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  1. #1
    Developer Vargouille's Avatar
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    Default Warlocks!

    We're happy to introduce Warlocks, coming soon to DDO! These eldritch casters form pacts with powerful beings, seeking out rare and often forbidden knowledge. They deal large amounts of damage with their Eldritch Blast, and back that damage up with a variety of buff, control, and utility abilities.

    Warlock design draws from a variety of pen and paper editions, but primarily 3.5 and 5th edition. Unlike Sorcerers or Wizards, damage comes primarily through Eldritch Blast, rather than frequently casting damaging spells or SLAs. They choose a Pact at level 1 through a feat, which alters their Eldritch Blast and determines certain class feats that are granted as more Warlock levels are gained.

    Reminder this is a fairly early preview and things are subject to change. Abilities may move between feats and enhancements, or alter to accommodate what's changed elsewhere, etc.

    Class Features

    • Hit die: d6
    • Cast Warlock spells in Light Armor without Arcane Spell Failure (like Bards)
    • Strong Will saves, weak Fortitude and Reflex saves
    • 3/4 Base Attack Bonus progression with class levels (+15 with 20 Warlock levels)


    • Any alignment
    • General structure of spell progression and spell points is similar to Bards:
      • Level 6 is maximum spell level for Warlocks.
      • Spells are learned, known and swapped like Bards or Sorcerers.
      • Spell list is primarily drawn from existing DDO spells, though we hope to have time to add some more.


    Eldritch Blast


    • This is a toggle feat. When you toggle it on, your basic attack (regardless of weapons held) becomes a ranged magical attack that hits a single enemy.
    • This initially deals 1d6 Force damage. There are ways to augment and alter this.
    • This does not cost Spellpoints, nor Hitpoints, nor anything other than time, much like swinging a weapon.
    • The default Eldritch Blast goes in a straight line. It doesn't home in. Enemies that move may avoid it.
    • You move at full speed while casting Eldritch Blast, unlike most spell casting.
    • Base Eldritch Blast damage increases with further Warlock levels, per the table listed below.
    • Eldritch Blast damage scales with a percentage of Spellpower. Exact amount to be determined.
    • Eldritch Blast criticals are based on magical stats: Critical Spell Chance and Critical Spell Damage.
    • There are Eldritch Blast Shapes that alter how you attack enemies. Single Target attacks are generally going to do higher damage per creature than AoE, for instance. These Shapes toggles are available in the enhancement trees.
      • Single Target
      • Chain
      • Cone
      • Point-blank AoE (aura around Warlock)


    Pacts


    • You choose a Pact at Warlock level 1, such as Fiend, Fey, or Great Old One.
    • Fey: Toggle: Your Eldritch Blasts now deal +1d4 extra Sonic damage per two Warlock levels. Adds Obscuring Mist to your Warlock spellbook.
    • Fiend: Toggle: Your Eldritch Blasts now deal +1d4 extra Fire damage per two Warlock levels. Adds Command to your Warlock spellbook. (Tentatively, this requires that you not be Good. There's some technical investigation we need to look into here.)
    • Great Old One: Toggle: Your Eldritch Blasts now deal +1d4 extra Acid damage two Warlock levels. Adds Entangle to your Warlock spellbook. (Tentatively, this requires that you not be Lawful. There's some technical investigation we need to look into here.)
    • Every even Warlock class level grants +1 die for Eldritch Blast Pact Damage (1d4)
    • Each Pact grants additional spells to your spellbook as you gain Warlock levels.



    ENHANCEMENT TREES
    Soul Eater
    Your pact makes you an extension of your patron's hunger. You body and mind become more inhuman, and your ability to consume the souls and life force of your enemies also feeds your patron. Your attacks erode the life essence of your targets.


    • Notable Enhancements:
      1. Eldritch Blast Shape: Chain Lighting
      2. Damage-over-time effects
      3. Debuff
      4. Death Effects


    Tainted Scholar

    No secret is barred from the Tainted Scholar's grasp, and if such forbidden knowledge comes at the cost of his soul, he's willing to pay that price.


