The following builds reflect U48 gearing options.
Dragonborn Max DC SE/TS Build for 10 Skull
Bladeforged Solo Mid-Skull SE/TS Build
Tiefling Solo Mid-Skull Enlightened Spirit Build
I really like the bladeforged build the best although it requires a +1 lesser heart to remove the paladin level. It's the most versatile build if you want to solo mid-skulls sometimes and join R10 other times. It's a very balanced build with a mix of great self-healing, solid defenses, offense and dc spellcasting. I use the bladeforged build the most and run it on my 3rd main character Randlen.
Quick Play Notes (Solo Builds)
I tend to draw mobs back to a "kill zone" picking off the most dangerous enemies with instakill then cc'ing the rest with Evard's using aoe on the mobs to the extent possible. In large mobs that aren't grouped together I focus on picking off the most dangerous enemies first and then use aoe to the extent possible. Between Devour, Finger x2 and Ruin/Greater Ruin you can deal with the most dangerous mobs in mid reaper. Devour is good against high fort mobs and Finger is good against most high will and high reflex mobs. Mass Frog is a specialty spell that only really works on some undead and constructs which you find through trial and error.
In R5 and R6 vengeance and despair reapers are introduced. Both can be cc'd and while despair reaper is alive tentacles is your best cc against the rest of the mobs as it doesn't appear to buff stats that matter for that spell. The wrong combination of reapers at the wrong time make R5 and R6 more challenging to solo, but with practice it will get easier. I sometimes solo a quest on R5 and R6 and never encounter either reaper. Greater ruin and ruin are your friends against these reapers. It's one of the things I save my sp for. I think this is common knowledge but you need to kill the vengeance reapers last if you aren't familiar with those. Despair reapers buff enemy saves.
In R7+ doom reapers are introduced. Since they are red named it's a much tougher challenge to solo. My tactic is cc mobs and run back as far as I can so I can fight the doom solo, but all the mechanics of doom reapers make this hard - still it's the best chance you have. Doom reapers are well designed to make soloing hard R7+. Still, you can get through a quest on R7+ without encountering a doom reaper, but I'll generally only try and solo R7+ on the older level 30+ quests and more typically I'll only run R7 in a group.
I will say this. Once you've pushed yourself to run R7+ solo and had a mixture of success and failure you will find running R10 in a group much less intimidating and much easier (esp when full with all the right roles). I would not step in on R7 solo until you've found R5-R6 to easy for a given quest.
Swap to salt lgs in the off-hand if you need to slow enemies down. I don't generally need to do this as cc is good with the build, but it's an option and works great combined with ice storm and sleet storm.
Example Spell Rotations (with full metamagic unless stated otherwise)
Typical Mobs (Orcs / Kobolds in Slaver's Chain)
- Evard's (64 sp)
- Greater Color Spray (4sp)
- Divine Wrath(40sp)
- Energy Burst (20 sp)
- Eldritch Wave (0 sp)
- Cone x2 or 3 (0sp)
- Devour the Soul (0sp)
- Finger SLA (40sp)
- Finger Spell (48 sp)
- Hurl Through Hell (20 sp)
High Fort High HP Mobs (Ogres in Slaver's Chain)
- Evard's (64 sp)
- Greater Color Spray (4sp)
- Mass Hold Monster (56 sp)
- Arcane Tempest (30sp)
- Energy Burst (20 sp)
- Eldritch Wave (0 sp)
- Cone x2 or 3 (0sp)
- Devour the Soul on most dangerous high fort mob (0sp)
- Finger SLA on most dangerous remaining caster/cleric/archer (40sp)
- Finger Spell on most dangerous remaining caster/cleric/archer (48 sp)
- Hurl through hell on the next most dangerous high fort mob (20sp)
- Eldritch Wave/Cone/Black Dragon Breath as needed (0sp)
Total Spell Point Cost: <300sp or Net 0sp with 1 Lost Soul
Boss Damage
- 4 unmeta'd arcane pulse (8 * 4 = 32sp)
- Greater Ruin fully meta'd (160 sp)
- Ruin fully meta'd (100 sp)
- Arcane pulse fully meta'd (48 24 sp)
For boss damage I primarily use eld blast and switch to a swap weapon (ash or ooze) in my offhand. The 3 debuffs that are applied are the LGS (depending on weapon), strickened form (soul eater) and Taint the Aura (soul eater). For Calceri I use Ooze as it boosts my spellpower and with fiend I use Ash as it boosts my spellpower and the debuff is better for spell damage.
Arcane pulse metamagic is based on the most recent cast so once you cast the 5th arcane pulse fully meta'd keep it up. Casting the first 4 arcane pulse without metamagic saves 160 spell points. Arcane Pulse provides more damage over time than Ruin per spell point spent.
If I see a high # of champs or reapers I will throw in a wail of the banshee to thin out the herd for an extra 56sp.
Reaper Play At Heroic Levels
The build starts out kind of slow. Once you get Stricken and Cone you can solo reaper. The first few levels kind of suck. The build picks up significant steam once you have finger of death and wave. At level 30 the build does very well in 5 skull and higher, but I tend to stick in the 6 and under range as high skulls bores me once I got several runs completed. I would put 14 points to Dire Thaumaturge and the rest fo Grim Barricade to start. Once you have a significant number of reaper points you can take the extra 1 stat, 1 dc and 2 spell pen in Dire Thaumaturge instead of the defense.
In terms of leveling order I get cone first and then move over to TS to get feigned health, command and wand and scroll mastery.
