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Steelstar
05-20-2015, 01:58 PM
Hey, everyone. Here's our current design for Enlightened Spirit, one of the three Enhancement Trees for Warlocks in U26. Unlike other Warlocks, Enlightened Spirits turn toward the paths of light, which is reflected in their damage and the types of abilities they get. They're better at close-range AOE than other Warlocks, and have a lot of abilities to support themselves, their allies, and their summons.

Their Eldritch Blast shape works differently from other trees - Their first Core ability is a toggle which takes Eldritch Blast off of your Auto-Attack... and instead puts the damage out every few seconds as an Aura. While this is active, you can't fire Eldritch Blasts normally, but you can wield weapons or fire spells while the Aura deals damage passively. There are also two large AOE Eldritch Blast abilities in the tree that can be used whether or not you have the Aura active. We expect this tree to be popular with some cross-class builds, but should stand on its own as a Warlock as well.

https://www.ddo.com/sites/default/files/Enlightenedspirit2.jpg

Core Abilities



1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 8 seconds. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.




5 AP, class level 3: Aura of Courage:You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear. Passive: +5 Healing Amp




10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.




20 AP, class level 12: Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Passive: Your Eldritch Aura now affects enemies every 3 seconds. Passive: You gain proficiency with all Martial weapons.




30 AP, class level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.




41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


Tier One



Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save

Tier Two



Resist Energies: Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. (SP Cost: 75/70/60)
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)

Tier Three



Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 2d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave.
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/15 PRR, and 5/10/15 MRR.
CON/CHA

Tier Four



Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Cure Moderate Wounds SLA: Heals 2d6+4 hp plus 1 point per caster level (max 10), as per the Cure Moderate Wounds spell. (Cooldown: 3 Seconds. SP Cost: 8/6/5)
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA

Tier Five



Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave.
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Break Forth: Calling upon your patron, you convert the space around you into positive energy, healing 1d8 plus 1 per Warlock level to all nearby allies, remove 1d4 negative levels and 1d6 points of ability damage. Undead take 1d8 Positive damage per Warlock level (Will save for half). (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. (Cooldown: 3 seconds. Activation Cost: 6 SP)


As usual, this is all subject to feedback and change. Let us know what you think!

Jetrule
05-20-2015, 02:36 PM
All the enhancements focus on light damage. Is this a mistake part of a earlier design or will Feypact warlocks now do light and force damage blasts? If so will it be changed to Celestial pact? Break forth is obviously a celestial patron.. Will we see new or different feats for feypact?

EllisDee37
05-20-2015, 02:36 PM
Pure warlocks are unable to take the Empower Healing Spell metamagic feat, correct?

I ask because you have two abilities here that can be boosted by Empower Healing Spell, which is weird for a class that can't take the feat.

Steelstar
05-20-2015, 02:37 PM
All the enhancements focus on light damage. Is this a mistake part of a earlier design or will Feypact warlocks now do light and force damage blasts? If so will it be changed to Celestial pact?

Neither. In this tree, you can get Light damage that scales with Spell Power out of Retribution (for both Eldritch Blasts and weapon attacks), Spirit Blast, Eldritch Burst, and Celestial Spirit. All of this stacks on top of what you're getting from your Pact.

Ikeas
05-20-2015, 02:40 PM
I love it.

Blackheartox
05-20-2015, 02:51 PM
How will permament shield interact with eldritch arcanes upgrade to grant 10 prr?

Is the blast dc based? The activated one
Summon upgrades? In ddo? Why?
Why radiant burst? Could this not be something inovative?
Also what is its cd? From break forth that is

edrein
05-20-2015, 02:52 PM
I'll reply in depth later but for right now this is looking weak for one of your two 'melee' oriented trees, especially for being the mainly melee proposed one.

legendkilleroll
05-20-2015, 02:55 PM
If you took unholy blast or penetrating blast from other tree, would they apply to the aura or the two aoe attacks?

gwonbush
05-20-2015, 02:56 PM
Considering the SP constraints of a Warlock, the Resist Energies SLA is overly expensive for a single target buff, since even fully upgraded it is only cheaper than casting individual resists if you need to resist all 5 types. I'd suggest dropping the SP cost to [50/40/30], which is more useful in general questing where only 2 or 3 types of resist are needed.

cru121
05-20-2015, 02:58 PM
10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.

What if you wear Heavy Armor? What about robes?


Regarding Resist Energies: I'd rather make it single element AoE, to make it different from the epic SLA. Maybe combine with Protection from Energy, or a small MRR buff.

Jetrule
05-20-2015, 03:07 PM
Neither. In this tree, you can get Light damage that scales with Spell Power out of Retribution (for both Eldritch Blasts and weapon attacks), Spirit Blast, Eldritch Burst, and Celestial Spirit. All of this stacks on top of what you're getting from your Pact.

Ok I have very few quibbles from a game design stand point. The line meant to enhance Hirelings and summons is very strong. If Hirelings are on their game. The usefullness of any enhancements that benefit hirelings or pets is predicated on the possibility of summons Pets and hires being usefully programmed and following orders.

Otherwise the enhancements feel very strong and strike me as being similar to a melee cleric in divine crusader epic destiny.

I just have nerd issues with the tree being in flavor and in effect a celestial pact tree. The great old ones have weird and sinister mind bending abilities in both the feats and corresponding tree. We don't know yet about Fiendish pact. But this tree in no way corresponds to a fey pact.

Fey are the representation of nature spirits elves and faeries. They can be any alignment but all tend to be mischievous tricky and nature oriented. This tree is obviously the tree more in line with The ideas and mythos of midieval monotheism especially the christian tradition, and in D&D best expresed by the celestial pact. The two view points have long been distinctly different cosmologies throughout our worlds history and two sets of colors for the fantasy palate so to speak. Mashing them together is very interesting in a rpg character if drawing from different sources. However having a warlock choose a fey base and then have no fey power corresponding tree available just seems wrong and in a way clueless to lore history and the whole fantasy genre in general.

Xerio
05-20-2015, 03:08 PM
This, looks awesome.

I'm actually looking forward to giving this class a run now.

any chance heavy armor proficiency & ASF removal can be put in for a tier 5?

Violith
05-20-2015, 03:10 PM
If you took unholy blast or penetrating blast from other tree, would they apply to the aura or the two aoe attacks?

curious about this as well. also if it does work with unholy blast, would the AOE effect an ally at all (like a palemaster)

Steelstar
05-20-2015, 03:14 PM
How will permament shield interact with eldritch arcanes upgrade to grant 10 prr?

Good question, I don't know offhand. I'll look into it, and get back to you.


Is the blast dc based? The activated one

It's literally an Eldritch Blast - The base damage does not have a save, but Pact damage (and the Light damage added here) do.


Summon upgrades? In ddo? Why?

Because P&P Warlocks are often summoners, and Summons can ultimately use all the help they can get.


Why radiant burst? Could this not be something inovative? Also what is its cd? From break forth that is

It could potentially be different. We went around trying to re-invent the wheel for a while, and ultimately decided this ability was almost exactly what we wanted in this slot. Cooldown's the same as Positive Energy Burst. We're open to suggestions for AOE healing abilities of similar power levels to put in this slot instead, and interested to hear your thoughts on how to make it different!


I'll reply in depth later but for right now this is looking weak for one of your two 'melee' oriented trees, especially for being the mainly melee proposed one.

It's not so much "Melee-oriented" as "Melee-compatible".


If you took unholy blast or penetrating blast from other tree, would they apply to the aura or the two aoe attacks?

Absolutely! And if you took Retribution here, the Light damage would apply to other styles of Eldritch Blast as well.


Considering the SP constraints of a Warlock, the Resist Energies SLA is overly expensive for a single target buff, since even fully upgraded it is only cheaper than casting individual resists if you need to resist all 5 types. I'd suggest dropping the SP cost to [50/40/30], which is more useful in general questing where only 2 or 3 types of resist are needed.

Good thoughts, we'll talk about the SP cost.


What if you wear Heavy Armor? What about robes?


Regarding Resist Energies: I'd rather make it single element AoE, to make it different from the epic SLA. Maybe combine with Protection from Energy, or a small MRR buff.

No effect in Heavy Armor or Robes. Resist Energies is a single-target version, unlike the Epic SLA.


This, looks awesome.

I'm actually looking forward to giving this class a run now.

any chance heavy armor proficiency & ASF removal can be put in for a tier 5?

Glad to hear it! :D

There's a lot of incentives in other classes right now to go Heavy armor, or no armor at all; there aren't as many to stick with Light or (especially) Medium at the moment. As Warlocks are often Light-armor users in P&P, we wanted to support that here, and provide some incentives if you choose to go up to Medium. I think you could definitely make a Heavy-armor Warlock work though, either through multiclassing or good gear setup.

Blackheartox
05-20-2015, 03:19 PM
So if break has same cd as radiant burst, will it have any limitations?
Clerics bursts limit is number of charges.
Will this one also have some kind limit or limitless sp costed heal?

A good way would be to again add something like you guys did in scholar with depravity and use charges for burst to limit the uses

Maelodic
05-20-2015, 03:23 PM
This tree looks amazing!
How long do spirit armor/celestial spirit last? I'd love for you to say they are permanent.

I'm super hyped up for this. Can't wait for lamma land.

EDIT: Oh, and displace SLA is solid.

Steelstar
05-20-2015, 03:28 PM
This tree looks amazing!
How long do spirit armor/celestial spirit last? I'd love for you to say they are permanent.

I'm super hyped up for this. Can't wait for lamma land.

Celestial Spirit is a toggle, and is essentially permanent.

Spirit Armor stays long as long as your Eldritch Aura is on, the stacks tick down one every 3 seconds.

Qhualor
05-20-2015, 03:43 PM
Hopefully there is enough power in the Enlightened Spirit tree when not using summons. In some quests summons are a bad idea. In raids they are always a bad idea because you can't control them.

Maelodic
05-20-2015, 03:53 PM
Will the light damage from Retribution/Spirit Cleaves have a save or are they similar to base damage?

Steelstar
05-20-2015, 04:03 PM
Will the light damage from Retribution/Spirit Cleaves have a save or are they similar to base damage?

Retribution will not have a save.

Right now, the extra Light in the Spirit Cleaves works like Pact damage, and has the same saves/DCs.

Maelodic
05-20-2015, 04:10 PM
Retribution will not have a save.

Right now, the extra Light in the Spirit Cleaves works like Pact damage, and has the same saves/DCs.

Alright, so no CHA dumped locks then =P

Rautis
05-20-2015, 04:14 PM
Martial weapon proficiency at level 12 is rather late when compared to Eldritch knight(lvl2) or Warchanter(lvl3). It will surely be moved to a lower core.

Eldritch Aura has to work with Bewitching Blast and Faltering Blast to some degree(reduced chance of proccing is ok) or using this tree offensively can be somewhat boring. Cleave replacements might be nice but they also limit amount of build options as they make some of the very few possibly useful melee attack feats not neccessary. These cleave replacements are not like ones in KoTC as they are not actual cleaves. Maybe remove cooldown sharing and rebalance their cooldowns accordingly?

As only tree that really allows you to swing a sword a tactical melee or ranged attack could be nice. Also some more damage/dps increases besides 3d6 light damage to your physical attacks could fit this tree. Maybe even a way to also boost ally melee damage at the same time. For example Spiritual line could be multiselectors with offensive and defensive options.

This tree is interesting and definately offers a playstyle no other trees in the game does. So I like the idea.

Artagon
05-20-2015, 04:18 PM
Any Blast essence will work with the aura. As previously mentioned, the aura functions exactly like the blast, it is simply a different shape and frees up your hands for other forms of combat.

Grosbeak07
05-20-2015, 04:20 PM
This tree is interesting and definitely offers a playstyle no other trees in the game does. So I like the idea.

Yes, this was my initial thought as well. I see some very interesting potential multi-class builds taking advantage of this tree.

Theory is nice, but I prefer to see it in action before I can offer any real feedback.

Steelstar
05-20-2015, 04:27 PM
Martial weapon proficiency at level 12 is rather late when compared to Eldritch knight(lvl2) or Warchanter(lvl3). It will surely be moved to a lower core.

It definitely could, if enough people think it should. On our end, we don't want it low enough where every single Warlock takes Martial Weapon Proficiency.



Eldritch Aura has to work with Bewitching Blast and Faltering Blast to some degree(reduced chance of proccing is ok) or using this tree offensively can be somewhat boring. Cleave replacements might be nice but they also limit amount of build options as they make some of the very few possibly useful melee attack feats not neccessary. These cleave replacements are not like ones in KoTC as they are not actual cleaves. Maybe remove cooldown sharing and rebalance their cooldowns accordingly?

As only tree that really allows you to swing a sword a tactical melee or ranged attack could be nice. Also some more damage/dps increases besides 3d6 light damage to your physical attacks could fit this tree. Maybe even a way to also boost ally melee damage at the same time. For example Spiritual line could be multiselectors with offensive and defensive options.

This tree is interesting and definately offers a playstyle no other trees in the game does. So I like the idea.

Bewitching and Faltering Blast work as-written on Eldritch Aura, Eldritch Burst, and Spirit Blast.

We'd expect Pure 20 Warlocks in this tree (with splashing into the others) to be able to hold their own in a fight, but probably not be as strong with their weapon attacks as most Melee classes - They'll also be getting a big chunk of their damage out of the Aura and (as someone above called them) "Spirit Cleaves" (Eldritch Burst/Spirit Blast).

HastyPudding
05-20-2015, 04:39 PM
At first I was rather uninterested in this tree because it seemed like a 'let's multiclass warlock with 15 paladin and play melee' type of tree. However, now that I see it...

...holy shnickies! I can imagine a pure 20 warlock in the exalted angel destiny, spamming avenging light, sun bolt, divine wrath, light cleaves, and a bunch of support and healing abilities. This would make a kick-@ss front-line support caster. I'm completely sold on this tree, so far!

Infiltraitor
05-20-2015, 04:40 PM
The summoner line looks to be the stronger than any of the other summoner enhancement lines in any of the other classes.

However, given that Summon Monster IX summons a CR 16 monster, I have doubts as to its effectiveness against CR70 monsters. The only remaining use is for charmed monsters and/or hirelings. Still, 7 action points and tiers 3-5 is a bit much as well. Would be better in Harper Tree instead.


The synergy with melee isn't bad, but it would never be more than a severely gimped melee. The Eldritch Aura looks like it will hit twice as hard as the FVS Archon, but you would be left with making up the remainder of the dps either with melee or an extremely limited sp pool. That SP pool takes RUIN as well as most epic destiny spells out of the picture. More worrying is the fact that it does less dps at capstone than twisting in Consecration or Energy Burst.

In all, the Enlightened Spirit needs 30% more survivability and 20% more weapon dps.

Seikojin
05-20-2015, 04:43 PM
I'll reply in depth later but for right now this is looking weak for one of your two 'melee' oriented trees, especially for being the mainly melee proposed one.

I am interested in where you feel it falls short. I think as a 12 warlock, you can splash something and gain quite a bit from this. Or mainline pally and 6 warlock for some pretty high end utility. Or do an 8/6/6 war, wiz, fighter and see what you can turn yourself into. I dunno, theory wise it can be pretty strong if you tune it right. In the end Lamannia will be the test to prove its worth. but on paper here, it looks strong.

Arkadios
05-20-2015, 04:46 PM
I want to know if the charmed/pet/hireling boosts function with mobs afflicted with 'confusion' from tainted scholar?

fmalfeas
05-20-2015, 04:53 PM
Regarding the want for an actual melee attack in the tree...this is the perfect place to put Hideous Blow. Give it cooldown like Slaughter so it's not spammable, and boom, locks have a nasty, nasty melee move to pull out when they need a sudden spike of damage. One swing, kinda like a smite, that applies your Eldritch Blast damage to the attack in addition to whatever else your weapon and all is doing.

TMTrainer
05-20-2015, 05:22 PM
The summoner line looks to be the stronger than any of the other summoner enhancement lines in any of the other classes.

However, given that Summon Monster IX summons a CR 16 monster, I have doubts as to its effectiveness against CR70 monsters. The only remaining use is for charmed monsters and/or hirelings. Still, 7 action points and tiers 3-5 is a bit much as well. Would be better in Harper Tree instead.

In all, the Enlightened Spirit needs 30% more survivability and 20% more weapon dps.

It would be interesting if they did something with the pacts to summon special, scaling summons that worked more like beefed up hirelings (similar to Pale Master's Summoned skeleton, but better...?) that complemented the pact you made ("Pact with x" would give "Call x"). The summon would change and scale with level as well as perhaps scale into epics. I think that it is important to note that if a summon like this dies in a quest, they shouldn't be able to be revived, as they should be banished back to their plane and this ability should be 1 time per rest (so essentially, it's a hiring who doesn't count as a slot, and if dies, can only be resurrected after you rest).

Not sure how balanced this could end up being, but it's an idea... the idea of summoning a personal Pit Fiend into epics just sounds like a fun mess.

