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  1. #1
    Bounty Hunter
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    Default Pure Casting Warlock DC Eld Blast Build

    Build Goals
    - 10 skull capable in a group
    - solo-able on 3-6 skull for most level 30+ quests with a good pace (0 reaper points: 3 skull, 35 reaper points: 4 skull, 75 reaper points: 5 skull, 120 reaper points: 6 skull).
    - able to help significantly with mobs in reaper 7-9 group runs (quickly kill dangerous enemies, speed up runs, dps contribution good)
    - balanced build with instakill, cc, dps and survivable with skillful play (not a min/max build)
    - customizable with trade-off options between offense and defense

    The goal of the build isn't to maximize DC or DPS, but rather to strike a balance between DC, DPS and survivability that makes it feasible to run high skull with group and/or lower skulls solo and be effective across skull levels and in both a group or solo environment. For example taking ruin and greater ruin sacrifices dc and/or spell penetration for the benefit of fast single target damage against death-immune champions and bosses. Medium armor proficiency adds some survivability and with this release also works well with the flamecleansed fury set which adds both dps and dc. The alternative is esoteric set which has a higher dc ceiling but also has a lower mrr potential and prevents use of collective sight which is key for getting all the key stats in the build. For running mostly high skulls priorities would be different but since my runs are mostly centered around 4-6 skulls I feel these are good compromises. If running exclusively low skull or exclusively high skull additional adjustments can be made. When soloing I run 4 skulls when looking for an easy completion and 5 skulls when I am feeling a bit braver and paying more attention. I often two man with my friend kronovere and we run 5 skull for easy completions and 6 skulls when we are feeling a bit braver.

    Two alternate U42 builds will be available in the next few days, both of which are very strong for U42 and other legendary content:

    Blasting Tiefling Enchant Variant: https://www.ddo.com/forums/showthrea...=1#post6216894
    Max DC Build for 10 Skull Variant: https://www.ddo.com/forums/showthrea...=1#post6216892

    RACE: Tiefling

    PACT: Fiend. Fiend was compelling for just hurl through hell, but now with tiefling you can bypass fire immunity and increase fire vulnerability so it's a no-brainer. On top of that the flamecleansed fury set gives a 10% fire lore boost but nothing to sonic/acid and tiefling boosts fire lore by an additional 4% - so much synergy with only fire. The one negative with tiefling is the lack of healing amp which I try and compensate for other ways. The spell crit chance in the tiefling tree would be a strong consideration on it's own but is icing on the cake for choosing tiefling and fiend.

    Starting Stats
    Str: 8
    Dex: 8
    Wis: 16
    Con: 14
    Int: 12
    Char: 20 (All level ups)

    GEAR

    Goggles: Collective Sight: Wis 21, Ins Con 10, Quality Resistance 4
    Helm: Legendary Pansophic Circlet, Potency 131, Ins Potency 65, Quality Potency 15, Magical Efficiency 10% (Greater Necromancy slotted)
    Necklace: Sigil of Regalport: Cha 22, Quality Spell Focus 2, Wizardry 481, Cold absorb 53% (to hell and back/embraced by light +2 char, to hell and back +1 char, embraced by light +1 char slotted)
    Trinket: Slavers Crafted: Sheltering 45 (for MRR), Force Lore 27, Concentration 22, Quality Con 4 (swap item: same version except with Quality Wis 4 for mass frog)
    Cloak: Legendary Hallowed Trail: Light Spell Power 214, Light Spell Lore 31, Evoc DC 9, Quality Spell Pen 3)
    Belt: Legendary Burnscar Sash (29% fire acid lore 202 acid and fire stacking spellpower (Greater Enchantment Slotted)
    Ring 1: Legendary Shattered Onyx: Profane Spell Focus II, Insightful Resistance 8, Insightful Dodge 10, Insightful Charisma 10
    Gloves: Legendary Hands of House Jorasco: Heal 22, Healing Lore 29, Insightful Heal 11, Equipped Healing Amp 40
    Boots: Slavers Crafted: Dexterity 17, Resistance 14, Spellcraft 22, Quality Charisma 4
    Ring 2: Legendary Celestial Sapphire Ring: Constitution 21, Dodge 21, Profane Attributes 2
    Bracers: Legendary Hallowed Castigators: Devotion 214, Healing Lore 31, Insightful Sheltering 27
    Armor: Legendary Blessed Vestments: Fortification 214, Physical Sheltering 54, Healing Amp Comp Bonus 85, False Life 81

    Off-hand Weapon: Resplendent Fury: Insightful Wisdom 10, Insightful Light Spell Lore 14, Insightful Light Spell Power 106, Fire/light sp proc
    Off-hand Swap Weapon: LGS Triple Positive Devotion 150, Positive Healing Amp 50, Exc Char +2
    Off-hand Swap Weapon : EE Skyvault Shield (when you need a bit more defense - use master's touch for proficiency)

    Main Weapon: Nightmother's Sceptre (Any spellpower gem slotted for implement bonus +4 piece ottos with charisma and -10 spell failure reduction' and 4 piece eye of the beholder set with 1 charisma)
    Swap Main Weapon: Nightmothers's Sceptre (Any spellpower gem slotted for implement bonus + 5 piece zephyr for knockdown immunity, -10 spell failure reduction and +2 charisma slotted)
    Swap Main weapon for energy drain immunity against beholders: Nightmother's Sceptre (Any spellpower gem slotted for implement bonus + 4 piece purity set + 4 piece ottos set with -10 spell failure and 1 charisma)

    OTHER SWAP ITEMS
    Swap Trinkets: Mysterious Bauble (major mnemonic clicky) and upgraded Pale Lavender Ioun Stone, upgraded Magestar, Epic Littany for Ruins, Greater Ruins with bosses
    Swap Necklaces: Epic Twisted Talisman and Twisted Talisman (for 400 spell points, hp heal from fast healing and regen)
    Swap Goggles: Int 15 / True Seeing / Ins Int +7 (this plus helm helps find most secret doors)
    Swap Helm: Search 22 / Wisdom 15/ Ins Search 11 (This plus goggles helps find most secret doors)

    Misc Gear and Supplies
    - Blade of Jack Jibbers
    - Harper Pin, Greater
    - Harper Pin, Lesser
    - Eternal Flask of Free Movement
    - Essence of Desire Potions (Yugo)
    - Essence of Seduction Potions (Yugo)
    - Remnant Potions of Stat +2 (Cha and Con)
    - Bottomless Flask of Rum
    - Heal Scrolls
    - Resurrection Scrolls
    - Greater Restoration Scrolls
    - Blindness Removal Potions
    - Poison Neutralization Potions
    - Disease Removal Potions
    - Lesser Restoration Potions (mostly useless in reaper)
    - Curse Removal Potions

    FEATS:

    1) Maximize
    3) Empower
    6) Completionist (or past life wizard or enlarge)
    9) Quicken
    12) Spell Focus Necromancy
    15) Spell Penetration
    18) Medium Armor Proficiency
    21) Past Life Wizard or Epic Eldritch Blast
    24) Embolden
    26) Epic Arcane Eldritch Blast
    27) Ruin
    28) Mass Frog (because it works on some things well even with a lower dc - esp undead and constructs)
    29) Arcane Pulse
    30) Greater Ruin
    30) Scion of the Plane of Shadowfell

    *** If running primarily higher skulls in a balanced party drop ruin/gruin and take enlarge + great spell focus necromancy

    There are some enemies that require a higher spell penetration. I decided it's not worth the cost to have "no fail" spell penetration for the drow in the mines U36 chain and a few fiendish in Ravenloft. New content could change these priorities. In cases where spell penetration is required web and/or tentacles seem to work (and I never get spell pen failure on tentacles despite it being subject to spell resistance). With increases to spell pen from sharn i used the opportunity to swap out a twist and change races rather than increase my spell penetration. So my spell pen drops 3 with this update and this is simply because web and tentacles provides enough cover against drow and fiendish.

