life of a striker. Defenders get the priority healing. As a striker, she is just focusing on hitting better and harder with feats like Improved Fate of the Void, and Astral Fire.
 

chriton227

Explorer
Does the Starlock tend to stay at range? If so, check out the Cloak of Distortion in AV. The +1 version is a L4 item, and it causes a -5 penalty to attacks made on you from more than 5 away. That would instantly put the Starlock back on par with the rest of the party.
 


Dan'L

First Post
Give a good solid look at party tactics. Why is the Starlock drawing so many attacks? Is he often up front melee? He should really work hard to stay out of range, and let the 23+ AC party members draw the attacks. (Of course, if the DM is consistently having the baddies ignore the big, armored threats right in front of them to rush after the scraggly warlock over there, then you might have other issues.) Get to range 10 and stay out there. Range 10 is your friend, and should be enough to keep most meleers from reaching you if the rest of your party is all up in their face. Use terrain if you can to provide cover from ranged attacks.

Because rule #1 of surviving a fight: don't get hit. Sure, a high AC helps this out when the hulking brute scythes his jagged rusty axe at your neck, but what helps even more is when it's swinging at someone else's neck. Which brings about rule #1a: don't get attacked.

-Dan'L
 

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