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Thread: Warlocks!

  1. #61
    Developer Vargouille's Avatar
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    Quote Originally Posted by nibel View Post
    Is that "straight line" like ranged weapons (average missile speed, bend a little bit if the target moves slightly), Scorching Ray (almost instant, don't bend if the target moves at the same time you attack), or cold shot runearms (slow pace, very straight, don't bend at all)?

    Auto-target still works for Eldritch Blast (like ranged weapons), or you have to keep reaiming if you are not shooting a static target (like cold shot runearms)?
    It's similar in most ways to arrows. We're still working on the exact details. If you target an enemy it will aim at that enemy, within a certain arc in front of you.



    You said there will be no save for the force damage. Will it require a hit roll? (I think no, like damage spells. Just to be sure) Can it miss because of Concealment or Incorporeal? Are they subject to Spell Resistance?
    No, No, and... No.


    Will Eldritch Blast benefits from ranged weapon feats (Point Blank Shot, Precise Shot, Improved Precise Shot) or Metamagic feats (Empower, Maximize, Quicken...)?
    Tentatively ignores ranged combat feats and benefits from some Metamagic feats (probably not Quicken, but Empower and Maximize make sense, and possibly Enlarge).


    Will this means that Charm spells will no longer expire in a few seconds against mobs with epic ward, or will it be a unique charm that don't expire earlier (like Wild Empathy)? Please, be the former.
    We may examine the 9-16 second trigger in Epic Hard and Elite that can dispel charms. (I think it's 9-16 seconds, off the top of my head. Something like that. I looked it up last week. I know it's not just 2-3 seconds, which some posts seem to imply.)

  2. #62
    Community Member LeoLionxxx's Avatar
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    Thumbs up Nice, except static damamge type sort of pigonholes us

    Liking what I see so far

    My sole concern is viability of warlocks against enemies immune to Force damage such as the VoN part V boss and Helmed horrors (Which are actually healed by it!); it's not like real D&D where you can just avoid fighting stuff that you're not good at killing.

    As well, the pact damage as static types will make different builds far less viable in different quests. I suggest each pact have different options for what the pact damage is toggled to. Fey could have sonic and light, fiend could have fire and cold (since there is a frozen lv of hell ), and old one could have lightning in addition to their acid.

    IDK what to do with the force damage though, hopefully you guys or someone else on the forum will come up with a solution (if one is indeed warranted).


    Great job, I look forward to playing Warlock in the future!
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  3. #63
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Uska View Post
    Ok I was right I hate it even more than I feared complete garbage. Why? The choice to make the foolish unrestricted alignment which is against the roots of the class except for the inferior editions of 4&5

    Also they shouldn't use SP its a bad design on many levels
    There is nothing wrong with them being of any alignment. And as much as not using sp would be more proper, it would take far more time to code in all those SLA choices and have a working class.

  4. #64
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by LeoLionxxx View Post
    Liking what I see so far

    My sole concern is viability of warlocks against enemies immune to Force damage such as the VoN part V boss and Helmed horrors (Which are actually healed by it!); it's not like real D&D where you can just avoid fighting stuff that you're not good at killing.

    As well, the pact damage as static types will make different builds far less viable in different quests. I suggest each pact have different options for what the pact damage is toggled to. Fey could have sonic and light, fiend could have fire and cold (since there is a frozen lv of hell ), and old one could have lightning in addition to their acid.

    IDK what to do with the force damage though, hopefully you guys or someone else on the forum will come up with a solution (if one is indeed warranted).


    Great job, I look forward to playing Warlock in the future!
    I am hoping it is treated like bane, subject to force boosts.

  5. #65
    Founder noneill's Avatar
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    I like the design. I haven't tried to figure out how the numbers will work but it sounds like a cool class to play.Has a past life been decided upon?
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  6. #66
    Community Member Lonnbeimnech's Avatar
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    Let me just be the first to say that the cooldown for eldritch blast is too long.

    Yes, I realize you didn't say what the cool down was.

    Yes, I still think it's too long.

  7. #67
    Community Member Augon's Avatar
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    Default Why does anyone care about the lack of alignment restrictions???

