Quote Originally Posted by Sanader View Post
Hello, I finally decided to start my own thread about warlocks

So first of all, I will state my reasons why I think warlocks are OP in heroics and some ideas how to balance them out. I'm talking about heroics not epics. So the proposed "nerfs" won't effect warlocks performance in epics.
Quote Originally Posted by Sanader View Post
Warlocks get spells to early.
- wail of banshee/mass hold on lvl 16? Before the wizards get it??
- finger of death and circle of death same time as wizzy?
I always though that arcane spells should be aquired in the following order:
1) wizards
2) sorcerer
3) warlock and bard
Fix: modify spell progression table (e.g. levl 6 spells on lvl 19 instead of 16, after wizard and sorcerer)
One thing to consider when spells are granted early is that many aspects of the spell are limited by Spell Level of the class they are granted.

Spells like Wail of the Banshee and mass hold are limited to the Spell DCs of a 6th Level Spell. In core rules different classes get the same spells at different spell levels. Getting a spell one level before the wizard and 2 levels before sorcerer is not as big an issue as some make it out to be. As prior to this Wizard and Sorcerer have access to other spells.




Quote Originally Posted by Sanader View Post
Spirit blasts to much damage
Not much to add here. Insane damage on heroics with metas on.
Fix: Remove metamagics but increase spellower to 150%. Result: lower damage on heroics, and higher damage on epics (600 light spellower -> 900 light spellower, so increase of 300, more than maximize + empower).
This is an interesting idea to remove the metamagics from these abilities. But I don't think it will solve the issue unless you also remove it from other abilities in other trees that can also be meta'd.

To me the question needs to include two other aspects - How Often? and How Far does it reach?

All considerations on this and Eldritch blast needs to take all three aspects into consideration and make adjustments so that it is still useful but not something that points all builds to these abilities

Quote Originally Posted by Sanader View Post
Eldritch blast to much damage.
Fix:Increase casting time by 50%. This will affect epics to, so to counter that, continue the Eldritch Blast damage increase to epic levels as well ("deals 1d6 damage at level 1, and increases by +1d6 at Warlock level 3, 5, 7, 9, 11, 14, 17, and 20; for a total of 9d6 at level 20". Change to: 3,5,7,9,11,14,17,20,22,24,26,28,30 which is 13d6 by lvl 30, 50% more than it is at this moment.
See above

Quote Originally Posted by Sanader View Post
Shining through
Fix: Increase HP gain (even 20xcon is OK), but increase cooldown to atleast 2 minutes.
Changes here need to be made based on how SSG intends this ability to be used going forward. Do they intend it to be a temporary shield? reduce the time it lasts. Do they intend it to be a way to "self heal" reduce the cooldown.

Quote Originally Posted by Sanader View Post
So how do you like the ideas? Do you think some of those things aren't to strong in heroics? Have more things to add?
It is not necessarily what is needed, but it is a point to launch discussion if used that way.