Warlock's
- smileycrawford
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Warlock's
I've never used a warlock before, but would like to try one out. I recommends taking DEX and CHA for abilities. What exactly are DEX and CHA used for? I know you need DEX to hit things with ranged attack. Is that how you are hitting enemies with warlocks, with ranged attacks, not spells? What do you need CHA for then?
- Nymie_the_Pooh
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- smileycrawford
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Warlocks should almost always remain as "pure" Warlocks (i.e. no multi-class combinations).
3 reasons:
1. Eldritch Blast improves every other level (..1d6 every odd level of the Warlock class). Even delaying one level reduces your combat "strength" by lowering your Eldritch Blast damage.
2. Invocations (either spell-like castings OR essences/blast shapes applied to your Eldritch blast), ALSO have a set progression as you level-up. Delay it by a few levels and you delay access to better Invocations.
3. At Epic levels you gain bonus feats as a "pure" Warlock, these added feats can be used for Warlock-class specific feats like added damage to your Eldritch Blast, generally improving your attack power vs. that of a prestige class (without any penalty either).
You can see the progression of Eldritch Blast and Invocations here:
Warlock - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more
Attribute (Dexterity or Charisma, etc.) bonuses are based on an attribute's number. You get a +1 to DC (Charisma bonus for Warlock) with offensive spells (Invocations/Essences/Blast Shapes) for every even number above 10. ie. +1 with a 12, +3 with 16, +6 with 22. The same is true with Dexterity and Eldritch Blast attacks, a Dexterity of 22 improves your ranged touch attack by +6 - making it that much easier to hit an opponent (..and it also tends to improve your chance with making a critical hit.)
Your Dexterity bonus effects your ranged touch attack, which is your Eldritch blast - but only without a blast shape (i.e. either standard Eldritch Blast or Eldritch Chain - which technically is a "blast shape" but behaves more like your Eldritch Blast).
Note: Ranged Touch Attacks can "critical" for double damage on the roll if you roll a 20 on the attack (..or a 1 in 20 chance, i.e. a 5% chance). IF you have the feat Improved Critical Ranged Touch Attack then that drops to 19 and 20, or a 10% chance.
OTHER blast shapes like Eldritch Cone (cone shaped), and Eldritch Doom (radius area effect like a Fireball), do NOT rely on ranged touch attacks - they are just an "area effect" and have no "attack roll".
HOWEVER, those blast shapes (cone and radius) have a save component that relies on a Reflex save, which is UNLIKE a touch attack. Opponents with high Reflex saves like Rogues and Monks are probably going to make their save and suffer no effect as a result (..they have high Reflex saves and likely also have Improved Evasion), but other opponents like Wizards, Fighters, and Clerics are probably going to get hit (..i.e. fail their Reflex save). A higher Charisma increases DC and your chance of those opponents failing their save.
As for Charisma - the Charisma bonus enhances the DC of your Blast Shape (cone or radius), essences, and your spell-like invocations.
Ex. say you use an Eldritch Doom blast shape with an essence of Binding Blast. Eldritch Doom has a Reflex save check, the effects of Binding Blast have a Will save check. The higher your Charisma bonus, the more likely both the radius effect and essence effect will work.
IF you just use a standard Eldritch Blast or Eldritch Chain (without any essence), then you'll never fail a DC (against an opponent's save) because there will never be one.
Here is a Warlock build I did mostly for MOTB (Mask of the Betrayer) but with SOZ (Storm of Zehir) also installed:
Warlock (SOZ) « Build | NWN2DB
IF you don't have SOZ then you couldn't build this build. Additionally, I wouldn't recommend it for the OC either - the two level racial penalty of the class makes it quite a bit more difficult.
3 reasons:
1. Eldritch Blast improves every other level (..1d6 every odd level of the Warlock class). Even delaying one level reduces your combat "strength" by lowering your Eldritch Blast damage.
2. Invocations (either spell-like castings OR essences/blast shapes applied to your Eldritch blast), ALSO have a set progression as you level-up. Delay it by a few levels and you delay access to better Invocations.
3. At Epic levels you gain bonus feats as a "pure" Warlock, these added feats can be used for Warlock-class specific feats like added damage to your Eldritch Blast, generally improving your attack power vs. that of a prestige class (without any penalty either).
You can see the progression of Eldritch Blast and Invocations here:
Warlock - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more
Attribute (Dexterity or Charisma, etc.) bonuses are based on an attribute's number. You get a +1 to DC (Charisma bonus for Warlock) with offensive spells (Invocations/Essences/Blast Shapes) for every even number above 10. ie. +1 with a 12, +3 with 16, +6 with 22. The same is true with Dexterity and Eldritch Blast attacks, a Dexterity of 22 improves your ranged touch attack by +6 - making it that much easier to hit an opponent (..and it also tends to improve your chance with making a critical hit.)