I'm also not sure how close this would get to PnP considering my knowledge of that is quite limited, but seeing as how they are doing their own iteration of Warlock in DDO, this could be their iteration of the Warlocks summoning things with their pacts.

TempestAlphaOmega
05-20-2015, 05:34 PM
I am not a fan of enhancements sharing cool downs with feats. When you did this in the Pally enhancements I understood, but still didn't like it and thought it set a bad precedent. Needless to say (without seeing it in action) I do not like that you have done so again. Does the burst in any way impact the timing of the aura's base damage tick (i.e. does the timer between ticks reset when the bust goes off)?

Steelstar
05-20-2015, 05:39 PM
Does the burst in any way impact the timing of the aura's base damage tick (i.e. does the timer between ticks reset when the bust goes off)?

No, it's in addition to whatever the Aura's doing. (You also don't need to be using the Aura at all to use the Bursts).

DANTEIL
05-20-2015, 05:47 PM
I am in no way a build/ability expert, so i don't have sophisticated feedback to offer. I just want to say, though, that this tree looks really fun and well-suited for my playstyle -- mostly melee with summons/hirelings and the occasional spell/buff. The only vague thing I might say is that I'd like to see more abilities that actually provide synergy with using weapons while having the aura on. There are some nice defensive buffs/healing, but unless I missed something (possible!) Retribution is the only thing that specifically acts as an non-aura offensive buff.

Vargouille
05-20-2015, 06:47 PM
I want to know if the charmed/pet/hireling boosts function with mobs afflicted with 'confusion' from tainted scholar?

Confused enemies are likely not going to be considered charmed for the purposes of bonuses, Augment Summons, etc. We do expect some players to essentially use Confusion in the same places they would use charms, but in a way that requires less fiddly bits (such as using Dismiss Charm so the party can kill it later.)

Ziindarax
05-20-2015, 06:48 PM
About Retribution, which imbues Eldritch blasts, melee attacks, and ranged weapons with Light damage that scales with spell power, Does this effect apply to ranged weapons (such as Shuriken Throwers)?

Also, if I do 2d6-3d6 light damage that scales with spell power, if I have 400 Light Spell-power, what would my max damage be? Can this damage be affected by metamagics?


Hey, everyone. Here's our current design for Enlightened Spirit, one of the three Enhancement Trees for Warlocks in U26. Unlike other Warlocks, Enlightened Spirits turn toward the paths of light, which is reflected in their damage and the types of abilities they get. They're better at close-range AOE than other Warlocks, and have a lot of abilities to support themselves, their allies, and their summons.

Their Eldritch Blast shape works differently from other trees - Their first Core ability is a toggle which takes Eldritch Blast off of your Auto-Attack... and instead puts the damage out every few seconds as an Aura. While this is active, you can't fire Eldritch Blasts normally, but you can wield weapons or fire spells while the Aura deals damage passively. There are also two large AOE Eldritch Blast abilities in the tree that can be used whether or not you have the Aura active. We expect this tree to be popular with some cross-class builds, but should stand on its own as a Warlock as well.

Core Abilities[/B]



1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 8 seconds. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.




5 AP, class level 3: Aura of Courage:You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear. Passive: +5 Healing Amp




10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.




20 AP, class level 12: Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Passive: Your Eldritch Aura now affects enemies every 3 seconds. Passive: You gain proficiency with all Martial weapons.




30 AP, class level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.




41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


Tier One



Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save

Tier Two



Resist Energies: Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. (SP Cost: 75/70/60)
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)

Tier Three



Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 2d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave.
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/15 PRR, and 5/10/15 MRR.
CON/CHA

Tier Four



Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Cure Moderate Wounds SLA: Heals 2d6+4 hp plus 1 point per caster level (max 10), as per the Cure Moderate Wounds spell. (Cooldown: 3 Seconds. SP Cost: 8/6/5)
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA

Tier Five



Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave.
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Break Forth: Calling upon your patron, you convert the space around you into positive energy, healing 1d8 plus 1 per Warlock level to all nearby allies, remove 1d4 negative levels and 1d6 points of ability damage. Undead take 1d8 Positive damage per Warlock level (Will save for half). (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. (Cooldown: 3 seconds. Activation Cost: 6 SP)


As usual, this is all subject to feedback and change. Let us know what you think!

Mahatu
05-20-2015, 07:01 PM
First I would like to say that I am loving what I see so far! Keep up the good work guys =)

So my first couple of questions are regarding the Retribution enhancement. I know it says it scales with spell power, but does it use spell crit? Does the light damage when used with eldritch blast activate Empyrean Magic from the divine crusader epic destiny, or Blood and Radiance from exalted angel?

Also, with the Power of Enlightenment enhancement, if I take one of the two options for one tier do I have to take the other for the second tier, or could they both be the same?

Edit: What about Eternal Scorching Light on thunder forged weapons?

HatsuharuZ
05-20-2015, 07:04 PM
This is also a useful-looking tree, like the other. :D

A few issues though:

1) There is very little light/positive spellpower here. Could you perhaps put some more in the cores, please?

2) Please uncap the max caster level on Cure Moderate Wounds SLA. It doesn't do very well in epics, at least when I'm playing my Cleric.

3) Martial Weapon Proficiency should be available WAAAYYY before level 12. At low levels (1 through 6) Eldritch Blast won't be very potent, so a Warlock will need a weapon to swing. Swinging a melee weapon is not uncommon amongst some experienced players.

Arkadios
05-20-2015, 07:17 PM
Does Eldritch Burst and Spirit Blast, count toward things like re-setting momentum swing/lay waste etc?

If they're on the same cool down as cleave/great cleave then they should.

FestusHood
05-20-2015, 07:40 PM
Maybe you could get around the martial proficiency at level 12 issue by adding masters touch as a spell choice.

ThomasHunter
05-20-2015, 07:44 PM
I was reading this after dinner on my phone and was giggling out loud! This seems so amazing and fun!!!

I can see myself finally TR-ing my (first life) FvS into a Warlock using ALL of this tree. Egads!!!

Silverleafeon
05-20-2015, 07:48 PM
Hey, everyone. Here's our current design for Enlightened Spirit, one of the three Enhancement Trees for Warlocks in U26. Unlike other Warlocks, Enlightened Spirits turn toward the paths of light, which is reflected in their damage and the types of abilities they get. They're better at close-range AOE than other Warlocks, and have a lot of abilities to support themselves, their allies, and their summons.

First read thru, here we go.

Their Eldritch Blast shape works differently from other trees - Their first Core ability is a toggle which takes Eldritch Blast off of your Auto-Attack... and instead puts the damage out every few seconds as an Aura. While this is active, you can't fire Eldritch Blasts normally, but you can wield weapons or fire spells while the Aura deals damage passively. There are also two large AOE Eldritch Blast abilities in the tree that can be used whether or not you have the Aura active. We expect this tree to be popular with some cross-class builds, but should stand on its own as a Warlock as well.

Sounds like an excellent theme. I love the hands free AOE for melee combinations.

https://www.ddo.com/sites/default/files/Enlightenedspirit2.jpg

Thank you for the picture. It helps visualize better.



Core Abilities



1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 8 seconds. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.


Very nice, love it.
No universal spell power addition, but the ability to hit multiple foes gathered about you is very strong.
However, every 8 seconds seems a little low.


5 AP, class level 3: Aura of Courage:You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear. Passive: +5 Healing Amp


I slot immunity to fear on my end game items.
Healing amp is nice for melee.


10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.


Every 4 seconds, it much better.
Medium armor usage is rare, and its good to see it utilized here.
I am assuming we gain proficiency in medium armor somewhere in this tree?


20 AP, class level 12: Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Passive: Your Eldritch Aura now affects enemies every 3 seconds. Passive: You gain proficiency with all Martial weapons.


Well, here is 2 of the 3 necessary DC modifications to keep a Warlock on the same level as a normal caster.
I will be looking to see if there is a third. Also, Scholar can probably pick this up, but might be unlikely to do so.

Nice to see Martial weapon proficiency, this brings a real melee edge to the tree.
Just in time for Greensteel Weapons and right at the point where all classes gain a power boost.


30 AP, class level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


More PRR and MRR is good. This should put Warlocks similar to heavy armor.
I assume these stacks should not decay quickly. Suggestion they remain for 30~60 seconds before dwindling.
Warlocks will need every bit of this.



41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.



I assume no cooldown.
Frankly this look classy, like a capstone should look like.
Perfect.


Tier One



Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save


More PRR, I like thus.
More bonuses tied to aura, I like as well.
More MMR, I like as well.
Toggle for hate generation, very nice.
Typical tier 1 skill bonus, which is fine.


Tier Two



Resist Energies: Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. (SP Cost: 75/70/60)
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)



Resist Energies multiple protection is nice.
However, often one can predict which element is most likely to be encountered.
And at end game, items replace this effect.
So its mostly a heroic spell.
During Heroics a Warlock will have very limited spell points and unless you increase the duration it will need casting multiple times.
The idea is great, I love, however the spell point cost is way too high.
Warlocks already have resist energy which makes this not a unique ability, unlike Unyielding Sentienals SLA.
Please reduce to 5 more than normal resist energy = 15+5 (realizing that is still a 33% increase in cost).

More Aura Bonuses which I like. Nice to have PPR.

Spell power boost is nice since there is no universal bonus per points spent in tree.

I hope Shield blocks magic missiles because that is the main reason anyone casts Shield/Nightshield.

Action boost is very typical of melee trees.



Tier Three



Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 2d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave.
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/15 PRR, and 5/10/15 MRR.
CON/CHA



Nice burst effect, I like it. Can we have Quicken, Maximize, and Empower affect it? I assume it is zero spell point cost?
Nicely done, it sharing cooldown with cleave.
More spell power, thank you.

Nice Fortify Summons, please copy and paste thus to the Artificer and Druid trees.
If anything its too light. Doubling it would not be overpowerfull.
Summons and pets are an endangered species.
{Did we ever make summons, hires, and pets immune to Champion bonuses?}

Since this is a melee tree, would rather see Str / Cha but I'll settle for Con / Cha without much fuss.

Tier Four



Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Cure Moderate Wounds SLA: Heals 2d6+4 hp plus 1 point per caster level (max 10), as per the Cure Moderate Wounds spell. (Cooldown: 3 Seconds. SP Cost: 8/6/5)
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA


There we go, tier 4 (level 4) Medium Armor.
Fast enough for me, most players are still in the Harbor at level 4, zerging away making kobolds flee in terror.

Nice little Eldritch Blast damage bonus.
High up, need serious attempt to gain it.
I do hope this triggers Empyrean Magic, Endless Ardor, Scourge, etc..I would be very sad if it did not.

Wow, nicely done, CMW as an SLA that can be metamagics for free.
I have used CSW on a ranger to advantage, so this should work very well for good but not overpowered self healing.

More Summons Buffs, wow!
Love the power boost which they need.
Please copy and paste to the upcoming Druid and Artificer trees.

An end game Warlock can always twist in Elder Dryad which used to be fairly good until the introduction of champions.

Tier Five



Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave.
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Break Forth: Calling upon your patron, you convert the space around you into positive energy, healing 1d8 plus 1 per Warlock level to all nearby allies, remove 1d4 negative levels and 1d6 points of ability damage. Undead take 1d8 Positive damage per Warlock level (Will save for half). (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. (Cooldown: 3 seconds. Activation Cost: 6 SP)


Spirit Blast looks like a very nice tier 5.
Hope you can use maximize and empower on it, ty.

Beacon for more Healing Amp, yes since we have the CMW SLA.

Love the Break Forth.
And I love the Light/Healing themes in here, definitely melee happy and makes this different from a Sorcerer in game play.

Wow, more Summons Buffs, nicely done.
Again, copy and paste to Druid/Artificier 3rd trees.
However I would increase this first set to
Fortify Summons: Your summoned creatures, hirelings, and pets get +50/75/125% fortification, 10/15/20 PRR, and 10/15/20 MRR.
Imbue Summons and Displace Summons look great.

Ty for the displacement SLA, nice tier 5 touch, cheaper sp cost and frees up spell slots.

As usual, this is all subject to feedback and change. Let us know what you think!


Well done, I am very proud of you.
Keep up the good work.

PS I am enjoying starting to learn ToEE questing, nicely done.

Angelic-council
05-20-2015, 07:52 PM
Wow.. Ok. "this" is an amazing tree. I don't have to add anything really, good job. Now, only testing is what left.

Silverleafeon
05-20-2015, 07:58 PM
Confused enemies are likely not going to be considered charmed for the purposes of bonuses, Augment Summons, etc. We do expect some players to essentially use Confusion in the same places they would use charms, but in a way that requires less fiddly bits (such as using Dismiss Charm so the party can kill it later.)

Confusion sounds great.
I assume my mass heals will not heal a confused critter?

HastyPudding
05-20-2015, 08:46 PM
I'm assuming the floating animation is similar to the pale master's wraith form, although I think it would be so much more awesome if it was more like the priestesses of lolth in the eveningstar quests.

All-in-all, I really have nothing to comment on other than I hope the scaling of the eldritch aura is balanced, as in not too strong, else we'll have an entire (crimson) legion of clones on our hands.

Sebastrd
05-20-2015, 09:03 PM
Maybe you could get around the martial proficiency at level 12 issue by adding masters touch as a spell choice.

This is a really good idea. Tainted Scholar already sets precedent for trees adding specific SLAs, and Master's Touch is a perfect choice here. In fact, I'd love to see a similar line of SLAs in the core enhancements. How about:

Core 1: Expeditious Retreat

Core 2: Divine Favor

Core 3: Master's Touch

Core 4: Blur

Core 5: Stoneskin

Core 6: Tenser's Transformation

That would also spice up some the more lackluster cores - the Auras in particular are less than stellar.

slarden
05-20-2015, 09:25 PM
I would think 18 warlock 2 fvs in Exalted Angel would work really well with this tree. I can't see giving up the level 18 core for more fvs levels though which is too bad because of shield of condemnation would be quite nice with the aura.

I can't tell if a pure caster would be better than a caster/melee hybrid, but I see alot of interesting possibilities with this tree.

dlsidhe
05-20-2015, 10:59 PM
...that Soul Eater isn't ready for us to look over yet. Because I really want to be a Soul Eater because reasons.

That said, I now want to see Soul Eater so I know how it'll interface with this, because 1) an Enlightened Soul Eater amuses me endlessly and 2) this is really awesome and 3) my most likely toon to have a warlock life has three monk lives, two as a bard, and has a bunch of Swashy melee gear.

Tree comments:

1) I don't think level 12 is too late for Melee, actually, given that the most likely races for this are human (grab a melee or exotic weapon feat at level 1, swap it with Fred at 12) or drow (bonus to charisma, innate shortsword/rapier/shuriken proficiency). Other than that, stick Master's Touch in at level 3 as a bonus spell until full proficiency is granted, or to make it a little more funky let the Enlightened Soul pick any kensei-style weapon-group for proficiency with the level 1 core and remove proficiency at 12, and then grant bonuses to the selected weapons with every core enhancement (say, +1 enhancement bonus per core, then add +1 crit multiplier at 18 or 20). This would add some variety - Enlightened Spirits focused on buffing their aura/blasts might pick a group that gives them bonuses to q-staffs or scepters for more casting options, drow 'Locks might pick light blades and buff their shortswords and rapiers, you'd get crazy FvS/Paladin/Warlock Bladeforged and Warforged doing unnatural things with a Warpriest/KotC/Enlightened Soul, etc.

2) The aura sounds awesome, and that's why I'm now more hyped for Soul Eater. If Soul Eater does nasty things to eldritch blasts with essences, then having something like a chance at level drain every 4 seconds is double-plus awesome.

3) I personally dislike temporary bonuses that depend on getting hit, because getting hit isn't good. I'd rather Spirit Armor be a stacking, permanent bonus to MRR and PRR; primarily, for flavor reasons, to MRR. Add it into the Aura - companions get +5PRR/+10MRR, and you get an additional +5PRR/+10MRR. You're in a pact with a magical being, you should have a tremendous amount of magical resistance.

LordTigerDawn
05-21-2015, 12:17 AM
Hello all,

This is for both trees: enlighted and tainted... I am not sure how they are supposed to interact with each other, but here is a few things I noticed:

Enlighted,

turns ability into an aura - That is awesome, and probably the only blast shape I care about.

1 ap - but most likely 6 warlock and 11 ap for the 4 second timer

Tainted tier 2 - makes this aura negative energy -
will this aura heal you if you are in undead form????
if yes, this is better than death aura already
if no, why not? That is exactly how it should work.
Negative should be higher in the tree.

Enlightened - tier 4 - Retribution
3d6 light dmg added to melee scaled by spell power -
For paladin, that is arguably overpowered right now this takes lvl 12,
proposed is a buffed up version only needing lvl 4.

redoubt
05-21-2015, 01:49 AM
Confused enemies are likely not going to be considered charmed for the purposes of bonuses, Augment Summons, etc. We do expect some players to essentially use Confusion in the same places they would use charms, but in a way that requires less fiddly bits (such as using Dismiss Charm so the party can kill it later.)