    ENHANCEMENTS (14 bonus racial + 1 bonus universal point)

    Tiefling - (18)
    Cores
    - Bloodhunt 1
    - Charisma 1
    - Bloodhunt 2
    - Charisma 2
    - Bloodhunt 3
    Tier 2
    - Infernal Defense x 3
    Tier 3
    - Ash x3
    - Incineration
    Tier 4
    - Improved Scorch
    - Incineration

    Soul Eater (42)
    Cores
    - Inhuman Understanding
    - Inhuman Nature
    - No Worse Fate
    - Inhuman Nature 2
    - Eldritch Seeker
    - Devour the Soul
    Tier 1
    - Consume
    - Taint the Blood
    - Hungry for Destruction x3
    Tier 2
    - Stricken x 3
    - Hungry for Destruction x3
    Tier 3
    - Eldritch Blast Shape: Cone
    - Charisma
    - Strickened Soul
    Tier 4
    - Greater Hunger
    - Strickened Form
    - Immortal Will
    - Charisma
    Tier 5
    - Eldritch Wave
    - Supreme Hunger
    - Feed on Magic
    - Spell Tearing
    - SLA Finger of Death

    Tainted Scholar (31)
    Core
    - Tainted Spellcasting
    - Tainted Lore
    - Stanch
    - Tainted Lore 2
    - Blood Component
    Tier 1
    - Feigned Health x 3
    - Strong Pact
    Tier 2
    - Utterdark Blast (default stance)
    - Eldritch Shape Chain
    - Strong Pact
    - Stunning Blast x3
    Tier 3
    - Faltering Blast
    - Strong Pact
    - Charisma
    Tier 4
    - Penetrating Blast (for golems mostly)
    - Strong Pact
    - Charisma

    Falconry (4)
    - Summon Snow Owl
    - Out in Nature x 3

    * Note for heroic leveling I usually take command and wand & scroll mastery from tainted scholar + steal life force from soul eater. At level cap these abilities aren't needed, but they are helpful during heroic leveling.

    If you don't have the 14 racial + 1 universal action point drop points from tainted scholar, then falconry and lastly the tiefling tree.

    Epic Destiny Exalted Angel
    Core
    - Radiant Power x2
    - Endless Faith x2
    - Healing Power x2
    - Charisma
    Tier 2
    - Charisma
    Tier 3
    - Piercing Spellcraft x3
    - Charisma
    Tier 4
    - Charisma
    Tier 5
    - Leap of Faith
    - Charisma
    Tier 6
    - Divine Wrath
    - Charisma

    I use Exalted Angel for this destiny. If you are finding certain content difficult due to enemy damage, you can run in unyielding sentinel for more PRR/HP and survivability, but you will lose 4 DC. Depending on gear and past lifes this could still work, but not ideal. It's better to learn to play without the extra defenses so you can improve your game play even if it means a few more deaths at first.

    In my prior version I took Reborn in the Light from Exalted Angel. I did this because it was charged up with the aura. Without the aura it's not worth taking. The aura charging up reborn in the light so quickly is most likely a bug.

    EPIC DESTINY TWISTS
    Energy Burst (Fire)
    Empyrean Magic (I swapped out spell penetration but gained 3 spell pen from the cloak)
    Necromancy Specialist
    Rejuvenation Cocoon
    Interrogation

    For certain quests where you need immunity to knockdown (Tavern Brawl for example) and are soloing you can switch to Unyielding Sentinel in Stand Against the Tide - giving up DC and spell pen, but gaining hp and the immunity to knock down. This is only helpful in a very small # of quests. Alernatively you can make a second sentient weapon for situations like this with zephyr instead of otto's set bonus. You don't really need the dc for boss fights so having alternate sentient weapons (even without all tiers) makes sense.

    SPELLS
    1: Feather Fall (TS) , Master's Touch, Night Shield, Command (Fiend)
    2: Sleet Storm, Rage (Fiend), Blur, Web (TS)
    3: Crushing Despair (TS), Charm Monster Displacement, Fire Shield (Fiend)
    4: Deathward (TS), Binding Chain (Fiend), Evard's Black Tentacles, Hold Monster
    5: Finger of Death, Power Word Blind (Fiend), Undeath to Death, Greater Heroism (TS)
    6: Mass Hold Monster, Howl of Terror (Fiend), Wail of the Banshee

    Self Healing
    - Cocoon (great for topping off in battle since it has the "over time" effect)
    - Maximized/Empowered Mass Cure Moderate Wounds spell from Exalted Angel
    - Divine Wrath (getting some extra heals while in combat)
    - Scroll Healing (primary at heroic levels, last resort epic levels)

    Healing Amp Potential
    Competence Bonus from Armor: 85
    Equipment bonus from Gloves: 40
    Guild Bonus from Ship Buff: 20
    Past Life Paladin: 30
    Falconry Enhancements: 15 (if you have enough racial points)
    Embraced by Light 2 piece set: 5
    Total Healing Amp: 195 (lower than I would prefer but reasonable considering a race with no healing amp in the tree)

    NOTE: When needed I can swap to my LGS triple positive sceptre which provides another 50 healing amp and a stacking 150 devotion.

    For the Charisma and DC stats I am showing everything, but you don't need everything.

    Charisma
    Start: 20
    Level Ups: 7
    Tome: 8
    Completionist: 2
    Racial Completionist: 2
    Racial Past Lifes: 3
    Enhancement Bonus: 22
    Insightful Bonus: 10
    Exceptional Bonus: 1
    Quality Bonus: 4
    Profane Bonus: 2
    Artifact Bonus: 2
    Sentient Weapon Filigree: 6
    Reaper Bonus - Legendary Pansophic Circlet: 2
    Racial Enhancements: 2
    Soul Eater Enhancements: 2
    Tainted Scholar Enhancements: 2
    Soul Eater Capstone: 4
    Reaper: 5
    Epic Destiny: 6
    Angelic Presence: 2
    Ship Buffs: 2
    Yugo Potions: 2
    Remnant Potions: 2
    Total Charisma: 122

    Note I am listing completionist, past life racial etc. A few DC difference won't make or break the build but I include these for completeness and I don't have everything on the list myself. I would try to get 3x past life half elf, tiefling and dragonborn for the +3 Cha and 3 racial AP as it's a reasonable return on investment. The reaper investment to get all DC, spell pen and charisma is high, but you can get the bulk of it for 14 ap if you need to spend some points in the defense tree for hp.