    • Notable Enhancements:
      1. Eldritch Blast Shape: Cone
      2. Eldritch Essences that alter how Eldritch Blast work
      3. Direct damage boosting of Eldritch Blast
      4. Crowd Control, including a new Confusion ability that causes enemies to attack player and monster characters indiscriminately.


    Enlightened Spirit

    Although the fiendish origins of some warlocks' powers can’t be denied, not all Warlocks embrace the darkness. Some turn toward the light. Such rare individuals are called Enlightened Spirits.


    • Notable Enhancements:
      1. Eldritch Blast Shape: Point Blank Area of Effect: While toggled on, this deals damage around, scaling with your Eldritch Blast damage. This particular shape allows you to attack with melee or ranged weapons while damaging enemies around you.
      2. Aura abilities that primarily buff allies around you
      3. Mitigation
      4. Pet/Summon/Charm support

    • We expect this tree to be popular with some cross-class melee builds.



    Please see follow-up posts for additional details on the class. Full Enhancement tree proposals to come later.

    We'd love to hear your thoughts, feelings, and feedback!
    Last edited by Vargouille; 05-15-2015 at 04:29 PM.

  2. #2
    Developer Vargouille's Avatar
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    Some more gritty details about Warlocks!

    Feat Progression

    Level Feat Eldritch
    Blast
    Fey Fiend Great Old One
    1
    • Eldritch Blast
    • Pact Choice
    1d6 Force Pact Spell PactSpell Pact Spell
    2 Deceive Item (UMD+5) 1d4 Pact bonus damage Sonic Damage on EB Fire damage on EB Acid damage on EB
    3 2d6 base damage
    4 +1d4 Pact Beguiling Defenses
    (+1 Reflex Saves)
    Fiendish Resilience
    (+1 Fort Saves)
    Thought Shield
    (+1 Will Saves)
    5 3d6 base damage Pact Spell Pact Spell Pact Spell
    6 +1d4 Pact Dark Delirium
    (Daze monster, % chance damage breaks)
    Dark One's Luck
    (+2 to each Saving Throw)
    Entropic Ward
    (+5 MRR, 25 Fortification)
    7 4d6 base damage
    8 +1d4 Pact Beguiling Defenses Fiendish Resilience Thought Shield
    9 5d6 Pact Spell Pact Spell Pact Spell
    10 +1d4 Pact Energy Resist (5) Energy Resist (5) Energy Resist (5)
    11 6d6 base damage
    12 Paragon's Aegis (+5 MRR) +1d4 Pact Beguiling Defenses Fiendish Resilience Thought Shield
    13 Deceive Item (UMD+5)
    14 Paragon's Aegis 7d6 base damage
    +1d4 Pact
    Pact Spell Pact Spell Pact Spell
    15 Misty Escape
    (Ethereal Abundant-Step)
    Hurl Through Hell
    (Single Target EiN)
    Create Thrall
    (Charm Monster variant)
    16 Paragon's Aegis +1d4 Pact Beguiling Defenses Fiendish Resilience Thought Shield
    17 8d6 base damage Pact Spell Pact Spell Pact Spell
    18 Paragon's Aegis +1d4 Pact
    19 Pact Spell Pact Spell Pact Spell
    20 Paragon's Aegis 9d6 base damage
    +1d4 Pact
    Beguiling Defenses Fiendish Resilience Thought Shield
    Last edited by Vargouille; 05-17-2015 at 12:30 PM.

  3. #3
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    Skills
    Warlocks receive skills points as follows:

    • Skill Points at 1st Level: (2 + Int modifier) × 4.
    • Skill Points at Each Additional Level: 2 + Int modifier.

    Warlock’s class skills include:

    • Bluff (Cha)
    • Concentration (Con)
    • Intimidate (Cha)
    • Jump (Str)
    • Spellcraft (Int)
    • Use Magic Device (Cha)


    Paths
    Warlocks will have one path available, likely based on the Fiend Pact. We'll welcome your ideas on details of this build.