Your Dexterity bonus effects your ranged touch attack, which is your Eldritch blast - but only without a blast shape (i.e. either standard Eldritch Blast or Eldritch Chain - which technically is a "blast shape" but behaves more like your Eldritch Blast).
Note: Ranged Touch Attacks can "critical" for double damage on the roll if you roll a 20 on the attack (..or a 1 in 20 chance, i.e. a 5% chance). IF you have the feat Improved Critical Ranged Touch Attack then that drops to 19 and 20, or a 10% chance.
OTHER blast shapes like Eldritch Cone (cone shaped), and Eldritch Doom (radius area effect like a Fireball), do NOT rely on ranged touch attacks - they are just an "area effect" and have no "attack roll".
HOWEVER, those blast shapes (cone and radius) have a save component that relies on a Reflex save, which is UNLIKE a touch attack. Opponents with high Reflex saves like Rogues and Monks are probably going to make their save and suffer no effect as a result (..they have high Reflex saves and likely also have Improved Evasion), but other opponents like Wizards, Fighters, and Clerics are probably going to get hit (..i.e. fail their Reflex save). A higher Charisma increases DC and your chance of those opponents failing their save.
As for Charisma - the Charisma bonus enhances the DC of your Blast Shape (cone or radius), essences, and your spell-like invocations.
Ex. say you use an Eldritch Doom blast shape with an essence of Binding Blast. Eldritch Doom has a Reflex save check, the effects of Binding Blast have a Will save check. The higher your Charisma bonus, the more likely both the radius effect and essence effect will work.
IF you just use a standard Eldritch Blast or Eldritch Chain (without any essence), then you'll never fail a DC (against an opponent's save) because there will never be one.
Here is a Warlock build I did mostly for MOTB (Mask of the Betrayer) but with SOZ (Storm of Zehir) also installed:
Warlock (SOZ) « Build | NWN2DB
IF you don't have SOZ then you couldn't build this build. Additionally, I wouldn't recommend it for the OC either - the two level racial penalty of the class makes it quite a bit more difficult.
- Nymie_the_Pooh
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Scottg provides some great information.
That paragraph is not exact by any means, but I'm trying to break it down to try to make the basics simplistic as they are intuitive after a bit of use.
I think it's straight forward to grasp once played for a bit. You should have a pretty basic understanding for the mechanics of the class by the time you retrieve the first shard from the ruins. If you find that things aren't working by that point it's still fairly early so rerolling is a pretty easy option.
No. If I had to compare it to the standard classes it is sort of like mixing a bard with a sorcerer. You have a combination of buffs and debuffs and one damage "spell" that can be modified. Many of the buffs are actually toggles to affect that damage spell so to speak. There are spells available to wizards and sorcerers that are touch ranged attacks as well and when unmodified by buffs the eldritch blast behaves in the same manner as those spells if my interpretation is correct. All this can be cast an unlimited number of times without having to worry about resting.smileycrawford wrote:So are kind of a Paladin/Ranger cross then?
That paragraph is not exact by any means, but I'm trying to break it down to try to make the basics simplistic as they are intuitive after a bit of use.
I think it's straight forward to grasp once played for a bit. You should have a pretty basic understanding for the mechanics of the class by the time you retrieve the first shard from the ruins. If you find that things aren't working by that point it's still fairly early so rerolling is a pretty easy option.
- smileycrawford
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So a Warlock is a different variation of a Sorcerer/Wizard from what I am seeing, but requires 2 abilities to be boost instead of one. I know there is a debate as to which is more powerfull, Sorcerer or Wizard, and it basically comes down to playing style. In IWD2, I liked the Sorcerer much better, but in SOZ, I prefer Wizard as it is a much more skill based game. Can the same be said for Warlock, it basically comes down to playing style, or is there one considered more powerfull than the other?
No, a Warlock isn't like a Sorcerer or Wizard. A Warlock is like a Warlock.smileycrawford wrote:So a Warlock is a different variation of a Sorcerer/Wizard from what I am seeing, but requires 2 abilities to be boost instead of one.
I know there is a debate as to which is more powerfull, Sorcerer or Wizard, and it basically comes down to playing style. In IWD2, I liked the Sorcerer much better, but in SOZ, I prefer Wizard as it is a much more skill based game. Can the same be said for Warlock, it basically comes down to playing style, or is there one considered more powerfull than the other?
1. It's a medium BAB class (..Sorcerers and Wizards are low BAB). Bards, Clerics, Druids, Favored Souls, Rogues, Spirit Shamans, are other medium BAB classes.
2. It has a sneak-attack like ranged attack (..Eldritch Blast). A Rogue's sneak attack is also 1d6 of damage every other level. On the other hand a Rogue leverages weapon damage and weapon enchanted attack bonuses and can at higher levels perform multiple attacks in a round, whereas a Warlock has only one attack a round BUT with Eldritch Chain (or another blast shape), can effect multiple targets at once and is always from a distance (i.e. "ranged"). Additionally, you can add "essences" to get special effects to your Eldritch Blast AND the damage isn't going to be avoided by sneak attack immune opponents (..like Undead).