    Granted I never played the class in PnP. But what I do remember from my PnP days was that alignment played a much larger role in the game. It was a lot more than just an entry in the character sheet.
    In DDO, alignment could be removed from the game with little effect, good or bad. It is that useless and arbitrary. Consider Running with the Devils where a party of paladins and good clerics could run amock and wipe out an entire tribe of Eladrin (who are good aligned) and suffer no ill effects to their powers. I don't know about you other former or current DMs out there, but in my campaign, that would not have happened.

    Alignment in this game is pointless - and complaining about the lack of alignment restrictions is pointless.

    No alignment restrictions was a good decision. Bravo Devs!
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  8. #68
    Community Member Augon's Avatar
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    I am looking forward to testing this on Lam, but from first look, it really looks like a one trick pony to me. I'm not sure I'm going to like having one basic attack for all occasions. But we will see what the enhancement trees bring to us.

    In any case, I still feel you folks did a great job at making it different than other classes. I think that was important, I think.

    Thanks
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  9. #69
    Community Member Qhualor's Avatar
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    Quote Originally Posted by VCB View Post
    Granted I never played the class in PnP. But what I do remember from my PnP days was that alignment played a much larger role in the game. It was a lot more than just an entry in the character sheet.
    In DDO, alignment could be removed from the game with little effect, good or bad. It is that useless and arbitrary. Consider Running with the Devils where a party of paladins and good clerics could run amock and wipe out an entire tribe of Eladrin (who are good aligned) and suffer no ill effects to their powers. I don't know about you other former or current DMs out there, but in my campaign, that would not have happened.

    Alignment in this game is pointless - and complaining about the lack of alignment restrictions is pointless.

    No alignment restrictions was a good decision. Bravo Devs!
    Have to disagree, though would make for a good discussion in its own thread bringing up points as to how alignment needs to matter more than build creation. This isn't the thread for that.
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  10. #70
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    Alignment restrictions would be a fatal mistake, and I'm glad you're ignoring the forum spammers in that respect.

  11. #71
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    Angry No no no

    Quote Originally Posted by Vargouille View Post
    • Any alignment
    BOOOOOOOO. WARLOCK IS NOT AN "ANY ALIGNMENT" CLASS.

    Must be Evil or Chaotic. Period. NO WARLOCK/MONKS OR WARLOCK/PALADINS.

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  12. #72
    Community Member HastyPudding's Avatar
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    Comments:
    - First off all: YAAAAAAY WARLOCKS!!!!! HAVE MY MAN BABIES!!!!

    - Hmmm....I'm vaguely disappointed by the whole spell points thing, especially having so low a pool (considering they are supposed to have unlimited power). Also, the lack of many of the most iconic invocations available to warlocks sort of stings to somebody who played warlocks in PnP rather extensively. I'm hoping they'll be added in the enhancement trees.

    - I was hoping for a more traditional method of using the eldritch blast, but this seems rather interesting. It will be fun to see how you handle the animation with the wide variety of possible weapons in your hands (one weapon, two weapons, scepter and an orb, staff, etc).

    Questions:
    - Will warlocks gain the 'Magical Training' feat at level 1?

    - Will there be targeting issues? With eldritch blasts being more of a ranged auto-attack, they will seem to have targeting trouble without a point-blank range mechanic.

    - How will you handle spell DC's? They have they same progression as bards, and bards have a terrible time with their spell DC's unless they super specialize in a certain school; I recall you guys having to overhaul the spellsinger tree with a plethora of enchantment/illusion/evocation DC boosts to make them viable.

    - With a severe lack of damage spells, how will warlocks handle force-immune/resistant enemies? Will their red/purple boss DPS be comparable to sorcerers and wizards?

    - Will warlocks use spell components?

    - I'm still on the fence about the eldritch blast shapes not being selectable invocations. However, I have a few specific questions on this:
    ----------What's the range of the standard eldritch blast? The 'infinite, as far as you can see' range of ranged weapons? Middle-range like ray spells of casters?
    ----------How will eldritch cone be shaped? Like the scorch spell? Burning hands? Cone of cold? Bard's horn of thunder sla?

