Defensive Warlock (Deflock)
By: Rewen
Author's Comments
This template is optimized for defense, but has decent offensive capability as well. It is mostly meant for banes. With simple 8-defense MA gear, I have 2030 defense at level 60, so it's probably much nicer with resource gear.
By Rewen 05:05, 25 Jan 2008 (EST)
(First, take 5 points from all. Apply following runes, and then add leftovers to Intelligence.)
Knight's Squire, Lucky, Tough as Nails
Stat Runes:
Blade Master, Traveler, Bounty Hunter
Gear:
Ability Points:
As a Shade Fighter, you will receive a total of 580 training points for use with skills and powers. Use them thusly:
Skill Points:
This template is optimized for defense, but has decent offensive capability as well. It is mostly meant for banes. With simple 8-defense MA gear, I have 2030 defense at level 60, so it's probably much nicer with resource gear.
By Rewen 05:05, 25 Jan 2008 (EST)
(First, take 5 points from all. Apply following runes, and then add leftovers to Intelligence.)
Knight's Squire, Lucky, Tough as Nails
Stat Runes:
- Intelligence of the Gods (+40 Max Intelligence)
- Amazing Constitution (+15 Max Constitution)
Blade Master, Traveler, Bounty Hunter
Gear:
- 2x Double Int rings and amulet (+20 or +24 Intelligence)
- Medium Armor
- Boots: Warlock Munitions
- Gloves: 8 Defese, 10 Dexterity or 9 Defense 12 Dexterity
- Leggings, Armguards, Hauberk, Helm: 8 Defense, 40 HP or 9 Defense, 45 HP
- Weapon: Legendary Psiblade of the Mentalist, or Peerless Psiblade of the Mentalist
- Shield: Impenetrable shield of Defense (+25 Defense, +3 Block), or Vorgrim Legionnaire's Shield (+26 Defense, +3 Block)
Ability Points:
- Dexterity: All leftover points.
- Intelligence: 150
- Constitution: 110
- Strength: No points added.
- Spirit: No points added.
As a Shade Fighter, you will receive a total of 580 training points for use with skills and powers. Use them thusly:
Skill Points:
- Warlockery: 120%
- Medium Armor: 140%
- Sword: 100%
- Block: 95%
- Hide: 1
- Recall to Runegate: 1
- Mind Strike: 40
- Psychic Shout: 40
- Shatter Will: 40
- Danger Sense: 40
- Free Thought: 40
- Psychic Heal: 40
- Break Enchantment: 40
- Dull the Mind: 20
- Dull the Body: 20
- Surpass Limits: 5
- Needs of the One: 1
- Ignore the Old Order: 1
- Psychic Shield: 1
- Mind Snare: 1
Vamp Def Casterlock
By: Aifilaw
fighter, vamp warlock
must be male of course
drop str, dex, con, spr
wizards, lucky, military training will give you the best def and int starting leaving 5 points left over, drop in con, not much else to do....
trains... 586 total I believe
Obviously LA, 120 trains (full 2:1)
90 trains block (minimum)
90 trains warlockery (minimum) (utilize powers on all casts)
JM melee fortitude
GM Mind strike (single nuke)
GM psychic shout (aoe nuke)
GM Shatter will (mental resist debuff)
GM Break Enchantment
GM danger sense
that's 480, leaving 106
no need to train the single int buff...unless weirdness occurs because buffbots will have them. regardless, I would Jm the single vamp health drain, and put remaining points into warlockery, block, and the vamp skill focus to up the atr on it...really you can just unload it on no def targets like barbs, so default is probably fine...
ending def on these things is between 2000 and 2200. They end up with around 25% melee resists and 3k hp, which means people average about 50 damage to you in melee, wear good resist gear and your a bitch to kill and pay attention to whats' cast on you and use break enchantment and you won't have any problems staying alive..
6 of these things focusing fire properly will take down a target in 8 seconds bar none. I think its a decent build.
must be male of course
drop str, dex, con, spr
wizards, lucky, military training will give you the best def and int starting leaving 5 points left over, drop in con, not much else to do....
trains... 586 total I believe
Obviously LA, 120 trains (full 2:1)
90 trains block (minimum)
90 trains warlockery (minimum) (utilize powers on all casts)
JM melee fortitude
GM Mind strike (single nuke)
GM psychic shout (aoe nuke)
GM Shatter will (mental resist debuff)
GM Break Enchantment
GM danger sense
that's 480, leaving 106
no need to train the single int buff...unless weirdness occurs because buffbots will have them. regardless, I would Jm the single vamp health drain, and put remaining points into warlockery, block, and the vamp skill focus to up the atr on it...really you can just unload it on no def targets like barbs, so default is probably fine...
ending def on these things is between 2000 and 2200. They end up with around 25% melee resists and 3k hp, which means people average about 50 damage to you in melee, wear good resist gear and your a bitch to kill and pay attention to whats' cast on you and use break enchantment and you won't have any problems staying alive..
6 of these things focusing fire properly will take down a target in 8 seconds bar none. I think its a decent build.