Updated as of u31.
I initially named this build "Dazling's Generalist Warlock" when I first started playing with it. After a few ETR's though, I changed it's name in my notes to "The Warlord" because in my opinion, it's one of the best possible warlock builds out there at the moment. As a little disclaimer, this build will output a little less DPS than Slarden's DC Focused Warlock build, due to a higher emphasis on survivability, but based on a direct comparison between my stats and those of the Voodu Warlock build mine has higher DPS and survivability (Not trying to start a fight, just based on HP values and epic spells taken).
Things this build can do include:
Quickened Resurrection
Tanking LE Shroud Hellball
Tanking LE Shroud Ruin (Yea that's right, it can take that 10k hit)
Intimidate most things easily (I have a swap in intimidate item for Xyzzyzy or Sorjek)
Maintain aggro, even without intimidate (+75% aggro, and +100% aggro. If they're multiplicative, which I think they are, that's a 3.5x multiplier to generated threat with spells)
Low cost DPS, through use of bursts and Arcane Pulse
High cost spike DPS, through use of hellball/ruin/gruin
Bless Chests; this is very useful on LE raids in particular; I've seen people pull insanely powerful random items out of blessed chests.
Multiple Self-Heals; depending on past lives self-heals might be different, but will still have at least 3 extremely hard hitting heals.
Over 300 hamp
Over 600 positive spellpower
1000+ ticks on consecration
5k+ buffed hp including temp, great for freaking out parties.
And here's the build; please note that enhancements/epic destinies aren't covered until later, where i have screenshots for them.
Dazling
Human
20 Warlock
True Neutral
Great One One Pact
Str: 14
Dex: 8
Con: 16+Level Ups
Int: 16
Wis: 8
Cha: 16
Notes: Int, Con, and Cha are all important stats for this build. Each of them affects a different save, as well as additional things like HP/spellpoints/DC's, so I wouldn't recommend starting any of them at below 16. Strength is at 14 because with full buffs, and excluding a store pot or any trickery like owlbear cookies or twisting in extra strength, I can crack 75 strength on this build, allowing me to do both the int runes and the strength levers in LE Tempest Spine. If you don't care about that, leave strength at 8 and put Con or Cha to 18 to start.
Feats:
Human. Maximize Spell
1. Empower Spell
3. Quicken Spell
6. Completionist (Or, mental toughness, spell focus: evo, toughness, enlarge spell)
9. Insightful Reflexes
12. Force of Personality
15. Dragonmark of Searching
18. Past Life: Cleric (Or, mental/improved mental toughness, spell focus: evo, enlarge spell, toughness)
21. Wellspring of Power
24. Intensify Spell
26. Epic Eldritch Blast
27. Ruin
28. Hellball
29. Arcane Pulse
30. Greater Ruin
Legendary. Scion of Fire
Notes:
This is my recommended feat order for the build. Completionist isn't necessary for the build, although it's better than any of the listed alternatives if you do have it. Dragonmark of Searching is for chest-blessing, and Past Life: Cleric is an additional massive and quick emergency heal. If you plan to do less tanking on this build, it can be swapped out for one of the alternatives. I like Wellspring of Power for Ruin-Gruin on Crystal in LShroud, to pop right before boss fights, and just for general usage for mobs (It also gives +110 spellpoints). Intensify Spell is better than Epic Eldritch Blast because it applies not only to bursts, but also ruin's, hellball, and Past Life: Cleric. Ruin, Greater Ruin, and Hellball are all good SP intensive ways to spike damage (Hellball hits 500 an element, 1300 on crit, ruin/gruin do about 5000/10000, 13000/26000 on crit). while arcane pulse should be casted with absolutely no metamagics. This makes it cheap enough to quickly stack up on enemies; one thing I do however, which is not necessarily mandatory, is cast lesser maximize (free maximize) and turn on maximize in order to get an extra +150 spellpower for arcane pulse. It's important to make sure when doing this that you never forget and leave maximize on after lesser maximize wears off, otherwise arcane pulse costs about 4x normal. Scion of Fire is mandatory for most casters because of the large +25% spell crit bonus; this build doesn't have any caps on MRR, so the +10 PRR/MRR is effective as well, personally more so than Scion of Celestia's +150 HP.
Skills:
Intimidate, Spellcraft, Search, and Heal are the big ones. Other options with those maxed out are tumble, jump, perform, spot, balance, or UMD. I personally don't put many points in UMD, because even without them the build passively sits at around 50-60 UMD, more than enough to cast Greater Restoration/Heal Scrolls.
