Please let us know about your experiences with Enlightened Spirit on Lamannia!
Please let us know about your experiences with Enlightened Spirit on Lamannia!
The Cure Moderate SLA from the enhancement tree should be capped at level 15 instead of level 10. Even if Warlocks had access to empower healing they are too feat-starved to fit it in.
Last edited by slarden; 05-29-2015 at 02:22 PM.
Four issues so far;
The Tier 2 permanent Shield enhancement is present and active while I'm in the Marketplace but disappears when in any quest instance. I know the vendors can get pushy about their +1 bolts but those aren't the magic missiles I want protecting from.
Core 4 Aura of Menace isn't providing martial weapon proficiency. It isn't even in the tooltip.
The Cure Moderate Wounds SLA at rank 3/3 isn't taking any spell points to cast.
Summon Monster IV spell - the pop up to choose which monster to summon is an empty black box. Not much use for the summoning enhancements so far.
Hm, maybe its just me, but when I made a new warlock and was trying to get through the levels from low to higher, I felt that the tree was not really great in how it progresses.
The first core is fine, but then you really have to rely on taking stuff in other trees first, or splash fighter/paladin/monk or something to actually get the feeling you are doing damage. This is because the first tier almost everything has to do with buffing defences. Yes, the warlock needs better defences if he wants to stand in the middle of the battle, but surely some boost to your damage apart form the AoE would be nice to not get the feeling best is to stand there blurred, invised, displaced and just wait until everything around you dies (or maybe i should use summons to kill mobs?).
Do others feel that way about this too?
Hey guys,
I just rolled a 18/2 warlock pally elf to try to use heavy armour through both elf arcane fluidity and enlightened spirits medium armour. Is it correct of me to assume that they do not stack to each other or what?
When i put medium armour on obviously i dont get spell failure but with heavy arnour i get 20% which is already reduced by 15% from elf tier 1
You're not wearing medium armour, so the enhancement that gives 0% spell failure when wearing medium armour obviously won't apply.
It's not like the Wizard/Sorcerer Eldritch Knight enhancements that reduce total spell failure - it's functionally identical to the Bard Warchanter enhancement.
Last edited by slarden; 05-29-2015 at 09:54 PM.
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I fully agree. Plus unlike any character when going through the very first quest with Celemas at the end the chest doesn't provide any useful armour or weapons just pots and healing kits?? Finally, when done the help system doesn't recommend a weapon. So the game REALLY isn't helping your level one character at all.
resist energy as an SLA... why??
ideally SLAs should be spells you cast often, thus benefiting from them being so readily available. how often would you get to cast energy resist? start of quest, and forget it exists.
not to mention that it's also available to the class as a spell... making this SLA even more puzzling. sure you could say "we're saving you a spell slot, now you can get a spell that actually does something for that slot instead"
why not make the OTHER spell the SLA? that way there's a benefit to it being an SLA (read: free meta-magics such as heighten/quicken/maximize w/e)
questionable choice...
I found that when trying to flip from Blast to in-hand weapon or the reverse my character would often act like it was slowed. I haven't checked the bug tree but it really bugged me. Pact seemed to make it worse.
I also found that I was doing more damage without the Pact enhancement of Sonic Blast, but I was pretty sure it was supposed to be the other way?
Range for blasts??? Bow and arrows are a wasted inventory slot for this class, but the range of blasts seems minimal and varying. Was playing ToEE level 3 and sometimes I could be quite far away and hit stuff and other times I almost had to be on top of them.
Aiming of blasts, is this even possible?? You can't seem to aim a blast if a previous blast is still being animated so the bad guys just run around them. Plus... if I'm targeting DOWN, why, oh why, does the blast go horizontal??? Several spots in ToEE have this scenario, could have nailed those cultists with a bow....
Blasts and vases: sometimes they break after a single shot and sometimes they take two. If it takes one the second shot gives you an error message of having no target??? Duh! I just blowd it up!
Love this as a ranged class though, seems to play well as a TWF dex based character with 14 Int for skill points. Seems a bit squishy up close, but it compares overall better than a similar build as an Tempest Ranger. A few fixes and I may consider this for my go to class as a main.
Steelstar, any thoughts on what you think of the CHR to damage route? I liked the idea of adding it to the cores (6 then 12). Again, that seems natural and helps keep it from any "abuse".
I really think this would ROCK!
Dex to damage is one of the defining mechanical features of elves, but it is in every PrE that would benefit from it (Tempest, Swashbuckler, Ninja Spy, Assassin, Thief Acrobat), so that you're not forced to go elf if you want to build a dex based melee toon.
Please don't force every melee lock to be a PDK.
Last edited by mezzorco; 06-05-2015 at 09:08 AM.
In my opinion, this would be very cool.
Admittedly, most builds driving for max damage output don't use the PDK ability, because Charisma has a much lower maximum achievable value than Strength, most notably when Divine Might is taken into consideration. With that being said, using Charisma as a modifier for weapon damage could be a very appealing option for someone who wants to maximize spell DCs while still having the option to use weapon damage.
Seeing as how PDKs ability is T1, but also very limited to the weapons being used, it would be reasonable for Warlocks to have similar balancing, either in the form of an less-restrictive enhancement at a higher Tier, or by forcing the Warlock to choose a specific subset of weapons that the effect works on. This could be based on damage type ("Piercing, slashing, bludgeoning"), weapon type ("Swords", "Axes", "Crossbows"), weapon style ("Two Handed Fighting", "Two Weapon Fighting", "Ranged"), or some new standard, such as pact defined ("Fey: Longsword, rapier, long/short bow", "Infernal: "<arbitrary weapon group here>")
Along the same lines, a natural growth for this would be for a further tier to add a chance to proc Eldritch Blast on hit, along the lines of Holy Strike. Even just proccing the pact damage portion of the blast on weapon hit could be a fun option that both (might?) use existing tech, while adding to build diversity.
CHA to damage is also available to Bard Swashbucklers with 3 class levels when they SWF (Different Tack: Smooth Flourishes); that does not include CHA to hit but Bards tend not to have problems with attack bonuses even with dumped STR due to songs. So that defining feature has already been "diluted".
That said I am not sure that I consider it an appropriate addition to the Warlock class. I'll +1 this:
Now if you wanted to give a CHA-based Know the Angles equivalent to Warlock somewhere in the tree, then that might be interesting. It would also give Sorc EKs an option that would partially close the gap with Harper/INT-based Wiz EKs. OTOH it's probably something that would be more easily abused by Swashies.
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