Warlock 1st life debuffer build and no-raid gear set (for fire fiend/AotS builds) as of u67

rabidfox

The People's Champion
As part of a 1st life challenge https://forums.ddo.com/index.php?threads/lava-divers-presents-first-life-raid-push-challenge.10267 I've been putting together builds and gearset for different playstyles. I'm posting the gear set first as it should work for most fire based warlocks (fiend or AotS). It doesn't require setting foot into any raids for the gear (it optionally uses +2 DC augments from gianthold, that while they require raids to purchase, are unbound and often available on AH or via trade channels).

There's a few weapon/gear swaps listed here. Here's the advantages of each:
The staff is +2 higher DCs.
The single weapon mainhand allows for easy swapping of the offhand. I listed a shadowhorn off-hand for more debuffs, but using an affirmation off-hand for 1000 temp HP proc is a really good choice for survival. Or swap between both off-hands to maximum effectiveness.
Golden Orb of Death can be used as an off-hand for 5% more crit.
Legendary Resplendant Fury off-hand for more radiance crit and temp spell point procs (those temps can be handy for longer runs).
The Legendary Shard of Vollun trinket gives more spell power to fire/light/positive that helps attacks/heals pack a punch.
The library card trinket allows for +3 DCs on any school of magic (except evocation as that bonus is covered on goggles).

