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Tilomere
03-04-2018, 06:26 PM
Has anyone tried a 2 cleric - death domain splash with mighty turning enhancement in heroics?
Death domain also is +1 dc to necro.
Maybe some divine healing as well?

Turnminator 2, Judgement Day

1 Cleric 3 AP Divine Might (reset at lvl 5) Quicken
2 Warlock TS 4 AP (1 pact die)
3 Warlock TS 9 AP (2 pact die, chain) - Completionist
4 Warlock TS 12 AP (3 pact die) (reset at level 6)
5 Cleric AP - Mighty Turning (8 AP) - (necro 1, some house J undead, others) - Death Domain
6 Warlock Swap TS to SE for cone, start up TS again for damage die. - PL:Wiz
7-9 Warlock Maximize TS 12 AP (3 pact die) (reset at level 12)
10-12 Warlock Empower 14 AP RS (mighty turning, divine healing), 34 AP SE (Wave/FoD SLA) (GS +++ 120 HAMP kama)
13-15 warlock 12 AP TS (3 pact die) - SF:Necro
16-18 warlock - (2 AP RS turning power) SF:Necro #2
19 ?? Cleric (maybe move this level up for seek eternal rest ??)
20 Warlock

I think running divine healing 10 hp/sec (effectively indefinitely) with HAMP roughly countering reaper penalty, maybe you won't have to heal scroll more or less ever.

Hmm, maybe we need to swap SE T5 with ES T5. That would be even more relaxing.

Turning CR for regular mobs will be:

All Cleric Levels (3)
Cleric Past lives (6)(2 each)
Seek Eternal Rest Lvl 2 cleric spell (4)
Eternal Faith item from cannith crafting (4)
Death Domain (2)
Improved Turning Radiant Servant Enhancement (3)
Mighty Turning RS (1)
Having Max Charisma (4)
Insightful Turning (level 10 ravenloft item) (2)

This will give 29 turning max damage die (CR). This will work on almost all heroic undead. Some mobs are more resistant than others.

DrawingGuy
03-05-2018, 12:08 PM
With as strong as Warlock trees are, I have a hard time spending in other trees... but Turn Undead is seriously powerful in Heroics, so may serve better in a 1-20 run. Turn items are strong too, especially at the lower levels. You won't be able to turn much in the teens, but turn has a short cooldown, so doesn't really stop you from spamming until all are dead.

As for when to take the Cleric levels, I'd front load them. With catacombs, deleras, necro, and ravenloft, you have entire chains heavily undead along with a scattering of other quests. Getting Mighty Turning asap can cake-walk you through your first half of leveling.

Tilomere
03-05-2018, 03:13 PM
With as strong as Warlock trees are, I have a hard time spending in other trees... but Turn Undead is seriously powerful in Heroics, so may serve better in a 1-20 run. Turn items are strong too, especially at the lower levels. You won't be able to turn much in the teens, but turn has a short cooldown, so doesn't really stop you from spamming until all are dead.

As for when to take the Cleric levels, I'd front load them. With catacombs, deleras, necro, and ravenloft, you have entire chains heavily undead along with a scattering of other quests. Getting Mighty Turning asap can cake-walk you through your first half of leveling.

You don't need mighty turning for catacombs (tested), but you do need it to destroy ghouls in Necro 1 at level 5 (also tested). I'm not sure when to take the third cleric level for seek eternal rest. It may not be necessary at all. I don't want to delay necro spells too much, and the setup with just 2 cleric 16 warlock gives wail for camping at 18.

A large part of the appeal is actually divine healing. It reduces APM by a very nice and noticeable amount.

slarden
03-05-2018, 10:12 PM
You are on a serious 2 splash cleric 1 splash warlock kick.

It might get some marginal benefits at heroic levels, but it seems like a liability at epic levels and that is where you get the most rxp. I never found catacombs particularly hard without turn undead.

Tilomere
03-05-2018, 10:22 PM
You are on a serious 2 splash cleric 1 splash warlock kick.
.

I was inspired by that post in general about sorcs and wizards instant killing everything. It made me think that you couldn't really just instant kill everything since undeath to death has a long cool down and only hits a few mobs. I realized the opportunity for possible improvement.

Plus I need 3 of these builds. The paladin is Turnminator. This is Turnminator 2, Judgement Day. After the sorc pass the warforged one can then be Turnminator 3, Rise of the Machines!

Edit: had movies out of order, need 3 of them total!

slarden
03-05-2018, 10:26 PM
I uh, have to make this build, only because it will then let me make a warforged version and call it Turnminator 2, Rise of the Machine!

Ok, well that is a seriously cool name so I support this idea!

Vish
03-06-2018, 09:33 AM
Hey my idea had to do with epic,
I was thinking a 20 fvs going all charisma with twist turn undead.
But if you splash 2 cleric for destruction,
Would it base turn undead off 2 cleric?

