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View Full Version : Dev's, can we remove the following from ES tree now?



Pnumbra
08-20-2015, 02:57 PM
This has been talked about since the tree came out. I have strongly voiced an opinion of the following three core enhancement abilities:

Tier III
Fortify Summons: Your summoned creatures, hirelings, and pets get 25%/50%/100% fortification, +5/+10/+20 PRR, and +5/+10/+20 MRR.

Tier IV
Imbue Summons: Your summoned creatures/hirelings/pets gain +10/+20/+30 Melee, Ranged, and Universal Spell Power.

Tier V
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.

Warlock I have spoken to on Sarlona do not bother with these. I for one, feel this is untapped real-estate for melee enhancements to bolster the melee warlock build.

Since these begin at tier III - an off class build has to devote 10pts minimal before paying the 1pt AP for the first rank. To have them all, that is a 31pt investment. This seems unrealistic and undoable for any off class build. Warlocks are not going to spend 7pts. to help hirelings or summoned creatures, it is counterintuitive.

Please consider taking the same zeal to change this as you did in the previous warlock "hotfix".

-Pnumbra

gwonbush
08-20-2015, 11:29 PM
I admit to having actually used these enhancements once. Was resetting my enhancements anyway and about to run HoX, so I decided "what the hell, might as well grab the super doggy buffs". This was the cleanest run of HoX that wasn't avoiding the mechanics of the fight I ever ran.

So, they are useful for 1 quest at least!

DrWily
08-21-2015, 11:50 AM
As a Great Old pact Warlock they're actually really useful since you can get a charm ability that is pretty much a win/win. On my current build and my plans for my next build I have both Fortify and Imbue Summons (but not Displace because I'm already playing T5 in another tree).

Pnumbra
08-23-2015, 12:21 PM
The enhancements are good in and of themselves, but they would be of better service in a third Aritificer/Druid tree, not in Warlock.

FranOhmsford
08-25-2015, 12:43 PM
The enhancements are good in and of themselves, but they would be of better service in a third Aritificer/Druid tree, not in Warlock.

These definitely should be in Druid!

Arcanotech is already massively tied up with Dog buffs that should be in the Dog's own enhancement tree though! - The Arti Dog Enhancement tree needs a massive rebuild to fit them in {and possibly more AP given to the Dog each level too.}.

Pnumbra
08-25-2015, 01:06 PM
These definitely should be in Druid!

Arcanotech is already massively tied up with Dog buffs that should be in the Dog's own enhancement tree though! - The Arti Dog Enhancement tree needs a massive rebuild to fit them in {and possibly more AP given to the Dog each level too.}.

Agree with all except the allotment of AP for pets. They are essentially hirelings in all respects save looks. They can even wear player loot and named items.

FranOhmsford
08-25-2015, 01:19 PM
Agree with all except the allotment of AP for pets. They are essentially hirelings in all respects save looks. They can even wear player loot and named items.

They have TWO item slots {Weapon and Armour!}.

They are NOT Hirelings!

The Companion is an essential part of the Arti or Druid and that should be represented in making them actually useful for more than pulling a lever or standing on a rune!

The problem is that by placing buffs to them in the PCs enhancement trees the Devs have made bad enhancement trees - Arcanotech is a JOKE!

Arti Dogs can carry on picking up AP into Epic Levels thank goodness but at level 1-20 they get HALF the AP that the Player gets and their Enhancements are actually quite expensive {there's a lot of 2pt Enhancements!}. So simply adding the ones in Arcanotech to the Dogs tree without rebuilding said tree and/or giving the Dog more AP to spend won't work!

I'd suggest {along with moving the Arcanotech Dog buffs to the Dog's tree} giving the Dog 4 AP per level from 1-10 and 2 AP per level from 11-30 for a total of 60 points at 20 and 80 {same as the Player} at 30.

Pnumbra
08-25-2015, 02:00 PM
They have TWO item slots {Weapon and Armour!}.

They are NOT Hirelings!

The Companion is an essential part of the Arti or Druid and that should be represented in making them actually useful for more than pulling a lever or standing on a rune!

The problem is that by placing buffs to them in the PCs enhancement trees the Devs have made bad enhancement trees - Arcanotech is a JOKE!

Arti Dogs can carry on picking up AP into Epic Levels thank goodness but at level 1-20 they get HALF the AP that the Player gets and their Enhancements are actually quite expensive {there's a lot of 2pt Enhancements!}. So simply adding the ones in Arcanotech to the Dogs tree without rebuilding said tree and/or giving the Dog more AP to spend won't work!

I'd suggest {along with moving the Arcanotech Dog buffs to the Dog's tree} giving the Dog 4 AP per level from 1-10 and 2 AP per level from 11-30 for a total of 60 points at 20 and 80 {same as the Player} at 30.

Hey now don't yell, it's rude. My Warlock pet doesn't have armor/weapon slots...wait, Warlocks don't have pets ;)

Not to get into a needless conversation on the joys of pets, but they are functionally comparative to hirelings. I see you have strong feelings on something I do not. I have seen the power of a Druid's wolf in an EE quest. Quite nice, if I say so myself. Wish Warlocks had one, then we could stomach the existence of those otherwise lackluster enhancements :)

See what I did there, how I brought the conversation back to topic, nice huh :)

DrWily
08-25-2015, 03:28 PM
Artificers lack Summon/Charm spells to make the enhancements useful, and while the Druid does they only extend to animals, to which the majority of monsters in this game are not animals.

Warlocks have access to both Summon spells and Charm spells (even more so if your pact is the Great Old One).

I've run a pure Arti with the Homunculus (both before and after the huge U19 enhancement pass), and I've been happy with how it is atm. I mean, a huge part of the Artificer being the Artificer is having your own personal companion to assist you in battle. In my own thoughts, the Archanotech tree was meant to support caster Artis with the Defender buffs to keep it alive while you spam the SLAs. Even though it was a bad tree it still had a concept, and having the Auto Repairs in the tree gave me a better use for my AP in that tree.

Sorry for the big off-topic thing, back to Warlock, the Enlightened tree has a bunch of goodies in it that I'd like but there aren't many things that I'd take because of the new tree (I personally liked the old one better). I guess it all depends on what you intend to use.