    - Primal sphere? Will warlocks gain caster levels from primal destinies? They have almost no synergy with primal avatar, no synergy at all with fury of the wild, and please don't tell me all warlocks are going to be some sort of shiradi caster 99% of the time. Unless you're planning a warlock-based destiny, this is the one move you've made with warlocks that I certainly don't like and that truly confuses me.
    Last edited by HastyPudding; 05-15-2015 at 08:23 PM.

  13. #73
    Community Member decease's Avatar
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    spell point? warlock's spell should be free cast... level 6 spell? warlock spell only have four stage...

    arcane spell?? are you serious??? this is not warlock.. this is a bard with a throwing weapon build into his arm...

    p.s. if this is the future of warlock i want no part of it.. warlock does not cast arcane spell..

    LEAST INVOCATIONS
    Artificer's Assistant: Least, 2nd; Conjures an invisible assistant that grants +6 to all Craft checks for 24 hours.
    Baleful Utterance: Least, 2nd, Sonic; Object/area affected by Shatter, creature holding/wearing destroyed target makes Fort save or be dazed for 1 round and deafened for 1 minute.
    Beguiling Influence: Least, 2nd; +6 Bluff, Intimidate, and Diplomacy for 24 hours.
    Breath of the Night: Least, 1st; Create a Fog Cloud as the spell.
    Dark One’s Own Luck: Least, 2nd; Luck bonus = Cha to any one save for 24 hours. Does not apply to more than one save at a time, can not be more than Warlock level.
    Darkness: Least, 2nd; Use Darkness as the spell.
    Devil’s Sight: Least, 2nd; See normally in darkness and magical darkness out to 30 feet.
    Earthen Grasp: Least, 2nd; Conjure a earthen hand at close range for 2 rounds/level on earth, mud, grass, or sand; Hand is equal to Med creature with BAB = CL, Str = 14 +2/3xCL. Arm doesn't move from its space, but it can grapple a foe in its space or any adjacent space. If no foes are in reach, it attacks a target at random in range, if any. Each round the hand pins a target, it deals 1d6 to target. Arm has AC 14, hardness 4, and 3HP/CL
    Eldritch Spear: Least, 2nd, Blast Shape; Eldritch Blast gains a range of 250 feet with no increment.
    Entropic Warding: Least, 2nd; Gain 20% miss chance (not concealment), leave no visible or aromatic trail.
    Frightful Blast: Least, 2nd, Blast essence, Mind-Affecting; Struck creatures make Will save or be shaken for 1 minute.
    Hideous Blow: Least, 1st, Blast shape; Channel eldritch blast into single melee attack as a standard action. Does not provoke attacks, and deals damage on its own independent of the weapon being used to attack.
    Leaps and Bounds: Least, 2nd; Gain +6 to Jump, Balance, and Tumble for 24 hours.
    Miasmic Cloud: Least, 1st; Creates 10 foot radius dense fog, grants concealment, other creatures that enter make Fort save or be fatigued for 1 round after they leave the fog. Fog is dispersed as Fog Cloud and lasts 1 minute.
    See the Unseen: Least, 2nd; See Invisibility and Darkvision for 24 hours.
    Sickening Blast: Least, 2nd, Blast essence; Struck creatures make Fort save or be sickened for 1 minute.
    Spiderwalk: Least, 2nd; Spider Climb for 24 hours and unaffected by mundane or magical webs.
    Summon Swarm: Least, 2nd; Summon Swarm for only as long as you concentrate.
    All-Seeing Eyes: Least, 2nd; Comprehend Languages for written materials only and +6 on Spot and Search for 24 hours.
    Call of the Beast: Least, 2nd; Wild Empathy as a druid of your level and Speak with Animals for 24 hours.
    Hammer Blast: Least, 2nd, Blast essence; Eldritch Blast deals full damage to objects instead of half.
    Otherworldly Whispers: Least, 2nd; Gain +6 to Knowledge regarding Arcana, Religion, and The Planes for 24 hours.
    Serpent's Tongue: Least, 2nd; Gain Scent and +5 to saves against poison for 24 hours.
    Soulreaving Aura: Least, 2nd; 10 foot radius emanation centered on you instantly deals 1 damage to every creature with 0 or fewer HP, and if any creature is slain by this effect, you gain temporary HP equal to its HD (max 10) for 1 round.