Equipped Gear Set: more crit/dc less debuff
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Armor · · · · Legendary Blessed Vestments · Drops in: Quest: Roll Call
· · · · · · · +15 Enhancement Bonus
· · · · · · · Fortification +142%
· · · · · · · Physical Sheltering +33
· · · · · · · Healing Amplification +53
· · · · · · · False Life +50
· · · · · · · Green: Ravil's Book of Legendary Recipes
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Flamecleansed Fury
Belt· · · · · Dinosaur Bone Belt· ·Drops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
· · · · · · · IoD: Accessory: Artifact Scale Slot: Scale: Fire Spell Crit Damage
· · · · · · · IoD: Accessory: Artifact Fang Slot: Fang: Fire Spell Crit Damage
· · · · · · · IoD: Accessory: Artifact Claw Slot: Claw: Fire Spell Crit Damage
· · · · · · · IoD: Accessory: Artifact Horn Slot: Horn: Profane DCs
· · · · · · · Blue: +36 Sapphire of Defense
· · · · · · · Green: Facet of Condensed Power
· · · · · · · Yellow: +2 Topaz of Spell Focus: Evocation
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
· · · · · · · Filigree 1: Otto's Irrevocable Power: Charisma
· · · · · · · Filigree 2: Eye of the Beholder: Spellpower
· · · · · · · Filigree 3: Eye of the Beholder: Charisma
· · · · · · · Filigree 4: Lunar Magic: Charisma
Boots · · · · Legendary Magma Waders· ·Drops in: Quest: The Trouble with Tar Pits, end chest
· · · · · · · Speed +30%
· · · · · · · Fire Absorption +36%
· · · · · · · Fire Resistance +53
· · · · · · · IoD: Accessory: Scale Slot: Scale: Light Spell Crit Damage
· · · · · · · Green: Topaz of Feather Fall
· · · · · · · Colorless: +2 Festive Constitution
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
Bracers · · · Legendary Hallowed Castigators· ·Drops in: Quest: Blown Deadline
· · · · · · · Devotion +142
· · · · · · · Healing Lore +21%
· · · · · · · Insightful Sheltering +17
· · · · · · · Efficient Metamagic - Empower Healing II
· · · · · · · Green: Topaz of Deathblock
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Flamecleansed Fury
Cloak · · · · Legendary Hallowed Trail· ·Drops in: Quest: House of Pain
· · · · · · · Radiance +142
· · · · · · · Radiance Lore +21%
· · · · · · · Evocation Focus +5
· · · · · · · Quality Spell Penetration +2
· · · · · · · Blue: +20 Diamond of Spell Craft
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Flamecleansed Fury
Gloves· · · · Gloryborne Gloves · Drops in: U48: Feytwisted Chest
· · · · · · · Sacred Spell Focus II
· · · · · · · Power of the Silver Flame +142
· · · · · · · Temperance of Spirit
· · · · · · · Quality Resistance +2
· · · · · · · Green: +2 Topaz of Spell Focus: Illusion
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Eminence of Autumn
Goggles · · · Legendary Goggles of Dusk · Drops in: U57 Quest: Army of Eternal Night
· · · · · · · Quality Wisdom +3
· · · · · · · Evocation Focus +6
· · · · · · · Insightful Evocation Focus 3
· · · · · · · Quality Spell Focus Mastery +2
· · · · · · · Green: Legendary Undying Sapphire
· · · · · · · Colorless: +2 Festive Charisma
· · · · · · · Deck Curse: Empty augment slot
Helmet· · · · Legendary Elder's Cap · Drops in: Quest: Red Fens Chain (Requires Scroll, Shard and Seal)
· · · · · · · Intelligence +13
· · · · · · · Enchantment Focus +6
· · · · · · · Concentration +20
· · · · · · · Spell Saves +11
· · · · · · · Yellow: Globe of Cursed Blood
· · · · · · · Colorless: +14 Diamond of Charisma
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Elder's Knowledge
Necklace· · · Legendary Elder's Focus · Drops in: Quest: The Last Stand, Base Item plus crafting in the 12
· · · · · · · Wizardry +277
· · · · · · · Illusion Focus +6
· · · · · · · Efficient Metamagic - Extend II
· · · · · · · Efficient Metamagic - Enlarge II
· · · · · · · Green: +15 Sapphire of Spell Agility
· · · · · · · Colorless: +5 Diamond of Insightful Charisma
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Elder's Knowledge
Ring1 · · · · Legendary Vishral's Signet· ·Drops in: U57 Quest: Army of Eternal Night
· · · · · · · Fire Lore +22%
· · · · · · · Combustion +149
· · · · · · · Dodge Bonus +14%
· · · · · · · Parrying +6
· · · · · · · Green: Topaz of Quick Movements
· · · · · · · Colorless: +14 Diamond of Constitution
· · · · · · · Deck Curse: Empty augment slot
Ring2 · · · · Legendary Ring of the Transformed Voice · Drops in: Quest: Horde of the Illithid Controller, end chest
· · · · · · · Quality Charisma +3
· · · · · · · Quality Impulse +37
· · · · · · · Exceptional Universal Spell Lore +5%
· · · · · · · Enchantment Resistance +11
· · · · · · · Green: Diamond of the Magi
· · · · · · · Colorless: +5 Diamond of Insightful Constitution
· · · · · · · Deck Curse: Empty augment slot
Trinket · · · Legendary Shard of Vollun · Drops in: Sands of Menechtarun, Volrune the Curate chest, Base Item plus crafting in the 12
· · · · · · · Insightful Radiance +73
· · · · · · · Insightful Combustion +73
· · · · · · · Insightful Devotion +73
· · · · · · · Wizardry +277
· · · · · · · Yellow: +2 Topaz of Spell Focus: Necromancy
· · · · · · · Blue: +11 Sapphire of Resistance
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Desert's Burning Sun
Weapon1 · · · Dinosaur Bone Quarterstaff· ·Drops in: Isle of Dread: Any chest
· · · · · · · Damage and Type 5[1d6+4] + 15 Bludgeon, Magic
· · · · · · · Critical Threat Range 20 x2
· · · · · · · +15 Enhancement Bonus
· · · · · · · Spellcasting Implement +31
· · · · · · · IoD: Weapon: Scale Slot: Brightscale
· · · · · · · IoD: Weapon: Fang Slot: Iridescent Fang
· · · · · · · IoD: Weapon: Claw Slot: Sparkclaw: Charisma
· · · · · · · IoD: Weapon: Horn Slot: Flamehorn
· · · · · · · Orange: Facet of Psionic Intrusion
· · · · · · · Purple: +1 Diamond of Exceptional Constitution
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Sentient Weapon Personality: Sentient Jewel of the Hopeful
· · · · · · · Filigree 1: Otto's Irrevocable Power: Charisma
· · · · · · · Filigree 2: Otto's Irrevocable Power: Spell Failure Reduction
· · · · · · · Filigree 3: Otto's Irrevocable Power: Spell Power
· · · · · · · Filigree 4: Eye of the Beholder: Charisma
· · · · · · · Filigree 5: Eye of the Beholder: Spellpower
· · · · · · · Filigree 6: Lunar Magic: Charisma
· · · · · · · Filigree 7: Lunar Magic: Universal Spellpower
Weapon2 · · · Restricted by another item in this gear set
Trinket2· · · Restricted by another item in this gear set
Trinket3· · · Restricted by another item in this gear set