Early on Stricken and Consume will be your main dps as they are fully maximized and empowered. Stricken is very front-loaded as well. The cone is solid AOE. Command is good and cheap cc especially during heroic levels. Hold monster helps against reapers once available. Charms are always useful, but for heroic levels it's faster and easier to simply kill stuff.
Heroic Leveling Plan
Warlock is underwhelming the first few levels. I take master's touch at level 1 and Shield at level 2. Shield is a must. Once I get to cone I switch to casting and swap out master's touch for false life which acts as a healing spell in reaper and then swap it out once I am comfortable with my self healing. With master's touch I dual wield two battle axes and while not as good as a properly built melee it's still good dps for low levels. I switch to pure casting once I get the cone.
The feat order previously listed is the order I take my feats. Think SLAs at low levels as they benefit from the maximize/empower at levels 1-3 which boost spellpower on SLAs by 225. In particular stricken one shots almost everything at low levels. So I take consume and stricken while working my way up to cone. DPS is first priority because you don't take much damage if you are killing things faster. The combo of stricken, consume and cone is really great. Once I have cone (12 AP) I start working on tainted scholar. First priority is feigned health 3 ranks, then 1 pt in command and then 3 pts in wand and scroll mastery. This is is 8 pts in tainted scholar for exactly 20 points total.
I normally don't take my next level until I already have all 4 action points from the next level with level 1 being an exception. At level 1 I run Kobold's New Ringleader once with a 50% pot or repeat on elite without a pot. This gets you to level 2 which I take immediately for the 2nd level 1 spell. Then I take all the level 2 non-solo quests which takes me to the last rank of level 3 or maxed out and 1 xp away from 4. Then I take 3 and do the same for all levels. This means at level 3 you will have 12 AP, 16 at 4, 20 at 5 etc.
So at level 5 you have stricken, consume, cone for dps and false life + cure critical wound scrolls boosted by feigned health. At this point your dps as a caster is not as good as a properly build ranged or melee character but you can easily defeat reaper content. at low levels as a warlock I run reaper 1 at level because very little rxp is gained by boosting skull level at low levels due to the way the formula works.
So once you have that core 20 AP at level 5, reaper 1 is fairly easy. Use stricken on reapers and champs as that is your best single-target dps.
This it the optimal first 20 AP for all builds in my opinion regardless of final enhancement tree and pact. Once you get past the first 20 there are many options that work and it's more art than science.
The basic options are:
1) work your way up soul eater starting with burning blood for another sla benefiting from metamagic. I also take steal life force for heroic leveling which benefits from metamagic and provides a little self healing. Once you have wave you can up your skull level.
2) start working on enlightened spirit to get eldritch burst with 13 more AP providing an AOE boosted by metamagic. It takes 20 ap to take wave so you get this sooner. Then when wave is available reset the tree and put your AP in Soul Eater
3) Go the cc route with 3 points in stunning blast at level 5 + 1 more ap in command followed by boosting your pact damage. Then when you have 40 AP reset your TS enhancements and go with the original 8 pt AP spend in TS and the rest in soul eater for the wave. At this point you have evard's black tentacles for aoe cc so I focus on filling out tier 5 soul eater and then go back to tainted scholar focusing on eld damage dice and cha first and then filling in cc at higher levels. This is my preference.
At level 11 I swap out false life for jump and use heal scrolls for self healing.
I just use cannith crafted leveling gear for all levels. I swap my weapons more frequently than other items.
Level 1-9:
Gloves: Radiance of Healing Amp
Ring 1: Light Lore of Sheltering
Ring 2: Persuastion False Life
Trinket: Spell Saves Wizardry
Boots: Spellsight of Strength
Belt: Dodge Deathblock
Hat: Concentration, Spell Focus Mastery
Goggles: Intelligence, Spell Penetration
Bracers: Resistance, Fortification
Armor: Fearsome Invulnerability
Necklace: Constitution Charisma
Weapon 1: Impulse of Force Lore
Weapon 2: Corrosion of Acid Lore
Hat: Intelligence Spellsight (a little boost to universal spell power)
Although at low levels I use deadly, etc. with swords and then once I have cone switch to casting.
Level 10 with heroic burnscar sash+:
Gloves: Impulse, Resistance, Insightful Impulse
Ring 1: Force Lore , False Life, Insightful Con
Ring 2: Light Lore Lore, Sheltering, Insightful PRR
Trinket: Spellsight, Spell Penetration, Insightful Corrosion
Boots: Dodge Strength, Ins Dodge
Belt: Burnscar Sash
Weapon 1: Radiance, Insightful Radiance
Weapon 2: Caustic Forum Post (Anniversary Quest Turn-in, Corrosion, Acid Lore, Wizardry, Ins Evoc Focus, Augment)
Hat: Intelligence, Spell Focus Mastery, Ins Spellsight
Necklace: Constitution, Charisma, Ins Charisma
Goggles: Conj focus, Ins Conj focus, Ins spell pen (I have also evocation, transmutation and necro versions). I use conj until higher heroic levels for the dps then switch to necro as my main goggles.
Bracers: Spell Saves, Insightful MRR, Ins fortification
Armor: Vitality, Healing Amp, Parrying
Cloak: Mysterious Cloak with master's gift and feather fall slotted
deathblock (12+) , Fortification augment slotted somewhere
For skills, UMD, Concentration and spellsight are the important skills at heroic levels. Jump can be added as well. For epic levels I prefer 11 points in search which along with int/search swap gear lets me see secret doors.