3. Invocations that are like spells - like Walk Unseen vs. a Sorcerer/Wizard's "Invisibility" can be cast an unlimited number of times withOUT requiring rest (..to "recharge" the spells). PLUS, a level 20 Warlock only has 12 invocations altogether, many of which will be blast shapes and essences (to modify your Eldritch Blast), NOT spell-like invocations.
There is nothing quite like a Warlock, but it does "borrow" some elements from other classes.
Note that the Ranged Touch Attack formula is pretty easy to overcome as a medium BAB class rises in level vs. that of the opponent. In other words, as you become higher in level you'll almost never miss an attack with a standard Eldrtich blast or Eldritch Chain. This means that Dexterity doesn't need to be that high. Charisma, depending on how you use your Warlock, can be a LOT more important.
Sorcerers and Wizards.. different topic.
- Nymie_the_Pooh
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I was hesitant to try and compare warlocks to any of the other classes. They play quite differently from all of them. I was trying to find closest even though they aren't really close to any base class.
One thing to keep in mind is that part of the reason to hit is so important with other classes is that as they raise in level (well, BAB really) they get more attacks per round. Those extra attacks are at a penalty to hit and chance to hit goes down the more attacks a character has. To expand, most characters are looking at full bonus to hit on the first attack then -5 on the second, -10 on the third, and so on.
Having only the one eldritch blast per round means you will always be using that highest chance to hit and don't have the cumulative -5 to hit for additional attacks other classes face when making further attacks. Yes, this means fewer attacks per round on your part, but you don't have to work as hard on to hit because you don't have those extra attacks performing at a penalty and each attack you perform does a nice chunk of damage which can be modified for various effects such as performing an AoE. You don't have to pump dexterity much in order to hit things because of this combined with the medium BAB. A human starting at 14 then using a +4 dex item or the starting invocation leaps and bounds is looking at +4 to hit with the eldritch blast which is plenty for much of the game. I would definitely swap out leaps and bounds before getting too far into the game if you take it, but for the early game it is +2 to hit as well as +2 AC and the tumble bonus can be nice. It is easily replaced with gear however.
The build Scottg linked looks solid to me. I'd take the time to read through it as the notes help explain why he took what he did. So many times builds just state what to take. It's nice to read why to take something.
One thing to keep in mind is that part of the reason to hit is so important with other classes is that as they raise in level (well, BAB really) they get more attacks per round. Those extra attacks are at a penalty to hit and chance to hit goes down the more attacks a character has. To expand, most characters are looking at full bonus to hit on the first attack then -5 on the second, -10 on the third, and so on.
Having only the one eldritch blast per round means you will always be using that highest chance to hit and don't have the cumulative -5 to hit for additional attacks other classes face when making further attacks. Yes, this means fewer attacks per round on your part, but you don't have to work as hard on to hit because you don't have those extra attacks performing at a penalty and each attack you perform does a nice chunk of damage which can be modified for various effects such as performing an AoE. You don't have to pump dexterity much in order to hit things because of this combined with the medium BAB. A human starting at 14 then using a +4 dex item or the starting invocation leaps and bounds is looking at +4 to hit with the eldritch blast which is plenty for much of the game. I would definitely swap out leaps and bounds before getting too far into the game if you take it, but for the early game it is +2 to hit as well as +2 AC and the tumble bonus can be nice. It is easily replaced with gear however.
The build Scottg linked looks solid to me. I'd take the time to read through it as the notes help explain why he took what he did. So many times builds just state what to take. It's nice to read why to take something.
- smileycrawford
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Thank you for the help you 2 are giving me. It is exlaining a lot.
I have found 2 builds on that site that do a lot of explaining and seem to be popular. One has dropped Charisma though, but does give a reason as to why.
-Crithead's Warlock Guide - Basic Blaster- « Build | NWN2DB
-Crithead's Warlock Guide - Basic Controller- « Build | NWN2DB
I think I would be inclined to take the Blaster as it seems easier to play, but does miss out on part of what being a Warlock is. This does seem like a more complicated class to take.
I have found 2 builds on that site that do a lot of explaining and seem to be popular. One has dropped Charisma though, but does give a reason as to why.
-Crithead's Warlock Guide - Basic Blaster- « Build | NWN2DB
-Crithead's Warlock Guide - Basic Controller- « Build | NWN2DB
I think I would be inclined to take the Blaster as it seems easier to play, but does miss out on part of what being a Warlock is. This does seem like a more complicated class to take.
smileycrawford wrote:Thank you for the help you 2 are giving me. It is exlaining a lot.
I have found 2 builds on that site that do a lot of explaining and seem to be popular. One has dropped Charisma though, but does give a reason as to why.
