Warlock/Daggerspell: room for a lesser invocation

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freekender
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Warlock/Daggerspell: room for a lesser invocation

Unread post by freekender »

Hello all!

I don't know exactly wich third lesser invocation is better to chose for my Warlock/Daggerspell (the other two are Walk unseen and Flee the scene). Since she has HiPS the most common way is hide+backstab, but sometimes in a party she can aid with blasts too. So the posibilities I'm considering are:
1) Eldritch chain for some multienemy hit
2) Ignore the pyre for some extra protection
3) A blast essence for another type of damage (cold? electric?)

Any tip or suggestion will be very welcome. Thanks in advance!
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by Steve »

Ignore the Pyre.

There are bosses and areas on BGTSCC in which have Immunity is so necessary.

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illithid
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by illithid »

Ignore the pyre
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by freekender »

Ignore the pyre was the option that convinced me more, now I'm sure about it. Thanks for the incredibly quick answers! :D
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freekender
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by freekender »

And what about the Greater invocations? Apart from the vitriolic, some "must-have" here? (taking in count that the DC is "meh")
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illithid
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by illithid »

If you get retributive invisibility later, you may (depending on your RP and how much need you have for 4.8 hours invisibility) consider dropping walk unseen for something else.

The greater invocations are a little more subjective, noxious is nice because it has no vfx, so you can hideous blow without being metagamed. Chilling tentacles, wall of flame and tenacious plague all have their uses, but the're mainly level appropriate. Devour magic can remove many of the NPC effects on your character whilst leaving your buffs intact.
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freekender
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by freekender »

noxious is nice because it has no vfx, so you can hideous blow without being metagamed. Chilling tentacles, wall of flame and tenacious plague all have their uses, but the're mainly level appropriate
Sorry illthid, I didn't understand this part completely (vfx? level appropiate?), maybe because English is not my mother language.
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illithid
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by illithid »

With noxious hideous blow activated you hands wont glow, so other players can't see that you're warlock. All the other blasts have some form of visual effect which means when they're activated everyone knows you're a warlock, and at times this gets metagamed...

Tentacles, plagues and walls are all ok invocations when you can first get them, but they tend to tail off in there usefulness into the epic levels. However they are great RP for blocking off tunnels etc
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by Deathgrowl »

Someone noticing the glow from hideous blow isn't metagaming.
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by NeOmega »

Deathgrowl wrote:Someone noticing the glow from hideous blow isn't metagaming.
It is, actually, although I turn mine off in cities anyway, to avoid those annoying green bubble discussions about how one can tell someone is a warlock.
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by Moltrazahn »

A fun combo is to make a chilling tentacles, then use ignore the pyre (cold), then stand in said tentacles and shoot things ^_^. Then when your done... consume magic for an extra 30 hp on the tentacles. This only works tho if you don't fail your saves on a 1 (tentacle stun) and have enough warlock levels so that ignore the pyre wont have it's cold dr bypassed.
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Re: Warlock/Daggerspell: room for a lesser invocation

Unread post by grunts »

The tentacles are way too loud and annoying to use for any mechanical reason imo. Retributive invis is an absolute must for every lock that can get it. Displacement is one of the most powerful effects you can have, having it permanently is just insane.

So once you get that drop walk unseen and grab eldritch chain and ignore the pyre. Wall of perilous flame is also absurdly powerful against undead, even with a low CHA.
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