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
- 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!