So I find clockwork a very easy hero to time last hits with. I combo this with his rockets to last hit against an aggressive laner. Even if the opposing hero(s) aren't aggressive this constant bombardment really eats at non-str heros and burns any tangos or potions early, as well as helping any lane pushing.
I find that most of the time I'm not leaving lanes early with this hero so I max it first which also improves the cd which I can then spam view points or other lanes/enemy heros. The mana cost is minimal and you can more or less use it once a wave without depleting your mana.
It depends who you are facing whether or not you level cogs or ministun next. I prefer cogs though because if you can get blademail early, the ability to trap someone in for that entire duration is almost an automatic death if you get them alone.
I can normally make a full blademail by level 6/7 if I'm in a favorable lane. Once I get the blademail I look to then initiate a gank or catch my opposing hero unaware of the item. This is especially effective if their health is already low due to rockets. I really like to be overly aggressive in the use of my ult and thats why I choose cogs over stun for the more disabling feature-which makes the enemies play into your blademail.
Anywho, after bmail I prefer to go treads for the extra health, but phase I find just as good. I then will look to get either radience or scepter. If you are not farming well though or cannot get reaver before lvl 11/12 or so I would not try to make a radience. I might even consider a vanguard. Boots of Travel are never a bad thing to own and although are arguably too pricey and unnecessary on clock, I find they pair quite effectively.
Buy items that work on getting big, and helping team play. Clockwork is very flexible and I find I buy different depending on what role he needs to fill for the team. For example I've gone anywhere from Armlet to Scythe on him depending on the teams need and done well. If going true support I really recommend Vlads, Drum, Pipe and Necron.
*I completely understand any detractors to the preference of radiance in the build. Note before that I say this must be purchased early or completely abandoned. The damage and aoe combos nicely with clock's abilities (great for easy laning) but these advantages obviously lose importance immediately if you are not ahead of the curve in both experience and gold.
As an alternative to using timers, users can create worklogs manually by clicking the + button on the Clockwork UI, which opens a form with additional details (description, worklog attributes, etc.), or just type in the time and comment in the quick add fields below.
Navigate to My Work > Timesheet. From your Timesheet, you can either add a worklog directly from an existing timesheet line by clicking on an entry or add a new line by selecting Add Worklog.
Type in the name of the issue in the Select issue field or use the filters at the top to find the issue you want to log time to, then select it from the drop-down (filters are only available in the Pro version).
Click on the Google Calendar icon in the upper right corner to sign in with Google - you will see a pop-up from Google stating that clockwork.report wants to access your Google calendar. Click the checkbox for View events on all your calendars.
When you manually create a worklog, you can add Remaining Time. This allows you to show an estimate of how much time will be needed to resolve the issue. Whenever work is logged on the issue, the remaining time will be recalculated.
There should be a mmcli command that allow you enable roaming data connection. You can look that up and try that before using the newly created connection.
Then click the GSM connection 1 you just created. iirc the operator name should be greyed out by design.
At level 2 we go from squishy to sturdy. We are now rocking medium armor, donning a shield, and have access to the crucial shield spell. At this point our AC is as good or better than anyone else in the party. Our suite of offensive cantrips is excellent, with mind sliver being joined by magic stone and eldritch blast, and we have access to a solid variety of spells to choose from as our combat winners. Sleep can still be good at this level, but you also have grease as a more consistent crowd control option as enemies get larger health pools. Be sure to scribe scrolls of shield when you have the opportunity.
Note: The editorial team was split on what they believed was the best progression for the next 3 levels. Some of us thought that the second Warlock level could be delayed until level 5, and that rushing to Sorcerer 3 for 2nd level spells was more important.
This is similar to the last level, but now that you have tiny servant a few new options open up. You can use your tiny servants with magic stone to deal some bonus action damage, and throw nets/caltrops/ball-bearings and other environmental hazards around the enemies for additional control.
