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Pact of the Chain is broken ATM, the pet doesn't get any better.
Pact of the Tome turns you into a worse Sorcerer/Wizard.
Other than that, there's multiple Machine Gun Eldritch Blast builds you can do. Like getting Lightning Dragonborn Sorc bonus, then use the items that give you lightning charges to add Lightning Damage to your Eldritch Blasts and Twin Spelling Eldritch Blast and getting 2 in Fighter for Action Surge.
Multiclassing is pretty much the only way to make Warlock not terrible.
Far as Paladin/Sorc, I think they just plain do better on their own or combined with other classes. Twinspell Haste is a hell of a drug.
But if you like how Warlocks play, there's definitely viable options for it around. I just don't like the playstyle myself.
If you're just doing Paladin 2/Warlock 10, it doesn't matter, I don't think you even get your Oath specific spells until lvl 3.
While you can *cast* with any of your spell slots, your total Wizard memorization selection is limited by your Wizard memorization slots, which are a whopping one (or two, can't remember if I had 8 or 10 INT) at lower levels of INT. You'll end up with a huge list of learned spells, but barely any place to put them.
To get four slots, you need 16 INT, which means you're always going to be wearing the crown of intelligence to memorize the Wizard spells. You can actually memorize them, then drag them to your hotbar, remove the crown and they will remain on your hotbar, even with one memory slot.
Also, you can do stuff like cast an elemental, then remove it from the memory slot, but keep the pet anyway. Also, all of your damaging and crowd control Wizard spells use INT, so it's really only good to use for utility/buff/pet spells.
If you were just talking about spell slot *rank*, that's another matter, and yes, they do work up to your maximum caster level ability.
Sorc 10, warlock 2 can shoot 6 eldritch blasts hasted and another 3 with quicken. You can use lightning charges and draconic bloodline to add extra damage on charisma for uses of your beams. However you can't seem to use your warlock spells to create sorcery points ATM.
So which ever you prefer. Sorc 12 doing a level 6 and two level 5 scorching rays is still way stronger as a fire draconic sorcerer to add cha to each beam with elemental adept to ignore resistance. Also get 13+dex+bonuses for AC and fly.
Why not both? :)
With my current playthrough I'm going Paladin 7/Warlock 5 and also have Warlock 2/Sorcerer X (at least 8) and possibly Fighter 2.
Funny thing about the Sorlock though is that it has some insanely broken damage. If you use the Spellsparkler staff from Act 1, it has a buggy interaction that is causing your Eldritch Blast to add a fourth ray when there should only be three (so a total of eight when Hasted). Sometimes it randomly adds one more ray on top of that for some reason.
You can also use the Spellmight Gloves that give you -5 to attack, but +1d8 per ray. That +1d8 also adds to the damage of the Lightning Charges from the staff, and going Draconic Bloodline (Lightning) buffs them even more.
There's a ring that gives you advantage with every attack, with the malus of having disadvantage on all saving throws (worth it though) to offset the -5 for the most part. You can also pair this with the ring that adds a radiant orb on an enemy when you are illuminated (just cast light on yourself). What this does is gives the enemy a -1 chance to hit for 1 round. And they stack. So if you hit with four rays, the enemy gets a -4 to hit for four turns. Six rays is -6 to hit for six turns etc.
You can literally do up to 400ish damage per turn against non vulnerable enemies, and a bit more against them. If you have another character that can Haste you, you can also use Hex, which the Lightning Charges will benefit from too. It's probably one of the most broken interactions. But on top of that, you can dual wield staves and use the Act 3 staff that gives you a free level 6 spell (so go with Chain Lightning). You could even opt out of using the Potent Robes with that staff too if you wanted since their ability damage modifiers do not stack.
Paladin 2 / Warlock 10, Vengeance / Pact of the Blade with CHA as replacement for STR weapons, scrolls as additions to pew pew Eldritch Blast.
So if you are playing Paladin and want Level 3 smites that recharge on short rest, and 3 attacks by default. Then at Paladin Level 8 you grab Paladin 5/3 Warlock (Fiend). If Patch 2 fixes it just respec. Nothing lost since your already Level 10 your probably starting Act 3/Late Act 2.
Then you keep going until Level 10 with Paladin 5/warlock 5. By level 9 you can get your Great Weapon Master feat once again. Thanks to Warlock 4. At level 10. The Warlock 5 now gives you 3 attacks at Level 10 (4 with the Great Weapon Master on bonus action). So you start Act 3 with 3 attacks (Level 10) and then use GWM on your bonus action. This gives you a flat 4 attacks without haste. you can of course chug a haste potion and pop 6 attacks (Way better use). Then just use Level 3 smites on crit, since they are going to recharge on short rest. 18 Charisma and GWM is fine (Just have someone bless you).
You can stack Crit chance with potion/helmet that gives it while obscured. Although id prefer the bloodlust potion since you can make 9 attacks per round (Just nuts at Level 10). Which lasts on long rest, and requires no concentration. If 3 turns are not enough, just self cast haste on yourself via Item or Wyll (Warlock/Sorcerer). Advantage is easy to get using the Risky Ring. There is also a weapon that gives it in Late Act 1 (Githyanki Creche), and gloves that do the same thing (These gloves pair well with the Electrical Halbread that stun you).