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Equipped Gear Set: more debuffs less crit/dc
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Weapon1 · · · Dinosaur Bone Dagger· ·Drops in: Isle of Dread: Any chest
· · · · · · · IoD: Weapon: Scale Slot: Brightscale
· · · · · · · IoD: Weapon: Fang Slot: Meltfang
· · · · · · · IoD: Weapon: Claw Slot: Sparkclaw: Charisma
· · · · · · · IoD: Weapon: Horn Slot: Flamehorn
· · · · · · · Orange: Facet of Psionic Intrusion
· · · · · · · Purple: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Sentient Weapon Personality: Sentient Jewel of the Hopeful
· · · · · · · Filigree 1: Otto's Irrevocable Power: Charisma
· · · · · · · Filigree 2: Otto's Irrevocable Power: Spell Failure Reduction
· · · · · · · Filigree 3: Otto's Irrevocable Power: Spell Power
· · · · · · · Filigree 4: Eye of the Beholder: Charisma
· · · · · · · Filigree 5: Eye of the Beholder: Spellpower
· · · · · · · Filigree 6: Lunar Magic: Charisma
· · · · · · · Filigree 7: Lunar Magic: Universal Spellpower
Weapon2 · · · Dinosaur Bone Dagger· ·Drops in: Isle of Dread: Any chest
· · · · · · · IoD: Weapon: Scale Slot: Empty augment slot
· · · · · · · IoD: Weapon: Fang Slot: Flamefang
· · · · · · · IoD: Weapon: Claw Slot: Meltclaw: Constitution
· · · · · · · IoD: Weapon: Horn Slot: Shadowhorn
· · · · · · · Orange: Ruby of Implement's Flame
· · · · · · · Purple: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot

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Equipped Gear Set: Golden Orb of Death off-hand swap
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Weapon2 · · · Golden Orb of Death · Drops in: Quest: The Temple of Elemental Evil Parts 1 and 2
· · · · · · · +10 Orb Bonus
· · · · · · · Elemental Absorption 20%
· · · · · · · Insightful Spell Lore V
· · · · · · · Energy Siphon XII
· · · · · · · Purple: Empty augment slot
· · · · · · · Orange: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot

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Equipped Gear Set: Legendary Resplendant Fury off-hand swap
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Weapon2 · · · Legendary Resplendant Fury· ·Drops in: Quest: Best Laid Plans
· · · · · · · Spellcasting Implement +29
· · · · · · · +15 Orb Bonus
· · · · · · · Insightful Radiance +71
· · · · · · · Insightful Radiance Lore +13%
· · · · · · · Coalesced Flame
· · · · · · · Nearly Finished (Ins IWC): Empty augment slot
· · · · · · · Purple: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot

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Equipped Gear Set: DC trinket swap
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Trinket · · · Legendary Library Card· ·Drops in: Quest: Vecna Unleashed (quest), End chest
· · · · · · · Green: +2 Topaz of Spell Focus: Necromancy
· · · · · · · Colorless: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Forbidden Knowledge
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Last edited:

rabidfox

The People's Champion
This build is for a 1st life warlock that's meant to bring some damage and lots of debuffs. It brings the following debuffs:
Built in mrr/prr Debuffs:
Consume -10 prr/mrr/spell resist
EA mantle -5 prr/mrr
EA shadows upon you -5 prr/mrr
SD darkness -9 prr/mrr (from trap the soul, doesn't always seem to land so something is going on despite the description saying "When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell")
SD shadowloss -5 prr/mrr/spell resist (requires illusion DCs vs fort to land, may be a problem vs some mobs)
total sustained: -34 prr / -34 mrr / -15 spell resists

Burst:
Devour the Soul -20 PRR and MRR for 6 seconds, 15 second cooldown (doesn't need to land DCs)
total with burst: -54 prr / -54 mrr