So... will it work in epic content?

Charms are non-functional in epic content due to the highly accelerated saves against them.

edrein
05-21-2015, 02:24 AM
10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.



This isn't actually a bad core in itself. I'd definitely recommend you tie the Maximum HP bonus to the Enhancement bonus of the armor. Based on current epic armor at cap this would give Warlocks an additional 100/200HP respectively, and actually scale this core into Epic Levels.




30 AP, class level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.



On it's own this one is a tad weak bespires the aura passive. I'd recommend you instead turn this is into a flat passive bonus of 20 PRR/MRR. For a level 18 core that's reasonable, again in Epics this won't scale if it's based on when YOU get hit. Now if you rework it based on us attacking enemies it could work out.




41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.



As far as capstone's go this is slightly weak. Atleast for the 'melee-capable' tree as you've stated. I'd recommend you throw a damage proc here, beyond just the Eldritch Blast light damage. Or perhaps a BLIND effect on your Eldritch Blast. Something to again help scale into epics and gives another form of damage mitigation that fits the overall theme of this Quasi-Celestial enhancement tree.




[/FONT]
Tier One



Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save



Overall for Tier 1 these are fine. Perhaps make the HP bonus from Spiritual Defense scale percentage wise at say 2%/3%/5% respectively to help it scale into epic levels.



Tier Two



Resist Energies: Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. (SP Cost: 75/70/60)
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)



Resist Energies needs to scale every 4 levels by your plan. Giving us 40 at 15, 50 at 19, and have it stop around 60 at 23. This gives the class an unique effect others don't have as far as elemental resistance goes.
Could you possibly make Power of Enlightment have a third multiselector for say a 1d4 light damage effect?
Shield is always nice.
Action Boost: Defense, interesting choice here, I'd personally vote for haste boost myself or damage boost.




Tier Three



Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 2d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave.
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/15 PRR, and 5/10/15 MRR.
CON/CHA



I like the Eldritch Burst idea, will it work like cleave or something more conal like the Shout/Horn of Thunder SLA in Spellsinger? (For those who haven't messed with this, the cone hits a near 360 degree area around and behind your character, but widens infront of your character within a short range.)
Again a possible third multiselector for 1d4 light damage from Power of Enlightenment.
Fortify Summons this is interesting, could see some good synergy in epics with the Magister or Primal Avatar summons. However, could get perhaps a wisp or archon summon for this tree as a T5 to emphasize this summons deal.




Tier Four



Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Cure Moderate Wounds SLA: Heals 2d6+4 hp plus 1 point per caster level (max 10), as per the Cure Moderate Wounds spell. (Cooldown: 3 Seconds. SP Cost: 8/6/5)
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA



Medium Armor Proficiency is exactly where I wanted it.
Retribution is nice and would synchronize well with the option for a 1d4 light damage from Power of Enlightenment.
Cure Moderate is nice, though I think it would be a bit more fitting to perhaps make this Vigor to fit the Fiendish Resilience Ability in tabletop.
Again more summons stuff is nice, a T5 summon pet please!



Tier Five



Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave.
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Break Forth: Calling upon your patron, you convert the space around you into positive energy, healing 1d8 plus 1 per Warlock level to all nearby allies, remove 1d4 negative levels and 1d6 points of ability damage. Undead take 1d8 Positive damage per Warlock level (Will save for half). (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. (Cooldown: 3 seconds. Activation Cost: 6 SP)


Spirit Blast sounds good. Perhaps incorperate Beacon into the level 18 core.
Break Forth eh, I'm not for this. I'd rather have a passive fast healing effect similar to Fiendish Resistance something more akin to... 1d8 plus 1 per warlock level every 20 seconds. With an active 'burst' heal portion, able to remove the 1d4 negs and 1d6 ability damage. That's just me personally.
Displace Summons is nice.
How about creating a T5 for summoning a Wisp or Archon to aid us in battle. Either a real deal pet or a simple PM Skeleton like summons. However, please base it on CHARACTER LEVEL that way Epic Levels can perhaps be included to the summon's scaling, rather than just the warlock levels and hurting those who may actually multiclass.



As usual, this is all subject to feedback and change. Let us know what you think!


My overall ideas after sitting down and actually reading and re-reading your initial proposal isn't that bad. If you consider my feedback a pure will be more viable in EE as far as performing as a melee fighter or hybrid without having to outright splash things such as Fighter, Paladin, or Monk.

janave
05-21-2015, 03:30 AM
This looks like an alright tree,
but here comes the but
too much reuse of other classes/pre-s signatures.

The Paladin and FvS auras should not be reused here imo.
The Radiant aura is also quite a bit shaky.

Warlock already draws too much from other classes.
Currently Warlock design says "you mean there are 5 other party slots?"

rehakp
05-21-2015, 05:07 AM
Nice interesting tree ... but summons talents .. really ?
Sumons and pets are useless in EE and not even all druid past lifes, feats, twists and pet speccing change that until they get atleast bit of brain coded.
In EE druids and artificers dont even summon pets because they kinda play for the other team there ... not able to survive, not able to carry simple orders, not able to DPS, but are perfectly able to bring redalert when ordered to stay still in corner. Hires are pretty mutch the same and summons are completely random crazy you use only if you feel the difficulty not enough and you want more challenge or you are able to just zergblitz thru whole dungeon ignoring any allerts.

Unlit that changes any effort made into summons/pets/hireligs upgrades is pretty mutch wasted time (or maybe rally small bonus for some EN runners ?)
Dont get me wrong here .. ale the pet talents in DDO looks nice "on paper" and would be really amazing IF pets were usable in first place.
But current reality in any serious content is that any pet here basically lives for 5-10 seconds and if you lucku just peacefully die after that period of time .. if you unlucky he manage to set redalert in that short lifespan. Any upgrade currenly available thru trees, feats etc. just changes this lifespan to maybe 5-20 sec only giving more him more time to set the redalert.
I know this is not warlock specific but those somehow useless pet buffs are.
My suggestion is stop wasting development time to add more and more pet bonusses into game (thers alot already) but do something with pets brains and mechanics instead.
Even really simple solution like "following orders" would be great improvement for the start.

Slasheboy
05-21-2015, 05:15 AM
Thanks for all the hard work devs.

Here are some quick reactions.

Eldritch Aura: The scaling throughout the heroic levels worries me with this ability.
The DPS of Eldritch Aura is calculated this way: Eldritch Blast Damage X Spellpower bonus X Spell Critical Modifier X DC Modifier X Number of Eldritch Aura Activations per Second
The first four components grow linearly, which combined already lead to an exponential growth of Eldritch Aura's DPS. However, the last component, Number of Eldritch Aura Activations per Second also grows exponentially in of itself.
This makes Eldritch Aura do ALOT more damage at character level 18 than level 10 than level 5.
The multiplier increases as such lvl 1: 1/8 -> lvl 6: 1/4 (double of lvl 1) -> lvl 12: 1/3 (x1.333 of lvl 6) -> lvl 18: 1/2 (x1.5 of lvl 12)(double of lvl 6)(four times of lvl 1).

Assuming Eldritch Aura is balanced around lvl 18, the growth of Eldritch Aura's speed (as in, the number of Eldritch Aura Activations per Second) should be more linear, considering that the combination of the various components of Eldritch Aura makes its DPS exponential.

Therefore, I recommend the growth to be something like lvl 1 : 1/6 -> lvl 3 1/5 -> lvl 6 1/3.5 -> lvl 12 1/2.7 -> lvl 18 1/2.
In other words, Aura occurs once every 6 secs -> 5 secs -> 3.5 secs -> 2.7 secs -> 2 seconds.
Another method it is make it always trigger every two seconds regardless of level, but make it only do 25% of the damage -> 40%-> 60% -> 80% -> 100%.


Basically, what I'm trying to say is, lets not make Eldritch Aura complete rubbish at low levels, despite being crazy good at the end game. Furthermore, it seems that Eldritch Aura wouldn't scale well into epics, plateauing at lvl 18 and progressing rather slowly at the epic levels, considering the hp inflation at epic levels.



Summon tree line: Summons aren't actually really good, be it in heroics or epics, especially considering Enlightened Spirit or Warlocks have neither a pet enhancement, a pet class, or have a good "summon monster I-IX" progression in their trees. Please consider removing it and replacing it something else more interesting/fun/useful.


Retribution: Is it just me or is 3d6 damage for 6 AP at T4 (not T5) that scales with spellpower really really powerful? I get that the tree itself do not have a spellpower boost, but this enhancement gives the biggest damage boost compared to any of the trees. KotC core 12 adds the same amount, but that one scales by MP instead of Spellpower, which is wildy different. And that's not even considering that it adds to aura AND to weapon damage. This is the only Eldritch Blast boost in this tree though, so maybe spread it around the tree or something.


Martial Proficiency: Could really use some help, prolly at level 6 or even lvl 3, considering that Warchanters get it at Core lvl 3, and Eldritch Knights gets it at T2 for 2 AP with +2 doublestrike.


Displacement SLA: Since Displacement is already a self-only spell, why not make it a Displacement toggle, ala Warpriest's permablur. Also, considering Warlocks already get displacement at spell level 3 (lvl 7), it might be only okay instead of really powerful. I wouldn't bump it to T4, since everyone will definitely dip into Warlock 4 for it, but how about something like (1 AP per level, Perma-Blur -> Perma-Displacement -> Perma-Displacement + Perma-Haste). Do remember that Warlocks already get haste at spell level 3, and pseudo perma-haste via invocation in PnP.


Break Forth SLA: This is literally Positive Energy Burst from Radiant Servant core lvl 6 without the Turn Undead limitation, so maybe combine it with beacon and make it 2 AP? Cause as a T5 its kinda lacking.


Resist Energies: I love the QoL improvement of this spell, but the spellcost is waay too exorbitant, considering the warlocks have a smaller pool to begin with.


Cure Moderate Wounds SLA: Its kinda odd that this is a T4 unless it cost no SP, otherwise consider making it Mass Cure Moderate Wounds instead.


Brute Fighting/Spellcasting: I get that this is a tank tree, but for a 1d6 class I highly doubt anyone will want this. There's also very little synergy with the tree, considering that it has none of those "If you get attacked/take damage, enemies..." abilities that Warpriest has. Please consider removing to make space.

Spellpower: I've noticed there is no Spellpower progression at Core 1 in this tree, so do take note of that for balancing. Sacred Defender does provide 1 Positive Spellpower per AP, and while Divine Discipline doesn't provide Spellpower per AP, they do have a spellpower line.

Ausdoerrt
05-21-2015, 05:17 AM
1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 8 seconds. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.


What is the range for the damage aura (and the aura bursts in the tree)? Depending on the range, it could either be great or completely useless to non-melee builds. I get that this is supposed to be a tanky/melee tree with synergy with PAL and MNK, but I like to look for ranged synergy when I can - and you have added some ranged options in this tree.




41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.




Please either make the second half of this capstone (light damage and M/R/SPower) passive, or make FF a separate toggle. I dislike Feather Falling unless I HAVE to use it, and have it off on most of my toons - I'm sure I can't be the only one.


Otherwise, the tree looks good to me, perhaps too much focus on tankiness.



Displacement SLA: Since Displacement is already a self-only spell, why not make it a Displacement toggle, ala Warpriest's permablur. Also, considering Warlocks already get displacement at spell level 3 (lvl 7), it might be only okay instead of really powerful. I wouldn't bump it to T4, since everyone will definitely dip into Warlock 4 for it, but how about something like (1 AP per level, Perma-Blur -> Perma-Displacement -> Perma-Displacement + Perma-Haste). Do remember that Warlocks already get haste at spell level 3, and pseudo perma-haste via invocation in PnP.


I support this. What's the point of a displacement SLA if Warlocks get the spell?

Rautis
05-21-2015, 05:32 AM
Bewitching and Faltering Blast work as-written on Eldritch Aura, Eldritch Burst, and Spirit Blast. Great news. Thanks!

It definitely could, if enough people think it should. On our end, we don't want it low enough where every single Warlock takes Martial Weapon Proficiency. I fail to see how, if at all, Martial Weapon Proficiency would benefit Warlocks that use mainly other trees or Blast Shapes besides Eldritch Aura. Since Warlock gets Master's Touch as spell option I didn't consider them that much different from Bards, Wizards and Sorcerers who can pick Martial Weapon Proficiency 10 or 9 levels earlier for 7 or 6 action points invested. 12 levels is a long time to wait to be able to use a bow or your favored melee weapon. I wouldn't mind the level choice for this if it was in line with other comparable trees(and there was a time when it was). Currently it isn't.


We'd expect Pure 20 Warlocks in this tree (with splashing into the others) to be able to hold their own in a fight, but probably not be as strong with their weapon attacks as most Melee classes - They'll also be getting a big chunk of their damage out of the Aura and (as someone above called them) "Spirit Cleaves" (Eldritch Burst/Spirit Blast). I agree with position where you place Warlock melee. However I think that currently Warlocks can get the least melee damage out of their enhancements. It's hard to say how it would exactly compare because Retribution scales with spell power and that depends how you're able to slot light spell power possibly on your melee weapon. For example trees like Eldritch Knight give more melee damage thanks to Doublestrike, Tenser's and Spellsword combined and then Wizards can conjure all kinds of persistent aoes and single target DOTs to compensate for lack of Eldritch Aura.

It would be nice to see possible Melee boosts in this tree even as multiselectors where it's defense vs. offense or Melee Damage vs. Eldritch Blast Damage. This way there's possibility for Warlocks who are using melee focused destinies for a reason or another to perform more reasonably. Nothing huge. It would be nice to be able to achieve melee performance about equal to Eldritch Knight Wizard or Warpriest Cleric as Warlock. I don't think that's currently happening. Aura damage is ofcourse a factor that is hard to figure out without testing. My guess is that it's either strong or good enough for heroics and then it gets comparably weaker in epics. There aren't any destinies that boost spell DPS as much as melee destinies can boost physical damage. And so far Warlock trees have no bonuses to physical attacks that scale at all with melee or ranged power.


"Spirit Cleaves" (Eldritch Burst/Spirit Blast). These attacks can be useful for sure. Why do they share cooldown with actual cleaves? Would it be possible to rebalance them so that they wouldn't practically block Warlocks from picking actual Cleave and Great Cleave feats? For Paladin Knight of the Chalice it was much easier to understand the cooldown sharing. This is not good for build diversity. Pure Warlock melee cleaves would anyway be rather weak and if you multiclass your Eldritch Burst and Spirit Blast get weaker.


The only vague thing I might say is that I'd like to see more abilities that actually provide synergy with using weapons while having the aura on. There are some nice defensive buffs/healing, but unless I missed something (possible!) Retribution is the only thing that specifically acts as an non-aura offensive buff. This is very nicely worded and pretty much what I'm thinking too. The tree in general is very nice.

BananaHat
05-21-2015, 07:06 AM
From the base Warlock thread, Master's Touch was listed as a level 1 spell so that covers your martial weapon proficiency early. You can also take shield and displacement. Those abilities in this tree are really just saving you spell points. It would be nice if they got a little boost like eldritch knight does for mage armor (+AC) and shield (+PRR).

spade413
05-21-2015, 08:59 AM
I love the tree.

My only real comment out of it is that Spirit Armor looks pretty underwhelming for a lvl 18 enhancement. I very much like the idea of it, but it doesn't scale into Epics well, particularly because Warlocks aren't going to be PRR/MRR intense, so in order to build the bonus up, you'll have already died. Rogues had a similar theme in one of their trees, with getting hit increasing dodge. A passive bonus would be better, but maybe not "special" enough.

Maybe a passive bonus based on the number of creatures around you? And, I say "creatures" intentionally. If the bonus also grows with allies around you, then there's motivation to group and to stay with the group, to bring a summons and a hireling. It also plays nicely with the other Summons buffs in the tree. Yes, there is definitely cheese that can come into it, but by placing a cap on the maximum bonus, this can easily be offset. For instance, +2 PRR/MRR for each creature within (insert distance), to a cap of Character Level.

Silverleafeon
05-21-2015, 09:06 AM
I would think 18 warlock 2 fvs in Exalted Angel would work really well with this tree.

I agree, was thinking various Warlock X + Favored Soul 2~4 + Fighter 0~2 will be fairly popular beginning builds?

Steelstar
05-21-2015, 09:25 AM
The Paladin and FvS auras should not be reused here imo.


Enlightened Spirits in the pen-and-paper 3.5e (Complete Mage, page 60) get both of these abilities at level 1 as class features, which is the primary reason for their inclusion.



In EE druids and artificers dont even summon pets because they kinda play for the other team there ... not able to survive, ... not able to DPS...

Pets/hirelings do have some AI issues that we're still working on. As for the Survivability/DPS end of things... that's a good argument for why abilities like this should be included. :) They won't improve if we don't add things to improve them.


Thanks for all the hard work devs.

Here are some quick reactions.