    Epic Destinies
    Upon reaching level 20 for the first time with a character, Warlocks unlock Primal destinies. This is only relevant to new characters, not existing characters who have already unlocked any Destinies.

    Last edited by Vargouille; 05-15-2015 at 04:30 PM.

  4. #4
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    Spellcasting
    We are planning for Warlocks to have spell points and cast spells from a spellbook, similar to Bards. Warlocks have very few spells slots, and won't have a full suite of damage spells - instead, we plan for their spellbook to lack damage spells entirely, with possible exceptions for "sort of" damage spells such as negative levels or ability score damage. We've explored many options, and discussed at length with the Player's Council, and feel supporting spell points in Warlock is the best method for DDO. Using spell points instead of some custom resource allows them to multiclass far better with other classes, as well as make better use of Epic Destinies. We feel that a small spell point pool and lack of damaging spells, including lack of damaging spell SLAs in Enhancement trees, is the best method for making Warlock gameplay feel distinctly different from existing classes and playstyles, yet still able to integrate with other classes and offer multiclass options. We also chose to have a relatively small amount of "known spells", similar to pen-and-paper Warlocks.


    • 6 Spell Levels
    • Spells Known works like Bards/Sorcs: You know some spells, can exchange the ones you know at a trainer.
    • Most Warlock spells based on existing DDO spells.
    • Some SLAs will be in enhancements.


    Spells Known: 1st 2nd 3rd 4th 5th 6th
    Level Spell Points
    1 50 1 - - - - -
    2 75 2 - - - - -
    3 100 2 - - - - -
    4 125 2 1 - - - -
    5 150 2 1 - - - -
    6 175 2 1 - - - -
    7 200 2 1 1 - - -
    8 225 2 2 1 - - -
    9 250 2 2 1 - - -
    10 275 2 2 1 1 - -
    11 300 2 2 2 1 - -
    12 325 2 2 2 1 - -
    13 350 2 2 2 1 1 -
    14 375 2 2 2 2 1 -
    15 400 2 2 2 2 1 -
    16 425 2 2 2 2 1 1
    17 450 2 2 2 2 2 1
    18 475 2 2 2 2 2 1
    19 500 2 2 2 2 2 2
    20 525 2 2 2 2 2 2
    Last edited by Vargouille; 05-15-2015 at 04:30 PM.

  5. #5
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    Pact Spells

    As mentioned in the feat table, Pacts provide spells as you level up. These are the spells that you can get from Pacts:

    Spellbook Level Fey Fiend Great Old One
    1 "Obscuring Mist" "Command" "Entangle"
    2 "Blindness" "Rage" "Knock"
    3 "Slow" "Fire Shield" "Phantasmal Killer"
    4 "Greater Dispel Magic" "Binding Chain" "Dominate Person"
    5 "Otto's Sphere of Dancing" "Power Word: Blind" "Mass Suggestion"
    6 "Otto's Irresistible Dance" "Howl of Terror" "Power Word: Kill"

    You can also add some spells to your spellbook by taking Tainted Scholar Cores, which will be discussed at a future time.


    Warlock Spells
    This is the list of spells available to Warlocks as they level up. Reminder that you can gain at most two spells from each level!

    Level 1
    Bane
    Cause Fear
    Charm Person
    Detect Secret Doors
    Doom
    Expeditious Retreat
    False Life
    Grease
    Hypnotism
    Jump
    Master's Touch
    Nightshield
    Ooze Puppet
    Otto's Resistible Dance
    Ray of Enfeeblement
    Resist Energy
    See Invisibility
    Shield
    Sleep
    Summon Monster I
    Touch of Idiocy


    Level 2
    Blur
    Command Undead
    Dispel Magic
    Fog Cloud
    Ghoul Touch
    Invisibility
    Protection from Energy
    Ray of Exhaustion
    Scare
    Sleet Storm
    Suggestion
    Summon Monster III
    Water Breathing