-Crithead's Warlock Guide - Basic Blaster- « Build | NWN2DB
-Crithead's Warlock Guide - Basic Controller- « Build | NWN2DB
I think I would be inclined to take the Blaster as it seems easier to play, but does miss out on part of what being a Warlock is. This does seem like a more complicated class to take.
Actually it's not a complicated class to use at all, and one of the easiest to build.
Hmm, I'll take exception to both of these builds..
1st off, there is no such thing as a "blaster" build, or perhaps I should say there is no such thing as a build without "blasting". Warlocks are all about their Eldritch Blast. The reason? It's their ultimate method of attack AND it's powerful. Second, the class just doesn't have that many invocations that could be substituted for Eldritch Blast. (..there are a few exceptions, but none are available until mid-point in the build.)
2nd, the only substantial changes in Eldritch Blast damage between the two builds are at Epic levels - Charisma vs. added Eldritch Blast. That added Charisma is adding only +3 to (what it should be) for the build. This is vs. 7d6 of added damage? Huh? Doesn't make any sense at all..
3rd, and speaking of not making any sense, he front loads Combat Expertise (and Improved Combat Expertise) to a build that has only moderate attack numbers early on. That's not smart at all. -3 to attack for Combat Expertise and -6 to attack with Improved Combat Expertise! Then there is the issue of even needing higher AC. Remember, this is a *ranged* attacker, not an up front melee character. This build shouldn't be getting hit. In a PvP universe, yes you need all the AC you can get. In a campaign setting however you can accumulate all the AC you'll need.
4th, missing at level 20 1d6 in Eldritch Blast because of the multi-class level. ALSO, lower BAB because of the multi-class level. Worse, lower BAB at low levels due to placing the non-Warlock class early in the build.
5th... Several Invocations aren't good.
I'll do a build designed for the OC though to MOTB for a better idea of "what", "when", and "why".
- Nymie_the_Pooh
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I've seen conflicting reports on whether combat expertise affects ranged touch attacks or not. I haven't done any testing in NWN2 on this matter. The side that reports it does not affect the to hit of ranged touch attacks tend to state that the engine doesn't take it into consideration the same way it doesn't consider the to hit on the weapon that is wielded by the character. It definitely shouldn't come into play if using some of the shapes as Scottg mentioned there is no to hit roll when using those. That being said, you can only use one stance at a time so you have to decide between using it or combat casting which is used to reduce the number of attacks of opportunity. Combat casting isn't essential, but it doesn't take a feat (or two for improved combat expertise) and still offers some defense if you have to cast while being attacked in melee.
The control build linked particularly has me scratching my head. He is going for control, but drops the BAB and eldritch blast damage as well as raises strength and spends two feats for a temporary boost to AC. That is the big difference between the two builds to me outside of the differences in the Dex and Cha stats themselves along with invocation choices. For a character that is billed as one that stays in the back and makes enemies less effective that is quite a bit to sacrifice to get a temporary AC buff.
For the blaster build I would start by dropping Dex by one and Int by two. The build is paying four stat points for two extra skill points each level. This lets you raise Cha by six with a point left over to go into either Str or Wis depending on which you prefer. Str is nice for carry limit and to buffer any enfeebling effects. You have companions to carry stuff, but it's not a terrible spot to add points. Wisdom is pretty much just for increasing will saves for a pure Warlock which is nice, but with dark one's own luck this becomes less of an issue. I would also use whatever race you prefer. There are races with some great bonuses for warlocks, but the best ones also have penalties and you'll be looking at the back of the character's head for a long while if you stick with the character. Drow and Yuan-ti are particularly nice if just looking at abilities if playing into the epic levels because of their bonuses to both dexterity and charisma along with built in spell resistance, but being two levels behind can be a bit disheartening during the OC.
Keep in mind that there is a wide variety of viable builds for pretty much every class. The game is not very hard and you have a selection of companions to shore up any weak points. The only thing they can't do for you outside of SoZ is social interaction with NPCs. The reason there are so many different builds for even pure classes with the same goals in mind is that there is quite a bit of room for personal tastes as well as builds being designed for use in different settings.
The control build linked particularly has me scratching my head. He is going for control, but drops the BAB and eldritch blast damage as well as raises strength and spends two feats for a temporary boost to AC. That is the big difference between the two builds to me outside of the differences in the Dex and Cha stats themselves along with invocation choices. For a character that is billed as one that stays in the back and makes enemies less effective that is quite a bit to sacrifice to get a temporary AC buff.
For the blaster build I would start by dropping Dex by one and Int by two. The build is paying four stat points for two extra skill points each level. This lets you raise Cha by six with a point left over to go into either Str or Wis depending on which you prefer. Str is nice for carry limit and to buffer any enfeebling effects. You have companions to carry stuff, but it's not a terrible spot to add points. Wisdom is pretty much just for increasing will saves for a pure Warlock which is nice, but with dark one's own luck this becomes less of an issue. I would also use whatever race you prefer. There are races with some great bonuses for warlocks, but the best ones also have penalties and you'll be looking at the back of the character's head for a long while if you stick with the character. Drow and Yuan-ti are particularly nice if just looking at abilities if playing into the epic levels because of their bonuses to both dexterity and charisma along with built in spell resistance, but being two levels behind can be a bit disheartening during the OC.