    The DC increase from past lifes is only 3 so this build is possible without all the past lifes. The only catch would be spell penetration - if you don't have past lifes wizard and/or favored soul you likelly want to dump spell pen entirely and rely on web/tentacles against spell resistant mobs.

    Note on spell DC: With all schools you can use Momento Reaper's Potency and Tainted Spellcasting for a quick bonus of 5 to DC. I use this frequently.

    Necromancy DC
    Base: 10
    Spell Level: 6 (Note without heighten it's 6 for Wail, 6 for Devour and 5 for Finger)
    Charisma Bonus: 56
    Necromancy Focus Feat: 1
    Past Life Wizard Feat: 1
    Embolden: 2
    Scion of the Plane of Shadowfell: 4
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact: 3
    Item: Sentient Bonus: 4
    Item: Profane Bonus: 2
    Enhancements - Soul Eater: 1
    Enhancements - Reaper: 4
    Exalted Angel - Transcendental Magic: 3
    Epic Destiny Twist - Necromancy Focus: 3
    Ship Buffs: 1
    Total Necromancy DC: 116

    I've heard people on the forums say this DC isn't enough at 30 but I disagree. Keep in mind it can be boosted with clickies, but even so it is enough. The key is using finger to target lower fort save enemies and devour/hurl to target low will enemies. Also, strategic use of mass frog is helpful against low-will mobs especially undead and constructs. The key is not hitting a magic DC #, but rather targeting the right enemies with the right spells.

    You can actually get by in mid skulls with a much lower dc. Just because your focus is necromancy doesn't mean the build instakills everything. With crit chance you will see later, evards + maybe mass hold + energy burst + divine wrath and your wave/cone can wipe out mobs fairly quickly. Use all the tools in your toolbox rather than being a one-trick instakill pony which is not very effective. The key is figuring out what works with your dc and optimizing based on that. Being able to instakill a few more enemies with a 6-7 higher dc doesn't get you much while having more diversity better allows you to deal with every situation. My perspective is from someone that solos and shortman's frequently so I need to deal with everything. In a static group of 6 this changes quite a bit as you can get by doing only a few things well.

    Enchantment DC
    Base: 10
    Spell Level: 6 (Mass Hold/Howl of Terror)
    Charisma Bonus: 56
    Embolden: 2
    Scion of the Plane of Shadowfell: 2
    Past Life Wizard Feat: 1
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact: 3
    Item - Sentient Bonus: 4
    Item - Profane Bonus: 2
    Enhancements - Soul Eater: 1
    Enhancements - Reaper: 4
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Enchantment DC: 110

    Conjuration DC
    Base: 10
    Spell Level: 4 (Evard's)
    Charisma Bonus: 56
    Embolden: 2
    Scion of the Plane of Shadowfell: 2
    Past Life Wizard Feat: 1
    Cleric Past Life x3: 3
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact: 3
    Item - Sentient Bonus: 4
    Item - Profane Bonus: 2
    Enhancements - Reaper: 4
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Conjuration DC: 110

    Eldritch Blast DC
    Base: 10
    Spell Level: 9
    Charisma Bonus: 56
    Embolden: 2
    Scion of the Plane of Shadowfell: 2
    Past Life Wizard Feat: 1
    Sorc Past Life x3: 3
    Item- Enhancement Bonus: 9
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Artifact: 4
    Item - Sentient Bonus: 4
    Item - Profane Bonus: 2
    Enhancements - Reaper: 4
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Eld Blast DC: 117

    Mass Frog DC
    Base: 20
    Wisdom Bonus: 36
    Past Life Wizard Feat: 1
    Embolden: 2
    Scion of the Plane of Shadowfell: 2
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact: 3
    Item: Sentient Bonus: 4
    Item: Profane Bonus: 2
    Enhancements - Reaper: 4
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Mass Frog DC: 93

    Hurl Through Hell DC
    Base: 10
    Charisma Bonus: 56
    Warlock Levels: 30 (I believe it's using 30 instead of 20 based on testing)

    Total Hurl Through Hell DC: 96

    Spell Penetration:
    Warlock Levels: 20
    Feat: Spell Penetration: 2
    Feat: Past Life Wizard and Favored Soul: 9
    Item: Enhancement Bonus: 8
    Item: Insightful Bonus: 4
    Item: Quality Bonus 3
    Enhancement Tree: Tainted Scholar: 2
    Enhancement Tree: Reaper: 5
    Epic Destiny: 3
    Ship Buff: 1
    Eye of the Beholder Set: 1
    Total: 59 (very few things in the game require >60 but this can be improved with twists or feats - I chose to use web/tentacles against high spell resistant mobs)

    You might know this is slightly lower than my previous build. This is because I gained 3 spell pen from the quality spell pen on the cloak, but lost 3 from dragonborn and 3 from swapping to empyrean magic instead of spell pen for a twist. This is because empyrean magic is a little easier to charge up with scorch and energy burst fire in my rotation and because spell penetration is impactful in too few areas at end game to focus on. This can change in future iterations as content evolves.

    As you can see from the #s below spell crit chance is getting a big boost due mostly to tiefling, the orb and set bonus. This is a significant boost to dps making a noticeable difference in 6 skull and below.

    Light Spell Spell Critical Chance (Utterdark Blast - Default Stance):

    5: Magical Training
    8: Soul Eater
    4: Tiefling
    31: Cloak
    18: Orb
    10: Set Bonus - Artifact
    1: Interrogation
    -------------------------
    Total before Empyrean Magic: 77
    Total with Empyrean Magic: 87

    Light Spellpower:

    Item - Equipment Bonus: 214
    Item - Insightful Bonus: 107
    Item - Quality Bonus: 15
    Item - Artifact Bonus: 50
    Item - Implement Bonus: 45
    Item - Mythic and Reaper Bonuses: 30
    Epic Destiny: Radiant Power x 2 from Exalted Angel: 20
    Epic Destiny Twist: Interrogation: 5
    Feat: Past Life Morninglord Past Life Stance: 30
    Feat: Epic Power: 60
    Feat: Scion of the Plane of Shadowfell: 30
    Enhancement: Hungry for Destruction Tier 1 x3: 6
    Enhancement: Hungry for Destruction Tier 2 x3: 6
    Enhancement: Inhuman Understanding: 30
    Enhancement: Tainted Spellcasting Passive: 23
    Enhancement: Reaper Tree: 48
    Tome: Universal Spellpower: 4
    Ship Buffs: 15
    Spellcraft: 103

    Standing Light Spell Power Before Boosts: 841
    Light Spellpower for Maximized and Empowered Spells/SLAs: 1066
    With Reaper Power, Tainted Spellcasting Clicky, Potion of Greater Brilliance, Commendation Potion and Empyrean Magic Stacks:1201

    Fire Spell Spell Critical Chance:

