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  1. #61
    Community Member Zsig's Avatar
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    It'd be rather amusing to play an Arcane class without a SP bar... that is, all the Warlock's abilities are Spell-like abilities, and thus doesn't require spell points. Think about this. This is no regular caster class.

    I think it could work pretty good with the current system if implemented right.

    For those saying it would be a weak class, I have to disagree. Keep in mind that, in PnP, Sorcerers and Favored Souls are also pretty weak, but due to the nature of DDO they work well enough. Only problem I think it'd need to be adressed is damage (9d6, which is the highest damage the Eldritch Blast can achieve, is not that big of a deal), but that could easily be fixed with enhancements and items that give/improve crit range/multiplier.

    The eldritch blast modifications would work like the metamagic feats, where you simply activate or deactivate to create various shapes and effects to the ray attack.


    That being said though, I think it's rather unlikely that we'll see this class being implemented.
    Last edited by Zsig; 12-30-2009 at 05:34 AM.
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  2. #62
    Founder Aesop's Avatar
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    Quote Originally Posted by Xenus_Paradox View Post
    No, Turbine would never give us the ability to turn into elementals. Only monsters get to be OP.
    Nope they would give us Elemental Wild SHape... just not AIR elemental wild shape... it'll be Earth Elemental
    Rule 1: Don't sweat the small stuff
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  3. #63
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    Just for a example how many rangers can drop AoE lvl drain with damage as much as they want those complaining forget warlock ranged damage isnt just DAMAGE.... its utility..

  4. #64
    Community Member Shivvey's Avatar
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    I would love warlocks, and i really dont find them weak at all. I mean we are talking better range than an Archer, the ability to chain your blasts, have it be a cone or burst if you need crowd control and it can even bypass SR/grant negative levels.

    Add to that a constant ability to buff/debuff others or more crowd control elements and you have a very strong class.

    Also the best way to build a warlock is with Magic of Incarnum, just build a Warlock 17/Hellfire Warlock 3 take the shape soulmeld feat and choose the vest that reduces ability damage by 1+essentia invested and you have infinite Hellfire Blasts with no con damage

  5. #65
    Community Member Horrorscope's Avatar
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    Quote Originally Posted by Zsig View Post
    It'd be rather amusing to play an Arcane class without a SP bar... that is, all the Warlock's abilities are Spell-like abilities, and thus doesn't require spell points. Think about this. This is no regular caster class.

    I think it could work pretty good with the current system if implemented right.

    That being said though, I think it's rather unlikely that we'll see this class being implemented.
    I agree it's a longshot. But because of no SP's, that alone makes it a better fit to how DDO plays today. I think it would become the most popular casting class and balance the games out between melee and caster.

  6. #66
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    Quote Originally Posted by Xenus_Paradox View Post
    Nonsense. The build uses Complete Arcane, Fiendish Codex II, Complete Mage, the Monster Manual, and the Tome of Magic, and the only piece of gear you need is the Greater Chasuble of Fell Power, which costs 18,000 GP. Hardly difficult to accomplish. And even if Tome of Magic is disallowed, you can still carry Restoration wands and use Metamagic Spell Trigger to remove your con damage as a swift action. Lowers your damage output since you can't make a full attack every round, and it can get rather expensive, but it's doable.
    I dont see even half that being allowed even if they allowed warlocks


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  7. #67
    Community Member Shivvey's Avatar
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    It would be really simple really, i mean invocations and Eldritch blast would just work on timer's and Essence and Blast Shapes would work like metamagic (always active except you can only have one Shape and one Essence Active at any one time, even that could be changed with capstones or high level feats i mean you could add some of the Epic Level Effects for the capstone such as Eldritch Sculptor or Master of all Essences).

    Now i really want this I want to roll a Drow Warlock and terrorize Korthos right now!

  8. #68
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    Quote Originally Posted by Horrorscope View Post
    I agree it's a longshot. But because of no SP's, that alone makes it a better fit to how DDO plays today. I think it would become the most popular casting class and balance the games out between melee and caster.
    Do you know what "fit" means?

