The "Ultimate" Eldritch Blast??

diggerariel

First Post
I am considering playing a 3.5 Warlock for the first time ever. It seems that the class ability & incantation variations will make for a uniquely fun & intersting character to play. Of course, one of the dominant ablities of the Warlock is the Eldritch Blast, so I have a question for all of you rules & number people out there. In your opinion, as I move up in levels from 5 to 10 to 15 to 20 & beyond (hopefully), what is the absolutely best and/or most efficient way(s) to have the most unstoppable Blast (spell resistance, etc.) as well as putting out absolutely the MOST possible points of damage per blast? What is the most efficient order of Feats, Incantations to take, Prestige Class to consider (if any), etc. etc.?? The more detailed the better.

I realize that different people will obiviously have different opinions or experiences, but I am looking forward to reading what YOU think on the matter. How can I have the "ultimate" Eldritch Blast as a 3rd level Warlock? A 5th level Warlock? A 10th level Warlock? A 15th level Warlock? A 20th level Warlock? ..... you get my drift :)

The only books that my DM will allow in his game are the basic ones for 3.5 plus any of the "Complete" books (Complete Arane, Complete Mage, etc. etc.).
 

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The best "unstoppable" blast is a Wiz 3 with the Acid Splash(?) reserve feat (CM).

This is a Supernatural ability (no AoO, ASF, SR) that can penetrate an Anti-Magic field.

Acid resistance will still stuff this up, but then you have spells to fall back on.

In contrast a Warlock will wait until 11th level before picking up the Acid Essence (which only defeats SR).
 

I'll admit that I'm not the best at tweaking warlocks, but...

In a one-shot, I used a warlock 6/scout 1 with a longspear, hideous blow, and power attack. Run around the field, using hideous blow and skirmish, and toss in power attack whenever you think you'll be able to hit (especially nice after charging, when flanking, when you have the high ground, etc.). You also get a lot of extra skill points at level 1 as a scout.

Complete Mage has some Warlock Prestige Classes. Personally, I'd sort of like to try out an eldritch theurge (warlock + arcane caster), with a lot of utility and buff magic from the arcane caster, and damage from the warlock.
 


Eldritch blast is the warlock's crossbow. Ordinarily, there are a lot of things worth doing before maximing your blast.

That said... rays are best when they hit, so I would take Weapon Focus (ray). Blast shape incantations can turn it into a saving throw situation, but I would not normally recommend that... evasion, or a decent save with resistance, can severely hamper your ability to touch some opponents.
 

well maximize spell like ability can max an 1st level power at 6t level
or eldrich spear blast shape at 8th -
good feats
precise shot (and PBS)
WF ray



or if the character will be playing at 11th and above
Ability focus and noxious blast - nauseate for a minute? save or your out of the fight .... every freakin' round.
craft scroll.

my warlock player was drooling for hammer blast - ie full damage vs objects - the patient mans passwall / disintegrate
 

Maximize Spell Like Ability is a must have...being able to determine 3x/day when you will drop the bomb is handy.

Likewise Ability Focus: Eldritch Blast is handy for boosting save DCs. I also think Improved Critical:Eldritch Blast is good use for a feat. It may not happen very often, but when it does, the moment is memorable.

Because Touch AC's are much lower on average, you can do w/o Point Blank or Percise Shot, the -4 to hit for shooting into melee will not totally destroy you.

Extra Invocation is a great feat choice for a Warlock. Flee the Scene is a must have in my book. Warlock Scepter and any other Magic Items that allow you to increase the bonus to your Eldritch Blast is a must....let your DM know!

Best Blaster is probably an Specialist Wizard/Warlock/Eldritch
Theurge. Being able to hit someone with your EB and then having the person hit be the center point for a Fireball as well is extremely good.
 


There are goggles in Complete Mage that extend the range of ranged touch attacks...like Eldritch Blast.

The three main ways to beat SR:

1) The Vitriolic Blast invocation - takes up one invocation slot, cannot be combined with other essences, doesn't work on creatures immune to acid.

2) Spell Penetration, Improved Spell Penetration, and the feat that lets you "take 10" on caster level checks. Effectively, you usually will beat the SR of creatures that are "in your weight class". Disadvantage - takes up a lot of feats to pull this off well. Actually I think one of the fey heritage feats in Complete Mage also increases your caster level on eldritch blasts if you want to go this route.

3) UMD maxed out + Wand of Assay Resistance (reduces opponent SR by 10). You can't make wands until 12th level, but maybe you can find or buy them, depending on the campaign.

With that out of the way, other cool things of note:

1) Chasuble of Fell Power - cheap way to get extra 2d6 damage without using up charges on charged items. And if you take Craft Wondrous Item you can make one yourself, pre-12th level.

2) PBS, Precise Shot, Improved Precise Shot - the latter lets you ignore partial cover and partial concealment. Nifty!

3) Damage-wise, Maximize Spell-Like Ability, Empower Spell-Like Ability, Quicken Spell-Like Ability, but most of all...Leadership. Yeah, you heard me. Get a warlock cohort and lots of warlock followers and have a crapload of Eldritch Blasts per round from your side to theirs (and your troops *never* run out of ammo). Synergizes with high charisma, which works for some warlock builds that use "Save or else" invocations.

4) See the Unseen (to see invisible and in the dark) and Eldritch Spear (for better range) are good, as is Eldritch Chain later on. Fell Flight or Flee the Unseen are good for movement, especially if you are not built for meelee.
 

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