Dark Invocation for Melee Lock
- Wyatt
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Dark Invocation for Melee Lock
So...I found out the hard way that Dark Premonition does not give the 15/alchemical silver DR if you have another class that gives DR even if it is lesser. Any suggestions as to what to take for a Dark Invocation instead? Character is a melee warlock non cha based. Nothing seems really exciting which is sort of a bummer for the highest tier of invocation. Almost wish I could take another of a lower tier. Suppose I can try to change the build otherwise...
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- Nachti
- Retired Staff
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Re: Dark Invocation for Melee Lock
Even if its lesser? Shoulnt be.
- wangxiuming
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Re: Dark Invocation for Melee Lock
Dark Foresight and Retributive Invisibility are both excellent defensive invocations and helpful in melee. Word of Changing gives a nice 5 Regen/round if you don't mind turning into a horned devil to do it. Otherworldly Step is also a good way to enter or exit melee from a distance if needed.
- Wyatt
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Re: Dark Invocation for Melee Lock
Word of Changing is not an option as is. If they ever added a fey form then perhaps but the otherworldly step might be a possibility especially for this particular character. The DR from Dark Premonition would be best but that bug is apparently unable to be fixed.
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- Wyatt
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Re: Dark Invocation for Melee Lock
Anyone have any general invocation recommendations for a melee type warlock? I feel like blast shape things (eldritch spear, eldritch chain) and blasts that have saves (noxious blast, etc) are less useful on a low charisma warlock. I'd love to take firestride exalation mostly for some sort of aoe and RP purposes. I'm really curious about greater invocations such as devour magic as that would also fit RP perfectly but I don't know how useful it is at later levels against high level bosses/monsters/event npcs.
Thanks in advance
Thanks in advance
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- wangxiuming
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Re: Dark Invocation for Melee Lock
I have not played a melee warlock, but just from a glance at the options and their abilities, I would guess the following:
Greater Invocations:
Devour Magic is excellent in DM events, but pretty much useless for dispelling in PVE or PVP once you reach the mid to high 20s. It is very useful, however, to dispel your own Chilling Tentacles, or Wall of Perilous Flame - which might be helpful for a melee lock if you place them effectively so that the mobs stay standing in the AOE. The 1 minute long HP boost from devouring a spell is a nice bonus.
Lesser Invocations:
Flee the Scene and Ignore the Pyre are both excellent for their benefits. The former is similar to a haste effect. Ignore the Pyre gives you damage resistance for a single element of your choice - very useful.
Least Invocations:
Leaps and Bounds is a permanent +4 DEX that can save you an inventory slot. All-Seeing Eyes gives Blind Fight, which can save you a feat. See the Unseen is a permanent "See Invisibility" spell, so you'll be able to keep attacking enemies even if they go invisible. Obviously, don't forget Hideous Blow.
Greater Invocations:
Devour Magic is excellent in DM events, but pretty much useless for dispelling in PVE or PVP once you reach the mid to high 20s. It is very useful, however, to dispel your own Chilling Tentacles, or Wall of Perilous Flame - which might be helpful for a melee lock if you place them effectively so that the mobs stay standing in the AOE. The 1 minute long HP boost from devouring a spell is a nice bonus.
Lesser Invocations:
Flee the Scene and Ignore the Pyre are both excellent for their benefits. The former is similar to a haste effect. Ignore the Pyre gives you damage resistance for a single element of your choice - very useful.
Least Invocations:
Leaps and Bounds is a permanent +4 DEX that can save you an inventory slot. All-Seeing Eyes gives Blind Fight, which can save you a feat. See the Unseen is a permanent "See Invisibility" spell, so you'll be able to keep attacking enemies even if they go invisible. Obviously, don't forget Hideous Blow.