    Swimming the Styx: Least, 2nd; Gain aquatic subtype, swim speed equal to base land speed, and the ability to breathe water and air for 24 hours.
    Hideous Shot: Least, 1st, Blast Shape; Channel eldritch blast into projectile or thrown object as a part of a single ranged attack.
    Dark Arcana: Least, 1st; +6 to Spellcraft and Use Magic Device for 24 hours.
    Cloak of Shadows: Least, 1st; +6 to Hide, Sleight of Hand, and Move Silently for 24 hours.
    Shrouding Transformation: Least, 2nd; Alter Self on self for 24 hours, but can not be a different size category than your normal size.
    LESSER INVOCATIONS
    Beshadowed Blast: Lesser, 4th, Blast essence; Living creature struck makes Fort or blinded for 1 round.
    Brimstone Blast: Lesser, 3rd, Blast essence; Any creature struck makes Reflex save or catches fire, taking 2d6 additional fire damage per round until extinguished by full round action or 1 round/5xCL
    Charm: Lesser, 4th, Mind-Affecting; Charm Monster within 60 feet that speaks your language, only one charmed creature at a time.
    Curse of Despair: Lesser, 4th; Deliver touch attack to Bestow Curse, target gains -1 to attack for 1 minute even if it succeeds on the save.
    The Dead Walk: Lesser, 4th; Animate Dead as spell, lasts only 1 minute per CL unless you include normal material component.
    Eldritch Chain: Lesser, 4th, Blast Shape; Eldritch blast strikes 1 extra target per four levels within 30 feet of the previous target.
    Fell Flight: Lesser, 3rd; Gain fly speed equal to land speed with Good maneuverability for 24 hours.
    Flee the Scene: Lesser, 4th; Dimension Door as the spell and leave behind Fog Cloud for 1 round.
    Hellrime Blast: Lesser, 4th, Blast essence; Blast deals Cold damage, and any creature struck makes Fort save or takes -4 to Dex for 10 minutes. Dex debuff does not stack from multiple hellrime blasts.
    Hungry Darkness: Lesser, 3rd; Create stationary Darkness effect filled with swarms of bats, attacking all creatures within except you for 1d6 damage as a Swarm, lasts with concentration + 2 rounds. If the bat swarm is destroyed, Hungry Darkness ends.
    Stony Grasp: Lesser, 3rd; As Earthen Grasp, but any natural surface, AC 18, hardness 8, and 4 HP/CL.
    Voidsense: Lesser, 4th; Gain blindsense 30 ft. for 24 hours.
    Voracious Dispelling: Lesser, 4th; Dispel Magic and creatures with active spell effects dispelled by this take 1 damage for each level of spell effect dispelled.
    Walk Unseen: Lesser, 2nd; Invisibility on self for 24 hours.
    Wall of Gloom: Lesser, 2nd, Mind-Affecting; Create wall of gloom up to 40 feet long or 15 foot radius, 20 feet high, creatures adjacent to the wall have concealment from other side, creatures further have total concealment. Creatures with 6 or less HD must make a Will save or be halted at its edge. Creatures may attempt to pass through any number of times, but each failure imposes a cumulative -1 on the Will save.
    Baneful Blast: Lesser, 3rd, Blast essence; When gained, pick a creature type as a Ranger's favored enemy - this blast deals an additional 2d6 damage to that creature type. This invocation can be taken multiple times for separate creature types, and it can not be changed once selected unless retrained.
    Cold Comfort: Lesser, 2nd; Endure Elements on yourself and allies within 30 feet for 24 hours.
    Crawling Eye: Lesser, 3rd; Detach one of your eyes to move on its own with a move and climb speed of 20 feet. Directing the eye requires a move action. Its Climb modifier is equal to 8+CL, and its Hide and Move Silently are equal to your CL. It is considered a Fine creature with 2 HP and AC of 20. When you use this invocation, your HP are reduced by 2 for the duration of this effect. For all other purposes, its stats are equal to yours. You can't cast spells or invocations through the eye, but any effects that affect your vision function through the eye as though it was still attached. If it is destroyed, you are dazzled for 1d4 rounds while the eye regrows, and you regain the 2 HP at the end of this time. You may only have one Crawling eye at a time.