Eldritch Aura: The scaling throughout the heroic levels worries me with this ability.
The DPS of Eldritch Aura is calculated this way: Eldritch Blast Damage X Spellpower bonus X Spell Critical Modifier X DC Modifier X Number of Eldritch Aura Activations per Second
The first four components grow linearly, which combined already lead to an exponential growth of Eldritch Aura's DPS. However, the last component, Number of Eldritch Aura Activations per Second also grows exponentially in of itself.
This makes Eldritch Aura do ALOT more damage at character level 18 than level 10 than level 5.


We're still working on the balance, and if it's not good enough at low levels, or too good at high levels, we'll make adjustments; it's hard to say for sure until we get some builds running around with it. That said... it should do a lot more damage at 18 than, and a lot more at 10 than 5. We still want it to be viable for Multiclass Warlocks (who won't get as many Pact dice but will still scale with Spell Power), but it should shine on Pure/mainline Warlocks.



Retribution: Is it just me or is 3d6 damage for 6 AP at T4 (not T5) that scales with spellpower really really powerful? I get that the tree itself do not have a spellpower boost, but this enhancement gives the biggest damage boost compared to any of the trees. KotC core 12 adds the same amount, but that one scales by MP instead of Spellpower, which is wildy different. And that's not even considering that it adds to aura AND to weapon damage. This is the only Eldritch Blast boost in this tree though, so maybe spread it around the tree or something.


It may be too big. This ability came in to replace something else after Player's Council feedback, relatively close to this post. We'll take a look.



Cure Moderate Wounds SLA: Its kinda odd that this is a T4 unless it cost no SP, otherwise consider making it Mass Cure Moderate Wounds instead.

It has a small SP cost, but Warlocks do not get access to the Cure spells in their spell list, and the only other Healing abilities Warlocks get in their trees have extensive cooldowns. This one is fast.



Spellpower: I've noticed there is no Spellpower progression at Core 1 in this tree, so do take note of that for balancing. Sacred Defender does provide 1 Positive Spellpower per AP, and while Divine Discipline doesn't provide Spellpower per AP, they do have a spellpower line.
This tree has a small Spell Power line in Power of Enlightenment, where you can get 30 (Light or Positive) plus 12 Universal Spell Power. If that, combined with other sources of Spell Power, still leaves Warlocks underpowered we'll look into adding some other sources in the trees.


What is the range for the damage aura (and the aura bursts in the tree)? Depending on the range, it could either be great or completely useless to non-melee builds. I get that this is supposed to be a tanky/melee tree with synergy with PAL and MNK, but I like to look for ranged synergy when I can - and you have added some ranged options in this tree.

Still subject to change, but right now it's about the same size as Death Aura, or any other "Standard" AOE - ~5 meters.



These attacks can be useful for sure. Why do they share cooldown with actual cleaves? Would it be possible to rebalance them so that they wouldn't practically block Warlocks from picking actual Cleave and Great Cleave feats? For Paladin Knight of the Chalice it was much easier to understand the cooldown sharing. This is not good for build diversity. Pure Warlock melee cleaves would anyway be rather weak and if you multiclass your Eldritch Burst and Spirit Blast get weaker.


The main reason is actually build diversity. For a lot of melees who splash into Warlock to get the aspects of this tree, the Aura alone is going to be a somewhat substantial bump in DPS. Tying these two abilities to the cooldown of Cleave means characters in this tree fall into one of three categories:

- Cleave/Great Cleave is stronger than Eldritch Burst/Spirit Blast. This will probably be true for low-level splashes and multiclasses with low Spell Power (but a lot of item effects), like Fighters. In that case, keep using Cleaves.

- Eldritch Burst/Spirit Blast is stronger than Cleave/Great Cleave. If you're a pure Warlock, or multiclassed something martial with a lot of spell power (a melee Arti, or an Eldritch Knight), this will probably be true. In this case, you may want to use Eldritch Burst/Spirit Blast instead of Cleave/Great Cleave.

- You're playing a character that couldn't use Cleave/Great Cleave anyway. Like a bow user, or pure caster that dumped STR. Hey, this choice is easy! Take EB/SB if you think you'll have enemies in that range often, or just ignore the line.

Essentially, the point is to encourage different styles for different kinds of characters, so the right choice isn't *always* to take *both* this line and the Cleave line for Melee Warlocks. Cleave builds are really good right now (lookin' at you, Barbarians) - This is an alternative, and it doesn't cost two Feat slots.



My only real comment out of it is that Spirit Armor looks pretty underwhelming for a lvl 18 enhancement. I very much like the idea of it, but it doesn't scale into Epics well, particularly because Warlocks aren't going to be PRR/MRR intense, so in order to build the bonus up, you'll have already died. Rogues had a similar theme in one of their trees, with getting hit increasing dodge. A passive bonus would be better, but maybe not "special" enough.


I may be wrong (please correct me if I am), but I believe you can get more PRR and MRR out of this Enhancement Tree than any other Enhancement Tree in the game... Standing still and wearing Medium armor, you get 19 PRR and 29 MRR out of this tree, which goes up to 39 PRR and 49 MRR when you get Spirit Armor fully running. (Note: I noticed that Spiritual Bastion and Spiritual Ward don't say that you also get the Allies portion yourself. Right now, you do. We'll fix the wording.) That's on top of your armor and any other external sources, plus you're buffing your friends' PRR/MRR as well. If we switched it to a static bonus, it'd be a smaller bonus, and a lot less interesting. Nobody likes getting hit, but if you can survive a few seconds of it, you'll be good for the fight.

spade413
05-21-2015, 10:25 AM
I may be wrong (please correct me if I am), but I believe you can get more PRR and MRR out of this Enhancement Tree than any other Enhancement Tree in the game... Standing still and wearing Medium armor, you get 19 PRR and 29 MRR out of this tree, which goes up to 39 PRR and 49 MRR when you get Spirit Armor fully running. (Note: I noticed that Spiritual Bastion and Spiritual Ward don't say that you also get the Allies portion yourself. Right now, you do. We'll fix the wording.) That's on top of your armor and any other external sources, plus you're buffing your friends' PRR/MRR as well. If we switched it to a static bonus, it'd be a smaller bonus, and a lot less interesting. Nobody likes getting hit, but if you can survive a few seconds of it, you'll be good for the fight.

Thanks for the reply! First, yes, absolutely (regardless of whether its the most) this tree offers wonderful PRR/MRR bonuses, and I didn't mean to imply that it was slouching in that regard, particularly in regards to other "squishy" classes. The basic concept of "Circumstantially get a significant boost to PRR/MRR" is also welcome. My point was directed more at the mechanism of "Get hit in order for hits to hurt less", and how it applies to a class that is, after all the buffs, still... kind of squishy. This is NOT to say that I'm advocating for Paladin-esque levels of damage mitigation from Warlocks!

My goal with the proximity-based buff suggestion was not to suggest those numbers specifically (i see now that I presented an increase to the numbers, I intended for them to be equal bonuses for ease of comparison, and I obviously failed in that regard). I was just trying to present triggers other than getting hit that could, theoretically, be utilized.

By needing to take the hits to get the bonus, there is definitely a sweet spot. If the hits aren't coming through hard (because of PRR, weak enemies, DR, whatever), then growing the PRR doesn't mean as much. If the hits are coming through too hard, then the extra PRR might not compile until its too late. This makes the ability very fluid in its effectiveness. It marginalizes the effectiveness in both challenging content above you (where you're more likely to really get creamed), and in weak content below you (where it isn't as likely to matter). Its easy to anticipate the effectiveness of other lvl 18 abilities like Crit Multiplier, which have a very consistent value in content, and is harder to really calculate Spirit Armor's value without playing it (and even then it may not be casually apparent). From a quick look, to me personally, the narrow window and steep decline of usefulness makes it an underwhelming choice.

Here's where I show my dirty logic: If I cared about defense on the character, rather than taking the 18th lvl slot, I'd consider 3 lvls of Paladin. Sacred Defense adding 25 PRR/MRR all the time is a huge bonus, and coupled with Divine Grace (even the theoretically neutered Divine Grace that has been rumored for so long), it's a solid choice. Of course, that is a big trade off! The capstone is just so well done, and other Warlock abilities grow so cleanly with level! But see, now I'm not comparing 3 lvls of Paladin to the 18th level ability, I'm comparing those 3 lvls with the capstone, with Eldritch Damage, and nearly disregarding the lvl 18 ability entirely.

On the other hand, maybe other things could make it more exciting, outside of just PRR! Maybe a chance to also proc a low level heal on hit. Again, consistent with the theme and scales some into Epics with Healing Amp and Positive Spell Power.

FuryFlash
05-21-2015, 10:34 AM
Hello all,

This is for both trees: enlighted and tainted... I am not sure how they are supposed to interact with each other, but here is a few things I noticed:

Enlighted,

turns ability into an aura - That is awesome, and probably the only blast shape I care about.

1 ap - but most likely 6 warlock and 11 ap for the 4 second timer

Tainted tier 2 - makes this aura negative energy -
will this aura heal you if you are in undead form????
if yes, this is better than death aura already
if no, why not? That is exactly how it should work.
Negative should be higher in the tree.

Enlightened - tier 4 - Retribution
3d6 light dmg added to melee scaled by spell power -
For paladin, that is arguably overpowered right now this takes lvl 12,
proposed is a buffed up version only needing lvl 4.

OK... a negative energy Warlock/Wizard? Yes! Here's the first build that pops into my mind:

Warlock 13/Wizard 7

Positives

Vampire form: +2 enchant, charisma, strength and more...
Death aura, neg energy burst, lesser death aura
Warlock aura w/ negative energy for healing and dmg
Warlock enchantment spells up to one spell level 5
Good synergy with melee - Vampire and melee bonuses from this tree

Negatives

Very vulnerable to light damage
Not too much melee damage, most comes from auras
Less spells and blast damage
Possibly lower DCs? (Vampire might make up for it)

An enchantment-based melee necromancer with good self healing. Sounds really fun, but probably a lot weaker than it seems.

Anyway, love this synergy, please don't take this out!

Ziindarax
05-21-2015, 11:28 AM
Hey Steelstar, about the retribution potentially being "too powerful", while I am inclined to think that 3d6 at t4 might be a bit powerful, I think what some folks are forgetting about is that there are DC's that calculate into the light damage depending on the pact, and EE mobs have RIDICULOUS saves.

That being said, having the ability to do 3d6 light damage + (let's say) 400 light spellpower per blast/weapon attack may seem powerful until you consider this damage getting halved, or outright negated by evasion. Another defense you could consider is having this effect flag as a sub-level 4 spell. Thus, even if the ability *is* too powerful (and I don't think it will be because if you're stacking paladin levels to get really high KotC base light damage, you're SACRIFICING caster DC's that makes your warlock power more likely to land, and from my understanding, Warlocks appear to almost require hardcore gearing and feat-focusing to get your DC to a reliable level of use).

On the other hand, as this was never answered by a dev - does Retribution apply to Thrown weapons? If it does, THEN I would understand some of the concern (considering if you go Halfling 17 Warlock/3 monk, maintaining Tenser's Transformation). For a Shiradi thrower with max BAB and ranged/throwing alacrity could probably crank out some insane damage (and for the matter, I may experiment with this very thing if Lama opens today).

Next, you mentioned PRR/MRR Bonuses being the highest of any class in the game. Are you saying that even the Sacred/Stalwart Defender's bonuses to PRR/MRR (at the expense of not being able to rage, or benefit from Rage-based effects such as Blood Rage, Madstone Rage, Barb Rage, Primal Scream, etc)?


My petition is thus:

Set up a contest whereby players are encouraged to roll Warlocks, and are encouraged to come up with some of the most synergistic, "game-breaking" builds humanly possible, and make fixes based on what can be easily attainable.. (would a 14 paladin, 6 Warlock rolling Knight of the Chalice, Sacred Defender, and Enlightened Spirit be too powerful? How about a Lord of Blades Warforged rocking Angel of Vengeance, Enlightened spirit, and Warpriest?).

With the advent of Warlocks, the Grey Knights may become a feasible build (Grey Knights are effectively Super Space Marines, warriors who are capable of easily besting two ordinary Space Marines, genetically augmented to be able to take on the Daemons of the Warp, while their mental and spiritual conditioning renders them effectively immune to corruption by the Fell Powers of the Warp). Build Levels - I am thinking Paladin 14 for Holy Sword, Warlock 4, fvs 2, IF I can fit the AP).

Or maybe have a High Summoner - triple past-lives in Druid gives +6 to all ability scores, Augment Summoning giving +4 again, and harper giving yet another +4 for a total of +14 to summoned ability scores - a shame there's nothing really benefiting epic levels. And since we're talking about giving summoned critters ALL the help they could possibly need, it would be nice if there were more feats improving summoned creatures altogether (and even feats that allowed you to summon more than one creature), with a Greater/Epic Summoning allowing pets and hirelings to enjoy full BAB (regardless of your actual class level), and maybe even have higher CR than the player. Furthermore, the aura that benefits you and your allies, should PROBABLY also have a stacking benefit for summoned creatures/hirelings/pets as well.


Enlightened Spirits in the pen-and-paper 3.5e (Complete Mage, page 60) get both of these abilities at level 1 as class features, which is the primary reason for their inclusion.


Pets/hirelings do have some AI issues that we're still working on. As for the Survivability/DPS end of things... that's a good argument for why abilities like this should be included. :) They won't improve if we don't add things to improve them.



We're still working on the balance, and if it's not good enough at low levels, or too good at high levels, we'll make adjustments; it's hard to say for sure until we get some builds running around with it. That said... it should do a lot more damage at 18 than, and a lot more at 10 than 5. We still want it to be viable for Multiclass Warlocks (who won't get as many Pact dice but will still scale with Spell Power), but it should shine on Pure/mainline Warlocks.



It may be too big. This ability came in to replace something else after Player's Council feedback, relatively close to this post. We'll take a look.


It has a small SP cost, but Warlocks do not get access to the Cure spells in their spell list, and the only other Healing abilities Warlocks get in their trees have extensive cooldowns. This one is fast.


This tree has a small Spell Power line in Power of Enlightenment, where you can get 30 (Light or Positive) plus 12 Universal Spell Power. If that, combined with other sources of Spell Power, still leaves Warlocks underpowered we'll look into adding some other sources in the trees.



Still subject to change, but right now it's about the same size as Death Aura, or any other "Standard" AOE - ~5 meters.



The main reason is actually build diversity. For a lot of melees who splash into Warlock to get the aspects of this tree, the Aura alone is going to be a somewhat substantial bump in DPS. Tying these two abilities to the cooldown of Cleave means characters in this tree fall into one of three categories:

- Cleave/Great Cleave is stronger than Eldritch Burst/Spirit Blast. This will probably be true for low-level splashes and multiclasses with low Spell Power (but a lot of item effects), like Fighters. In that case, keep using Cleaves.

- Eldritch Burst/Spirit Blast is stronger than Cleave/Great Cleave. If you're a pure Warlock, or multiclassed something martial with a lot of spell power (a melee Arti, or an Eldritch Knight), this will probably be true. In this case, you may want to use Eldritch Burst/Spirit Blast instead of Cleave/Great Cleave.

- You're playing a character that couldn't use Cleave/Great Cleave anyway. Like a bow user, or pure caster that dumped STR. Hey, this choice is easy! Take EB/SB if you think you'll have enemies in that range often, or just ignore the line.

Essentially, the point is to encourage different styles for different kinds of characters, so the right choice isn't *always* to take *both* this line and the Cleave line for Melee Warlocks. Cleave builds are really good right now (lookin' at you, Barbarians) - This is an alternative, and it doesn't cost two Feat slots.



I may be wrong (please correct me if I am), but I believe you can get more PRR and MRR out of this Enhancement Tree than any other Enhancement Tree in the game... Standing still and wearing Medium armor, you get 19 PRR and 29 MRR out of this tree, which goes up to 39 PRR and 49 MRR when you get Spirit Armor fully running. (Note: I noticed that Spiritual Bastion and Spiritual Ward don't say that you also get the Allies portion yourself. Right now, you do. We'll fix the wording.) That's on top of your armor and any other external sources, plus you're buffing your friends' PRR/MRR as well. If we switched it to a static bonus, it'd be a smaller bonus, and a lot less interesting. Nobody likes getting hit, but if you can survive a few seconds of it, you'll be good for the fight.

BananaHat
05-21-2015, 12:26 PM
How about adding the bonus light damage from the capstone core and retribution to the attacks and spells of summons/hires/etc. As was mentioned, they could use all the help they can get. Alternatively, make a separate passive called Celestial Summoning that adds light damage to their attacks and spells, maybe a small chance for a big burst of light damage like other abilities. Maybe even chuck in a low power healing aura on summons only similar to the radiant aura clerics get. Obviously it would be less powerful since the summon would have no feats and very little spellpower to enhance it. It would be nice for a summon to not be a distraction to mobs for only 3 seconds before they kill it at higher levels.