Spells:
1. Jump, Shield
2. Invisibility, Blur
3. Dark Discorporation, DDoor
4. Evard's, Globe of Invulnerability
5. Finger of Death, Tenser's
6. Wail, PWS
Notes:
Jump and Shield are pretty much self-explanatory, Jump is for jumping and shield is immunity to magic missiles and +4 AC (Which doesn't really matter much). I refrain from taking perma-shield in Enlightened Spirit because it would require sacrificing something else in the tree, like 1 point constitution or 50% threat generation, and it seems better to just cast the spell. Invisibility is also pretty obvious, and while the build has perma-blur at level 29, I use the casted blur in heroics and 20-28, as well as casting it on friendlies if they request it. DDoor is a staple in most arcanes spellbook, and Dark Discorporation I'll explain a little bit. The spell reduces incoming damage (except untyped/force) by 50% for it's duration, as well as the invisibility and 25% incorporeal. This is removed upon attacking, but not by your warlock aura. This means that, for example, while tanking hellball or DoJ endfight using dark discorporation will act as a stacking 50% damage reduction, with a 120 second cooldown (20 second duration, so 1/6 uptime). While the build can tank hellball or EE DoJ endfight with the proper gear even without this spell, it certainly makes it easier to absorb the first big hit, after which it'll probably be on cooldown for the rest of the fight. Evard's is good CC, even with charisma as a secondary stat, and I use Globe for tanking Xyzyzzy. Globe removes Displacement, as well as haste, and any other low level spells on you, but it also prevents bees. I don't use globe after our charmer gets to work, as it reduces dogs DPS to not have haste, but until then it's nice to keep from needing outside heals (Which the build does sometimes need on LE tanking). Finger is a flavor choice, DC is high enough on this build to hit a lot of targets, but don't try and cast it in legendary content or some EE's, the build isn't focused on DC. Tenser's I keep up a lot of the time, for +6 AC and +4 Constitution, in addition to +4 strength in LE Tempest Spine. Wail DC won't catch difficult enemies, but it still Neg's them, and PWS is great for setting a champ up for easy killing. The build also has PWK from pact, and I'd advise throwing it on an enemy with no spell resistance that looks like a threat as soon as you find one whenever it's off cooldown. In addition, if you wait to cast tenser's until after PWK, the cooldown is a lot more reasonable. Spell pen on this build isn't fantastic (I have 3x wizard/fvs past lives, think my spell pen is about 40) so PWK won't really work in LE Shroud.
I'm putting all the pictures of character sheet/enhancements/epic destiny onto a different site so that it doesn't clog up too much of this post, so here's the link:
https://imgur.com/a/TR3Kj
A few notes on pictures:
1. All pictures were taken in the cargo hold of my airship, while my aura was ticking legendary affirmation. I figured this was fair enough, since in a vast majority of content nothing hits hard enough to drop those temporary hitpoints anyways. If anyone's adverse to those temporary hitpoints, subtract 1000 from the temporary HP in my character sheet screenshot and that's how much the build has without.
2. I used Defense Boost for the screenshots. I use defense boost back and forth between human version and Enlightened Spirit version, which gives it a 100% uptime used correctly, for a duration of a little 260 seconds. This is more than enough time for most boss fights, which is where the defense really matters anyway. If anyone has an issue with that, just subtract 2 constitution and 15 PRR/MRR/AC from the character sheet values and that's how much it is without.
3. Epic Destiny Twists that aren't shown are Rejuvenation Cocoon and Primal Scream.
4. Primal Scream wasn't used in the character sheet screenshot, just a rage pot, because of it being a public instance. I also didn't use Staunch.
5. I tried to avoid using any cheesy methods I wouldn't normally cast in the screenshot; I do have cha/con/int yugo pots going as well as tenser's, like I usually do in questing.
6. The bottom three pictures are an updated enhancement tree version, a Shiradi setup (Extra twists are Endless Faith/Primal Scream) and the character sheet with Shiradi. That character sheet is accurate to how I play the build at the moment, but not how it's always played, because I have been running out of yugo pots recently. I also dropped defense boost recently, so PRR/MRR/AC took a 10-15 point hit.
A few notes on Enhancements:
I decided at least 17 points were going into Human, 21 into Tainted Scholar, and 41 into Enlightened Spirit, for 3x hamp/core 4/core 6 respectively. This meant that I had 1 more AP to mess with, so I just tossed it into human's active tree for an extra action surge point. It could also be put in ES for +7 light spellpower, Souleater for +5 universal spellpower, or Tainted Scholar/Harper for some lame reason; honestly, that 80th point just doesn't matter on this build. The hamp from human is important to maximize hamp on this build, which is very high (320, 345 2/3 of the time with shining through for me) and dragonmarks are necessary. Tainted Scholar gives crit damage primarily, as well as some other goodies and utterdark blast, Enlightened Spirit contains a lot of good defense and bursts. I took the SLA displacement from Enlightened Spirit because I don't want to constantly swap out clickies for displacement, or drop Dark Discorporation/DDoor. It can be dropped though at the players discretion.