Keep in mind that there is a wide variety of viable builds for pretty much every class. The game is not very hard and you have a selection of companions to shore up any weak points. The only thing they can't do for you outside of SoZ is social interaction with NPCs. The reason there are so many different builds for even pure classes with the same goals in mind is that there is quite a bit of room for personal tastes as well as builds being designed for use in different settings.
Nymie_the_Pooh wrote:I've seen conflicting reports on whether combat expertise affects ranged touch attacks or not. I haven't done any testing in NWN2 on this matter. The side that reports it does not affect the to hit of ranged touch attacks tend to state that the engine doesn't take it into consideration the same way it doesn't consider the to hit on the weapon that is wielded by the character. It definitely shouldn't come into play if using some of the shapes as Scottg mentioned there is no to hit roll when using those. That being said, you can only use one stance at a time so you have to decide between using it or combat casting which is used to reduce the number of attacks of opportunity. Combat casting isn't essential, but it doesn't take a feat (or two for improved combat expertise) and still offers some defense if you have to cast while being attacked in melee.
.
I just tested it and Combat Expertise does lower your Eldritch Blast attacks (-3 and -6 for the "Improved" variety). EDIT (only correct for Kaedrins.) Good point about Defensive Casting - the character should be in Defensive Casting mode when in close proximity to opponents.
Additionally there are better feats for the class to select. Furthermore it requires a 13 or better in Intelligence (..where you might prefer to plow those attribute points into Charisma or Dexterity).
Then again there is the whole issue of enhancing AC for a ranged attacker when a ranged attacker should be kept out of harms way - and not require a fantastic AC for a given level (..through various means like "meat-shields", essences, etc..)
- Nymie_the_Pooh
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Thanks for checking on combat expertise. I figured it would work that way, but have seen enough people say to the contrary that I've always been a little bit curious.
I got the term for defensive casting mixed up, but luckily you knew what I meant. If I understand correctly defensive casting makes it to where enemies don't get attacks of opportunity against you for casting spells (or invocations or eldritch blasts as the case may be) but there is a concentration check to cast the spell.
I'm sure Scottg knows this, but I'm including it for the information dump. Normally, every enemy in melee would get a chance to attack the character every time they go to cast. If they hit then the character must pass a concentration check of 10 + damage received + the level of the spell. When in defensive casting mode enemies do not receive attacks of opportunity for casting, but the caster checks on every spell at a DC of 15 + the level of the spell. To expand, a roll of one is never considered a failure for the check when in defensive casting mode. A Warlock with a concentration skill of eighteen (total rank including bonuses) should therefor never fail a concentration check when casting any invocation with defensive casting toggled on.
I got the term for defensive casting mixed up, but luckily you knew what I meant. If I understand correctly defensive casting makes it to where enemies don't get attacks of opportunity against you for casting spells (or invocations or eldritch blasts as the case may be) but there is a concentration check to cast the spell.
I'm sure Scottg knows this, but I'm including it for the information dump. Normally, every enemy in melee would get a chance to attack the character every time they go to cast. If they hit then the character must pass a concentration check of 10 + damage received + the level of the spell. When in defensive casting mode enemies do not receive attacks of opportunity for casting, but the caster checks on every spell at a DC of 15 + the level of the spell. To expand, a roll of one is never considered a failure for the check when in defensive casting mode. A Warlock with a concentration skill of eighteen (total rank including bonuses) should therefor never fail a concentration check when casting any invocation with defensive casting toggled on.
- Nymie_the_Pooh
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That explains the discrepancy. I am using Kaedrin's as well. On the upside with Kaedrin's overcoming spell resistance is easier for warlocks than it is in vanilla.
I could see taking Fey Skin if already investing in the Fae feats. It was the extra ones that confused me. If taking Heritage and Power anyway then taking Skin is essentially DR3/cold iron for one feat. I was a little fuzzy on the inclusion of the other two as they are both essentially an extra DR1/cold iron each along with the extra ability should you happen to use it. There are so many ways to get DR however that I can easily see dropping it, but three points of additive DR for one feat isn't bad either in my opinion. If I felt I needed either of the last two for that bit of DR I would probably take toughness instead for one of them.