    If something is a good fit for how DDO plays, that means adding it would not radically change the gameplay. It would be neither more nor less popular than existing classes, and balance would not really alter.

    For you to claim that Warlock would obsolete Sorcerers and Wizards is essentially advising the developers to never add the class.

  9. #69
    Community Member Letrii's Avatar
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    Quote Originally Posted by RhapsodieInBlue View Post
    They can't give us druids because Elemental Wildshape - Air Elemental would be so OP that everything except Reds and Purples would be on their ass crying for mother.
    Then maybe air elementals would get fixed if we were doing to monsters what they do to us.

  10. #70
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    Quote Originally Posted by Uska View Post
    I dont see even half that being allowed even if they allowed warlocks
    If Warlocks were added, it is entirely possible they would give them a Hellfire specialty enhancement with the ability to make more powerful attacks at the cost of your own Constitution.

    However, the right way to implement that is to make it not simple ability damage, but something like the D&D concept of "ability burn": a penalty that can only be healed by the passage of time, and not convenient cleric spells.

    Ability burn was added in the D&D psionics rules for the purpose of making it balanced to pay for abilities with temporary reductions to your stats. Allowing those reductions to be cured by Lesser Restoration would mean the desired gameplay effect isn't achieved. The design goal for a Hellfire Warlock is that he can only use the special powers a few times and at a risk of dying easier... not for him to be holding a Lesser Resto wand and treating it as ammunition for his beams.

  11. #71
    Community Member Zaodan's Avatar
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    Warlocks cant cast:

    Haste
    Finger of Death
    Wail of the Banshee
    Firewall
    DB Fireball
    Cone of Cold
    Polar Ray
    Meteor Swarm
    Flesh to Stone
    Energy Drain
    Blur
    Displacement
    Greater Heroism
    Resist Energy (30)
    Mass Protection from Energy
    Rage
    Stoneskin
    Web
    Solid Fog
    Cloudkill
    Mass Hold Monster
    Summon Monster 9
    Greater Teleport
    Dimension Door
    Jump
    Tumble


    Any argument that Warlocks would "replace Wizards and Sorcs" is patently moronic on its face.

  12. #72
    Community Member Gunga's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    2. Sustained ranged damage is not an effective part of DDO gameplay.
    You must be hanging out with the bad kids. Go to your room.

    Quote Originally Posted by Shivvey View Post
    I would love warlocks, and i really dont find them weak at all. I mean we are talking better range than an Archer, the ability to chain your blasts, have it be a cone or burst if you need crowd control and it can even bypass SR/grant negative levels.

    Add to that a constant ability to buff/debuff others or more crowd control elements and you have a very strong class.
    This. BUT:

    Quote Originally Posted by Gol View Post
    Options are great, don't get me wrong. But I'm tired of Turbine picking the low hanging citrus fruit. I want apples - not more oranges/grapefruit/tangelos.
    This. AND:

    Quote Originally Posted by Aesop View Post
    Nothing wrong with Warlocks.

    I wouldn't mind them being introduced.

    I do however hope they add another one first.

    My Priority would be Druids.

    After that anything else would be awesome.

    Warlock
    Dragon Shaman
    Swashbuckler (definately want this one)
    Artificer
    That.
    Last edited by Gunga; 12-30-2009 at 12:46 PM.

  13. #73
    Community Member Shivvey's Avatar
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    I have added my comments to your post:
    Quote Originally Posted by Zaodan View Post
    Warlocks cant cast:

    Haste
    Finger of Death
    Wail of the Banshee

    Firewall - Incorrect Warlocks are able to cast a version that deals Half Fire Damage and Half Untyped Damage making it actually much more useful than regular Firewall since it can be used against immune mobs or highly resistant mobs

    DB Fireball

    Cone of Cold - Again untrue they can change their blast into a cone and change the damage to cold with additional Ref Save or suffer penalty to Dex

    Polar Ray
    Meteor Swarm
    Flesh to Stone

    Energy Drain - Untrue They have an essence that basically imposes Negative Levels as well as doing damage

    Blur & Displacement - They can spam fog and othe such miss chance/concealment effects which is basically the same