    5: Magical Training
    8: Soul Eater
    8: Tiefling
    29: Belt
    9: Energy Criticals Epic Past Life Stance
    10: Set Bonus - Artifact
    1: Interrogation
    -------------------------
    Total before Empyrean Magic: 70
    Total with Empyrean Magic: 80

    Fire Spellpower:

    Item - Equipment Bonus: 131
    Item - Enhancement Bonus: 202
    Item - Insightful Bonus: 65
    Item - Quality Bonus: 15
    Item - Artifact Bonus: 50
    Item - Implement Bonus: 45
    Item - Mythic and Reaper Bonuses: 30
    Destiny Twist: Interrogation: 5
    Feat: Epic Power x10: 60
    Feat: Scion of the Plane of Shadowfell: 30
    Enhancement: Hungry for Destruction Tier 1 x3: 6
    Enhancement: Hungry for Destruction Tier 2 x3: 6
    Enhancement: Inhuman Understanding: 30
    Enhancement: Tainted Spellcasting Passive: 23
    Enhancement: Tiefling Cores: 35
    Enhancement: Reaper Tree: 48
    Tome: Universal Spellpower: 4
    Ship Buffs: 15
    Spellcraft: 103

    Standing Fire Spell Power Before Boosts: 903
    Fire Spellpower for Maximized and Empowered Spells/SLAs: 1128
    With Reaper Power, Tainted Spellcasting Clicky and Empyrean Magic Stacks: 1263

    For boss fights there are some swaps that can be made: for example pendant of the azure sky and stolen signet of Ir'wynarn boost quality spellpower for light/fire and significantly boosts fire. My guildy kronovere runs a build with a slightly lower dc for enchantment focus and higher spellpower - he has standing fire spellpower over 1000 and light over 850. He runs the stolen signet of Ir'wynarn and pendant of azure sky all the time and has a slightly different more dps-focused setup than I do.

    Also, an ES Blasting build with high DC for enchant is a very strong build with the new setup. The advantage ES brings is even high light spellpower with light procs, a constantly charged empyrean magic and reborn in the light.

    Force Spell Spell Critical Chance:

    5: Magical Training
    8: Soul Eater
    4: Tiefling
    27: Boots
    10: Set Bonus - Artifact
    1: Interrogation
    -------------------------
    Total before Empyrean Magic: 55
    Total with Empyrean Magic: 65

    Force Spellpower (used only for tentacles, ruin, gruin, arcane blast and when switching to penetrating blast for golems):

    Item - Equipment Bonus: 131
    Item - Insightful Bonus: 65
    Item - Quality Bonus: 15
    Item - Artifact Bonus: 50
    Item - Implement Bonus: 45
    Item - Mythic and Reaper Bonuses: 30
    Destiny Twist: Interrogation: 5
    Feat: Epic Power x10: 60
    Feat: Scion of the Plane of Shadowfell: 30
    Enhancement: Hungry for Destruction Tier 1 x3: 6
    Enhancement: Hungry for Destruction Tier 2 x3: 6
    Enhancement: Inhuman Understanding: 30
    Enhancement: Tainted Spellcasting Passive: 23
    Enhancement: Reaper Tree: 48
    Tome: Universal Spellpower: 4
    Ship Buffs: 15
    Spellcraft: 103

    Standing Force Spell Power Before Boosts: 666
    Force Spellpower for Maximized and Empowered Spells/SLAs: 891
    With Reaper Power, Tainted Spellcasting Clicky and Empyrean Magic Stacks: 1026

    Quick Play Notes

    If you played the previous pre-nerf ES versions of this build the first thing you will notice is the build has less hp and prr and if you try to play the same way - jumping in a mob and bursting - you are at high risk if there is a reaper, champ or distant caster/archer doing heavy damage. This build plays differently. I tend to draw mobs back to a "kill zone" picking off the most dangerous enemies with instakill then cc'ing the rest with Evard's using aoe on the mobs to the extent possible. In large mobs that aren't grouped together I focus on picking off the most dangerous enemies first and then use aoe to the extent possible. Between Devour, Finger x2, Hurl Through Hell and Ruin/Greater Ruin you can deal with the most dangerous mobs in low to mid reaper. As you increase skull level cc and charms will replace ruin/greater ruin for mobs immune to death spells. Devour is good against high fort mobs and Finger is good against most high will and high reflex mobs. Hurl through hell is also an amazing spell that can target things even devour doesn't work on. Hurl works on things that can't normally be instakilled such as constructs which comes in very handy.

    Reaper points help significantly with survivability.

    Example Spell Rotations (with full metamagic unless stated otherwise)
    Typical Mobs (Orcs / Kobolds in Slaver's Chain)
    - Evard's (64 sp)
    - Divine Wrath(40sp)
    - Energy Burst (20 sp)
    - Eldritch Wave (0 sp)
    - Black Dragon Breath (0sp)
    - Cone x2 or 3 (0sp)
    - Devour the Soul (0sp)
    - Finger SLA (40sp)
    - Finger Spell (48 sp)
    - Hurl Through Hell (20 sp)

    High Fort High HP Mobs (Ogres in Slaver's Chain)
    - Evard's (64 sp)
    - Mass Hold Monster (56 sp)
    - Divine Wrath(40sp)
    - Energy Burst (20 sp)
    - Eldritch Wave (0 sp)
    - Black Dragon Breath (0sp)
    - Cone x2 or 3 (0sp)
    - Devour the Soul on most dangerous high fort mob (0sp)
    - Finger SLA on most dangerous remaining caster/cleric/archer (40sp)
    - Finger Spell on most dangerous remaining caster/cleric/archer (48 sp)
    - Hurl through hell on the next most dangerous high fort mob (20sp)
    - Eldritch Wave/Cone/Black Dragon Breath as needed (0sp)

    Total Spell Point Cost: <300sp or Net 0sp with 1 Lost Soul

    Boss Damage
    - 4 unmeta'd arcane pulse (8 * 4 = 32sp)
    - Ash (4sp)
    - Tainted Spellcasting Clicky
    - Epic Littany of the dead clicky
    - Greater Ruin fully meta'd (160 * 50% = 80 sp)
    - Ruin fully meta'd (100 * 50% = 50sp)
    - Arcane pulse fully meta'd (48 * 50% = 24 sp)
    - Energy Burst fully meta'd (20 * 50% = 10sp)
    - Divine Wrath fully meta'd (40 * 50% = 20sp) - also heals melees on boss

    Total sp 220

    Arcane pulse metamagic is based on the most recent cast so once you cast the 5th arcane pulse fully meta'd keep it up. Casting the first 4 arcane pulse without metamagic saves 160 spell points. The 5 clicky's from Epic Littany save 184 spell points each using the volley above. The combination saves 1080 spell points during a boss fight.

    If I see a high # of champs or reapers I will throw in a wail of the banshee to thin out the herd for an extra 56sp. Alternatively I may charm a a few champs temporarily although that is more of a high skull tactic. The same is true with boss fights with mobs. Charm the mobs to beat on the boss.

    For solo boss fights where you are fighting just a boss I try and find a safe spot and auto attack so I can take a short break. Alternatively if no safe spot is available I try and time my heals and arcane pulses with feed on magic 30 temporary spell point proc so conserve sp for more ruins and greater ruins. I also use the epic littany clicky for the boss spell rotation listed previously.