    Level 3
    Banishment
    Bestow Curse
    Charm Monster
    Contagion
    Deep Slumber
    Dimension Door
    Displacement
    Enervation
    Fear
    Haste
    Solid Fog
    Stoneskin
    Summon Monster IV


    Level 4
    Dismissal
    Flesh to Stone
    Hold Monster
    Lesser Globe of Invulnerability
    Protection from Elements
    Summon Monster VI
    Symbol of Fear
    Symbol of Persuasion
    Teleport
    True Seeing
    Waves of Fatigue


    Level 5
    Circle of Death
    Control Undead
    Create Undead
    Finger of Death
    Globe of Invulnerability
    Greater Teleport
    Hold Person, Mass
    Invisibility, Mass
    Mind Fog
    Protection from Elements, Mass
    Shadow Walk
    Summon Monster VIII
    Symbol of Stunning
    Tenser's Transformation
    Undeath to Death
    Waves of Exhaustion


    Level 6
    Mass Charm Monster
    Dominate Monster
    Hold Monster, Mass
    Mordenkainen's Disjunction
    Power Word: Stun
    Summon Monster IX
    Symbol of Death
    Trap the Soul
    Wail of the Banshee
    Last edited by Vargouille; 05-15-2015 at 06:06 PM.

  6. #6
    Developer Vargouille's Avatar
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    This is of course subject to changes and balancing as we head towards Lamannia, or during Lamannia.

    Thanks for reading, and we welcome your thoughts, feelings, and feedback!
    Last edited by Vargouille; 05-15-2015 at 04:30 PM.

  7. #7
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    Quote Originally Posted by Vargouille View Post
    Pact Spells

    These are the spells that you can get from Pacts:
    ...
    My first reaction is it's not a bad list, but:

    • No GH?
    • The DCs will likely be low: Max level 6 will start 3 DCs lower than a Wiz/Sorc. Will there be any compensatory factors?
    • Looks/feels like a bard without bard CC (perform)
    • Not sure how the 2-per-level limit interacts with the 'pact' spells and/or if there are SLAs.
    • "fey" looks pretty weak

  8. #8
    Community Member Deathdefy's Avatar
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    Xoham and a few other posters have convinced me that the 'warlocks cast spells and don't have infinite invocations' idea is abandonable.

    I think the barrier, to my mind at least, is that being able to cast infinite Wail of the Banshee, Finger of Deaths, Circle of Deaths, or Mass Hold Monsters, would be hugely OP.

    Delete those spells - and only those spells - from the spell list.

    Raise the invocation level of flesh to stone and hold monster to 6 and 5 respectively.

    Otto's Irresistable Dance, PW:Kill and Otto's Sphere of Dancing to me are probably just on the reasonable side of infinitely castable, but if you wanted to be cautious and change them to something less powerful I think that would be reasonable, but the cooldown on the latter two is probably a sufficient safeguard in my opinion.

    For the sake of ED and other classes synergy, go ahead and keep granting Warlocks spell points. I don't think that's unreasonable or particularly strange - I've had no small number of pure rogues with ~450SP wandering around in heroics.
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  9. #9

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    Quote Originally Posted by Vargouille View Post
    Pact Spells

    As mentioned in the feat table, Pacts provide spells as you level up. These are the spells that you can get from Pacts:

    Spellbook Level Fey Fiend Great Old One
    1 "Obscuring Mist" "Command" "Entangle"
    2 "Blindness" "Rage" "Knock"
    3 "Slow" "Fire Shield" "Phantasmal Killer"
    4 "Greater Dispel Magic" "Binding Chain" "Dominate Person"
    5 "Otto's Sphere of Dancing" "Power Word: Blind" "Mass Suggestion"
    6 "Otto's Irresistible Dance" "Howl of Terror" "Power Word: Kill"
    Not knowing anything of Warlocks from PnP, and ignoring the actual Warlock spell list, this table seems a bit out of whack to me. I would substitute the following:

    Greater Dispel Magic replaced with Hold Monster
    The other two options at this level are Binding Chain and Dominate Person, both are nice single target crowd control. Hold Monster seems a better fit, and is analogous in power with Dominate Person.