Extra mrr/prr Debuffs from weapons:
Ash -21 mrr / 60 USP
Ooze -10 prr/mrr
total sustained: -44 prr / -65 mrr
total burst: -64 prr / -85 mrr

other debuffs:
stricken -20 MP/RP/spellpower
stricken vuln stacks
taint the blood -4 fort save
 
Last edited:

rabidfox

The People's Champion
pn31PhA.png

Character name: 1st life debuffer
Classes: 20 Warlock, 10 Epic, 2 Legendary
Race: Half-Elf· · · · · · ·Alignment: Neutral

· · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· ·50%
Str:· · ·8· · 0 · ·16 · · ·HP:· · · ·1001 · · ·AC:· · 40
Dex:· · ·8· · 0 · ·16 · · ·PRR: · · · ·96
Con:· · 16· · 2 · ·40 · · ·MRR: · · · ·96 · · ·+Healing Amp:· · 53
Int:· · 14· · 0 · ·27 · · ·Dodge: · 10/25 · · ·-Healing Amp:· · ·0
Wis:· · ·8· · 0 · ·22 · · ·Fort:· · ·192% · · ·Repair Amp:· · · ·0
Cha:· · 18· · 5 · ·74 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
DR:
Immunities: Sleep, Fear, Natural Poisons, Natural Deseases, Magic Missiles, Energy Drain, Magic Missiles, Falling damage, Death Effects
bCpco22.png

Class and Feat Selection
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Level Class · · · · · ·Feats
1 · · Warlock(1)· · · ·Standard: Quicken Spell
· · · · · · · · · · · ·Half-Elf Dilettante: Half-Elf Dilettante: Warlock
· · · · · · · · · · · ·Pact: Warlock: Pact: Fiend
2 · · Warlock(2)· · · ·
3 · · Warlock(3)· · · ·Standard: Maximize Spell
4 · · Warlock(4)· · · ·Warlock Save Bonus: Fiendish Resilience
· · · · · · · · · · · ·Charisma: +1 Level up
5 · · Warlock(5)· · · ·Warlock Pact Spell: Pact Magic: Rage
6 · · Warlock(6)· · · ·Standard: Empower Spell
· · · · · · · · · · · ·Warlock Pact Ability: Warlock: Dark One's Luck
7 · · Warlock(7)· · · ·
8 · · Warlock(8)· · · ·Warlock Save Bonus: Fiendish Resilience
· · · · · · · · · · · ·Charisma: +1 Level up
9 · · Warlock(9)· · · ·Standard: Enlarge Spell
· · · · · · · · · · · ·Warlock Pact Spell: Pact Magic: Fire Shield
10· · Warlock(10) · · ·Warlock Resistance: Fiendish Resistance
11· · Warlock(11) · · ·
12· · Warlock(12) · · ·Standard: Heighten Spell
· · · · · · · · · · · ·Warlock Save Bonus: Fiendish Resilience
· · · · · · · · · · · ·Charisma: +1 Level up
13· · Warlock(13) · · ·
14· · Warlock(14) · · ·Warlock Pact Spell: Pact Magic: Binding Chain
15· · Warlock(15) · · ·Standard: Medium Armor Proficiency
· · · · · · · · · · · ·Warlock Pact Ability: Warlock: Hurl Through Hell
16· · Warlock(16) · · ·Warlock Save Bonus: Fiendish Resilience
· · · · · · · · · · · ·Charisma: +1 Level up
17· · Warlock(17) · · ·Warlock Pact Spell: Pact Magic: Power Word: Blind
18· · Warlock(18) · · ·Standard: Spell Focus: Evocation
19· · Warlock(19) · · ·Warlock Pact Spell: Pact Magic: Howl of Terror
20· · Warlock(20) · · ·Warlock Save Bonus: Fiendish Resilience
· · · · · · · · · · · ·Charisma: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Epic Eldritch Blast
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Pact Dice
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Embolden Spell
· · · · · · · · · · · ·Charisma: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Epic Spell Power: Fire
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Greater Spell Focus: Evocation
28· · Epic(8) · · · · ·Epic Destiny Feat: Epic Spell Power: Light
· · · · · · · · · · · ·Charisma: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Epic Spell Focus: Evocation
· · · · · · · · · · · ·Legendary: Scion of the Plane of Fire
31· · Legendary(1)· · ·Epic Destiny Feat: Spell Specialty: Illusion
32· · Legendary(2)· · ·Charisma: +1 Level up