Ausdoerrt
05-21-2015, 12:30 PM
@Steelstar: thank you for clarification re: aura range. In this case and if you indeed intend this tree to have good synergy w/ ranged, I'd suggest adding more options (in this or other trees, maybe), as the aura will be of limited use. At least, my ranged toons try to stay as far as possible while still in the PBS range, making the aura almost useless.

At the moment, ranged toons pretty much just get some ranged power and Retribution bonus damage from this tree. If thus is the go-to tree for ranged, then it's kinda weak for that.

Vargouille
05-21-2015, 12:51 PM
@Steelstar: thank you for clarification re: aura range. In this case and if you indeed intend this tree to have good synergy w/ ranged, I'd suggest adding more options (in this or other trees, maybe), as the aura will be of limited use. At least, my ranged toons try to stay as far as possible while still in the PBS range, making the aura almost useless.

At the moment, ranged toons pretty much just get some ranged power and Retribution bonus damage from this tree. If thus is the go-to tree for ranged, then it's kinda weak for that.

We're still looking at details, but it may well be that Soul Eater will support Ranged combat (bows/etc.) best of all trees.

BananaHat
05-21-2015, 12:53 PM
@Steelstar: thank you for clarification re: aura range. In this case and if you indeed intend this tree to have good synergy w/ ranged, I'd suggest adding more options (in this or other trees, maybe), as the aura will be of limited use. At least, my ranged toons try to stay as far as possible while still in the PBS range, making the aura almost useless.

At the moment, ranged toons pretty much just get some ranged power and Retribution bonus damage from this tree. If thus is the go-to tree for ranged, then it's kinda weak for that.

Agreed. What if there was a blast shape in the tree that essentially turned the aura into a single target version like the lantern archon? Give it double range, single target, and otherwise be the same as the aura.

BananaHat
05-21-2015, 12:58 PM
We're still looking at details, but it may well be that Soul Eater will support Ranged combat (bows/etc.) best of all trees.

Right now the faltering blast essence with the chain shape and some bewitching blasts is probably higher up there for assisting ranged just by making kiting easier. I'm curious what will be in Soul Eater... Immobilizes? Stronger slows? Adding debuffs/DoTs to EBs and physical attacks?

Vargouille
05-21-2015, 01:04 PM
Right now the faltering blast essence with the chain shape and some bewitching blasts is probably higher up there for assisting ranged just by making kiting easier. I'm curious what will be in Soul Eater... Immobilizes? Stronger slows? Adding debuffs/DoTs to EBs and physical attacks?
The chain is a Shape, which means you are using it all the time -- and therefore not firing a bow. Faltering Blast also doesn't trigger on bows.

If we're instead talking about which tree best support a ranged Eldritch Blast playstyle, that's probably a combination of Tainted Scholar and Soul Eater.

Ziindarax
05-21-2015, 02:17 PM
The chain is a Shape, which means you are using it all the time -- and therefore not firing a bow. Faltering Blast also doesn't trigger on bows.

If we're instead talking about which tree best support a ranged Eldritch Blast playstyle, that's probably a combination of Tainted Scholar and Soul Eater.

And what of Necromancers running around in undead form? Would a vampire form melee benefit from Unholy (Utterdark) essence applied to the aura from Enlightened Spirit?

As a side note, when will Lamannia go live? Will we get enough time for changes to be made?

edrein
05-21-2015, 02:32 PM
This isn't actually a bad core in itself. I'd definitely recommend you tie the Maximum HP bonus to the Enhancement bonus of the armor. Based on current epic armor at cap this would give Warlocks an additional 100/200HP respectively, and actually scale this core into Epic Levels.
Could I get a Dev response to that feedback? I definitely think this would be the best route to use the Shaped Vestimates core while making sure it is useful past heroic levels.

Pnumbra
05-21-2015, 05:11 PM
I am excited to play this as a pure class. It seems to be aggressively built to handle the current content. Thanks Devs.

Failedlegend
05-21-2015, 06:20 PM
The chain is a Shape, which means you are using it all the time -- and therefore not firing a bow. Faltering Blast also doesn't trigger on bows.

If we're instead talking about which tree best support a ranged Eldritch Blast playstyle, that's probably a combination of Tainted Scholar and Soul Eater.

OK I'm confused when using EB are you unable to use your equipped weapon I was under the impression that you would attack as normal and EB would proc every x amount of time (different depending on shape)

So for example an Warlock Arty would be firing off Rune Arm+X-Bow+Chain EB


Side-query: Is there any chance of adding "Universal Spell Power" to UMD (possibly only for Locks) Warlock seems very focused on being versatile especially the tainted scholar but a little bit in ES with Light damage so it's not efficient to have a different item for every element you might have access to and TS is +USP, which I really do think suits Warlock but there's no skill that increases USP only specific type. TO me adding it to UMD a skill that has you dabbling in various magical items would make sense to increase your skill at using all elements.

Severlin
05-21-2015, 06:32 PM
OK I'm confused when using EB are you unable to use your equipped weapon I was under the impression that you would attack as normal and EB would proc every x amount of time (different depending on shape)


If you are firing Eldritch Blasts as a ray, or a ranged shape from Tainted Scholar (chain) or Souleater (cone) then your weapon is put away (I guess you could say suppressed) while you have it toggled on and pressing down the mouse button to attack instead fires Eldritch Blast attacks. If you toggle on the aura from Enlightened Spirit however, it begins to pulse its damage and you can no longer fire Eldritch Blast as a ray. If you click the mouse button to attack you instead attack with your equipped weapon while the aura is pulsing and thus you are free to use weapons while the aura is on.

Sev~

Failedlegend
05-21-2015, 06:55 PM
If you are firing Eldritch Blasts as a ray, or a ranged shape from Tainted Scholar (chain) or Souleater (cone) then your weapon is put away (I guess you could say suppressed) while you have it toggled on and pressing down the mouse button to attack instead fires Eldritch Blast attacks. If you toggle on the aura from Enlightened Spirit however, it begins to pulse its damage and you can no longer fire Eldritch Blast as a ray. If you click the mouse button to attack you instead attack with your equipped weapon while the aura is pulsing and thus you are free to use weapons while the aura is on.

Sev~

Ok so ONLY the aura EB allows you to utilize you weapon...well there goes my Xorian Scholar Warlock/Arty Plans...although at least my Warlock/Barb can out a few points in ES to pick up the aura so he can swing his two-hander.

Actually will EB suppress shields, orbs, rune arms etc.? Also as far as enhancements and feats are concerned are you considered "wielding" your suppressed items (ie. Shield for Fighter/Pally Defensive Stances)

Anyways all that known is there any chance we can work in Eldritch Claws and Glaive...like flameblade except clear purpley and are usable with all EB shapes or as their own shape (I was fine w/o them before since I was under the impression you were imbueing your weapon with your EB thus any weapon would be an Eldritch weapon.)

Severlin
05-21-2015, 07:33 PM
Ok so ONLY the aura EB allows you to utilize you weapon...well there goes my Xorian Scholar Warlock/Arty Plans...although at least my Warlock/Barb can out a few points in ES to pick up the aura so he can swing his two-hander.


Yes, although Souleater was also designed to also be useful to melee and ranged characters.



Actually will EB suppress shields, orbs, rune arms etc.? Also as far as enhancements and feats are concerned are you considered "wielding" your suppressed items (ie. Shield for Fighter/Pally Defensive Stances)


The shield will be hidden visually but you will still benefit from it. There's some arcane spell failure chance you have to account for though.



Anyways all that known is there any chance we can work in Eldritch Claws and Glaive...like flameblade except clear purpley and are usable with all EB shapes or as their own shape (I was fine w/o them before since I was under the impression you were imbueing your weapon with your EB thus any weapon would be an Eldritch weapon.)

Eldritch Blast isn't like the Green Lantern power ring. :p Skilled Warlocks can overload the eldritch power into bigger blasts, but not form it into shapes.

What you are describing sounds more like a Hexblade thing.

Sev~

InsanityIsYourFriend
05-21-2015, 07:42 PM
What you are describing sounds more like a Hexblade thing.

Sev~


I know I know, I'm not supposed to respond to this thread yet... but.... Can we have Hexblade next please? It sounds fun now!

Artagon
05-21-2015, 08:36 PM
Yes, although Souleater was also designed to also be useful to melee and ranged characters.



The shield will be hidden visually but you will still benefit from it. There's some arcane spell failure chance you have to account for though.



Eldritch Blast isn't like the Green Lantern power ring. :p Skilled Warlocks can overload the eldritch power into bigger blasts, but not form it into shapes.

What you are describing sounds more like a Hexblade thing.

Sev~

They are actually both options from official WotC publications for the Warlock. Eldritch Glaive is a blast shape from 'Dragon Magic' that allowed melee touch attacks that does Eldritch Blast damage. It is great because as an SLA you could quicken it for double attacks a few times per day, plus it has reach like a polearm, allowing attacks of opportunity with it.

Eldritch Glaive

Least; 2nd; Blast Shape
Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow, you cannot combine your eldritch glaive with damage from a held weapon.
Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your eldritch glaive. These are melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.

Eldritch claws work well with unarmed combat and allow standard unarmed damage on top of the eldritch blast damage.

Eldritch Claws

You can deliver your eldritch blast as a melee attack.

Prerequisite: Eldritch blast 2d6
Benefit: As a free action, you can form the energy of your eldritch blast into a set of claws extending almost an entire foot from your hands. While your eldritch claws exist, you may make up to two claw attacks as natural weapons. You are automatically proficient with your eldritch claws.

On a successful attack with an eldritch claw, you deal your normal amount of unarmed strike damage plus you eldritch blast damage.

Once you form your eldritch claws, they remain until just before the beginning of your next turn. You cannot use your normal eldritch blast ability while your eldritch claws exist.

A monk may not use eldritch claws as part of her flurry of blows.

bbqzor
05-21-2015, 10:40 PM
What you are describing sounds more like a Hexblade thing.

you are describing a Hexblade

Hexblade

When can we expect this to hit DDO? Because seriously, yes please. Nao!

Failedlegend
05-22-2015, 12:03 AM
What you are describing sounds more like a Hexblade thing.
Sev~

Anyway we can work that Into Warlock or in one of the trees tier 5 maybe...I mean eldritch claw and glaive are a base warlock thing but Hexblade is a subclass of Warlock anyways. I really like the idea of funneling you EB through your weapone (I' m really saddened that my Warlock/Arty just won't function since my xbow and rune arm wont fire when using lock abilities)

I'd also like to see a skill that ups Universal spell power since Warlocks use several different elements (and tainted scholar only boosts USP) and spellcraft doesnt add to usp only elements...imo UMD makes the most sense since its used for dealing with all kinds of magical things.

HatsuharuZ
05-22-2015, 12:35 AM
Anyway we can work that Into Warlock or in one of the trees tier 5 maybe...I mean eldritch claw and glaive are a base warlock thing but Hexblade is a subclass of Warlock anyways. I really like the idea of funneling you EB through your weapone (I' m really saddened that my Warlock/Arty just won't function since my xbow and rune arm wont fire when using lock abilities)

Maybe a warlock-only feat? Or even an epic feat requiring warlock levels?

Failedlegend
05-22-2015, 03:08 AM
I get that you guys want to improve summons but adding it to this tree seems random without some sort of scaling summon and even than no one uses the Palemaster Summon for a reason...summons either need their own enhancement points or their just a waste. (Actually arty/Druids need their pets enhancements migrating to the new style)

Ausdoerrt
05-22-2015, 03:11 AM
We're still looking at details, but it may well be that Soul Eater will support Ranged combat (bows/etc.) best of all trees.

Ah, just looked over the Soul Eater tree - yup, it looks like what I'd expect out of a ranged-friendly tree.

However, it does seem odd then that the +10 ranged power is in the ES capstone, while SE only offers the low-hanging +6 (T1/2).

Xerio
05-22-2015, 07:40 AM
They are actually both options from official WotC publications for the Warlock. Eldritch Glaive is a blast shape from 'Dragon Magic' that allowed melee touch attacks that does Eldritch Blast damage. It is great because as an SLA you could quicken it for double attacks a few times per day, plus it has reach like a polearm, allowing attacks of opportunity with it.

Eldritch Glaive

Least; 2nd; Blast Shape
Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow, you cannot combine your eldritch glaive with damage from a held weapon.
Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your eldritch glaive. These are melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.

Eldritch claws work well with unarmed combat and allow standard unarmed damage on top of the eldritch blast damage.

Eldritch Claws

You can deliver your eldritch blast as a melee attack.

Prerequisite: Eldritch blast 2d6
Benefit: As a free action, you can form the energy of your eldritch blast into a set of claws extending almost an entire foot from your hands. While your eldritch claws exist, you may make up to two claw attacks as natural weapons. You are automatically proficient with your eldritch claws.

On a successful attack with an eldritch claw, you deal your normal amount of unarmed strike damage plus you eldritch blast damage.

Once you form your eldritch claws, they remain until just before the beginning of your next turn. You cannot use your normal eldritch blast ability while your eldritch claws exist.

A monk may not use eldritch claws as part of her flurry of blows.

Both seem like a viable call to me, however, if the glaive where to be implemented I'd rather see it as a shape that makes melee attacks + EB.
I'd say throw it in with enlightened as an option to the aura as currently the aura will be problem-matic with quests where CC is precious strikes are necessary. One that immediately comes to mind is let sleeping dust lie. Instead focusing the blast into a melee burst with the same trigger delay rate as the aura.

Alternative to that, function it much the same as the druids flame blade with options of summoning a two handed weapon, two weapons or a single weapon.

Lanadazia
05-22-2015, 08:42 AM
10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.




41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.




Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save




Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.




1. will that affect mithral medium armors? or will a mithral medium armor get the light armor hph/mrr just like it is getting the prr from a light armor right now?

2. immunity to knockdown? seems kinda broken

3. balance bonuses, when there is a immunity to knockdowns? actually balance is obsolete if you cannot get knocked down anymore, right?

4. 3d6 extra light damage that even scales with spellpower reads quite overpowered aswell. i'd tone that down to 1d4+1/2d4+3/3d4+5 with no scaling
or make it scale but only affect the blast, not blast+ melee/ranged

that are the 4 little things i noticed, overall this looks very balanced (aoe burst cooldown = cleave cooldown)

i guess the aoe light damage will scale with light spell power?
i'm a little confused what scales with what spellpower. some does scale with universal only (what is underwhelming?)

moo_cow
05-22-2015, 08:47 AM
What is with the summon melee power. Summons die in 1 hit. So that 30 melee power is worthless. Don't bother with these unless you guys actually fix pets to not be useless.

Zafaron
05-22-2015, 09:08 AM
This tree is crazy strong. I hope some of this actually makes it in game. Especially those aura bursts. Warlock is looking pretty sexy right now.

Lanadazia
05-22-2015, 09:20 AM
It definitely could, if enough people think it should. On our end, we don't want it low enough where every single Warlock takes Martial Weapon Proficiency.


so a sorc or wiz can have martial proficiency on level 2 and its ok, but a warlack shall not? even if every warlock is getting it in lower levels, i guess alot of them will kick it out at some point to get other enhancements (just like most sorcs or wizzys do)

Failedlegend
05-22-2015, 09:23 AM
Both seem like a viable call to me, however, if the glaive where to be implemented I'd rather see it as a shape that makes melee attacks + EB.


I agree although I'd like to see it work with ranged weapons too, I mean your base EB is a projectile it's not much of a stretch to imbue a Bolt, Arrow or thrown weapon.

ALso if not a base Lock shapes I think it would fit best in Soul Eater which oddly has some abilities that boost melee/ranged weapons when your 2 shapes (cone and Base EB) don't allow weapon use.

Basically you just "shape" you EB around the "killing" part of your weapon...easily shown with a purple aura around whatever weapon you have (similar to how Tensor's or Mage Armor give you that spikey purple armor for a couple of seconds)

HastyPudding
05-22-2015, 10:23 AM
I agree although I'd like to see it work with ranged weapons too, I mean your base EB is a projectile it's not much of a stretch to imbue a Bolt, Arrow or thrown weapon.

ALso if not a base Lock shapes I think it would fit best in Soul Eater which oddly has some abilities that boost melee/ranged weapons when your 2 shapes (cone and Base EB) don't allow weapon use.

Basically you just "shape" you EB around the "killing" part of your weapon...easily shown with a purple aura around whatever weapon you have (similar to how Tensor's or Mage Armor give you that spikey purple armor for a couple of seconds)

What about a multiselector toggle that added some form of damage to your melee or ranged weapon? Say, you could pick from several different types, like light, bane, or untyped. That would then be added to your basic attacks with weapons, like flaming, holy, etc. Maybe it could scale with a certain percentage of your spellpower.

