As general note: We wait for Lamannia. But the main problem here, is that Current Design Aura is almost no use for Ranged Combat (and still we have some Ranged Power boost). Almost all my suggestions made this tree more ranged combat friendly.
General suggestions
Core ability – Eldritch Aura: Redesign
Level 1 – Multi-selector: Close Combat Aura OR Ranged Combat Aura
• Close Combat Aura – Work within 33 ft (~10 m) around Warlock, Tick every 8 second, Only melee weapon can be used simultaneously with this Aura
• Ranged Combat Aura – Work within PBS range and only against marked enemies (Consumed, Strickend or Fearless Spirit), Tick every 10 second, Only ranged weapon can be used simultaneously with this Aura, Ranged weapon Marked enemies with Fearless Spirit (Duration of the mark: 3 second)
Level 3 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 6 second
• Ranged Combat Aura – Tick every 8 second, PBS range increase by 16,5 ft (~5 m)
Level 6 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 4 second
• Ranged Combat Aura – Tick every 6 second, PBS range increase by 16,5 ft (~5 m)
Level 12 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 3 second, each time you hit with Aura, you gain +1 Melee Power for 6 second (max stacks 5)
• Ranged Combat Aura – Tick every 5 second, each time you hit with Aura, you gain +1 Ranged Power for 6 second (max stacks 5)
Level 18 – Depends of the choice in Core 1
• Close Combat Aura – Tick every 2 second, 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.)
• Ranged Combat Aura – Tick every 4 second, each time you are hit by an attack, you gain a stack of Fearless Instinct. (Fearless Instinct: +1% dodge, +2% ranged alacrity. Stacks up to 5 times.)
Level 20 – Depends of the choice in Core 1,
• Both Auras - Floating above the ground, gain Feather Falling, immunity to knockdown effects, +10 Universal Spell Power, Your Eldritch Blasts gain 2d6 Light damage,
• Close Combat Aura – Your melee weapon gain +1d6 Light damage, +15 Melee Power
• Ranged Combat Aura – Tick every 3 second, Your ranged weapon gain +1d6 Light damage, +15 Ranged Power
Core ability – Rest abilities:
Level 3 – Aura of Courage works no matter if you turn on Eldritch Aura within 45 ft (~13,5m)
Level 12 - Aura of Menace works no matter if you turn on Eldritch Aura within 45 ft (~13,5m)
Level 20 – Active ability: Heal SL-a (No SP cost, Cooldown: 60 second) (In my suggestion I merged Current Active ability with Eldritch Aura)
Tier 1 abilities
Spiritual Defense – Create Aura that works within 45 ft (~13,5m), when you turn on Eldritch Aura
Tier 2 abilities
Resist Energies – Reduce SP Cost to 70/60/50 (Or even more – can’t tell before test on Lamannia)
Spiritual Bastion – Add this bonuses to the Aura from Spiritual Defense
Tier 3 abilities
Eldritch Burst – Multi-selector:
• Close Combat – No changes
• Ranged Combat – Work like Fireball spell, but instead of Fire damage, Throw away all damage from Eldritch Blast (base, pacts and other modification) plus 2d6 Light damage. AOE damage. Range the same as Fireball spell. Cooldown: 30 second
Spiritual Ward – Add this bonuses to the Aura from Spiritual Defense
Tier 5 abilities
Eldritch Burst – Multi-selector:
• Close Combat – No changes
• Ranged Combat – same as in Eldritch Burst but +10d6 Light damage instead 2d6 and longer Cooldown: 45 second
Beacon - Create Aura that works within 45 ft (~13,5m), when you turn on Eldritch Aura
Displace Summons – Add: +20% more HP (This is Tier 5 lock down ability, for summons that is currently broken. Give them more HP that they can stay longer)
And let made this tree less than 80 AP cost, if all abilities is taken.