    Greater Heroism
    Resist Energy (30) & Mass Protection from Energy - Complete Mage actually has Resist Element Invocations if i recall correctly

    Rage
    Stoneskin

    Web - They have a variant if i recall correctly

    Solid Fog

    Cloudkill - Again they have a Variant

    Mass Hold Monster - No but they do have access to charm monster

    Summon Monster 9 - Yes but they are capable of Stealing Summons

    Greater Teleport

    Dimension Door - Incorrect they have access to DD

    Jump & Tumble - Leaps and Bounds a least invocation grants a bonus to jump and tumble so they do indeed have a variant


    Any argument that Warlocks would "replace Wizards and Sorcs" is patently moronic on its face.
    Also note that Warlocks also have access to UMD and they are capable of using both Arcane and Divine Scrolls/Wands.

    I am not saying they would replace Wizards/Sorcs but if you are going to argue at least be informed of what the class actually does.

    Also Warlocks have DR/Cold Iron as well as a Fast healing Feature.

  14. #74
    Community Member Zsig's Avatar
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    ...also, they'd be the masters of UMD, even more so than the Bard.
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  15. #75
    Community Member Zaodan's Avatar
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    Quote Originally Posted by Shivvey View Post
    I have added my comments to your post:

    Also note that Warlocks also have access to UMD and they are capable of using both Arcane and Divine Scrolls/Wands.

    I am not saying they would replace Wizards/Sorcs but if you are going to argue at least be informed of what the class actually does.

    Also Warlocks have DR/Cold Iron as well as a Fast healing Feature.
    Sorry, your argument falls on its face.

    Rogue and Bard already have UMD as a class skill, and as we all know, UMD'ing offensive spells doesn't work - the DCs are too low, damage too low/doesn't scale.

    And none of the things you mentioned are even remotely the same as the Arcane spells Wizards/Sorcs have access to, with perhaps only Wall of Fire as an exception. None of your other comments are correct. For example, changing the blast to cold and making it a cone != Cone of Cold. The spells are different. The effect is different. The damage is different. The range is different. Same is true for all the others. Vaguley similar things? Sure, maybe in some cases. But the same or even close to the same in power? Not a chance.

    This is from someone that played a Warlock in both PnP and in NWN.

  16. #76
    Community Member Shivvey's Avatar
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    Quote Originally Posted by Zaodan View Post
    Sorry, your argument falls on its face.

    Rogue and Bard already have UMD as a class skill, and as we all know, UMD'ing offensive spells doesn't work - the DCs are too low, damage too low/doesn't scale.
    I do not believe i ever stated this, I only mentioned that they where capable of using UMD and not be restricted by Arcane or Divine, it was just me making note of that, that being said I also never mentioned anything about UMD offensive effects, but they can make use of scroll/wands of buffs/heals which is a great thing in my view.
    And none of the things you mentioned are even remotely the same as the Arcane spells Wizards/Sorcs have access to, with perhaps only Wall of Fire as an exception. None of your other comments are correct. For example, changing the blast to cold and making it a cone != Cone of Cold. The spells are different. The effect is different. The damage is different. The range is different. Same is true for all the others. Vaguley similar things? Sure, maybe in some cases. But the same or even close to the same in power? Not a chance.
    My point was that although Warlocks do not have a spell list they have variants and way to reproduce similar effects, yes they arent as broken as Wizards but they are still a very versatile class. Also yes my bad on Cone of Cold, but hoenstly is that it? is that the best? Warlocks can adapt to the situation much more so than wizards, They can crow control in 360 degrees, can chain effects if the mobs are to high on ref save and can still do cone effects if they so desire, point is they can handle things just fine, sure they dont deal the massive damage wizards can, but adapting them to DDO could fix this by way of Enhancements
    This is from someone that played a Warlock in both PnP and in NWN.
    I have played Warlocks constantly in PnP AND NWN series as well, dont really know why you felt the need to add this (specially since NWN Warlocks are heavily modified since some Invocations work very differently from the actual rules, like Leap and Bounds, cant remember if you could even combine essences... havent played that game in a while)