Drakos
05-22-2015, 10:25 AM
Anyway we can work that Into Warlock or in one of the trees tier 5 maybe...I mean eldritch claw and glaive are a base warlock thing but Hexblade is a subclass of Warlock anyways. I really like the idea of funneling you EB through your weapone (I' m really saddened that my Warlock/Arty just won't function since my xbow and rune arm wont fire when using lock abilities)I'd also like to see a skill that ups Universal spell power since Warlocks use several different elements (and tainted scholar only boosts USP) and spellcraft doesnt add to usp only elements...imo UMD makes the most sense since its used for dealing with all kinds of magical things.I'm sorry, did I miss where they said Rune Amr's won't fire. They said your main standard attach is replaced by the EB but the Rune Arm isn't triggered as a standard attack. It fires irrespective of your weapon and doesn't interrupt your attack sequence.

Steelstar
05-22-2015, 10:27 AM
I'm sorry, did I miss where they said Rune Amr's won't fire. They said your main standard attach is replaced by the EB but the Rune Arm isn't triggered as a standard attack. It fires irrespective of your weapon and doesn't interrupt your attack sequence.

At the moment, Rune Arms work fine while using Eldritch Blast. You don't get the Rune Arm Imbue damage on your blasts (they're not weapon attacks), but you can still fire them normally.

(Provided you have 2 Arti levels for Rune Arm Proficiency, of course).

edrein
05-22-2015, 10:35 AM
I feel as if my feedback posts were entirely dismissed by the dev team at this point. As I keep pointing out, please consider my proposed change to your current design of Shape Vestments to help the skill scale into both epic levels and not require an enhancement repass for warlocks six months down the line.

Artagon
05-22-2015, 10:46 AM
I feel as if my feedback posts were entirely dismissed by the dev team at this point. As I keep pointing out, please consider my proposed change to your current design of Shape Vestments to help the skill scale into both epic levels and not require an enhancement repass for warlocks six months down the line.

I'm not a dev, but I can say that I went back to look at your proposal OOC. First, your proposal did not provide specifics as to what you were asking for.. You want to tie HP to the enhancement bonus of armor.. how do you want it implemented? How much HP per +?

Let us also look at other classes with HP boosts. Is your proposal approximately equivalent to them? How would you reconcile giving one class an ability that scales HP so much better than those other class options? Would the devs need to 'fix' every other enhancement that fits a certain criteria?

Drakos
05-22-2015, 10:56 AM
I feel as if my feedback posts were entirely dismissed by the dev team at this point. As I keep pointing out, please consider my proposed change to your current design of Shape Vestments to help the skill scale into both epic levels and not require an enhancement repass for warlocks six months down the line.Don't take it personally, the Deve my not be ignoring you, they don't have time to directly respond to every post. They read the forums and take notes back to the Dev team for discussion. In fact I have not seen them respond to any suggested change with t definite, "it will be so". Just keep making suggestions, and if they like them they will use them.

edrein
05-22-2015, 11:00 AM
I'm not a dev, but I can say that I went back to look at your proposal OOC. First, your proposal did not provide specifics as to what you were asking for.. You want to tie HP to the enhancement bonus of armor.. how do you want it implemented? How much HP per +?

Let us also look at other classes with HP boosts. Is your proposal approximately equivalent to them? How would you reconcile giving one class an ability that scales HP so much better than those other class options? Would the devs need to 'fix' every other enhancement that fits a certain criteria?

Perhaps I didn't spell it out plainly, I went with the implied numbers of 10/20 as they gave. Tie this to the enhancement bonuses and you got the proposed 100/200 I gave. 10/20 per enhancement bonus. This scales in the same relative vein as the Defender Stances, however it tapers off as it based on the bonus of the armor opposed to an outright percentage of your maximum health. At lower levels this would appear stronger, but by epic levels this ability does not give the same amount of HP while atleast giving bonuses to remaining armored as a warlock. And certainly helps to alleviate the need of toughness and epic toughness on a melee centric enhancement tree.

gwonbush
05-22-2015, 11:35 AM
It also is way stronger than a level 6 core should be, as well as more time consuming to code.

Vargouille
05-22-2015, 11:36 AM
Perhaps I didn't spell it out plainly, I went with the implied numbers of 10/20 as they gave. Tie this to the enhancement bonuses and you got the proposed 100/200 I gave. 10/20 per enhancement bonus. This scales in the same relative vein as the Defender Stances, however it tapers off as it based on the bonus of the armor opposed to an outright percentage of your maximum health. At lower levels this would appear stronger, but by epic levels this ability does not give the same amount of HP while atleast giving bonuses to remaining armored as a warlock. And certainly helps to alleviate the need of toughness and epic toughness on a melee centric enhancement tree.

If you want more HP in epic levels, there are many sources of getting those. Not every ability should be 10x better at level 10, 20, or 30 as it is at level 1. Most abilities don't scale like that, especially passive statistical bonuses like this.

Rewards of Tribute gives (amonst other things) +1 Heal for 1 AP. There's no reason this should scale to +20 Heal at level 20.

Why should the HP bonus here be special and scale up to be 10x or more powerful than it is now (since this proposal actually goes beyond 200 and higher in the future, of course).

Yes, some abilities should scale somewhat. Not all of them should.

edrein
05-22-2015, 11:57 AM
If you want more HP in epic levels, there are many sources of getting those. Not every ability should be 10x better at level 10, 20, or 30 as it is at level 1. Most abilities don't scale like that, especially passive statistical bonuses like this.

Rewards of Tribute gives (amonst other things) +1 Heal for 1 AP. There's no reason this should scale to +20 Heal at level 20.

Why should the HP bonus here be special and scale up to be 10x or more powerful than it is now (since this proposal actually goes beyond 200 and higher in the future, of course).

Yes, some abilities should scale somewhat. Not all of them should.

Well, the biggest issue is the simple fact it is a flat 10 or 20 depending on your armor. Comparatively to Warchanter in bard which gives a total of 75HP at cap. Tying the bonus to your armor's enchantment level reinforces the tabletop concept of Warlocks being skilled at imbuing and manipulating magical items. If my proposed scaling idea seems to generous then knock it down to 5/10 respectively. I'm simply trying to offer a way to make it more viable for a pure warlock in epics. Not every ability should scale as you put it, but at the same time not all of them should entirely be throw away abilities to progress further along the tree. (Not that I entirely think a bonus amount of HP is bad at all, simply make it a bit more appealing.) Or tie the bonus into warlock levels?

As to why? As I stated it reinforces the idea of warlocks being skilled at imbuing and manipulating magical items. It also gives a more benefitial HP buff to a tree that revolves around being in melee range of mobs. I don't know about you personally, but in Epic Elite I know 10/20HP is comparatively useless to 100/200HP and possibly more at the level cap of 30 with new armor.

Failedlegend
05-22-2015, 03:46 PM
I'm sorry, did I miss where they said Rune Amr's won't fire. They said your main standard attach is replaced by the EB but the Rune Arm isn't triggered as a standard attack. It fires irrespective of your weapon and doesn't interrupt your attack sequence.


At the moment, Rune Arms work fine while using Eldritch Blast. You don't get the Rune Arm Imbue damage on your blasts (they're not weapon attacks), but you can still fire them normally.

(Provided you have 2 Arti levels for Rune Arm Proficiency, of course).

Oh ok thanks for the clarification something Sev said maybe me think the contrary, still it sucks that Melee's can take the Aura to use weapons and EB but ranged characters can't really (technically they can but their ranged thus the aura wont be hitting much and are squishier than most melees so cant really stand toe to toe)

It honestly feels like every time something new is added Ranged characters always get the shaft and getting them a bone thrown is like pulling teeth (especially with the "RANGED IS OP, U R INVINCIBLE!!! crowd derailing any ranged improvement threads).



Will EB suppress shields, orbs, rune arms etc.? Also as far as enhancements and feats are concerned are you considered "wielding" your suppressed items (ie. Shield for Fighter/Pally Defensive Stances)




The shield will be hidden visually but you will still benefit from it. There's some arcane spell failure chance you have to account for though.


To be fair he only directly mentioned the shield but I assumed it was for brevity and since all weapons are "supressed" all off-hands would be too.

Crysae
05-22-2015, 04:43 PM
It definitely could, if enough people think it should. On our end, we don't want it low enough where every single Warlock takes Martial Weapon Proficiency.

Why does it matter if most Warlocks have martial weapon proficiency? Only melee Warlocks are going to be using martial weapons anyway. I feel like you could drop this to c2 or 3.

HatsuharuZ
05-22-2015, 05:27 PM
It definitely could, if enough people think it should. On our end, we don't want it low enough where every single Warlock takes Martial Weapon Proficiency.

Martial Weapon Proficiency would be extremely useful at lower levels. For me, only having EB as a ranged damage spell makes using a melee weapon at low levels a good idea.

FuryFlash
05-22-2015, 07:13 PM
At the moment, Rune Arms work fine while using Eldritch Blast. You don't get the Rune Arm Imbue damage on your blasts (they're not weapon attacks), but you can still fire them normally.

(Provided you have 2 Arti levels for Rune Arm Proficiency, of course).

Whoa, whoa, whoa.... you mean that the Eldritch Blast only takes over your main-hand weapon? So, this means that shields (and blocking) are allowed? It seems I am learning more and more fun multiclass options with these guys everyday. At first I thought that they might be lacking on synergies, but now, they are a multiclasser's dream! Keep up the good work, love it.

Madja
05-22-2015, 08:14 PM
I really like the tree! I was kind of hoping for some sort of vampirism enhancement in one of the trees, but the healing burst is nice as well. I'm looking forward to making up builds including warlock levels :)

One question though (apologies if this has already been answered): How does Eldritch Blast function with druid animal forms? I imagine the animation might not be compatible with those?

SealedInSong
05-22-2015, 10:27 PM
These are all good points.

In particular I think, though the capstone is really flavorful and pretty, a radiance-blind effect rather than the light damage would scale better (blinding an EE monster is way more useful than poking it with a couple of dice of damage every 4 seconds while it slams you with 200-800 pts of damage).


This isn't actually a bad core in itself. I'd definitely recommend you tie the Maximum HP bonus to the Enhancement bonus of the armor. Based on current epic armor at cap this would give Warlocks an additional 100/200HP respectively, and actually scale this core into Epic Levels.



On it's own this one is a tad weak bespires the aura passive. I'd recommend you instead turn this is into a flat passive bonus of 20 PRR/MRR. For a level 18 core that's reasonable, again in Epics this won't scale if it's based on when YOU get hit. Now if you rework it based on us attacking enemies it could work out.



As far as capstone's go this is slightly weak. Atleast for the 'melee-capable' tree as you've stated. I'd recommend you throw a damage proc here, beyond just the Eldritch Blast light damage. Or perhaps a BLIND effect on your Eldritch Blast. Something to again help scale into epics and gives another form of damage mitigation that fits the overall theme of this Quasi-Celestial enhancement tree.




Overall for Tier 1 these are fine. Perhaps make the HP bonus from Spiritual Defense scale percentage wise at say 2%/3%/5% respectively to help it scale into epic levels.



Resist Energies needs to scale every 4 levels by your plan. Giving us 40 at 15, 50 at 19, and have it stop around 60 at 23. This gives the class an unique effect others don't have as far as elemental resistance goes.
Could you possibly make Power of Enlightment have a third multiselector for say a 1d4 light damage effect?
Shield is always nice.
Action Boost: Defense, interesting choice here, I'd personally vote for haste boost myself or damage boost.




I like the Eldritch Burst idea, will it work like cleave or something more conal like the Shout/Horn of Thunder SLA in Spellsinger? (For those who haven't messed with this, the cone hits a near 360 degree area around and behind your character, but widens infront of your character within a short range.)
Again a possible third multiselector for 1d4 light damage from Power of Enlightenment.
Fortify Summons this is interesting, could see some good synergy in epics with the Magister or Primal Avatar summons. However, could get perhaps a wisp or archon summon for this tree as a T5 to emphasize this summons deal.




Medium Armor Proficiency is exactly where I wanted it.
Retribution is nice and would synchronize well with the option for a 1d4 light damage from Power of Enlightenment.
Cure Moderate is nice, though I think it would be a bit more fitting to perhaps make this Vigor to fit the Fiendish Resilience Ability in tabletop.
Again more summons stuff is nice, a T5 summon pet please!


Spirit Blast sounds good. Perhaps incorperate Beacon into the level 18 core.
Break Forth eh, I'm not for this. I'd rather have a passive fast healing effect similar to Fiendish Resistance something more akin to... 1d8 plus 1 per warlock level every 20 seconds. With an active 'burst' heal portion, able to remove the 1d4 negs and 1d6 ability damage. That's just me personally.
Displace Summons is nice.
How about creating a T5 for summoning a Wisp or Archon to aid us in battle. Either a real deal pet or a simple PM Skeleton like summons. However, please base it on CHARACTER LEVEL that way Epic Levels can perhaps be included to the summon's scaling, rather than just the warlock levels and hurting those who may actually multiclass.



My overall ideas after sitting down and actually reading and re-reading your initial proposal isn't that bad. If you consider my feedback a pure will be more viable in EE as far as performing as a melee fighter or hybrid without having to outright splash things such as Fighter, Paladin, or Monk.

Failedlegend
05-23-2015, 02:03 AM
Just a quick question...how big is the Aura shape...PBS?

CeltEireson
05-23-2015, 10:52 AM
not really Warlock related but as its mentioned as one of the SLAs ;)

Now that you have a resist energy SLA in I'm assuming it would be a relatively simply job to transfer this to a resist energy spell for arcanes and divines that have the current resist spell? Ideally it would be costed to save some spell points compared to casting all resists on an individual but even if it isn't it would save so much time compared to casting multiple resists on a party. If it followed the pattern of the energy protection series the single person version would be a level 4 spell, and then you could add it as a mass spell at level 6 (as you already have the coding in for the epic destiny version as well).

And if you were feeling particularly generous you could have it in increase to resist 40 at level 20 as obviously elemental damage in DDO is way higher than you would see in PnP ;)

Just a thought.

Lanadazia
05-23-2015, 12:22 PM
Now that you have a resist energy SLA in I'm assuming it would be a relatively simply job to transfer this to a resist energy spell for arcanes and divines that have the current resist spell? Ideally it would be costed to save some spell points compared to casting all resists on an individual but even if it isn't it would save so much time compared to casting multiple resists on a party.


or just add "resist energy, mass" how you find it in DnD 3.5. thats a 3rd grade spell, but as mass-affecting. this would save alot of time too!
especially since the shipbuffs are stacking with elemental resistances, this should be a QoL change. i think pretty much every group-focused player will agree.
also new spells is always good, since it offers more variety in spellcasting. (maybe you could kick out resist energy in 2nd grade and get something else)

PsychoBlonde
05-24-2015, 06:51 PM
I really don't get this path and how it makes sense for the general Warlock thing. Tainted Scholar makes sense for Demonic Pact warlocks, Souleater makes sense for Great Old One pact warlocks, and this makes ZERO sense for Feypact warlocks.

It just all seems rather inconsistent.

HastyPudding
05-24-2015, 08:04 PM
I really don't get this path and how it makes sense for the general Warlock thing. Tainted Scholar makes sense for Demonic Pact warlocks, Souleater makes sense for Great Old One pact warlocks, and this makes ZERO sense for Feypact warlocks.

It just all seems rather inconsistent.

Fey are usually more good-aligned, and this tree is basically support and mitigation. I don't see how that's not connected.

edrein
05-24-2015, 09:25 PM
Fey are usually more good-aligned, and this tree is basically support and mitigation. I don't see how that's not connected.

Fey are typically neutral, what would be more fitting is to either make the Fey pact a Celestial pact or create both another pact and tree. Though the chances of that are slim to none. As is this pact fits a Celestial not a Fey.

Ausdoerrt
05-25-2015, 05:31 AM
Just a quick question...how big is the Aura shape...PBS?

This was answered above as "standard AoE" centered on the 'lock. Wiki defines that as:


Standard: Standard range refers to a standardized fixed distance. For AOE buff type spells such as bless or haste, you can see the actual area affected by the spells animation - about 15 feet. Pretty much every AOE buff spell in the game have the same range as these 2 spells, but some do not display a graphic, so use those as the guide. For Offensive spells and targeted buff spells with standard range, the actual range is about double a standard buff AOE, so roughly 30 feet.

So 15 feet centered, SIGNIFICANTLY less than PBS, and so useless to ranged toons.



I really don't get this path and how it makes sense for the general Warlock thing. Tainted Scholar makes sense for Demonic Pact warlocks, Souleater makes sense for Great Old One pact warlocks, and this makes ZERO sense for Feypact warlocks.

It just all seems rather inconsistent.

Pact != prestige. You could have a demonic pact and still become Enlightened, fighting against the demonic influence rather than succumbing to it.

Failedlegend
05-25-2015, 07:53 AM
This was answered above as "standard AoE" centered on the 'lock. Wiki defines that as:
So 15 feet centered, SIGNIFICANTLY less than PBS, and so useless to ranged toons.

Exactly what I was looking for thanks Ausdoe.

Devs can we get a multi-selector of this except have the AOE proc around your target indstead of you (keeping the "cooldown" of course)...if not, why?