Now where does rest casting come into play? Obviously, on adventuring days we do not want to consume all of our sorcery points to make three tiny servants. You can, however, very easily convert sorcery points into fourth level spell slots and then lower level spell slots into sorcery points during a long rest and upcast tiny servant over and over, provided we do not spend an hour doing this and ruin our long rest. When you math out the total number of sorcery points to be gained from this we end up with the following:
We have a strong pseudo-heal and damage-boost option in polymorph, which is twinnable, and you should consider this your trump card. We have several area of effect spells that can handle the vast majority of encounters, and we have some strong single target debuff options that we can use while concentrating on another spell. Bear in mind while we have a lot of options for Twinned Spell, the cost can add up very quickly, so monitor your sorcery points like any other resource.
You now have access to staple fifth level spells like synaptic static and wall of force. With fifth level spells and the plethora of third and fourth level spell slots our power has shot through the roof. You should comfortably be able to use a big spell like hypnotic pattern or wall of force and follow it up with non-concentration control options if the encounter has several particularly dangerous foes. Eldritch blast at this point has three beams and cements your battlefield control and forced movement abilities.
Many Sorcerer subclasses might take the third level of Warlock here, but Clockwork Soul is an exception in the relative usefulness of their level 18 feature. If you would really prefer the higher level spell Warlock spell slots, you can essentially replicate the Sorcerer 20 capstone via sorcery point conversion.
Remember how way back at the beginning of this article, you had to choose a race? If you want to a slight variation on this build, go back and click the other button! We ended up in mostly the same place, but that single decision cascaded into some significant branching along the way. Look forward to more pivotal decisions in rest of the series! The race choice will not always be what varies.
The intention for Tealock tech is not to short rest at the same time as a long rest. In original Sorlock multiclasses (coffee/cocaine) you would just not long rest at all and for the Tealock we just reccomend using otherwise blocked out time to take short rests.
If you play the elf variant you get a free 4 hours of short rests every night while the rest of your party sleeps. This is due to the new errata that explicitly states that your long rest lasts only 4 hours. This means that you spend 4 hours long resting, 4 hours short resting for a total of 8 hours. We were pretty close to changing the variant to a 3 level warlock dip as well so that you can use these short rests to cast aids on the party or just gain an additional 8 sorcery points a day as well but we prioritized access to high level spells so we ended up not going that route, though we might end up changing it after some more debate. (Plus you can basically just use the 4 short rests to make sorcery points to cast aid with anyways so you dont really need the second level slots to return on short rest). I think this is what you meant by your comment. If not, feel free to respond.
In the basic rules, and the PHB, the targeting options for an attack are: creature, object or location. The interaction between unseen servant occupying a location, and an attack targeting a location appear to allow attacks to target the space occupied the unseen servant. This explains why the spell description provides a basis for providing the AC and hit points for the spell.
What we do have is a rule that allows the targeting of a location, an inference that the unseen servant occupied a location, and a system that resolves whether an attack hits (i.e. attack rolls and armor class).
If you wish to press an interpretation which renders a part of the spell description meaningless and superfluent, you are free to do so. However, this would run contrary to any generally accepted guidelines for resolving ambiguity, i.e. the interpretation which gives meaning to the text is preferred.
What are your thoughts on a peace cleric dip (replacing hexblade)? You get the same ac, faster spell progression and emboldening bond, which is like a mini paladin aura. You lose short rest spell slots and eldritch blast. Is it worth it?
Can you play a flying race? Winged Tiefling for example. Always a supremely powerful pick. Other options for Custom Lineage Fey Touched beyond gift of alacrity now include silvery barbs, freeing up a spell known for something you will definitely be able to use an extra slot on each day.
A better use is making an illusory pit or the illusion of a hostile creature. In that case, the target would probably use its action to attack the creature, or run away from the creature, or walk around the pit, or something similar. Those forced behaviors *are* RAW and are still powerful since they can force wasted turns. But the spell simply does not inflict any conditions like blinded. The nice thing about an illusory creature is that it can also possibly cause a little bit of chip damage and it might lead to more than just one wasted turn if the DM is very generous. (For instance, if the attack on the illusion would have missed anyway, e.g., a natural 1, the target of the spell probably rationalizes that they missed or the creature dodged, and they might just try to attack it again on the next turn.)
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