  17. #77
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    Felt it might be a good idea to list what spells warlocks do have currently just out of the main books to set aside some arguing keep in mind these are right from the book and in no way have been edited for gameplay.
    --------------------
    Least Invocations-
    --------------------
    baleful utterance:speak word of darkspeech shatter objects as the shatter spell.
    beguiling influence:bonus to bluff,diplo,intim
    breath of night:fog cloud as the spell
    dark ones own luck:luck bonus to 1 save
    darkness:darkness as spell
    devils sight:see normal in darkness and magical darkness
    earthen grasp:use earthen grasp as the spell(wanabe a earth elemental)
    eldritch spear:blast range increased to 250 feet
    entropic warding: deflect incoming ranged attacks and leave no trail, preventing being tracked by scent.
    frightful blast:target must make a will save or become shaken.
    hideous blow:melee attack channels eldritch blast.
    leaps and bounds:bonus to balance jump and tumble.
    miasmic cloud:create a cloud of mist that gransts concealment and fatigues those who enter.
    see the unseen: gain see invisiblity as the spell and darkvision.
    sickening blast:target must make a fort save or become sickened.
    spiderwalk:gain spider climb as spell.
    summon swarm: use summon swarm as spell.
    all seeing eye:as comprehend languages on written material bonus to search and spot checks.
    call of the beast: speak with animals and influence theier behavior/
    hammer blast: eldritch blast deals normal damage to objects.
    otherworldly whispers:gain bonus to knowledge checks.
    serpents tongue: gain scent ability +5 bonus vs poison saves.
    soulreaving aura:as reaving aura plus gain temp hp if anything nearby dies.
    swimming the styx:gain swim speed and breath underwater.
    ---------------------
    Lesser Invocations-
    ---------------------
    beshadowed blast:target must make fort save or become blind for 1 round
    brimstone blast: blast deals fire damage and target must make a reflex save or catch fire.
    charm:cause a single creature to regard you as a friend.
    curse of despair:curse one creature as the bestow curse spell, or inder its attacks.
    the dead walk:create undead as the animate dead spell.
    eldritch chain:blast jumps from initial target to secondary targets.
    fell flight:gain a fly speed with good maneuverability.
    flee the scene:use short-range dimension door as the spell and leave behind a major image.
    hellrime blast:blast deals cold damage and target must make a fort save or take -2 pen to dex.
    hungry darkness:create shadows filled with a swarm of bats.
    stony grasp:use stony grasp as the spell.(aoe earthgrab)
    void sense:Gain blindsense 30 feet.
    voracious dispelling:use dispel magic as the spell causing damage to creatures whose effects are
    dispelled.
    walk unseen: use invisibility(self only) as spell.
    wall of gloom:use wall of gloom as the spell.
    baneful blast:eldritch blast deals extra damage against certain creature type.
    cold comfort:you and nearby allies protected by endure elements.
    crawling eye:your eye leaves your head and grows spidery legs enabling it to scout for you.
    disembodied hand:detach one of your hands and send it forth to manipulate objects or attack.
    mask of flesh:touch attack imposes 1d6 cha pen and transforms you to look like the target.
    relentless dispelling:as targeted dispel magic,with additional targeted dispel next turn.
    witchwood step:walk on water and move through some obstacles unimpeded.
    ----------------------
    Greater Invocations-
    ----------------------
    bewitching blast:target must make a will save or become confused for 1 round.
    chilling tentacles:use evard's black tentacles as the spell and deal extra cold damage to creatures in
    the area.
    devour magic:use targeted greater dispel magic with a touch and gain temp hp based on the lvl of the
    spells dispelled.
    eldritch cone:blast takes the shape of a cone.
    enervating shadow:gain total concealment in dark areas and impose a strength penalty on adjacent living
    creatures.
    noxious blast:target must make a fort save or be nauseated.
    repelling blast:target must make a reflex save or be knocked back.
    tenacious plague:use insect plague as the spell but the summoned locust swarm deals damage as a magic
    wep.
    vitriolic blast:blast ignores spell resistance and deals acid dmg for several rounds.
    wall of perilous flame:create a wall of fire as the spell but half the damage from the wall results from
    supernatural power.
    warlocks call:use sending as the spell but risk damage from recipient.
    caustic mire:acidic sludge slows progress,deals damage.
    hellspawned grace:transform into a hellcat for 1 round/2 warlock lvls.
    hindering blast:target of your eldritch blast must save vs will or be slowed for 1 round.
    nightmares made real:Create illusory terrain that damages foes and allows you to hide.
    painful slumber of ages:creature falls asleep, takes damage when awakened.
    -----------------------
    Dark Invocations-
    -----------------------
    dark discorporation:become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
    dark foresight:use foresight as the spell, and communicate telepathically with a close target of the
    effect.
    eldritch doom:blast affects all enemies within 20 feet.
    path of shadow:use shadow walk as the spell and speed up natural healing.
    retributive invisibility:use greater invisibility as the spell(self only);deals damage in a burst if
    dispelled.
    utterdark blast:target must make a fort save or gain 2 neg lvls.
    word of changing:use baleful polymorph as the spell but the effect could become permanent.
    binding blast:target of your eldritch blast must make a will save or be stunned for 1 round.
    caster's lament:your touch can break enchantment and you can counterspell.
    steal summon:take control of another caster's summon.