I think I may try something like this last build you posted as my next character. I'll probably drop the combat expertise feats though as I am using Kaedrin's. Perhaps add in some of the Kaedrin's specific feats like Empower and/or Maximize Eldritch Blast along with maybe Lord of All Essences (+4 spell penetration along with +2DC for warlock blasts and invocations for those curious and not running Kaedrin's). The problem with that last one however is that it requires a spellcraft of 25 so would replace one of the d6 dice for the eldritch blast so I'm debating with myself if it would be worth it or not. d6 doesn't sound like much at first, but in the epic levels it averages out to 5.25 damage and if I am doing a maximized empowered blast it is 13.5 damage (assuming empowered eldritch blast and eldritch master are multiplicative and not additive. Otherwise it is 12) and 27 on a maximised empowered crit for an extreme example of what that extra d6 means. Then again, it can be as little as 1.5 damage at that point and it's not like I will be maximize or empowering, let alone combining, even half the blasts I fire off.
I could see taking Fey Skin if already investing in the Fae feats. It was the extra ones that confused me. If taking Heritage and Power anyway then taking Skin is essentially DR3/cold iron for one feat. I was a little fuzzy on the inclusion of the other two as they are both essentially an extra DR1/cold iron each along with the extra ability should you happen to use it. There are so many ways to get DR however that I can easily see dropping it, but three points of additive DR for one feat isn't bad either in my opinion. If I felt I needed either of the last two for that bit of DR I would probably take toughness instead for one of them.
I think I may try something like this last build you posted as my next character. I'll probably drop the combat expertise feats though as I am using Kaedrin's. Perhaps add in some of the Kaedrin's specific feats like Empower and/or Maximize Eldritch Blast along with maybe Lord of All Essences (+4 spell penetration along with +2DC for warlock blasts and invocations for those curious and not running Kaedrin's). The problem with that last one however is that it requires a spellcraft of 25 so would replace one of the d6 dice for the eldritch blast so I'm debating with myself if it would be worth it or not. d6 doesn't sound like much at first, but in the epic levels it averages out to 5.25 damage and if I am doing a maximized empowered blast it is 13.5 damage (assuming empowered eldritch blast and eldritch master are multiplicative and not additive. Otherwise it is 12) and 27 on a maximised empowered crit for an extreme example of what that extra d6 means. Then again, it can be as little as 1.5 damage at that point and it's not like I will be maximize or empowering, let alone combining, even half the blasts I fire off.
Non-buff damage resistance is pretty hard to come-by at lower levels unless you polymorph. (Barbarians 2 at level 10, Dwarven Defender couldn't get it until level 12 and that's only 3 at that point.) It's not even that easy to get it in a buff form either. Damage Reduction or "soaking" is a lot easier to find at higher amounts, though limited by a total number before failing (..i.e. Stone Skin, Premonition). It is however a "buff", and most people don't even want one buff - especially not one that will fail at some point.Nymie_the_Pooh wrote:That explains the discrepancy. I am using Kaedrin's as well. On the upside with Kaedrin's overcoming spell resistance is easier for warlocks than it is in vanilla.
I could see taking Fey Skin if already investing in the Fae feats. It was the extra ones that confused me. If taking Heritage and Power anyway then taking Skin is essentially DR3/cold iron for one feat. I was a little fuzzy on the inclusion of the other two as they are both essentially an extra DR1/cold iron each along with the extra ability should you happen to use it. There are so many ways to get DR however that I can easily see dropping it, but three points of additive DR for one feat isn't bad either in my opinion. If I felt I needed either of the last two for that bit of DR I would probably take toughness instead for one of them.
I think I may try something like this last build you posted as my next character. I'll probably drop the combat expertise feats though as I am using Kaedrin's. Perhaps add in some of the Kaedrin's specific feats like Empower and/or Maximize Eldritch Blast along with maybe Lord of All Essences (+4 spell penetration along with +2DC for warlock blasts and invocations for those curious and not running Kaedrin's). The problem with that last one however is that it requires a spellcraft of 25 so would replace one of the d6 dice for the eldritch blast so I'm debating with myself if it would be worth it or not. d6 doesn't sound like much at first, but in the epic levels it averages out to 5.25 damage and if I am doing a maximized empowered blast it is 13.5 damage (assuming empowered eldritch blast and eldritch master are multiplicative and not additive. Otherwise it is 12) and 27 on a maximised empowered crit for an extreme example of what that extra d6 means. Then again, it can be as little as 1.5 damage at that point and it's not like I will be maximize or empowering, let alone combining, even half the blasts I fire off.
The other nicety with the Warlocks damage resistance is I can't think of a single opponent in either the OC or MOTB that uses Cold Iron - so it's not going to fail.
Kaedrins - is quite different, both in Invocations that should be selected and with respect to feats. There are just to many good feats in Kaedrins for a Warlock to fully "kit-up", compromises will be great.
Speaking of feats with Kaedrins - you can almost totally "nerf" your attributes ACCEPT for Charisma and polymorph into a form (relying on that form for Dexterity and everything but Charisma) and still cast your invocations! Takes awhile though..
VERY different build, but same basic attacks.