    Power Word: Blind replaced with Greater Command
    The thinking here is that the other two options at the same level -- Sphere of Dancing and Mass Suggestion -- are both AoE crowd control. Greater Command is less powerful than otto's sphere of dancing so it wouldn't be particularly out of place. Also, wiki says Power Word: Blind has no effect on mobs with more than 600 hit points. If that's true, that should be changed regardless what happens with pacts. Seriously, 600 hit points?!

    Power Word: Kill replaced with Slay Living
    The cooldown on PW: Kill is prohibitive, and Slay Living has the same touch range as irresistable dance. I think slay living would fit better and be more fun.

  10. #10
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    Suggested Changes in red (partly stolen from other posters)

    Pact Spells

    As mentioned in the feat table, Pacts provide spells as you level up. These are the spells that you can get from Pacts:

    Spellbook Level Fey Fiend Great Old One
    1 "Command" "Rage" "Entangle"
    2 "Blindness" "Fire Shield" "Knock"
    3 "Greater Command" Slow "Phantasmal Killer"
    4 Mind Fog "Binding Chain" "Cloud Kill"
    5 "Otto's Sphere of Dancing" Slay Living "Power Word: Blind"
    6 "Otto's Irresistible Dance" "Howl of Terror" "Power Word: Kill"

    You can also add some spells to your spellbook by taking Tainted Scholar Cores, which will be discussed at a future time.


    Warlock Spells
    This is the list of spells available to Warlocks as they level up. Reminder that you can gain at most two spells from each level!

    Level 1
    Bane
    Cause Fear
    Charm Person
    Detect Secret Doors
    Doom
    Expeditious Retreat
    False Life
    Grease
    Hypnotism
    Jump
    Master's Touch
    Nightshield
    Ooze Puppet
    Otto's Resistible Dance
    Ray of Enfeeblement
    Resist Energy
    See Invisibility
    Shield
    Sleep
    Summon Monster I
    Touch of Idiocy


    Level 2
    Blur
    Command Undead
    Dispel Magic
    Fog Cloud
    Ghoul Touch
    Invisibility
    Protection from Energy
    Ray of Exhaustion
    Scare
    Sleet Storm
    Suggestion
    Summon Monster III
    Water Breathing


    Level 3
    Banishment
    Bestow Curse
    Charm Monster
    Contagion
    Deep Slumber
    Dimension Door
    Displacement
    Enervation
    Fear
    Haste
    Solid Fog
    Stoneskin
    Summon Monster IV


    Level 4
    Dismissal
    Dominate Person
    Flesh to Stone
    Greater Dispel Magic
    Hold Monster
    Lesser Globe of Invulnerability
    Protection from Elements

    Summon Monster VI
    Symbol of Fear
    Symbol of Persuasion
    Teleport
    True Seeing
    Waves of Fatigue


    Level 5
    Circle of Death
    Control Undead
    Create Undead
    Finger of Death
    Globe of Invulnerability
    Greater Teleport
    Hold Person, Mass
    Invisibility, Mass
    Mind Fog
    "Mass Suggestion"
    Protection from Elements, Mass
    Shadow Walk
    Summon Monster VIII
    Symbol of Stunning
    Tenser's Transformation
    Undeath to Death
    Waves of Exhaustion


    Level 6
    Mass Charm Monster
    Dominate Monster
    Hold Monster, Mass
    Mordenkainen's Disjunction
    Power Word: Stun
    Summon Monster IX
    Symbol of Death
    Trap the Soul
    Wail of the Banshee

  11. #11
    Community Member IronClan's Avatar
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    The following critique of the Warlock spell list is also generically applicable to all Arcanes that have these spells
    Quote Originally Posted by Vargouille View Post
    Level 1
    Bane
    Cause Fear ---Unwanted effect by party members
    Charm Person
    Detect Secret Doors ---Clickies
    Doom
    Expeditious Retreat ---Speed item
    False Life ---Item
    Grease ---Unwanted effect
    Hypnotism
    Jump
    Master's Touch
    Nightshield
    Ooze Puppet ---LOL
    Otto's Resistible Dance
    Ray of Enfeeblement
    Resist Energy ---Quickly obsolete
    See Invisibility ---Which monsters would we need this for?
    Shield
    Sleep --- Doesn't cause helpless
    Summon Monster I ---Obsoleted by subsequent spell levels
    Touch of Idiocy
    Red are useful --- are comments from my perspective about utility/usefullness. Two of them are redundant and easily available elsewhere or as clickies (Shield and Nightshield) hypno is extremely niche as a will save debuff, and Masters touch is niche.