Pact != prestige. You could have a demonic pact and still become Enlightened, fighting against the demonic influence rather than succumbing to it.

I was hoping to do a Demon Pact Enlightened Spirit Warlock/Paladin so I could roleplay as a crimson legion member but certain loud members of the forums are railing against ANY freedom fior Warlock multi-classing so whilst I hope the devs stick with the current model I doubt they would loosen it more.

edrein
05-25-2015, 01:18 PM
Exactly what I was looking for thanks Ausdoe.

Devs can we get a multi-selector of this except have the AOE proc around your target indstead of you (keeping the "cooldown" of course)...if not, why?



I was hoping to do a Demon Pact Enlightened Spirit Warlock/Paladin so I could roleplay as a crimson legion member but certain loud members of the forums are railing against ANY freedom fior Warlock multi-classing so whilst I hope the devs stick with the current model I doubt they would loosen it more.

At this point I'd rather we not have alignment at all. If they won't do it right from the start, might as well do away with all alignment restrictions on the class.

Further more there has been a far louder outcry from people that either played 4-5e where alignment is less important, never properly roleplayed in PnP, or outright don't care about alignment in general than there has been from any of us that want warlocks to have a semblance of their correct restrictions. But alas, you can all make Warlock-Pallies to your heart's content now.

Failedlegend
05-25-2015, 10:05 PM
At this point I'd rather we not have alignment at all. If they won't do it right from the start, might as well do away with all alignment restrictions on the class.

Further more there has been a far louder outcry from people that either played 4-5e where alignment is less important, never properly roleplayed in PnP, or outright don't care about alignment in general than there has been from any of us that want warlocks to have a semblance of their correct restrictions. But alas, you can all make Warlock-Pallies to your heart's content now.

First off almost all my arguments have either been lore based or using content that exists in official 3.5 books (ie. Enlightened Spirit). second this is DDO not 3rd edition DDO the devs are in the right to look at all sources of DnD for what would best fit DDO, lastly as I mentioned before I'm of the opinion that alignments should be character based not class based and even 3rd edition agrees with me as most of those alignment restrictions were loosened (Ie. Freedom Paladin).

All that said the devs have made locks a VERY strong class so multi-classing will be very hard to "min/max" especially since you can't use ranged weapons and only Enlighted Spirits can wield melee weapons, so don't worry I'm sure you'll see less Pally/Warlocks than you dread (I've yet to here a reason)...I for one will be making a Soul Eater Warlock/Barbarian & a Enlightened Spirit Paladin/Warlock despite not being very optimized they seem cool and frankly my favorite characters have NEVER been my strongest ones. (I WAS gonna play a Old one(Xorian) Pact Tainted Scholar Warlock/Arty because it seemed very apt but since no ranged weapons it's kinda pointless)

Sidenote: I currently play Pathfinder aka 3.75, 5e is a horrid mess (it could awesome but 4e haters focused to much on the traces of 4e instead of actual helping the devs improve the game), 4th edition is great and frankly if it had proper multi-classing I would have never left and yes I played and loved 3/3.5 but it was flawed (hence why I play PF, which is not perfect but it fixed alot)

edrein
05-26-2015, 07:04 AM
First off almost all my arguments have either been lore based or using content that exists in official 3.5 books (ie. Enlightened Spirit). second this is DDO not 3rd edition DDO the devs are in the right to look at all sources of DnD for what would best fit DDO, lastly as I mentioned before I'm of the opinion that alignments should be character based not class based and even 3rd edition agrees with me as most of those alignment restrictions were loosened (Ie. Freedom Paladin).

All that said the devs have made locks a VERY strong class so multi-classing will be very hard to "min/max" especially since you can't use ranged weapons and only Enlighted Spirits can wield melee weapons, so don't worry I'm sure you'll see less Pally/Warlocks than you dread (I've yet to here a reason)...I for one will be making a Soul Eater Warlock/Barbarian & a Enlightened Spirit Paladin/Warlock despite not being very optimized they seem cool and frankly my favorite characters have NEVER been my strongest ones. (I WAS gonna play a Old one(Xorian) Pact Tainted Scholar Warlock/Arty because it seemed very apt but since no ranged weapons it's kinda pointless)

Sidenote: I currently play Pathfinder aka 3.75, 5e is a horrid mess (it could awesome but 4e haters focused to much on the traces of 4e instead of actual helping the devs improve the game), 4th edition is great and frankly if it had proper multi-classing I would have never left and yes I played and loved 3/3.5 but it was flawed (hence why I play PF, which is not perfect but it fixed alot)

I've read your arguments and links, and I respect your opinion. But to me personally I'd never allow your Crimson Legion splatbook into a game I was DMing and would strongly advise the DM against it if we were at the same table. From a roleplay perspective no one in the party would trust you, paladin levels or not. You are a tiefling first of all, secondly a warlock with a pact to devils and above all The Devil himself Asmodeus, and thirdly no one will believe your story of being good on the first telling. You'd probably get cut down by actual lawful good paladins before you could say a word, aura of good or not. From a perspective outside the RP itself, I can only see that splatbook producing a string of mary sue characters more angst-ridden and whiny than Drizzt himself and I love Drizzt.

Also you can use ranged weapons, sadly there isn't an option to just outright imbue our weapons which is more befitting warlock fluff given they are the masters of magic item creation and imbuement. I mean after all this is literally how the melee warlock in tabletop worked, Hideous Blow was you imbuing your weapon with your eldritch blast for an attack. So you'd be extremely subpar while using your throwers, repeaters, bows, etc. But you can still fire them.

Ausdoerrt
05-26-2015, 10:16 AM
At this point I'd rather we not have alignment at all. If they won't do it right from the start, might as well do away with all alignment restrictions on the class.

Further more there has been a far louder outcry from people that either played 4-5e where alignment is less important, never properly roleplayed in PnP, or outright don't care about alignment in general than there has been from any of us that want warlocks to have a semblance of their correct restrictions. But alas, you can all make Warlock-Pallies to your heart's content now.

Frankly, alignment doesn't matter squat in DDO (lore-wise) - you get monk rogues and paladin palemasters running around all over the place... The existing restrictions do prevent some overly strong multiclasses, but I see no reason to add such restrictions to new classes.

RobbinB
05-26-2015, 02:33 PM
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.


I'm very enthused about the upcoming warlock and see some good things.

With respect to Spiritual defense, might I ask the point of the AC increase? 3 AC is useless since the AC changes. Fair enough if you are planning 1 ap per level, as the hp increases alone justifies the ap cost. But if you were thinking of 2 ap per level, then could you sub something more useful or increase the AC bonus, eg. to 3/6/10?

btolson
05-26-2015, 02:45 PM
I think too much space is wasted on summon enhancements. Even with these buffs, summons/hires are still going to be pretty weak and fragile in most content. Consequently, I'd like to see these enhancements condensed into 2 squares instead of 3, since taking up this much space for something that will be so little appreciated is just a waste. Additionally, Warlocks have access to the Blur spell and can cast it on their summons if thusly inclined, so 25% concealment is not very attractive for a t5. Suggest replacing it with 10% incorp.

Proposed Revision

tier 4 - Imbue Summons: (3 ranks, 1 AP each) Your summoned creatures, hirelings, and pets get +25/50/100% fortification, and 10/20/30 Melee, Ranged, and Universal Spell Power

tier 5 - Phase Summons: (2 ranks, 2 AP each). Your summoned creatures, hirelings, and pets gain a permanent 10% incorporeal miss chance and 10% Dodge. The second rank additionally adds 15 PRR and 15 MRR.



This creates an opening in t3, which I would use for a single target melee ability since there aren't any available and it would be good to have something else to do while waiting for the cleaves to come off CD. I see two main options:

1) DPS - Guided Strike: (3 ranks, 1 AP each) Make a melee attack against a single foe with +2/4/6 Critical Threat range. 6 second cooldown.

2) Control - Radiant Strike: (3 ranks, 1 AP each) Make a melee attack against a single foe. On hit, the target takes 2/4/6d6 light damage and becomes blinded for up to 18 seconds. Every 3 seconds the target is allowed a Fortitude save to end the blindness effect early, against a DC equal to 10/14/18 + warlock class levels + CHA Modifier. 9 second cooldown.

edrein
05-27-2015, 07:30 AM
I think too much space is wasted on summon enhancements. Even with these buffs, summons/hires are still going to be pretty weak and fragile in most content. Consequently, I'd like to see these enhancements condensed into 2 squares instead of 3, since taking up this much space for something that will be so little appreciated is just a waste. Additionally, Warlocks have access to the Blur spell and can cast it on their summons if thusly inclined, so 25% concealment is not very attractive for a t5. Suggest replacing it with 10% incorp.

Proposed Revision

tier 4 - Imbue Summons: (3 ranks, 1 AP each) Your summoned creatures, hirelings, and pets get +25/50/100% fortification, and 10/20/30 Melee, Ranged, and Universal Spell Power

tier 5 - Phase Summons: (2 ranks, 2 AP each). Your summoned creatures, hirelings, and pets gain a permanent 10% incorporeal miss chance and 10% Dodge. The second rank additionally adds 15 PRR and 15 MRR.



This creates an opening in t3, which I would use for a single target melee ability since there aren't any available and it would be good to have something else to do while waiting for the cleaves to come off CD. I see two main options:

1) DPS - Guided Strike: (3 ranks, 1 AP each) Make a melee attack against a single foe with +2/4/6 Critical Threat range. 6 second cooldown.

2) Control - Radiant Strike: (3 ranks, 1 AP each) Make a melee attack against a single foe. On hit, the target takes 2/4/6d6 light damage and becomes blinded for up to 18 seconds. Every 3 seconds the target is allowed a Fortitude save to end the blindness effect early, against a DC equal to 10/14/18 + warlock class levels + CHA Modifier. 9 second cooldown.

I like your idea of combining the summons enhancements, we still need an unique summons worth taking those enhancements though.

Your strikes are fine too, though I'd rather see the Radiant Strike be turned into a percentage change for your Aura to blind at say core 18 or capstone. Promotes staying pure, helps being in melee range at all times, and generally feels like a powerful ability.

Requiro
05-28-2015, 09:36 AM
As general note: We wait for Lamannia. But the main problem here, is that Current Design Aura is almost no use for Ranged Combat (and still we have some Ranged Power boost). Almost all my suggestions made this tree more ranged combat friendly.

General suggestions

Core ability – Eldritch Aura: Redesign

Level 1 – Multi-selector: Close Combat Aura OR Ranged Combat Aura
• Close Combat Aura – Work within 33 ft (~10 m) around Warlock, Tick every 8 second, Only melee weapon can be used simultaneously with this Aura
• Ranged Combat Aura – Work within PBS range and only against marked enemies (Consumed, Strickend or Fearless Spirit), Tick every 10 second, Only ranged weapon can be used simultaneously with this Aura, Ranged weapon Marked enemies with Fearless Spirit (Duration of the mark: 3 second)

Level 3 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 6 second
• Ranged Combat Aura – Tick every 8 second, PBS range increase by 16,5 ft (~5 m)

Level 6 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 4 second
• Ranged Combat Aura – Tick every 6 second, PBS range increase by 16,5 ft (~5 m)

Level 12 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 3 second, each time you hit with Aura, you gain +1 Melee Power for 6 second (max stacks 5)
• Ranged Combat Aura – Tick every 5 second, each time you hit with Aura, you gain +1 Ranged Power for 6 second (max stacks 5)

Level 18 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 2 second, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.)
• Ranged Combat Aura – Tick every 4 second, each time you are hit by an attack, you gain a stack of Fearless Instinct. (Fearless Instinct: +1% dodge, +2% ranged alacrity. Stacks up to 5 times.)

Level 20 – Depends of the choice in Core 1,
• Both Auras - Floating above the ground, gain Feather Falling, immunity to knockdown effects, +10 Universal Spell Power, Your Eldritch Blasts gain 2d6 Light damage,
• Close Combat Aura – Your melee weapon gain +1d6 Light damage, +15 Melee Power
• Ranged Combat Aura – Tick every 3 second, Your ranged weapon gain +1d6 Light damage, +15 Ranged Power

Core ability – Rest abilities:
Level 3 – Aura of Courage works no matter if you turn on Eldritch Aura within 45 ft (~13,5m)
Level 12 - Aura of Menace works no matter if you turn on Eldritch Aura within 45 ft (~13,5m)
Level 20 – Active ability: Heal SL-a (No SP cost, Cooldown: 60 second) (In my suggestion I merged Current Active ability with Eldritch Aura)

Tier 1 abilities
Spiritual Defense – Create Aura that works within 45 ft (~13,5m), when you turn on Eldritch Aura

Tier 2 abilities
Resist Energies – Reduce SP Cost to 70/60/50 (Or even more – can’t tell before test on Lamannia)
Spiritual Bastion – Add this bonuses to the Aura from Spiritual Defense

Tier 3 abilities
Eldritch Burst – Multi-selector:
• Close Combat – No changes
• Ranged Combat – Work like Fireball spell, but instead of Fire damage, Throw away all damage from Eldritch Blast (base, pacts and other modification) plus 2d6 Light damage. AOE damage. Range the same as Fireball spell. Cooldown: 30 second
Spiritual Ward – Add this bonuses to the Aura from Spiritual Defense

Tier 5 abilities
Eldritch Burst – Multi-selector:
• Close Combat – No changes
• Ranged Combat – same as in Eldritch Burst but +10d6 Light damage instead 2d6 and longer Cooldown: 45 second
Beacon - Create Aura that works within 45 ft (~13,5m), when you turn on Eldritch Aura
Displace Summons – Add: +20% more HP (This is Tier 5 lock down ability, for summons that is currently broken. Give them more HP that they can stay longer)

And let made this tree less than 80 AP cost, if all abilities is taken.

Failedlegend
05-28-2015, 10:35 AM
splatbook

I've been meaning to ask what this means, is it just a deragatory term for "Official WoTC books we hate" or is it just a term for anything that isn't Core...I never used this term when I was playing 3rd edition...they were just "1st Party Books" and were pretty much freely used unless something was truly disrupting gameplay (ie. I know Gestalts were widely hated by many people but I found it a great tool when running smaller groups, 4es "Hybrids" were similar to this but more designed to work in normal play...there was a splash of 2e's Dual Classing w/o the racial requirements in there as well)


As general note: We wait for Lamannia. But the main problem here, is that Current Design Aura is almost no use for Ranged Combat (and still we have some Ranged Power boost). Almost all my suggestions made this tree more ranged combat friendly.


I stand corrected apparently were pretty much on the same wave length...Devs, is this a possibility, if not why? If yes, what is the most likely way too fit this in so we can focus our suggestions?

edrein
05-28-2015, 11:36 AM
As general note: ....
Level 18 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 2 second, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.)
• Ranged Combat Aura – Tick every 4 second, each time you are hit by an attack, you gain a stack of Fearless Instinct. (Fearless Instinct: +1% dodge, +2% ranged alacrity. Stacks up to 5 times.)

Level 20 – Depends of the choice in Core 1,
• Both Auras - Floating above the ground, gain Feather Falling, immunity to knockdown effects, +10 Universal Spell Power, Your Eldritch Blasts gain 2d6 Light damage,
• Close Combat Aura – Your melee weapon gain +1d6 Light damage, +15 Melee Power
• Ranged Combat Aura – Tick every 3 second, Your ranged weapon gain +1d6 Light damage, +15 Ranged Power


You had me going with you up until these two. The ranged aura needs to remain double the tick CD as the melee aura, as you're not in the full fledged range of EE mobs, particularly champions smacking you around. Or even heroic champions as I've had a blast giggling at my deaths when I got cocky when champs first came out.

You Fearless Instinct is a bit strong as well. My biggest issue I would say is looking at this from the perspective of the obvious repeater/splash DPS. This could be rather broken in my eyes. But I'm personally in the boat for removing the on hit portion for Spirit Armor altogether. How about 15 PRR/MRR for melee and 5% Dodge and 5% Ranged Alacrity for ranged. (I know 10% is a fraction for repeater users, but 10% seems far too much when there is no doublestrike options for melee.)

edrein
05-28-2015, 11:38 AM
I've been meaning to ask what this means, is it just a deragatory term for "Official WoTC books we hate" or is it just a term for anything that isn't Core...I never used this term when I was playing 3rd edition...they were just "1st Party Books" and were pretty much freely used unless something was truly disrupting gameplay (ie. I know Gestalts were widely hated by many people but I found it a great tool when running smaller groups, 4es "Hybrids" were similar to this but more designed to work in normal play...there was a splash of 2e's Dual Classing w/o the racial requirements in there as well)


In my experiences splatbook is typically the term for non-core. But I'll admit I used it in a derogatory way as most people do. There are some splatbooks that are counterproductive to serious setting/lore-based roleplay; and are more geared towards munchkinism, 'freedom of roleplay', or generally are just plain out there in the middle of space.