- smileycrawford
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- Nymie_the_Pooh
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It's a good tool. Might as well use it and ignore people if it is a problem. They aren't going to restrict those individuals in any way as those are the same ones writing guides and providing content for their forums while "critiquing" builds. If they had other people dedicate that kind of time to the site then maybe the powers that be would do something. It is their ball in their yard and those are the kids that tend to be the team captains because they show up every day to play.
I've still got one of the builds - and have been adding to it and making adjustments.
I'll provide a link back here again when I've got it refined enough, could be a few weeks (but I'm not in a rush). If anyone needs access to it now (it's still "up"), you can always search for it. Basically as it stands now feats at 6th level through 18th level are in question - and pretty much open to user preference. Of course an increased DC via Great Charisma could be selected as well by "giving-up" 2-4d6 of Eldritch blast dice (epic feats) - and still retain an added 3d6 beyond that of the Controller build while having an even better DC much earlier in MOTB.
One thing in particular to note with the build that was changed and that I think is actually an overall improvement in game-play is a simple alteration in Invocation selection. Select Tenacious Plague as your first 3rd level Invocation at level 11, and Chilling Tentacles at 13. This should make some of those thieves quests easier in the OC in Chapter 1 Neverwinter.
One of the things troubling me (and has for other builds as well) is the contribution of Blindfight.
I *know* it's not necessary for the OC, and I'm pretty sure it isn't for MOTB. It's just a matter of testing through MOTB, and also rechecking points in the OC to be safe. (..actually I *know* it's not really necessary at all because of Tenacious Plague (which will hit anything with a good modified Charisma), BUT I'd still like to know if it's legitimately detrimental to game-play with Eldritch Blast).
As for the builder site, there will always be some rude people out there that want you to agree with their opinion 100%, and typically if they find any fault (legitimate) with your reasoning/analysis, then for them it utterly validates their viewpoint and that you can't possibly be correct on anything.. or perhaps anything they feel is of "substance".
My major point of objection with CE/ICE was wrong.. ("game-over" so to speak), so of course any question of attacks of opportunity or indeed the "heretical" viewpoint of not needing AC was instantly denied. "Fruit of the poisonous tree".
I can say I've played all 3 campaigns numerous times without real incident and NOT requiring a high AC, but it falls on "deaf ears". Funny enough, my very first game was in fact using a Drow Warlock.. still remember it reasonably well. One of the things I remember most was that the 2 level penalty of the race, despite the very excellent spell resistance for the class, made the class quite a bit more difficult to play (because of the delay in 1d6 of blast dice and the delay in added "chains" with Eldrtich Chain). But those searching for the "holy grail" in a build don't seem to really consider that.
Still, they were *useful*, if rude. I didn't know that Kaedrins was dropping attacks with CE/ICE. Now I do, and so do we all.
I'd also forgotten that Defensive Casting Mode drops concentration by 5, though only by 1 with Combat Casting. That was also good to re-learn, if somewhat caustically. ..and yet another error on my part!
They also caused me to create the comparison of the two different builds; that alone was quite useful. (..it still needs a lot of editing though, mostly for format and readability on just the comparison itself.)
That comparison particularly exposes a superior build DC for the build I posted vs. that of the controller (for most of the build life - excepting level 27 and 30). It was really quite funny when one of them objected to that with a retort that I hadn't read the Controller build, or if I had I would have understood it's purpose. Of course DC is the most salient point of the Controller build. Lower DC, lower control, higher DC, higher control.
Ah well, enough rambling from me for now.
I'll provide a link back here again when I've got it refined enough, could be a few weeks (but I'm not in a rush). If anyone needs access to it now (it's still "up"), you can always search for it. Basically as it stands now feats at 6th level through 18th level are in question - and pretty much open to user preference. Of course an increased DC via Great Charisma could be selected as well by "giving-up" 2-4d6 of Eldritch blast dice (epic feats) - and still retain an added 3d6 beyond that of the Controller build while having an even better DC much earlier in MOTB.
One thing in particular to note with the build that was changed and that I think is actually an overall improvement in game-play is a simple alteration in Invocation selection. Select Tenacious Plague as your first 3rd level Invocation at level 11, and Chilling Tentacles at 13. This should make some of those thieves quests easier in the OC in Chapter 1 Neverwinter.
One of the things troubling me (and has for other builds as well) is the contribution of Blindfight.
I *know* it's not necessary for the OC, and I'm pretty sure it isn't for MOTB. It's just a matter of testing through MOTB, and also rechecking points in the OC to be safe. (..actually I *know* it's not really necessary at all because of Tenacious Plague (which will hit anything with a good modified Charisma), BUT I'd still like to know if it's legitimately detrimental to game-play with Eldritch Blast).
As for the builder site, there will always be some rude people out there that want you to agree with their opinion 100%, and typically if they find any fault (legitimate) with your reasoning/analysis, then for them it utterly validates their viewpoint and that you can't possibly be correct on anything.. or perhaps anything they feel is of "substance".