    Verdict: Jump is clearly useful in almost every Warlocks case. Pick a second spell, No hard choices here.

    Quote Originally Posted by Vargouille View Post
    Level 2
    Blur ---to hand to party members who are under-geared
    Command Undead
    Dispel Magic ---Broken formula doesn't scale
    Fog Cloud
    Ghoul Touch
    Invisibility
    Protection from Energy ---Quickly outmoded by gear
    Ray of Exhaustion
    Scare ---Unwanted effect by party members
    Sleet Storm ---Unwanted effect
    Suggestion
    Summon Monster III ---Outmoded in a few hours by next summons level
    Water Breathing
    Two spells here and only one of them is usefull to every Warlock (Warlocks in good groups will find Bluring party members to be a waste of SP)

    Quote Originally Posted by Vargouille View Post
    Level 3
    Banishment ---ultra situational for a 2 spell slot choice
    Bestow Curse
    Charm Monster
    Contagion
    Deep Slumber ---Most people don't even consider this useful, but good casters know better, that said it's only good as a 4th or 5th spell.
    Dimension Door ---Clear winner for Slot 2
    Displacement ---Clear Winner for Slot 1

    Enervation ---useful but no one will take over DDoor and Displacement
    Fear ---Unwanted
    Haste --- Only useful in heroics and not going to be taken anyway see above
    Solid Fog --- Situational Debuff no one will take
    Stoneskin ---Quickly useless
    Summon Monster IV --- outmoded by next Summons spell
    There's nothing to talk about here, Displacement is Spell 1 and DDoor is spell 2 MAYBE a solo'er or someone in Shadowdancer takes Enervation...


    Quote Originally Posted by Vargouille View Post
    Level 4
    Dismissal --- See banishment
    Flesh to Stone ---Usefull but going to have a hard time hitting 65/70/75 DC needed for EN/H/E Mod's and going to be chuging pots to keep things CC'ed anyway so maybe not worth doing.
    Hold Monster
    Lesser Globe of Invulnerability
    Protection from Elements --- Probably useless by this heroic level, definitely useless shortly after
    Summon Monster VI --- outmoded by VIII
    Symbol of Fear --- Unwanted effect
    Symbol of Persuasion
    Teleport --- Scroll
    True Seeing --- Scroll
    Waves of Fatigue
    I don't believe there is a hard 3rd choice in level 4 spells

    Quote Originally Posted by Vargouille View Post
    Level 5
    Circle of Death
    Control Undead
    Create Undead
    Finger of Death
    Globe of Invulnerability
    Greater Teleport --- Scroll
    Hold Person, Mass --- overly situational
    Invisibility, Mass
    Mind Fog
    Protection from Elements, Mass --- Already outmoded by the time you get the choice
    Shadow Walk --- no one likes this spell but scrolls if they do
    Summon Monster VIII --- outmoded by IX
    Symbol of Stunning --- Most players can't be arsed to mess with symbol spells, they don't fit into the fast paced meta of DDO
    Tenser's Transformation --- Scroll, but will be chosen by melee Warlocks
    Undeath to Death
    Waves of Exhaustion
    ALL USEFUL SPELLS OF THIS LEVEL require massive investment in Necro DC's, I can imagine many warlock builds not even bothering casting 5th level spells.

    For Necro focused they can use dragons blood to change circle of death to undead to death when you're doing a bunch of undead content and change back as needed.