  18. #78
    Community Member Calebro's Avatar
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    Quote Originally Posted by rpasell View Post
    Quote Originally Posted by aesop View Post
    Quote Originally Posted by sirdanile View Post
    i Would Personally Like To See Druids, Dragon Shaman, And Scout Before I See Warlocks,
    scout
    Aesop
    i'm Pretty Sure I Saw A Quote From A Dev Somewhere That This Is On The Near Horizon.
    Not to raise a topic that's been ignored for a couple days, but....
    We already have too many problems with kiting rangers. Now we're asking for a class that's based on movement and giving him a bow?!?

    Not to mention that this would be an extremely advanced class to play properly because of the movement requirement on his abilities being useful, but that it looks great on paper, so we'd have a TON of *really* crappy ones.... and only a few worth their weight.

    I do NOT want to see Scout introduced. It's a cool class in PnP, but I really don't think it would translate here well at all.
    Last edited by Calebro; 12-31-2009 at 03:26 PM.

  19. #79
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    As for Zaodan I have a hard time seeing what your complaining about warlocks have alot of options there for damage evards, the better firewall, acidic mire, just to name a few along with a ton of utility spells such as fogs,dispels,immobilize,sleeps, and charms. Sure theres no insta gib spell but neither do bards and thats the slot they would fill not the sorc/wiz role though they could just fine. Need to keep in mind that as much as sorcs/wiz make things go boom they are not a primary dps class in this game ddo forces them into a cc aspect most of the time, something warlocks seem to have the advantage of.

  20. #80
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    The scout, which someone mentioned, would bring ranged sneak attack into the game (more effectively), but there's problems. First off, scouts only get extra damage while MOVING and shooting. Combat would be worse than the Blair Witch Project for motion sickness. Forward, back, shoot, forward back, shoot, forward, back, shoot, etc. If you change it to simply standing still and shooting, you're getting rogue sneak attack damage without the threat of being in melee. Also, scouts get rogue skills as well (DD, search, etc). Why play a rogue anymore?

    What I feel DDO could use, rather than yet another damage dealer (including warlock), would be another healing class and a tank type class. Druids can be very effective healers, and using DDO's mp system, they'd probably be as good as clerics/FvS. Druids also bring entangle (one of the best CC spells in PnP, and it's a first level spell), some pew pew laser spells, buffs, and could possibly animal form tank/melee dps. Personally, I always turned into a bird and cast spells above the battlefield, but whatever floats the players boat. This would also greatly improve gameplay overall, because many groups have problems finding a healer. It's a VERY diverse class.

    For a tank type class, what about the Knight? Effectively an intimitank, they get d12 hit points, armor and shield specialization (furthered by in game enhancements), and I believe high fort and will saves. Just a thought.

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