A few notes on Epic Destiny:
I've considered dropping 1 point from block energy and putting it into commanding presence for additional threat gen. However, I have no problem at the moment stealing aggro from any build, including furys and DC warlocks, while EE DoJ endfight absorption comes a little close, and even kills me if I'm taking too much melee damage while the fire rains down. The constitution bonuses can also optionally be dropped in favor of taking Lighting the Dark for an additional massive heal. However, it personally has too slow of an activation time, even with quicken (the ability goes off instantly, but the heal hits about a second later) making it undesirable for an emergency heal, which is what it'd be good for. In addition to that, it kind of massively overheals, healing 10's of thousands of damage, and once hitting me for over 100k during wellspring of power with a crit. That's fine and all, but it just feels a little excessive. +20% HP is basically non negotiable, don't mess with that, and Resurrection/Undying Vanguard are in the same boat. Resurrection is great because it's a 6 second cooldown and it's quickened, so throwing it out during combat is a lot safer than scrolling res, although you can switch between the two for rapidfire resurrections. Undying Vanguard is the only way to survive the Codex's Ruin at the end of LE Shroud that I know of, although I suppose an incredibly gimped all out constitution based core 6 stalwart defender might could manage it as long as the fighter doesn't get hit by anything else before or after the Ruin. In my experience though, although I could be wrong, if the Codex's initial Ruin is survived on LE it doesn't recast it. I've had that fight drag on for a minute or more before, and if I absorb the first Ruin no one else gets insta-killed so massively. With a quick Ruin-Gruin on the Codex at the start with the massive threat gen of this build, I can usually hold it's aggro long enough to absorb that ruin without other party members having to hold back on DPS.
A few notes on Twists:
Consecration+Sacred Ground makes for a massive overtime heal; while temp HP will probably never be broken in LH Shroud or anything easier, LE raids commonly see my build get down into it's actual HP. When that happens, having renewal+Consecration ticking on me makes deaths incredibly infrequent, even when I'm going crazy intimidating 5-6 LE mobs at once. Rejuvenation Cocoon is a great little heal, ticking about 1k non crit without wellspring. Empyrean Magic is a great DPS boost that is charged by aura and bursts, and Primal Scream is +5 constitution which is a major stat for this build, affecting shining through and brilliance as well as HP; In addition, my Primal Scream usually hits 3-5k damage, over 10k on a crit, and close to 20k on a helpless crit.
Current Gear:
Key: Item Name (Augments) [Extra Comments]
Belt: LGS Positive Material Opposition
Boots: Legendary Boots of the Devil Commander (+15 Intimidate) [For the PRR, other boots would work at cost of some defense]
Bracers: Mysterious Bracers (+20 Vitality, +2 Good Luck) [Use them, great defense. In addition, mysterious is better slotted here than cloak so you can switch to prismatic/absorption cloaks without losing insightful MRR or exceptional hamp]
Cloak: LGS Cold Material Opposition
Gloves: Legendary Dashing Gloves (+8 Intelligence)
Goggles: HGS Balance of Land and Sky +45 HP +3 Stacking Saves [Other stuff works just fine. I mostly use these because I'm not seeing a lot of saves against pact damage anyway, and +45 HP in Sentinel with ES Capstone and LGS is like+70 extra HP. This is going to be the next piece of my gear to be swapped out once I get another Immortal's Heart]
Helm: Legendary Pansophic Circlet (Globe of Imperial True Blood)
Necklace: Legendary Noxious Embers (+8 Wisdom, +15 Spellcraft)
Ring 1: +14 Constitution/+7 Spell Saves Ring
Ring 2: +9 Charisma +10 Resistance [+16 Charisma +16 Resistance with a third effect would be optimal, main thing is put charisma here. If you use a Belt of Thoughtful Remembrance, can even not worry about the resistance]
Trinket: Epic Litany of the Dead (+2 Spooky Wisdom, +2 Spooky Intelligence) [Stat boost, and I use it as a clicky as well as the heroic one before I do ruin combos)
Armor: Breastplate of the Celestial Sage (+250 Power, Golem's Heart)
Mainhand: LGS Affirmation +150 Stacking Positive Spellpower/+50 Hamp/+70 Hamp [Can put +7 insightful cha as middle one instead, I opted for more defense over more offense)
Offhand: LGS Acid +150 Stacking Acid Spellpower/+7 Constitution/+37 Exceptional Acid Spellpower [I have 3rd tier now, It's useful on bosses, but the internal cooldown is universal, not per mob, and the damage is only good at 5 stacks, so it's DPS contribution against large groups of trash is about 3 damage. Seriously, 3. If you can only get to tier 2 LGS, don't worry about it too much.]
Quiver: Epic Dynamistic Quiver [Not needed at all, in any way shape or form. But there isn't any drawbacks to it, so whatever]
Gear covers basically all offense and defense bases, any change recommendations are welcome though if someone has a better idea on a few things. I don't have evocation focus anywhere, but that'll change with the next update.
I'm looking ahead to the next update's gear, and am planning to put several pieces of it into the build. I'll update this build to reflect that once u32 hits, but the basic gist is that I'll have a 3 piece set of the new gear, keep Epic Litany, the armor, and the weapons, still be going for Ender's Set, and still have the Mysterious Bracers and the hat.