Is there any consensus for vestige pact locks? I've been leaning that way for another campaign that is starting, but none of the features do a lot for me. Keep in mind I'm used to getting stuff like +stat dmg all the time or temporary hit points each turn. Kinda hard to compare to stuff like that.
I'm playing a vestige pact warlock, just leveled up to 8. I went with it because really fit the concept I was working, in a home brew setting. I've been having a lot of fun with it.
I would say that from a combat role POV, the default vestiges are highly, highly circumstantially useful depending on your group and your own play style. The King Elidyr pact boon, for instance, can be really hard to have pay off if you're constantly moving around the battlefield to get your Shadow Walk concealment. The Daily vestige powers really do a lot to help this, though, and they also have good effects that last the whole encounter; if you're looking to get lots of extra damage, there are vestige choices that add extra die of damage to every Eyes of the Vestige attack. The pact at-will targeting will is nice, too.
As far as Paragon Paths go, from the books there are really only 3 or so to choose from, due to pact pre-reqs and the Con primary*. I'm leaning heavily towards God Fragment for role play purposes, and it has some really nice features like +3 to death saves, free healing with an AP action, and a domination power at level 20. Your other choices come down to Sea Tyrant Oracle (good for a safety net if you're having trouble rolling low, I suppose) and the pact-independent Hexer (fun with curses)
*Actually, as regards this poll, it's interesting to note that the large dependency on pact selection for gaining access to a paragon path could be an influencing factor. I'm curious to know if people tend to choose their pact based on which PP they want to go to, or if it's usually pact first, and then look at what narrow options are left?
-Dan'L