Tilomere
03-06-2018, 12:32 PM
It's based on cleric and pali levels, and having good charisma. The more of the associated abilities you have though, the higher level in heroics you can get it to work on. Simplified TU here (https://www.ddo.com/forums/showthread.php/493950-Simple-Heroic-Reaper-Paladin?p=6066173&viewfull=1#post6066173).

I'm testing to see if 2 levels with associated abilities are enough for heroics. For epics, I don't know what is needed, but if I had to guess, I would say mostly everything.

Rob_65270
04-05-2018, 01:15 PM
Has anyone tried a 2 cleric - death domain splash with mighty turning enhancement in heroics?
Death domain also is +1 dc to necro.
Maybe some divine healing as well?

Turnminator 2, Judgement Day

1 Cleric 3 AP Divine Might (reset at lvl 5) Quicken
2 Warlock TS 4 AP (1 pact die)
3 Warlock TS 9 AP (2 pact die, chain) - Completionist
4 Warlock TS 12 AP (3 pact die) (reset at level 6)
5 Cleric AP - Mighty Turning (8 AP) - (necro 1, some house J undead, others) - Death Domain
6 Warlock Swap TS to SE for cone, start up TS again for damage die. - PL:Wiz
7-9 Warlock Maximize TS 12 AP (3 pact die) (reset at level 12)
10-12 Warlock Empower 14 AP RS (mighty turning, divine healing), 34 AP SE (Wave/FoD SLA) (GS +++ 120 HAMP kama)
13-15 warlock 12 AP TS (3 pact die) - SF:Necro
16-18 warlock - (2 AP RS turning power) SF:Necro #2
19 ?? Cleric (maybe move this level up for seek eternal rest ??)
20 Warlock

I think running divine healing 10 hp/sec (effectively indefinitely) with HAMP roughly countering reaper penalty, maybe you won't have to heal scroll more or less ever.

Hmm, maybe we need to swap SE T5 with ES T5. That would be even more relaxing.

Turning CR for regular mobs will be:

All Cleric Levels (3)
Cleric Past lives (6)(2 each)
Seek Eternal Rest Lvl 2 cleric spell (4)
Eternal Faith item from cannith crafting (4)
Death Domain (2)
Improved Turning Radiant Servant Enhancement (3)
Mighty Turning RS (1)
Having Max Charisma (4)
Insightful Turning (level 10 ravenloft item) (2)

This will give 29 turning max damage die (CR). This will work on almost all heroic undead. Some mobs are more resistant than others.

Huh, I hadn't thought of this build, I've been working on my recent Two-Weapon fighting Warlock build. Though this build seems pretty interesting interesting. Also I like the, 'Turnminator 2, Judgement Day' line lol.

Faltout
04-06-2018, 07:18 AM
I'm not sure this is reliable enough to work.
Sure, it's warlock and you can simply destroy everything, but many undead have higher Hit Dice than their CR. You may be able to turn normal skeletons, but blackbone knights or mummies or liches or zombies will be harder to turn. With 25 max turn dice at levels 10-19, I don't see turn undead working for many important undead. I could be wrong though, I don't have the CRs (Hit Dice) in front of me.

Niminae
04-21-2018, 09:45 AM
Has anyone tried a 2 cleric - death domain splash with mighty turning enhancement in heroics?
Death domain also is +1 dc to necro.
Maybe some divine healing as well?



I was considering this exact class split and domain, but only while picking up another Sun Elf IPL feat. Unless you buy a heart you're already breaking the capstone, and as you point out taking the second cleric level gives you a domain. The death domain at least defrays the loss of the capstone by a small amount, and if you'd rather go enchant spec over necro you could take one of the two(?) domains that give you a +1 DC to enchants.

I hadn't considered the turning aspect because I didn't think 2 cleric was going to make that effective. The loss of any respectable amount of cleric levels to add to your 2d6 for HD turned makes this seem like it might work at low levels, but not past that without a lot of itemization work that will cut into other needed affects.

Tilomere
04-28-2018, 02:49 PM
So I gave this a spin. Instead of turning undead though, I went Chaos domain for the all purpose melee/ranged/spell power MRR/PRR buff.

It works really well. I delayed the cleric until after tentacles, but might get it earlier in the future.

Between brilliance and divine healing and chaos domain buffing, this is my new healing/support build.

I'm playing on Cannith, which is the default server with a lot of newer people, and this is the build you want for supporting them. Fire and forget divine healing goes through walls, has solid range, and a solid duration. Chaos domain buffs to go with it gives them the prr/mrr they lack.

A 120 HAMP GS kama and past lives/ship buffs will cancel out the reaper penalty, so you can even divine healing yourself and not need heal scrolls to actually scroll heal yourself, which is relaxing. I used less than 1 stack in a full life, and most of the scrolls were to heal stat damage and diseases/poisons.

It also gives you something to hit between burst and blast, and nerfs your damage so the newer people can contribute more.
Worst case scenario, you are still 80% of a warlock. :)

At higher level heroics, with 60 heal skill it is a 1200 point heal over time + buff. So it is like 7 heal scrolls, that between swapping to, using, and swapping off of, is 21 seconds of heal scrolling, plus a buff, for 1 second.