    For self healing try to time your divine wrath, mass cure moderate and cocoon for when you have temporary spell points from feed on magic.

    Reaper Play
    The build starts out kind of slow. Once you get Stricken and Cone you can solo reaper. The first few levels kind of suck. The build picks up significant steam once you have finger of death and wave. At level 30 the build does very well in 5 skull and higher, but I tend to stick in the 6 and under range as high skulls bores me once I got several runs completed. I would put 14 points to Dire Thaumaturge and the rest fo Grim Barricade to start. Once you have a significant number of reaper points you can take the extra 1 stat, 1 dc and 2 spell pen in Dire Thaumaturge instead of the defense.

    In terms of leveling order I get cone first and then move over to TS to get feigned health, command and wand and scroll mastery.

    Early on Stricken and Consume will be your main dps as they are fully maximized and empowered. Stricken is very front-loaded as well. The cone is solid AOE. Command is good and cheap cc especially during heroic levels. Hold monster helps against reapers once available. Charms are always useful, but for heroic levels it's faster and easier to simply kill stuff.

    BUILD VARIATONS

    Enchantment Based

    As I mentioned you don't need a perfect DC to make the build work. The difference between a 105 and 116 DC is simply which targets to select with devour vs. finger vs. not using instakill at all. This is something you learn intuitively by playing with a necro build. If you aren't able to hit a 100 I would recommend going enchantment based and using the combo of tentacles + mass hold on mobs and blasting instead of focusing on instakills and then respec to necro when you have more gear or reaper points. You can even make a necro build with a 95 DC but I would still recommend enchantment until you can hit a 100.

    If going enhantment based I would choose Enlightened Spirit over Soul Eater as the slas are less compelling and the DC loss is not impactful. While ES suffered through several nerfs, the big light spellpower crits available now make it much more compelling than pre-sharn.

    Necromancer Warlock - Enlightened Spirit

    Despite rumors to the contrary, ES is not the dead bottom-tier enhancement tree. As I've done since I created this thread I am including more survivable versions of the build for those prefer a more care-free playstyle. Like before the builds are a little weaker overall in my opinion, but make staying alive easier and are great trade-offs for some people (including a few of my closest friends in this game).

    If you like playing your caster more like a melee or the prior blasting ES version, this variation allows you to do that. However, you can't sacrifice too much on DC and still keep the overall effectiveness.

    Enlightened Spirit Necromancer in Exalted Angel or Unyielding Sentinel (with or without EE Skyvault Shield)
    Playing with a shield was alot more tempting prior to the introduction of light-focused orbs in the past few releases. Adding either Skyvault shield or swapping to unyielding sentinel is a personal choice that involves choosing survivability over offense. The trade off is significant and if you find yourself struggling to stay alive consider one or both options. But once you have 35 reaper points consider 14 points in the caster tree and 21 points in the tank tree which gives you 350 hp and can completely eliminate the need for either shield or being in unyielding sentinel.

    On the other hand enlightened spirit over soul eater is an easy trade off for better survivability - the dc/dps hit is small for 20% more hp, shining through and better prr/mrr + knockown immunity. Do this first and only swap to unyielding sentinel and use of a skyvault shield as a last resort. While losing devour the soul and finger of death slas, you gain alot of survivability and can focus a bit more on enchant spells.

    Heroic Leveling Plan
    Warlock is underwhelming the first few levels. I take master's touch at level 1 and nightshield at level 2. Nightshield is a must. Once I get to cone I switch to casting and swap out master's touch for false life which acts as a healing spell in reaper and then swap it out once I am comfortable with my self healing. With master's touch I dual wield two battle axes and while not as good as a properly built melee it's still good dps for low levels. I switch to pure casting once I get the cone.

    The feat order previously listed is the order I take my feats. Think SLAs at low levels as they benefit from the maximize/empower at levels 1-3 which boost spellpower on SLAs by 225. In particular stricken one shots almost everything at low levels. So I take consume and stricken while working my way up to cone. DPS is first priority because you don't take much damage if you are killing things faster. The combo of stricken, consume and cone is really great. Once I have cone (12 AP) I start working on tainted scholar. First priority is feigned health 3 ranks, then 1 pt in command and then 3 pts in wand and scroll mastery. This is is 8 pts in tainted scholar for exactly 20 points total.

    I normally don't take my next level until I already have all 4 action points from the next level with level 1 being an exception. At level 1 I run Kobold's New Ringleader once with a 50% pot or repeat on elite without a pot. This gets you to level 2 which I take immediately for the 2nd level 1 spell. Then I take all the level 2 non-solo quests which takes me to the last rank of level 3 or maxed out and 1 xp away from 4. Then I take 3 and do the same for all levels. This means at level 3 you will have 12 AP, 16 at 4, 20 at 5 etc.

    So at level 5 you have stricken, consume, cone for dps and false life + cure critical wound scrolls boosted by feigned health. At this point your dps as a caster is not as good as a properly build ranged or melee character but you can easily defeat reaper content. at low levels as a warlock I run reaper 1 at level because very little rxp is gained by boosting skull level at low levels due to the way the formula works.

    So once you have that core 20 AP at level 5, reaper 1 is fairly easy. Use stricken on reapers and champs as that is your best single-target dps.

    This it the optimal first 20 AP for all builds in my opinion regardless of final enhancement tree and pact. Once you get past the first 20 there are many options that work and it's more art than science.

    The basic options are:
    1) work your way up soul eater starting with burning blood for another sla benefiting from metamagic. I also take steal life force for heroic leveling which benefits from metamagic and provides a little self healing. Once you have wave you can up your skull level.
    2) start working on enlightened spirit to get eldritch burst with 13 more AP providing an AOE boosted by metamagic. It takes 20 ap to take wave so you get this sooner. Then when wave is available reset the tree and put your AP in Soul Eater
    3) Go the cc route with 3 points in stunning blast at level 5 + 1 more ap in command followed by boosting your pact damage. Then when you have 40 AP reset your TS enhancements and go with the original 8 pt AP spend in TS and the rest in soul eater for the wave. At this point you have evard's black tentacles for aoe cc so I focus on filling out tier 5 soul eater and then go back to tainted scholar focusing on eld damage dice and cha first and then filling in cc at higher levels. This is my preference.

    At level 11 I swap out false life for jump and use heal scrolls for self healing.

    I just use cannith crafted leveling gear for all levels. I swap my weapons more frequently than other items.

    Level 1-9:

    Gloves: Radiance of Healing Amp
    Ring 1: Light Lore of Sheltering
    Ring 2: Persuastion False Life
    Trinket: Spell Saves Wizardry
    Boots: Spellsight of Strength
    Belt: Dodge Deathblock
    Hat: Concentration, Spell Focus Mastery
    Goggles: Intelligence, Spell Penetration
    Bracers: Resistance, Fortification
    Armor: Fearsome Invulnerability
    Necklace: Constitution Charisma
    Weapon 1: Impulse of Force Lore
    Weapon 2: Corrosion of Acid Lore
    Hat: Intelligence Spellsight (a little boost to universal spell power)

    Although at low levels I use deadly, etc. with swords and then once I have cone switch to casting.