Anything geared towards outright going against the grain of racial steriotypes/backgrounds go towards the splatbook spectrum in my mind. As I said, I love Drizzt Do'Urden but he's a mary sue and his angst-y anti-Drow views gets old when most groups have to have that one player that wants to do that sort of background somehow.

HastyPudding
05-28-2015, 11:45 AM
As general note: We wait for Lamannia. But the main problem here, is that Current Design Aura is almost no use for Ranged Combat (and still we have some Ranged Power boost). Almost all my suggestions made this tree more ranged combat friendly.



Uuhmmm no.

The aura doesn't need to have ridiculous range. This isn't an offensive tree, it's a support/mitigation tree with some offense options and melee/ranged friendly. I'd expect the aura to be within the aura of courage radius, probably closer to death aura/positive energy aura radius.

Failedlegend
05-28-2015, 12:04 PM
In my experiences splatbook is typically the term for non-core. But I'll admit I used it in a derogatory way as most people do. There are some splatbooks that are counterproductive to serious setting/lore-based roleplay; and are more geared towards munchkinism, 'freedom of roleplay', or generally are just plain out there in the middle of space.

Sorry I just don't get where this sentiment comes from maybe I've just never played with "munchkins" or something but I never heard the word until recently, we just played races and classes that were cool/fun ....we never viewed Tieflings, Genasi, Fairies or any of the imo more "interesting/unique" races (as opposed to Elf sub-race #349) as somehow bad or wrong, I really can't understand where people are coming from with this...it's just such a foreign concept.

I also don't get why the Forgotten Realms are so loved, it just screams generic fantasy land where almost everything happens the way you'd expect it to. Personally I prefer the "worlds" that play by their own unique rules like Dark Sun or Ebberon.

As for Drizz't I'm not a fan...his book series was ok but I was more interested in the Harpell's and to a lesser extent (only cause Halflings are cool) Regis. I found the Dragon Lance (lost interest when the gods left though) and Dark Sun books to be much more interesting and just recently I listened to the Shard Axe (DDO Eberron) by Marsheila Rockwell and OMG it was glorious (and yes I said listen, I'm a Janitor Audiobooks and Tabletop Recordings are what keep me sane :P, Also NO ONE around here was selling a physical copy of the book.)

Anyways what is considered "Core" is that literally just lthe PHB & the DMG (IIRC there was 3 of each) because if that's true, that sounds REALLY boring.

One of my major positives for pathfinder is that each class has at least a dozen archetypes (think "Kits" from 2e) which really varies up the playstyle of the class whilst still feeling like that class. (I'd put some links here for reference but I doubt that's Kosher on this forum)

A multitude of choices and multi-classing and races and what not was what made DnD awesome for me it was all about being and doing whatever you wanted to do, the way you and others seem to play seems so blah (too each their own I truly mean that but seriously it sounds sooooo boring)

If I had to split the facets of DnD (and it's like) into three parts it would be Fluff, Combat Mechanics & Character Creation/Building/Leveling,etc. (Roleplaying is system neutral so is irrelevant when comparing systems, despite being so important) and if I had to assign values PF would have the best character creation/building, DnD has the best Fluff/Lore (I still use DnD as my basis for deities, campaign settings etc. despite playing PF) and 4e imo is hands down the best mechanically if the character creation wasn't so ludicrously limited I would have never stopped playing.

Oh and no I don't get where the"4e is an MMO" sentiment comes from...it makes no sense, if you HAD to compare it to a game genre it's much more similar to the S-RPG genre like X-Com, Final Fantasy Tactics or Fire Emblem. Which for me is how I've always done combat, with a grid..roleplaying is 99% of the time TotM but combat happens bam break out the map or Dwarven forge...listening to people's recorded sessions who do battle's TotM seems like 50% of the battle is "hey where's the badguy, who am I beside, I move over here...oh i was surrounded I guess I don't move." doesn't seem practical to me.




The aura doesn't need to have ridiculous range. This isn't an offensive tree, it's a support/mitigation tree with some offense options and melee/ranged friendly. I'd expect the aura to be within the aura of courage radius, probably closer to death aura/positive energy aura radius.

Were not asking for a ridiculous range were asking for a "shape" that works like the "Melee Aura" except for ranged weapons honestly it's not much of a stretch to change the base EB shot to a shot that imbues bolts, arrows or thrown weapons, there's no reason ranged weapons can't work if Melee weapons do.


You had me going with you up until these two. The ranged aura needs to remain double the tick CD as the melee aura

Why exactly ranged isn't this super invincible never get hurt magical thing people seem to think it i, I mean casters die just fine what about a Bow or other projectile based weapon makes this any different. It should follow the same progression

If anything ranged should be a bit quicker to make up for the fact that the ranged requires more feats to function, is generally slower and without very specific abilities doesn't even have a native damage stat. (I don't actually think it should be quicker just making a point...the rest is very true and dumb though)

edrein
05-28-2015, 03:42 PM
Were not asking for a ridiculous range were asking for a "shape" that works like the "Melee Aura" except for ranged weapons honestly it's not much of a stretch to change the base EB shot to a shot that imbues bolts, arrows or thrown weapons, there's no reason ranged weapons can't work if Melee weapons do.



Why exactly ranged isn't this super invincible never get hurt magical thing people seem to think it i, I mean casters die just fine what about a Bow or other projectile based weapon makes this any different. It should follow the same progression

If anything ranged should be a bit quicker to make up for the fact that the ranged requires more feats to function, is generally slower and without very specific abilities doesn't even have a native damage stat. (I don't actually think it should be quicker just making a point...the rest is very true and dumb though)

I question why you want this aura idea at all. I too would rather a melee warlock imbue his weapons with his eldritch blast like Hideous Blow. But if melee isn't getting special treatment then I don't think it's rightfully fair for ranged to get such either. Make it a multiselector for aura or imbuement and we're talking.

Vargouille
05-28-2015, 05:54 PM
Whoa, whoa, whoa.... you mean that the Eldritch Blast only takes over your main-hand weapon? So, this means that shields (and blocking) are allowed? It seems I am learning more and more fun multiclass options with these guys everyday. At first I thought that they might be lacking on synergies, but now, they are a multiclasser's dream! Keep up the good work, love it.

Reminder that shields cause Arcane Spell Failure. Which doesn't mean it can't be done, of course.


I really don't get this path and how it makes sense for the general Warlock thing. Tainted Scholar makes sense for Demonic Pact warlocks, Souleater makes sense for Great Old One pact warlocks, and this makes ZERO sense for Feypact warlocks.

These aren't intended to be tied to pacts in any particular way. This is just what we felt was an interesting tabletop Warlock prestige that fit well with the abilities we wanted to give and into the puzzle left by choosing the other prestiges.

Steve_Howe
05-28-2015, 06:36 PM
These aren't intended to be tied to pacts in any particular way.

I think this sentence is KEY to understanding the relationship of pacts to prestige enhancements...that is, there is no intended relationship between the two.

FuryFlash
05-28-2015, 07:39 PM
Reminder that shields cause Arcane Spell Failure. Which doesn't mean it can't be done, of course.

Ah, thank you for this reminder. So this means that although you will suffer spellcasting penalties, shields can still be used. Now I have a couple questions about this:

Will Arcane Spell Failure affect EB? I can't remember if I already read this somewhere, my apologies if so.
When I looked at the Weekly Wednesday Lunchtime Livestream this week, some images were released for the Warlock's EB casting animation. From what I could tell, this was using both hands. How will this interact with an equipped shield/rune arm/orb?


Thanks

Failedlegend
05-28-2015, 08:08 PM
I question why you want this aura idea at all. I too would rather a melee warlock imbue his weapons with his eldritch blast like Hideous Blow. But if melee isn't getting special treatment then I don't think it's rightfully fair for ranged to get such either. Make it a multiselector for aura or imbuement and we're talking.

Uh...I'm not asking for "special treatment" an aura centered on you just does nothing for ranged weapon because it's centered on you the only things I can think of that are similar is either a direct imbue or for your target to gain the aura (damaging it and enemies around it)...subject to the same cooldown between procs of course, frankly for melee I actually prefer the aura to an imbue since the aura affects multiple enemies instead of just who your hitting.

Requiro
05-29-2015, 09:09 AM
You had me going with you up until these two. The ranged aura needs to remain double the tick CD as the melee aura, as you're not in the full fledged range of EE mobs, particularly champions smacking you around. Or even heroic champions as I've had a blast giggling at my deaths when I got cocky when champs first came out

You Fearless Instinct is a bit strong as well. My biggest issue I would say is looking at this from the perspective of the obvious repeater/splash DPS. This could be rather broken in my eyes. But I'm personally in the boat for removing the on hit portion for Spirit Armor altogether. How about 15 PRR/MRR for melee and 5% Dodge and 5% Ranged Alacrity for ranged. (I know 10% is a fraction for repeater users, but 10% seems far too much when there is no doublestrike options for melee.)

No exactly. In my suggestions, Ranged Aura can damage only enemies that are marked and in range. You do not damage everyone around you in PBS radius.
Additional Core Level 18 and 20 must be competitive with other splash classes, like Ranger - Deepwood Stalker or Rogue - Mechanic. Both give you more PBD range, and additional sneak damage, while Warlocks levels 15-20 give you 2d6 base + 3d4 Pact Eldritch Blast damage per tick (I guess 14/6 Warlock/Other class). Not mention for Bow users – Ranger Arcane Archer.

Maybe you are right that +10% ranged speed in too much. Maybe +5% is more accurate. But we can't tell until we can test it. And we can't test it because there is no plan to made this improvements :) (at least no Devs spoke about it).

Kulothar
05-29-2015, 09:45 AM
The summoner line looks to be the stronger than any of the other summoner enhancement lines in any of the other classes.

However, given that Summon Monster IX summons a CR 16 monster, I have doubts as to its effectiveness against CR70 monsters. The only remaining use is for charmed monsters and/or hirelings. Still, 7 action points and tiers 3-5 is a bit much as well. Would be better in Harper Tree instead.

I am looking forward to how this works with my summoned companion spirit meteor storm....

Windaar
05-29-2015, 09:59 AM
Probably been asked already as I haven't looked at this thread in a couple of days, but do we have an ETA on when Lammania will come up so we can test these?

Xerio
05-29-2015, 10:28 AM
Probably been asked already as I haven't looked at this thread in a couple of days, but do we have an ETA on when Lammania will come up so we can test these?

That is posted down in the lamalama land test forums, scroll down at the home forum page to find it.

That being said, last i checked the answer was "Could be as early as tomorrow or early next week"
My bets are on next week sometime.

Windaar
05-29-2015, 10:31 AM
Figures... Thanks. Hadn't noticed a change in the Lamma discussions yet.

Nascoe
05-29-2015, 01:35 PM
Figures... Thanks. Hadn't noticed a change in the Lamma discussions yet.

Actually its up already: https://www.ddo.com/forums/showthread.php/460764-Update-26-Warlock-s-Legacy-preview-on-Lamannia!#post5620737

edrein
05-29-2015, 06:28 PM
The HP buff I suggested is certainly going to be needed. I was sitting at 267hp with Toughness, 16 base con, and pure Enlightened Spirit on a human while wearing medium armor. As a near triple completionist, sure this can work with my gear and past lives. For those starting out, no, not at all. (To note this was without a +6 con item, false life items, toughness items, greensteel, etc. Trying to mimic a first lifer as much as possible, minus the con items.)

Zoda
05-31-2015, 08:33 AM
I'd like to see the capstone 3d6 light damage added to melee attacks same as Retribution bonus damage. This is supposed to be the more melee oriented tree, and while retribution is nice, the damage output still won't come even close to a real melee character's if you want to maintain at least some of your spellcasting abilities. Sure the blasts and say a twisted energy burst is nice additional dps, but compared to a barb or paladin critting/cleaving for thousands, it is just weaksauce.

Going pure would severly hurt your melee dps, even compared to a 18warlock/1fvs/1fighter split, that would offer divine might and haste boost, and an extra feat on perhaps the most feat starved class ddo has ever seen. A pure Enlightened Spirit would have to make some really hard decisions when picking weapons/damage modifying stats. You could go INT secondary and invest 12 AP in harper, to get some half decent damage, you could go STR secondary and save the investment in harper, or you can spend a +1 heart and go pure PDK and use longswords with knight training (instead of khopeshes or heavy picks). Non of these choices are even close to ideal if you want to swing weapons (and assuming that you use the aura stance, you want to do that), that 3d6 scaling light damage wouldn't be OP, it'd just help closing a gigantic gap.

edrein
05-31-2015, 09:11 AM
I'd like to see the capstone 3d6 light damage added to melee attacks same as Retribution bonus damage. This is supposed to be the more melee oriented tree, and while retribution is nice, the damage output still won't come even close to a real melee character's if you want to maintain at least some of your spellcasting abilities. Sure the blasts and say a twisted energy burst is nice additional dps, but compared to a barb or paladin critting/cleaving for thousands, it is just weaksauce.

Going pure would severly hurt your melee dps, even compared to a 18warlock/1fvs/1fighter split, that would offer divine might and haste boost, and an extra feat on perhaps the most feat starved class ddo has ever seen. A pure Enlightened Spirit would have to make some really hard decisions when picking weapons/damage modifying stats. You could go INT secondary and invest 12 AP in harper, to get some half decent damage, you could go STR secondary and save the investment in harper, or you can spend a +1 heart and go pure PDK and use longswords with knight training (instead of khopeshes or heavy picks). Non of these choices are even close to ideal if you want to swing weapons (and assuming that you use the aura stance, you want to do that), that 3d6 scaling light damage wouldn't be OP, it'd just help closing a gigantic gap.

I think a multiselector on the Displacement T5 for Displacement or Perma Tenser's would solve the issue of stats/damage. Atleast you'd do a bit better. (However I did notice a lot of my DCs took a hit while Tensers'ing like any other caster. Which was horrible when trying to land Howl of Terror in EE.)

Zoda
05-31-2015, 11:26 AM
I think a multiselector on the Displacement T5 for Displacement or Perma Tenser's would solve the issue of stats/damage. Atleast you'd do a bit better. (However I did notice a lot of my DCs took a hit while Tensers'ing like any other caster. Which was horrible when trying to land Howl of Terror in EE.)

Meh... I don't mind scrolling tenser, would never even spend AP on that...

Besides, the most likely used destiny for an enlightened spirit would be Crusader, and it already gives BAB=character level, so tenser would only be +4 str/dex and double spell cooldowns... At that point I might not even want to scroll it.

edrein
05-31-2015, 03:17 PM
Meh... I don't mind scrolling tenser, would never even spend AP on that...

Besides, the most likely used destiny for an enlightened spirit would be Crusader, and it already gives BAB=character level, so tenser would only be +4 str/dex and double spell cooldowns... At that point I might not even want to scroll it.

+4 con, BAB for PRR/MRR in other destinies, martial weapon proficiency (I case you didn't test Lamania this portion of the cores granting Martial Prof was broken), etc. It has it's use and certainly would be taken by people if offered as a multiselector. I for one hate scrolling tenser's and casting it as well can grow annoying after a while.

Zoda
05-31-2015, 04:59 PM
+4 con, BAB for PRR/MRR in other destinies, martial weapon proficiency (I case you didn't test Lamania this portion of the cores granting Martial Prof was broken), etc. It has it's use and certainly would be taken by people if offered as a multiselector. I for one hate scrolling tenser's and casting it as well can grow annoying after a while.

Warlock has master's touch for proficiency... in any case, perma tenser's power level is maybe tier 3, but def not tier 5, it's a joke that EK actually has it as t5, it's nothing more than a function of convenince for ppl who are lazy to scroll it. Not tier 5 material.

edrein
06-01-2015, 07:50 AM
Warlock has master's touch for proficiency... in any case, perma tenser's power level is maybe tier 3, but def not tier 5, it's a joke that EK actually has it as t5, it's nothing more than a function of convenince for ppl who are lazy to scroll it. Not tier 5 material.

Taking Master's Touch as a warlock is kinda gimping yourself seeing as you only get two spells slots per spell level, I know you'll reply with scroll it but again some people don't want to scroll it. Additionally the SP pool is rather harsh to constantly give yourself Master's Touch and Tenser's, and you certainly don't want to waste a precious feat slot on Extend Spell.

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08-11-2019, 09:08 PM
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4 year necro.

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kelavas
08-12-2019, 11:04 PM
4 year necro.

:rolleyes:
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Tlorrd
09-25-2019, 11:32 AM
So with a quick revisit from the Original Tree ...

Spirit Blast (T5) used to do 10d6 Light damage (so you get this at level 12) ... This was nerfed to 4d6 ... then they did arcane spell dps pass and same AOE T5 (Fireball, Acidball, etc) can do 1d6+3/caster level ... thus at level 12 when you get the SLA ... 10d6+30 (since level cap in heroics is 10 ... but now sorcs get +1 caster level/max CL so at level 12, thats +4) ...

Level 12 fire sorc gets 14d6+ 42 AOE

Level 12 ES warlock gets 4d6 + EB dmg ... what the heck?

RIP ES Warlock ... RIP