Skills
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Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
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Heal· · · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 27.0
Jump· · · · · · · 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·2· ·21.0 · 34.0
Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 63.0
Use Magic Device· 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 75.0
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YEkbBjM.png

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Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
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Acid· · · · · · · · · · · 413 · · ·26%· · · · · · · · 65
Light/Alignment · · · · · 723 · · ·53%· · · · · · · · 95
Cold· · · · · · · · · · · 413 · · ·26%· · · · · · · · 65
Electric· · · · · · · · · 413 · · ·26%· · · · · · · · 65
Evil· · · · · · · · · · · 413 · · ·26%· · · · · · · · 65
Fire· · · · · · · · · · · 740 · · ·54%· · · · · · · ·125
Force/Untyped · · · · · · 658 · · ·32%· · · · · · · · 65
Negative· · · · · · · · · 377 · · ·26%· · · · · · · · 65
Physical· · · · · · · · · 413 · · ·26%· · · · · · · · 65
Poison· · · · · · · · · · 413 · · ·26%· · · · · · · · 65
Positive· · · · · · · · · 667 · · ·53%· · · · · · · · 65
Repair· · · · · · · · · · 368 · · ·26%· · · · · · · · 65
Rust· · · · · · · · · · · 368 · · ·26%· · · · · · · · 65
Sonic · · · · · · · · · · 392 · · ·26%· · · · · · · · 65
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Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
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Warlock Spells
L1: Nightshield · · · · · · · · · · · · · · Abjuration· · · 73
L1: Resist Energy · · · · · · · · · · · · · Abjuration· · · 73
L2: Invisibility· · · · · · · · · · · · · · Illusion· · · · 86
L2: Suggestion· · · · · · · · · · · · · · · Enchantment · · 76
L3: Dimension Door· · · · · · · · · · · · · Conjuration · · 75
L3: Displacement· · · · · · · · · · · · · · Illusion· · · · 87
L4: Evard's Black Tentacles · · · · · · · · Conjuration · · 76
L4: Flesh to Stone· · · · · · · · · · · · · Transmutation · 76
L5: Circle of Death · · · · · · · · · · · · Necromancy· · · 80
L5: Finger of Death · · · · · · · · · · · · Necromancy· · · 80
L6: Hold Monster, Mass· · · · · · · · · · · Enchantment · · 80
L6: Trap the Soul · · · · · · · · · · · · · Conjuration · · 78
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Last edited:

rabidfox

The People's Champion
This build may get updated after it's been run a bit to shake out any changes that are needed. As for an explanation of some of the choices:

The only tomes this build uses is from 1750 and 5k favor.

Half-Elf Dilettante: Warlock gives a fire imbue toggle for 1d4 damage per die that scales off fire spell power (with a 2 second internal cooldown). It's not a lot of damage, but with the scion it has 4 imbue dice and every little bit of extra damage helps.

The Shadowdancer epic strike Nightmare Lance applies a -5 mrr/prr debuff and triggers paranoia that makes attacks/spells for the next 10 seconds do sneak dice in untyped damage (scaled off force spell power with 1 second interal cooldown). The build has 7 sneak dice, so it's an extra 7d6 untyped damage on all spells/blasts used (as long as the epic strike is being used to keep paranoia active). Not a lot of damage, but every extra little bit adds up.

It uses the EA mantle (either the barrier if you want to get in close and do AoE damage/debuffs or the non-barrier version if you want to keep a bit of distance for more single target boss focus). It provides extra fire/light damage, makes the heals hit a bit stronger (for off-healing), and does a -5 prr/mrr debuff on mobs.

The build was intially based off Ying's https://forums.ddo.com/index.php?threads/yings-reaper-warlock.261/ with tweaks made to the build and gear to what it is now.

Two of these builds is the same party/raid doesn't serve a purpose. The value of the build also reduces if there's other people bringing the EA/shadowdancer debuffs in the party. It's nice to have a debuffer around to free up others to go all out on damage, but it equally can be edge out of being needed in a group/raid depending on party composite.
 
