Twofold Pact & Warlock Questions

When one chooses Twofold Pact, does one only get the additional boon and the associated pact at-will power, or does one also get the pact bonuses listed under the powers themselves?

For example, if I'm Infernal Pact, pick up Twofold Pact, then choose Star Pact, do I get the bonuses listed under Star Pact when it comes to individual powers?

Also, would having a Rod of Corruption to curse enemies, and having the Warlock 5th level Attack Power, Tyrannical Threat (which also curses a bunch of enemies), be overkill, i.e., redundant?

Also, I've taken the Adroit Explorer PP. But I am having a hard time deciding on what additional Warlock power I should pick up. Initially, it allows one to choose up to a 7th level attack power from his or her class list, and I figure it would probably be best to pick a 7th level power. However, the 7th level Warlock attack powers are a bit meh (on paper, at least). Does anyone have any suggestions? Note: I try to avoid having too many Fire and Necrotic powers, and highly situational powers. Targeting Fort is pretty much unavoidable, given my pact.

Here's what encounter powers I have so far. I'm Infernal Pact.

1- Diabolic Grasp (Is kind of meh, but our group has a lot of zones and such)

3- Fiery Bolt (sometimes it's great, sometimes it sucks)

7- Infernal Moon Curse (i just retrained Howl of Doom for it- I did not like Howl of Doom)

I went to the optimization sites to get some ideas, but no one agreed on anything really. Not with the Warlock at least.
 

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I have played a warlock from first level to 13th level, though I'm the opposite you; I took Star Pact, and then dabbled in Infernal Pact.

For example, if I'm Infernal Pact, pick up Twofold Pact, then choose Star Pact, do I get the bonuses listed under Star Pact when it comes to individual powers?

My DM and I agree that it's supposed to be that way. You are considered both pacts for feats, so why not for the powers?

Also, would having a Rod of Corruption to curse enemies, and having the Warlock 5th level Attack Power, Tyrannical Threat (which also curses a bunch of enemies), be overkill, i.e., redundant?

I never think curing is redundant. Personally I enjoy having a quick-curse rod and Rod of Corruption, so that I can can curse 3 monsters in the first turn, and if one is a minion, I kill that then use the Rod of Corruption to spread the love around. Also, considering Tyrannical Threat is a daily, you'll only get so much use out of it, while the Rod of Corruption is pretty consistent if you don't mind giving up one or two boon, especially so if you can get some extra ways to trigger your boon other than on enemy death.

Here's what encounter powers I have so far. I'm Infernal Pact.

1- Diabolic Grasp (Is kind of meh, but our group has a lot of zones and such)

3- Fiery Bolt (sometimes it's great, sometimes it sucks)

7- Infernal Moon Curse (i just retrained Howl of Doom for it- I did not like Howl of Doom)

I went to the optimization sites to get some ideas, but no one agreed on anything really. Not with the Warlock at least.

Diabolic Grasp is alright, but it's pretty bland, but it's what I used until 13th level. What's really neat, and only slightly cheesy, is how you can combine Diabolic Grasp and Infernal Moon Curse. Creatures pushed over a cliff make a save, but if you're suspending something 10 feet in the air and gets pushed over a cliff, there's no save, as it didn't really fall over any edge. Just use those two powers, either with an action point or on different turns, and the enemy can't do anything about being levitated over a 100ft cliff. The image of this combo is one of my favorites, though it only works 30-40% of the time, and depending on how your DM makes his/her encounters.

Fiery Bolt is a good power, but if you're looking for something not fire damage, take a look at Frigid Darkness. It's a starlock power, so you'll get the rider, and it's great for setting up a nova round against a pesky soldier.

If you didn't completely dump Charisma, the level 7 All the Sand, All the Stars power is pretty good. Decent damage, targets Will (a rare occurrence) and dazes in a close blast 3. I enjoy it on my Starlock. Delban's Deadly Attention (level 3) isn't bad either, dealing 2d8+Int+Cha if you're a Starlock, with a potential d8 extra. It's necrotic damage and uses Charisma again, but it's not bad.
 

Thanks. Given that it appears that twofold pact also gives one the pact's riders when it comes to powers, it will make things much easier for me in deciding my bonus power from my PP. And I'll check out those powers you mentioned, I didn't dump Charisma, my group rolls abilities, and I rolled well.
 

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