    Quote Originally Posted by Vargouille View Post
    Level 6
    Mass Charm Monster
    Dominate Monster
    Hold Monster, Mass
    Mordenkainen's Disjunction
    Power Word: Stun
    Summon Monster IX --- useful for levels ~16 (whenever it is that Warlocks get level 6 spells) through 22-ish
    Symbol of Death
    Trap the Soul
    Wail of the Banshee
    Hold Monster mass very hard to pass up and Wail requires investment in Necro DC and guaranteed pick for a Necro... If charming mobs is addressed to the point where it's a worth wild playstyle then we can talk about Mass Charm and Dominate. Nukers with max CHA might take Trap the soul for a will save insta kill.

    All in all very unispiring (and that's a comment about the sate of Arcane spells past heroic) but mostly there's just nothing much "warlocky" about the list...

    You could make the red highlighted spells into Invocations and eliminate SP and the spell progression from the class (and make charming more effective and include those spells as well) and you would have a more Warlock like system.

    Really though you guys need to put in at least a handful or Warlock skinned spells... even if that means shipping the class later.

  12. #12
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    Quote Originally Posted by Vargouille View Post
    [B]Spellcasting

    We are planning for Warlocks to have spell points and cast spells from a spellbook, similar to Bards.
    First read thru the whole thing ~ I like what you have here.

    I will point out that like Bards, Warlocks will face the usual problem that Heighten Spell feat will only increase DCs by up to 6th level instead of the normal 9th level. This creates gap of 3 DC when compared to other casters which can be dealt with in the very same way we dealt with Bards by granting a bit more DC bonuses inside each of the enhancement trees. (Perhaps with a Pact type bonus to prevent double dipping.) Say maybe at level 12 Core?

  13. #13
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    Will Eldrich Blast be subject to a save? If so what type?

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    Quote Originally Posted by Silverleafeon View Post
    First read thru the whole thing ~ I like what you have here.

    I will point out that like Bards, Warlocks will face the usual problem that Heighten Spell feat will only increase DCs by up to 6th level instead of the normal 9th level. This creates gap of 3 DC when compared to other casters which can be dealt with in the very same way we dealt with Bards by granting a bit more DC bonuses inside each of the enhancement trees. (Perhaps with a Pact type bonus to prevent double dipping.) Say maybe at level 12 Core?
    There are more than the usual amount of bonuses to DC casting in certain Warlock trees, yes.

    Quote Originally Posted by Ailia View Post
    Will Eldrich Blast be subject to a save? If so what type?
    Right now we're thinking that the base damage (Force) can't be saved against. Pact damage is saved against the same type as the bonus that Pact gives, for half damage:
    Fey: Reflexes
    Fiend: Fortitude
    Great Old One: Will
    Last edited by Vargouille; 05-15-2015 at 06:43 PM.

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    Quote Originally Posted by Silverleafeon View Post
    First read thru the whole thing ~ I like what you have here.

    I will point out that like Bards, Warlocks will face the usual problem that Heighten Spell feat will only increase DCs by up to 6th level instead of the normal 9th level. This creates gap of 3 DC when compared to other casters which can be dealt with in the very same way we dealt with Bards by granting a bit more DC bonuses inside each of the enhancement trees. (Perhaps with a Pact type bonus to prevent double dipping.) Say maybe at level 12 Core?
    This was one of my concerns to Silver, but not just Heighten. Just the Base spell level is always several levels behind for DC purposes.
    Many of the Warlock spells are DC based spells and they will suffer from the lack of Spell Level as do Bards.

    I like your suggested remedy Silver.

  16. #16
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    Please we need more spells.

    Quote Originally Posted by Vargouille View Post
    Spellcasting
    We are planning for Warlocks to have spell points and cast spells from a spellbook, similar to Bards. Warlocks have very few spells slots, and won't have a full suite of damage spells - instead, we plan for their spellbook to lack damage spells entirely, with possible exceptions for "sort of" damage spells such as negative levels or ability score damage. We've explored many options, and discussed at length with the Player's Council, and feel supporting spell points in Warlock is the best method for DDO. Using spell points instead of some custom resource allows them to multiclass far better with other classes, as well as make better use of Epic Destinies. We feel that a small spell point pool and lack of damaging spells, including lack of damaging spell SLAs in Enhancement trees, is the best method for making Warlock gameplay feel distinctly different from existing classes and playstyles, yet still able to integrate with other classes and offer multiclass options. We also chose to have a relatively small amount of "known spells", similar to pen-and-paper Warlocks.