Last edited:

rabidfox

The People's Champion
By the time this build was in R3 Project Nemesis, it was feeling a bit glassy (even with affirmation's 1000 temp HP). Died a couple times (to trash spawning and smacking me) and went incap (decent incap range) & survived once.
dNx4mWx.png

Hit point breakdown for the setup. There's a bunch of HP sources that can't be taken because DCs are pain to hit with this build (and even then, many DCs won't land consistently outside my evoc/illusion ones for damage/debuffs).
 
What a cool build. I really appreciate this project being shared, as I think newer players will benefit a lot from knowing how experienced players would push raids with minimal resources. A quick question about your debuff options:

I usually separate debuffs in my mind by what works on red named bosses and what doesn't. I don't think you listed those differences but it's my understanding that some of those would not work on raid bosses, right?

Specifically, I'm looking at Trap the Soul's Darkness (SD), Devour the Soul (SE), and Lance's Shadowloss (SD), which I know does affect bosses but I've had trouble landing the DC in the past with a well built character. Maybe your experience with the latter has been better than what I'm assuming.

In these cases, are the debuffs just for orange names, and trash mobs? Or am I wrong? Do all of these (consistently) affect red names? I ask because it seems excessive to me to debuff mobs that are susceptible to crowd control, so I wouldn't have personally thought to use them myself.
 

rabidfox

The People's Champion
What a cool build. I really appreciate this project being shared, as I think newer players will benefit a lot from knowing how experienced players would push raids with minimal resources. A quick question about your debuff options:

I usually separate debuffs in my mind by what works on red named bosses and what doesn't. I don't think you listed those differences but it's my understanding that some of those would not work on raid bosses, right?

Specifically, I'm looking at Trap the Soul's Darkness (SD), Devour the Soul (SE), and Lance's Shadowloss (SD), which I know does affect bosses but I've had trouble landing the DC in the past with a well built character. Maybe your experience with the latter has been better than what I'm assuming.

In these cases, are the debuffs just for orange names, and trash mobs? Or am I wrong? Do all of these (consistently) affect red names? I ask because it seems excessive to me to debuff mobs that are susceptible to crowd control, so I wouldn't have personally thought to use them myself.
Pretty much everything can be applied to bosses, it takes effort to keep them up and the build sacrificed other aspects in order to do so. It's designed to let the DPS do a ton more damage at expensive of its own damage/instakill potential. It's a fairly solid support setup.
5GnD71B.jpeg


Left to right: Vuln, Strickened Soul, taint the aura, taint the blood, concecrated cinders, no worse fate , ash, sticken mark, sticken hamp reduction, consume dot, consume trait, shadowloss, (darkeness)

Applied in the screenshot:
Vuln (12 stacks=12% more damage)
Strickened Soul (target's Melee Power, Ranged Power, and Spellpower reduced by 20=less outgoing damage from boss)
taint the aura (reduce the Spell Resistance, PRR and MRR of the target by -10)
taint the blood (fortitude saving throw of the target by -4)
concecrated cinders (-5 prr/mrr)
no worse fate (enemies Shaken for 6 seconds)
ash (-21 mrr / 60 USP)
sticken mark
sticken hamp reduction (-120 hamp)
consume dot
consume trait (-10 prr/mrr/spell resist)
shadowloss (-5 prr/mrr/spell resist)
darkeness -6 prr/mrr (could be -9 prr/mrr if I was at the full 3 stacks)

Not currently applied but can be:
Turn debuff from shadows upon also works; I just wasn't close enough to apply that at the time (-5 prr/mrr). Getting close to apply it can be tricky without wanting to get clipped by a mob.
Warlock core 20's devour the soul also works but it's a 6 second uptime on a 15 second cooldown (-20 prr/mrr) so it wasn't up at the time I grabbed this screenshot.
 

Livmo

Well-known member
If you're working on keeping Necro DCs high for FoD and Hurl, why no Wail of the Banshee on the hot bar?

Bummer if you had to make a trade off for something else on the build. I'd rather have FoD than Wail.