    Level 10 with heroic burnscar sash+:

    Gloves: Impulse, Resistance, Insightful Impulse
    Ring 1: Force Lore , False Life, Insightful Con
    Ring 2: Light Lore Lore, Sheltering, Insightful PRR
    Trinket: Spellsight, Spell Penetration, Insightful Corrosion
    Boots: Dodge Strength, Ins Dodge
    Belt: Burnscar Sash
    Weapon 1: Radiance, Insightful Radiance
    Weapon 2: Caustic Forum Post (Anniversary Quest Turn-in, Corrosion, Acid Lore, Wizardry, Ins Evoc Focus, Augment)
    Hat: Intelligence, Spell Focus Mastery, Ins Spellsight
    Necklace: Constitution, Charisma, Ins Charisma
    Goggles: Conj focus, Ins Conj focus, Ins spell pen (I have also evocation, transmutation and necro versions). I use conj until higher heroic levels for the dps then switch to necro as my main goggles.
    Bracers: Spell Saves, Insightful MRR, Ins fortification
    Armor: Vitality, Healing Amp, Parrying
    Cloak: Mysterious Cloak with master's gift and feather fall slotted

    deathblock (12+) , Fortification augment slotted somewhere

    For skills, UMD, Concentration and spellsight are the important skills at heroic levels. Jump can be added as well. For epic levels I prefer 11 points in search which along with int/search swap gear lets me see secret doors.
    Last edited by slarden; 08-18-2019 at 07:46 AM.

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    Community Member UurlockYgmeov's Avatar
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    *chuckle* might want to include 'Drow' in the description. Guessed it with 20 Chr starting, but helpful to be explicit.

    Warlock is on my mind as well.

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    We all got Warlocks on our mind.
    Just want it to come up to Lammy Land so I can calculate everything at once.

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    Me, I'm still trying to figure out if Empower is boosting damage on eldrich blast or not.


    Oh, and another thing to consider is that the DC to save for half with eldrich blast is based on evocation. So building for enchantment may cause enemies to save for half damage more often
    Last edited by Red_Knight; 05-29-2015 at 04:00 PM.
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    Quote Originally Posted by Red_Knight View Post
    Me, I'm still trying to figure out if Empower is boosting damage on eldrich blast or not.


    Oh, and another thing to consider is that the DC to save for half with eldrich blast is based on evocation. So building for enchantment may cause enemies to save for half damage more often
    Empower and Maximize don't boost eldritch blast. They do boost cure moderate and EA SLAs.

    There is no save against base damage:

    https://www.ddo.com/forums/showthrea...=1#post5611292

    If the pact damage is considered evocation it may make sense to twist in precise evocation from draconic, although it would require taking an evocation feat. I'll have to see how this works on Lam, but generally reflex saves are lower than the other types, but has the drawback of some mobs being able to evade it entirely if the enemy has a high reflex save.

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    Community Member Red_Knight's Avatar
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    Quote Originally Posted by slarden View Post
    If the pact damage is considered evocation it may make sense to twist in precise evocation from draconic, although it would require taking an evocation feat. I'll have to see how this works on Lam, but generally reflex saves are lower than the other types, but has the drawback of some mobs being able to evade it entirely if the enemy has a high reflex save.
    The fey pact at least is an evocation based DC save for half damage.

    Hmm, since the basic blast is force damage, I wonder if a warlock/sorcerer multi-class for eldrich knight would be a good idea? or would you be sacrificing too many warlock feats? Decisions decisions.
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    I thought very long about this.. It would be wise if warlocks go necro focus.

    Warlocks spell cap at lv6.. 2 DCs will be added from core, 1 DC from tier 5, 2 more DCs from the capstone (4 charisma), 2 DC from ES (AoM).. 6 charisma from EA and +3 stacking DC.. At this point, warlocks are 1 step ahead of wizards. Just need to get circle of death, so they connect circle + wail, which is very powerful instant kill combination.

    - Warlock: 6 DC (cap), 2 DC (TS: core), 1 DC (tier 5), 2 DC (TS capstone), 2 effective DC (ES: AoM), 3 DC (exalted angel), 1 DC (EA aura), 3 DC (magister) = 20 DC.

    - Wizard PM: 9 DC (cap), 3 DC (arch lich), 1 DC tier 5, 1 DC (PM capstone), 1 DC (AM), 3 DC (magister) = 18 DC.

    Warlocks can also DPS on top of that: Divine wrath, Energy burst, Hellball = all mighty AoE spells that favor charisma based which also scaled with 60% critical damage.

    I don't think Walocks should take enchantment instead of necromacy simply because they can DPS very well while freely moving around. You don't really have to hold anything since you can clear the pack of monsters easily as long as SP last. And thanks to the irresistible dance, they can face orange named just fine.

    All in all, if people want EE burst damage and EE capable instant killing, they must go pure TS/ES, exalted angel no matter what. I have tried other options, but.. as long as we play calm and professional (not slow, but aggressively), having high necro DC will save warlocks life in many critical situations

    Edit: the only downside of this would be that warlocks have limited SP... Warlocks main destiny is primal.. and warlocks shiradi don't need as much SP as exalted angel warlocks do. Surely they can switch destinies anytime. But in a long run, shiradi warlocks shine since they have 2 - 3 separate elemental in a single eldritch blast that scaled individually with shiradi proc, especially chain eldritch would be awesome as it's AoE.
    Last edited by Angelic-council; 05-30-2015 at 10:01 PM.

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    Quote Originally Posted by Red_Knight View Post
    The fey pact at least is an evocation based DC save for half damage.

    Hmm, since the basic blast is force damage, I wonder if a warlock/sorcerer multi-class for eldrich knight would be a good idea? or would you be sacrificing too many warlock feats? Decisions decisions.
    Thank you, based on this I changed things around a bit although it's only the secondary damage that is subject to a save.

    I ended up dropping the smaller light SLAs from EA and going for more CHA. I also switched from 3 spell focus enchantment feats to 1 spell focus enchantment, 1 spell focus evocation and 1 past life wizard feat.

    For gear I will need to wear the sage's cloak for +5 enchant DC, Thunderforged evocation +6 and thunderforged spell penetration +7 (spell power tbd). I don't have enough phlogs to add tier 3 on the character I will make a warlock, but I do have epic noxious embers giving me 17% lore for everything. I am still undecided whether I should not worry about the secondary effect saves and go with necromancy or focus on just evocation and enchantment. If I focus on evocation and enchantment my spell list will need to change.

    The fact that fey damage is sonic ends up being a net positive since perform is based on charisma. It just means I need to fit in a perform item/augment, but my perform will end up being higher than my spellcraft despite the ranks being 11 vs. 23 since perform is cha-based.

    The elritch blast damage is really slow although the damage itself is a bit higher than I expected - and this is with my first life test character.

    I believe with utterdark blast my spellpower is based off of light instead of force which is a good thing, but I haven't confirmed that yet.

