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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.
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.
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.
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).
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!
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.
Last edited by Infiltraitor; 05-20-2015 at 04:42 PM.
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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.
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Sarlona: Seikojin, Toy
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.
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.
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)?
Shapshap, League of Extraordinary Ham, Sarlona and a bunch of alts that all have names begining with Sha or Sho. Of course Shapshap could be the alt and one of the others the main, it just depends on what day it is.
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.
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.)
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?
Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien
Fernian Summer Carnival
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?
Last edited by Mahatu; 05-20-2015 at 07:19 PM.
This is also a useful-looking tree, like the other.
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.
Maybe you could get around the martial proficiency at level 12 issue by adding masters touch as a spell choice.