EDIT ~ Also thank you for posting! My Keezer the Firebreather is on all servers as a Sun Elf Fiend Warlock at various levels. The build was org. based around Draconic fire breath and the tree was reset recently. I might try your Shadowdancer set up. I'm also looking into Majcister.
 
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rabidfox

The People's Champion
If you're working on keeping Necro DCs high for FoD and Hurl, why no Wail of the Banshee on the hot bar?

Bummer if you had to make a trade off for something else on the build. I'd rather have FoD than Wail.
The DCs for necro aren't there. They're good enough for leveling/soloing but for harder content they'll be unreliable. The 1st lifer had to choose what to push. I kept evoc high to make sure blasts (and various warlock abilities) hit. And illusion high to make sure I could land the shadowloss debuff via nightmare lance. You could take wail instead of mass hold if you wanted, but it's neither here nor there overall for this build (I like hold myself).
 
Applied in the screenshot:
Vuln (12 stacks=12% more damage)
Strickened Soul (target's Melee Power, Ranged Power, and Spellpower reduced by 20=less outgoing damage from boss)
taint the aura (reduce the Spell Resistance, PRR and MRR of the target by -10)
taint the blood (fortitude saving throw of the target by -4)
concecrated cinders (-5 prr/mrr)
no worse fate (enemies Shaken for 6 seconds)
ash (-21 mrr / 60 USP)
sticken mark
sticken hamp reduction (-120 hamp)
consume dot
consume trait (-10 prr/mrr/spell resist)
shadowloss (-5 prr/mrr/spell resist)
darkeness -6 prr/mrr (could be -9 prr/mrr if I was at the full 3 stacks)

Not currently applied but can be:
Turn debuff from shadows upon also works; I just wasn't close enough to apply that at the time (-5 prr/mrr). Getting close to apply it can be tricky without wanting to get clipped by a mob.
Warlock core 20's devour the soul also works but it's a 6 second uptime on a 15 second cooldown (-20 prr/mrr) so it wasn't up at the time I grabbed this screenshot.

Beautiful. So I guess with with Cut to the Soul and Devour the Soul, you can target a boss that's immune to instakills and still get the debuff? I had assumed this wasn't the case. This changes some of my builds, thanks for the info.
 

rabidfox

The People's Champion
Sometimes it takes multiple casts to get shadowloss or darkness to be applied; but overall I'm able to keep them up. Did a round of LH pugged raids today just for fun and the build felt great for in there. Felt like a viable contributor to the group. It's fun variation of playstyle if someone enjoys being a support heavy build.
RpQdqhc.jpeg
 

Livmo

Well-known member
The DCs for necro aren't there. They're good enough for leveling/soloing but for harder content they'll be unreliable. The 1st lifer had to choose what to push. I kept evoc high to make sure blasts (and various warlock abilities) hit. And illusion high to make sure I could land the shadowloss debuff via nightmare lance. You could take wail instead of mass hold if you wanted, but it's neither here nor there overall for this build (I like hold myself).
Bummer I figured you had to make a trade off. I'd go with evo too. When you run out of mana you can still blast :D

EDIT ~ I went and looked at my main Keezer that has a few EPLs and better gear. Even tho the tree reset I will stick with Draconic for now.

My Hurl is 48 Will and FOD = 48 Fort

Wail in this image at 49 at level 22:

 
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rabidfox

The People's Champion
Bummer I figured you had to make a trade off. I'd go with evo too. When you run out of mana you can still blast :D
It's more than just mana (which is a big deal for the 1st life challenge I'm doing) as several of the debuffs require my blasts to hit to get & keep stacks of them going, without those evo DCs, they won't land. The build was holding up nicely in R5 PN and kept the debuffs going; so it does it job very well for a first lifer with extra limits put on to it.
 

Livmo

Well-known member
It's more than just mana (which is a big deal for the 1st life challenge I'm doing) as several of the debuffs require my blasts to hit to get & keep stacks of them going, without those evo DCs, they won't land. The build was holding up nicely in R5 PN and kept the debuffs going; so it does it job very well for a first lifer with extra limits put on to it.
Right on! Stacks to the max! I feel Sun Elf Fiend Warlock is one of my favorite builds to play. My bad I forgot to show my Enhancements. These work for my style of play. I like your set up allot as well.

 
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