what do you like about Warlock MC?

sev

First Post
I've been playing a character that, for RP reasons, could reasonably go multiclass warlock. She doesn't have the stats to get Student of Malediction -- she's got the Cha but not the Con -- so I'd be using the Pact Initiate MC feat.

Since this is for RP reasons, it's not a terrible thing for the feat to do nothing but give her one new encounter power. But if the character's life keeps heading towards the warlock end of things, what else might she get out of it? The GM would probably let me re-roll her as a hybrid if we really ended up going so far in RP that the existing options aren't useful, but that's really not my first choice.

It looks like many of the Warlock feats and PPs rely on the Curse or Pact Boon, neither of which she gets. If I wanted to keep moving this character in the Warlock direction, then, I think I'd just be looking at power-swap feats and paragon multiclassing? I'm nervous about giving up the exciting menu of paragon paths.
 

log in or register to remove this ad

Well, knowing more about your character (ie: race, class, stats) would help to figure that out. Certain things a Warlock does are more useful for a Wizard or Sorcerer than for a Fighter or Paladin.
 

First, what are you starting off as? Because that matters a lot for what's useful. (One that can really be is the at will teleport as a move action L9 encounter power).
 

I'm also interested in the general answers that don't necessarily apply to the character I'm currently playing -- I have this character-building habit and the information will come in handy later, I'm sure.

However, the character that got me asking the question is a human cleric, currently level 6. She started out as a Battle Cleric but as there are already too many melee characters in the party, her distance powers are getting developed at the expense of the initial character concept -- though she does get in there to do melee damage when she can. So it's not like I'd be ruining a carefully optimized character, or anything.
 

You could powerswap for a utility. There are some nice movement powers that clerics usually lack, like climb speed, teleport, flight.
 

There's a feat called Starfire Womb in Dragon #366 which allows you to roll a saving throw when you hit with a radiant power, which clerics have tons of IIRC. Depending on the race, there could be some good racial stuff there too. There are also a good set of powers where riders don't really matter too much as they're good by themselves, so you might want to look through those for a good power. The dailies are also very useful for control, but I don't know if you have the charisma to use any of these. I like Lure of Minauros from the latest Dragon issue, especially if you can cause mark violation with it. There are lots of useful utilities though.
 

Remove ads

Top