My major point of objection with CE/ICE was wrong.. ("game-over" so to speak), so of course any question of attacks of opportunity or indeed the "heretical" viewpoint of not needing AC was instantly denied. "Fruit of the poisonous tree".
I can say I've played all 3 campaigns numerous times without real incident and NOT requiring a high AC, but it falls on "deaf ears". Funny enough, my very first game was in fact using a Drow Warlock.. still remember it reasonably well. One of the things I remember most was that the 2 level penalty of the race, despite the very excellent spell resistance for the class, made the class quite a bit more difficult to play (because of the delay in 1d6 of blast dice and the delay in added "chains" with Eldrtich Chain). But those searching for the "holy grail" in a build don't seem to really consider that.
Still, they were *useful*, if rude. I didn't know that Kaedrins was dropping attacks with CE/ICE. Now I do, and so do we all.
I'd also forgotten that Defensive Casting Mode drops concentration by 5, though only by 1 with Combat Casting. That was also good to re-learn, if somewhat caustically. ..and yet another error on my part!
They also caused me to create the comparison of the two different builds; that alone was quite useful. (..it still needs a lot of editing though, mostly for format and readability on just the comparison itself.)
That comparison particularly exposes a superior build DC for the build I posted vs. that of the controller (for most of the build life - excepting level 27 and 30). It was really quite funny when one of them objected to that with a retort that I hadn't read the Controller build, or if I had I would have understood it's purpose. Of course DC is the most salient point of the Controller build. Lower DC, lower control, higher DC, higher control.
Ah well, enough rambling from me for now.
I thought I'd update this (..though not the build).
I did fully test several games through on the OC and MOTB.
I stand by both my earlier suggestion and the later modified suggestion.
AC really is not needed at lower levels as long as you have at least 2 party members/summons producing threat BEFORE you start to attack. At those early levels in the OC the only place where I was attacked was when I let Khelgar "run free" in the inn (upstairs) drawing out a bunch of attackers - so many that they came after my Warlock. In other words - the greater number of attackers you'll be facing - the greater number of party members + summons that you will need to keep them occupied so that your Warlock doesn't draw "threat". The exception is at higher levels with Eldritch Doom, a good disabling essence, and opponents not immune to that essence.
At mid and high levels Invisibility (plus some space) provides you with enough defense. A few shamans (in Arvan particularly) had purge capabilty - but at long as you keep your Warlock at a distance it isn't a problem.
Despite all that IF you really want a high AC (which would include the use of items).. the highest hitter in the OC (beyond the final boss incarnation) was the Red Dragon - which was around 55 on the highest difficulty setting. (..can't seem to remember what the final incarnation of the final boss was.. it may not have been as high.) Almost everyone else was less 46 or less barring a critical. Sadly the same was mostly true for MOTB - with the final Boss around 63. This means that if you carry-over your enchanted AC from the OC to MOTB that you'll almost never get hit in MOTB even if you are drawing tons of "threat". Make sure though that you crafted-in an immunity to Criticals!
Final note: remember to make use of spell-scrolls via "use magic device" skill for the most difficult "bosses". I had Sand/Sayfia scribe several Greater Missile Storms and Grasping/Crushing Hands for these occasions. A wand of Lesser Spell Breach was also a requirement IMO.
I did fully test several games through on the OC and MOTB.
I stand by both my earlier suggestion and the later modified suggestion.
AC really is not needed at lower levels as long as you have at least 2 party members/summons producing threat BEFORE you start to attack. At those early levels in the OC the only place where I was attacked was when I let Khelgar "run free" in the inn (upstairs) drawing out a bunch of attackers - so many that they came after my Warlock. In other words - the greater number of attackers you'll be facing - the greater number of party members + summons that you will need to keep them occupied so that your Warlock doesn't draw "threat". The exception is at higher levels with Eldritch Doom, a good disabling essence, and opponents not immune to that essence.
At mid and high levels Invisibility (plus some space) provides you with enough defense. A few shamans (in Arvan particularly) had purge capabilty - but at long as you keep your Warlock at a distance it isn't a problem.
Despite all that IF you really want a high AC (which would include the use of items).. the highest hitter in the OC (beyond the final boss incarnation) was the Red Dragon - which was around 55 on the highest difficulty setting. (..can't seem to remember what the final incarnation of the final boss was.. it may not have been as high.) Almost everyone else was less 46 or less barring a critical. Sadly the same was mostly true for MOTB - with the final Boss around 63. This means that if you carry-over your enchanted AC from the OC to MOTB that you'll almost never get hit in MOTB even if you are drawing tons of "threat". Make sure though that you crafted-in an immunity to Criticals!
Final note: remember to make use of spell-scrolls via "use magic device" skill for the most difficult "bosses". I had Sand/Sayfia scribe several Greater Missile Storms and Grasping/Crushing Hands for these occasions. A wand of Lesser Spell Breach was also a requirement IMO.
- smileycrawford
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