    With eShavarath just around the corner I might actually end up taking the judgment / lay to rest/ judge the many line in EA for 5 pts. This would cost me 2 cha but is worth it in content with alot of undead/evil outsiders.

    I am looking forward to playing this build on one of my chracters for comparison purposes.

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    Default Draconic Double Rainbow Variation

    Another pure casting variant for someone with alot of epic past lifes is Draconic for the main destiny with Double Rainbow, Rainbow, Prism and Cocoon twisted in. The enchant DC suffers, but DPS goes up significantly and with Mind Fog enchant DC is still workable.

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    Quote Originally Posted by slarden View Post
    Another pure casting variant for someone with alot of epic past lifes is Draconic for the main destiny with Double Rainbow, Rainbow, Prism and Cocoon twisted in. The enchant DC suffers, but DPS goes up significantly and with Mind Fog enchant DC is still workable.
    Hmm... Well, it's not going to work.. Here is why: Once you leave primal, you would lose -6 spell penetration. You can surely cover that missing Spell pen with an item, but for what. Shiradi offer untwistable extra sonic and force damage. Plus irresistible palalyze.

    But if you choose exalted angel, you are not only getting +8 charisma. But moderate healing SLA, divine wrath, sun bolt or leap of faith. Most importantly, +3 stacking DCs. Which is really huge. Draconic SLA has very long CD.. except energy burst ofc, which is twistable. Remember, dragon breath has 5 limited uses with a minute CD.

    If you go draconic and choose prism, rainbow, double rainbow and cocoon. You are basically giving up on - 7 extra enchant DC and more spell points.. I just don't see it working.

    Also, a question to you. Why enchant and not necro? Necro can instant kill, giving you huge advatage in battle. But enchant will only stun, palalyze. I mean, warlocks in exalted angel with high necro DC will simply out DPS and get most kills in the party compared to draconic/enchant.
    Last edited by Angelic-council; 05-31-2015 at 01:14 AM.

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    Quote Originally Posted by Angelic-council View Post
    Hmm... Well, it's not going to work.. Here is why: Once you leave primal, you would lose -6 spell penetration. You can surely cover that missing Spell pen with an item, but for what. Shiradi offer untwistable extra sonic and force damage. Plus irresistible palalyze.

    But if you choose exalted angel, you are not only getting +8 charisma. But moderate healing SLA, divine wrath, sun bolt or leap of faith. Most importantly, +3 stacking DCs. Which is really huge. Draconic SLA has very long CD.. except energy burst ofc, which is twistable. Remember, dragon breath has 5 limited uses with a minute CD.

    If you go draconic and choose prism, rainbow, double rainbow and cocoon. You are basically giving up on - 7 extra enchant DC and more spell points.. I just don't see it working.

    Also, a question to you. Why enchant and not necro? Necro can instant kill, giving you huge advatage in battle. But enchant will only stun, palalyze. I mean, warlocks in exalted angel with high necro DC will simply out DPS and get most kills in the party compared to draconic/enchant.
    You are right you need to go "all in" for DC/spell penetration with eShavarath coming out soon. Shiradi would be a strong option as you mentioned, but not as a twist.

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    Quote Originally Posted by Angelic-council View Post
    I thought very long about this.. It would be wise if warlocks go necro focus.

    Warlocks spell cap at lv6.. 2 DCs will be added from core, 1 DC from tier 5, 2 more DCs from the capstone (4 charisma), 2 DC from ES (AoM).. 6 charisma from EA and +3 stacking DC.. At this point, warlocks are 1 step ahead of wizards. Just need to get circle of death, so they connect circle + wail, which is very powerful instant kill combination.

    - Warlock: 6 DC (cap), 2 DC (TS: core), 1 DC (tier 5), 2 DC (TS capstone), 2 effective DC (ES: AoM), 3 DC (exalted angel), 1 DC (EA aura), 3 DC (magister) = 20 DC.

    - Wizard PM: 9 DC (cap), 3 DC (arch lich), 1 DC tier 5, 1 DC (PM capstone), 1 DC (AM), 3 DC (magister) = 18 DC.

    Warlocks can also DPS on top of that: Divine wrath, Energy burst, Hellball = all mighty AoE spells that favor charisma based which also scaled with 60% critical damage.

    I don't think Walocks should take enchantment instead of necromacy simply because they can DPS very well while freely moving around. You don't really have to hold anything since you can clear the pack of monsters easily as long as SP last. And thanks to the irresistible dance, they can face orange named just fine.

    All in all, if people want EE burst damage and EE capable instant killing, they must go pure TS/ES, exalted angel no matter what. I have tried other options, but.. as long as we play calm and professional (not slow, but aggressively), having high necro DC will save warlocks life in many critical situations

    Edit: the only downside of this would be that warlocks have limited SP... Warlocks main destiny is primal.. and warlocks shiradi don't need as much SP as exalted angel warlocks do. Surely they can switch destinies anytime. But in a long run, shiradi warlocks shine since they have 2 - 3 separate elemental in a single eldritch blast that scaled individually with shiradi proc, especially chain eldritch would be awesome as it's AoE.
    Outstanding points thank you!

    Since I need to spec for evocation, necromancy and spell penetration (with eShavarath coming out soon) I will have some gear challenges. I can use the sage's cloak which provides +5 enchantment DC, but necro has to be on a TF weapon which means I either have to wear the sage's necklace (-1 evoc DC vs TF) or bracers (-3 spell pen vs TF). Alternatively I can just not worry about the evocation DC and go necromancy.

    My playstyle favors enchantment DC since I group more than solo. I agree necromancy is better for soloing, but groups hate it when a caster comes in and instakills stuff. They love mass hold. I will say that while the "pew pew" warlock attacks seem fairly reasonable considering they are 0 sp, I was really glad when energy burst and divine wrath were off timers.

    I think you are right about Warlock being better than PM. PMs have the extra feats - I couldn't fit in the max DC feats on my warlock, but overall I like warlock self healing in EA better than PM self healing which lacks a big emergency healing option. Realistically a PM needs to go evocation in AM since their boss dps sucks so bad so while the AM option is there - it's probably not going to be taken. I also forgot to include the Angelic Presence stance in my calcs.

    Maximize/Empower help with divine wrath and cure SLAs, but not with the Eld Blast or Energy Burst so dropping at least empower is also an option. Hellball makes sense as my level 28 ED feat and I think I can fit in a potency item.

    If I do necromancy I can drop mass hold for power word stun for more single target un-savable cc.

    Great insights - thank you again!
    Last edited by slarden; 05-31-2015 at 07:14 AM.

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    Quote Originally Posted by Red_Knight View Post
    The fey pact at least is an evocation based DC save for half damage.

    Hmm, since the basic blast is force damage, I wonder if a warlock/sorcerer multi-class for eldrich knight would be a good idea? or would you be sacrificing too many warlock feats? Decisions decisions.
    I am not sure what the right class mix is to max dps. I am sure a multiclass shiradi with warlock and wizard levels can really pour out the dps, but I am not sure what the right mix is yet. It may end up being warlock/wizard/fvs.

    For DC casting I am thinking it makes sense for Warlock to go pure for the capstone benefits and because the AP spend in tainted scholar/ enlightened spirit leaves so little room for other trees.