    • 6 Spell Levels
    • Spells Known works like Bards/Sorcs: You know some spells, can exchange the ones you know at a trainer.
    • Most Warlock spells based on existing DDO spells.
    • Some SLAs will be in enhancements.


    Spells Known: 1st 2nd 3rd 4th 5th 6th
    Level Spell Points
    1 50 1 - - - - -
    2 75 2 - - - - -
    3 100 2 - - - - -
    4 125 2 1 - - - -
    5 150 2 1 - - - -
    6 175 2 1 - - - -
    7 200 2 1 1 - - -
    8 225 2 2 1 - - -
    9 250 2 2 1 - - -
    10 275 2 2 1 1 - -
    11 300 2 2 2 1 - -
    12 325 2 2 2 1 - -
    13 350 2 2 2 1 1 -
    14 375 2 2 2 2 1 -
    15 400 2 2 2 2 1 -
    16 425 2 2 2 2 1 1
    17 450 2 2 2 2 2 1
    18 475 2 2 2 2 2 1
    19 500 2 2 2 2 2 2
    20 525 2 2 2 2 2 2

  17. #17
    Founder Tyrande's Avatar
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    Quote Originally Posted by Vargouille View Post
    Spellcasting
    We are planning for Warlocks to have spell points and cast spells from a spellbook, similar to Bards. Warlocks have very few spells slots, [...] Using spell points instead of some custom resource allows them to multiclass far better with other classes, as well as make better use of Epic Destinies.
    Question: Which destiny is a warlock themed destiny?

    We feel that a small spell point pool and lack of damaging spells, including lack of damaging spell SLAs in Enhancement trees, is the best method for making Warlock gameplay feel distinctly different from existing classes and playstyles, yet still able to integrate with other classes and offer multiclass options. We also chose to have a relatively small amount of "known spells", similar to pen-and-paper Warlocks.

    [...]
    [TD]20[/TD]
    [TD]525[/TD]
    [TD]2[/TD]
    [TD]2[/TD]
    [TD]2[/TD]
    [TD]2[/TD]
    [TD]2[/TD]
    [TD]2[/TD]
    [/TR]
    </tbody>[/TABLE]
    Here is my other concern:

    According to your table there, level 20 warlocks only get 525 spell points at level 20 prior to items and stat considerations. That is very little. Are there plans in the warlock enhancement trees or somewhere in the warlock class feats to regenerate or absorb or leech spell points from the ether?

    In other D&D games, warlocks do not need spell slots or spell points to cast invocations.

    With Great Power Comes Great Responsibility

  18. #18
    Community Member LordRodberg's Avatar
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    Default Spells available...

    I noticed that at 20th level the Warlock will have a full compliment of spells in his/her spell book to choose from but can only have 2 learned to cast at any one time for each level on your hotbar. Why is it limited to 2?
    I do like the Great Old One Granted Spells for each level. It does look good but kinda wondering why gimping it so much with spells to have learned to cast.

    Can't wait.

  19. #19
    GIANT DOG
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    Please, please tell me that warlock blasts will work in wolf form.

    And that they're called Eldritch Barks.

  20. #20
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by LordRodberg View Post
    I noticed that at 20th level the Warlock will have a full compliment of spells in his/her spell book to choose from but can only have 2 learned to cast at any one time for each level on your hotbar. Why is it limited to 2?
    I do like the Great Old One Granted Spells for each level. It does look good but kinda wondering why gimping it so much with spells to have learned to cast.

    Can't wait.
    Because Warlocks in PnP are SLA users and in ddo it would be out of scope to make their spell choices into sla's.

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