Ian Demagi said:
I do think that the best race for star pact warlocks is half elf that gives you a bonus to both Cha and Con.
Actually, what prevents a different Pact Warlock from going Cha and Con as well? An Infernal Pact Warlock would loose out on damage from Encounter abilities, but make up for it in attacking different defenses from Cha ones. A Fey Pact Warlock going the same way would loose out on damage from their Paragon Tier Slashing Wake, but in return they would get much better options for damage that the Cha ones may lack.
What does Star Pact have to offer over Fey and Infernal? One is the bonuses to specific Encounter powers that grow depending on Int. Unless there is one or two specific Pact related Encounter powers that you plan on getting and never giving up at higher levels, there isn't much to worry about this. And if any of the Pacts are going Cha and Con, the Int bonus is minor and can be overlooked.
Another difference is the initial class features that differ between the three. Star Pact gives Dire Radiance and Fate of the Void. Dire Radiance punishes a target that moves towards you and Fate of the Void grants bonuses to d20 rolls, such as Saving Throws and Attack Throws. Fey Pact gives Eyebite and Misty Step. Eyebite makes you invisible to one target, making it harder for that person to retaliate or chase you. Misty Step allows you to teleport 3 steps initially when a cursed enemy falls. Infernal Pact gains Hellish Rebuke and Dark One's Blessing. Hellish Rebuke is similar to Dire Radiance, but punishes the target for when you get hurt. Dark One's Blessing grants Temporary HP when a cursed enemy falls, which as a buffer to your actual HP that hits have to break through.
Star is nice for accuracy, Fey is great for mobility, and Infernal is perfect for taking damage. Infernal's Pact ability grows as you level, granting more Temp HP. Star's ability is static, generally giving the same amount of success no matter the level, but can stack on itself if multiple cursed enemies die before your next turn. Fey's seems to be static, until you look into the magic equipment. Eladrin Armor(Chainmail) and Eladrin Boots grant bonuses to the distance you can teleport.
For the final differences, the Paragon Path. Rather then speak of each difference, since there are so many with advantages each way, only one feature stands out against the rest. Star Pact's Doomsayer's Proclamation is by far the least useful. As it stands before seeing any errata that may come out, it will only work with one power a Warlock can use, Dreadful Word.
Edit: Also for the level 29 Hurl through Hell's Stun effect.
While the bonus to d20 rolls and Dire Radiance sounds nice, I plan on taking that Con/Cha Half-elf Warlock to Fey Pact. I like the Feytouched Paragon Path more than the Doomsayer's, and that Misty Step at level 3 can equal my speed of 6 with Improved Misty Step and Eladrin Armor+1. I'll loose out on damage from Slashing Wake, dropping down to just 2 damage at Paragon to Epic instead of the Cha/Int possible 4-9 from Paragon to Epic. While I may loose the accuracy a Star Pact's Fate of the Void may give, being able to teleport 5-10 squares with Misty Step depending on the equipment I wear is a boost I'm willing to trade. Especially since a Rod of Harvest can store that teleport for use as a Minor Action for later use.
For RPing a Half-elf Fey Pact? The poor PC liked to visit his "cousins" the Eladrin whenever possible when younger. One visit he accidentally got caught in a Wild Hunt, lived, but came out slightly touched in the head. The rest of it is easier to setup the background for.