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    Quote Originally Posted by slarden View Post
    Outstanding points thank you!

    Since I need to spec for evocation, necromancy and spell penetration (with eShavarath coming out soon) I will have some gear challenges. I can use the sage's cloak which provides +5 enchantment DC, but necro has to be on a TF weapon which means I either have to wear the sage's necklace (-1 evoc DC vs TF) or bracers (-3 spell pen vs TF). Alternatively I can just not worry about the evocation DC and go necromancy.

    My playstyle favors enchantment DC since I group more than solo. I agree necromancy is better for soloing, but groups hate it when a caster comes in and instakills stuff. They love mass hold. I will say that while the "pew pew" warlock attacks seem fairly reasonable considering they are 0 sp, I was really glad when energy burst and divine wrath were off timers.

    I think you are right about Warlock being better than PM. PMs have the extra feats - I couldn't fit in the max DC feats on my warlock, but overall I like warlock self healing in EA better than PM self healing which lacks a big emergency healing option. Realistically a PM needs to go evocation in AM since their boss dps sucks so bad so while the AM option is there - it's probably not going to be taken. I also forgot to include the Angelic Presence stance in my calcs.

    Maximize/Empower help with divine wrath and cure SLAs, but not with the Eld Blast or Energy Burst so dropping at least empower is also an option. Hellball makes sense as my level 28 ED feat and I think I can fit in a potency item.

    If I do necromancy I can drop mass hold for power word stun for more single target un-savable cc.

    Great insights - thank you again!
    Absolutely mate!

    Warlocks can't do anything about 300k HP bosses, except keep spamming eldritch blast and SLAs. But that is not an issue, it's just matter of time. However, the real problem is.. how safely and fast you can get to the boss. With divine wrath, energy burst and hellball, you can unleash devastating burst AoE damage and instant kill any trush with ease. That only leaves orange named, some are 80k - 150k HP buffed. And this is where irresistible single target stun jumps in.

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    Quote Originally Posted by Angelic-council View Post
    Absolutely mate!

    Warlocks can't do anything about 300k HP bosses, except keep spamming eldritch blast and SLAs. But that is not an issue, it's just matter of time. However, the real problem is.. how safely and fast you can get to the boss. With divine wrath, energy burst and hellball, you can unleash devastating burst AoE damage and instant kill any trush with ease. That only leaves orange named, some are 80k - 150k HP buffed. And this is where irresistible single target stun jumps in.
    From my playing around with crit damage warlock on lama il be honest here, warlocks will have the absolute best anti "300 k hp bosses" tools from all casters.

    Also once you count in spellpower crit damage and the "not yet seen" souleater dots, im pretty sure almost all arcanes will swap to warlock.

    You can be a better dc caster when you count all debuffs, you can be a bettter shiradi caster since your crit damage scales best with shiradi, you can do a better exalted light spellpower nuker with some dc casting..

    Potential is good

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    Quote Originally Posted by Blackheartox View Post
    From my playing around with crit damage warlock on lama il be honest here, warlocks will have the absolute best anti "300 k hp bosses" tools from all casters.

    Also once you count in spellpower crit damage and the "not yet seen" souleater dots, im pretty sure almost all arcanes will swap to warlock.

    You can be a better dc caster when you count all debuffs, you can be a bettter shiradi caster since your crit damage scales best with shiradi, you can do a better exalted light spellpower nuker with some dc casting..

    Potential is good
    I definitely see alot of potential. You wrote an excellent summary of why a necromancer warlock would beat a PM on Lamannia. I tend to give a lower weight to some of those debuffs than you do, but the king of debuffs is necromancy augmentation and PMs with death aura, lesser death aura and a large pool of low cost death spells, symbols, etc. can trigger necromancy augmentation easier than anything a warlock can do. Of course I am open to the possibility that I am missing something and a warlock can do that too.

    I don't think a warlock will realistically cast 4 eld blasts for -4 save to a target. I do agree some of the other debuffs are useful, but the combination of 2 auras and necromancy augmentation can't be underestimated either.

  17. #17
    Community Member Kerthyn's Avatar
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    Quote Originally Posted by slarden View Post

    I believe with utterdark blast my spellpower is based off of light instead of force which is a good thing, but I haven't confirmed that yet.
    Did some quick tests with utterdark and it does seem to work based on light.
    Might be an option to drop boosting force if you wanted to, unless your in shiradi and want to boost the 7% force proc.

    How's fey pact been working out for you with your Eldritch Blast? Are you seeing many mobs saving/evading the reflex dc?

    I'm trying to figure out which pact will be the most useful dc wise. I've tried the other two, and i'm not really seeing much difference so far in mobs saving the pact damage.
    Orien: Kelerak (42 Lives/23 Epic) Kellraiser (21 Lives/10 Epic)

  18. #18
    Community Member Red_Knight's Avatar
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    Quote Originally Posted by Kerthyn View Post
    Did some quick tests with utterdark and it does seem to work based on light.
    Might be an option to drop boosting force if you wanted to, unless your in shiradi and want to boost the 7% force proc.

    How's fey pact been working out for you with your Eldritch Blast? Are you seeing many mobs saving/evading the reflex dc?

    I'm trying to figure out which pact will be the most useful dc wise. I've tried the other two, and i'm not really seeing much difference so far in mobs saving the pact damage.
    Been seeing CR 0.5 dogs Evading all three pacts right now. I think the save type is bugged. Great Old One feels like it'll be the most useful in the long run. Melee type mobs tend to have poor will saves after all. So far I'm not a fan of Fiend pact though. Too many gray oozes early on. And at low levels the force damage alone takes forever to kill them.

    *shudders at the thought of running The Pit on a fiend pact warlock*
    Finding ones past, present, and future in the threads of destiny.

  19. #19
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    The enlightened spirit tree is losing the cure moderate SLA, but the build has enough other self-healing that this isn't a major problem.

    https://www.ddo.com/forums/showthrea...Spirit-Changes

    I replaced 3 tiers of Cure Moderate Wounds SLA with 3x Retribution for 3d6 more damage in my eldritch blast.
    Last edited by slarden; 06-08-2015 at 10:43 PM.

  20. #20
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    Quote Originally Posted by Kerthyn View Post
    Did some quick tests with utterdark and it does seem to work based on light.
    Might be an option to drop boosting force if you wanted to, unless your in shiradi and want to boost the 7% force proc.

    How's fey pact been working out for you with your Eldritch Blast? Are you seeing many mobs saving/evading the reflex dc?

    I'm trying to figure out which pact will be the most useful dc wise. I've tried the other two, and i'm not really seeing much difference so far in mobs saving the pact damage.
    I apologize it appears I didn't update my posts confirming light damage was used for utterdark. I only ran in fey pact so far so I didn't really get a chance to compare it with the other options. For dogs, archers, rogues, etc. they will clearly evade quite a bit in high level content with a 70DC, but in general reflex save is the lowest save out there so on everyone else I should get more damage on average.

    I don't have a really good system for collecting #s and assessing which is best overall. If anyone has something please share it with us

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