    Disembodied Hand: Lesser, 4th; Detach one of your hands to float in the air. You may still use it as though it were still attached in every way, but it still requires that you expend actions to use it accordingly, and any touch attack you deliver with it must be cast before you use this invocation. The hand can move through the air at 30 feet. When you use this invocation, your HP are reduced by 5 while it is in effect, and the hand is considered a Diminutive creature with AC 20 and HP 5. Its Hide and Move silently modifiers are equal to your CL, and its other statistics are equal to yours. If it is destroyed, it regrows in 1d4 rounds at which time you regain the 5 HP lost. You may only have one Disembodied hand at a time.
    Mask of Flesh: Lesser, 3rd; Take on the physical form of a living creature of your own size with a touch attack. If you desire, you may impose a 1d6 Cha penalty to the target, but the Charisma can't be lower than 1. Will save negates both effects, and a creature that saved can not be affected for another 24 hours. Both effects last for 1 hour per CL; If you dismiss the invocation, both effects end.
    Relentless Dispelling: Lesser, 4th; Targeted Dispel Magic and a second targeted Dispel Magic on the same target at the start of your turn with no action required on your part.
    Witchwood Step: Lesser, 3rd; Walk over water, through rubble or undergrowth at full speed, and immunity to Entanglement for 24 hours.
    Eldritch Ward: Lesser, 4th; Surrounded by swirling eldritch energies that provide a deflection AC bonus equal to your Eldritch Blast dice as well as granting a resistance bonus to saves against spells equal to your Eldritch Blast dice for one minute. While Eldritch Ward is active, the warlock may not use his Eldritch Blast ability. The caster may dismiss this invocation effect as a standard action.
    Vile Darkness: Lesser, 3rd; Use Blacklight as the spell.
    Warlock's Lock: Lesser, 3rd; As Arcane Lock, but warded object glows faintly (Spot/Search DC 15), and causes 1d4 magic damage per 2 CL (Reflex Half) to creatures touching the warded object other than the caster. Only one such effect can be active at a time, new castings negate former ones. Lasts 1 hr/CL and is not discharged when creatures take damage from this effect.
    GREATER INVOCATIONS
    Bewitching Blast: Greater, 4th, Blast essence, Mind-Affecting; Any creature struck makes Will save or confused for 1 round.
    Chilling Tentacles: Greater, 5th; Black Tentacles with additional 2d6 cold damage in the spell's area.
    Devour Magic: Greater, 6th; Greater Dispel Magic with touch, gain temp HP = 5 per level of spell dispelled. These temp HP fade after 1 minute and do not stack with other temp HP. Can not use on own invocations.
    Eldritch Cone: Greater, 5th, Blast Shape; Eldritch blast takes the shape of a 30 foot cone, affecting all creatures within, but they may make a Reflex for half.
    Enervating Shadow: Greater, 5th; Gain total concealment in dark or shadowy places for 5 rounds, living creatures adjacent must make Fort at start of their turn or take -4 to Strength for 5 rounds. Affected creatures can not be affected for another 24 hours.
    Noxious Blast: Greater, 6th, Blast essence; Struck creatures make Fort save or be nauseated for 1 minute.
    Repelling Blast: Greater, 6th, Blast essence; Struck creatures of Medium or smaller make Reflex save or be hurled 1d6x5 feet away from you and knocked prone. If the creature strikes a wall within this distance, they take 1d6 damage for each 10 feet flung in this manner.
    Tenacious Plague: Greater, 6th; Insect Plague with Cha bonus added to Fort DC for swarm's distraction. Swarm summoned in this manner overcomes magic damage reduction.
    Vitriolic Blast: Greater, 6th, Blast essence; Eldritch blast deals damage with conjured acid, ignoring spell resistance. Struck creatures take an additional 2d6 points of acid damage each round after the initial attack for 1 round/5xCL.
    Wall of Perilous Flame: Greater, 5th; Wall of Fire but half of the damage is magic damage instead of fire damage. Creatures reduced to 0 or fewer HP by this invocation are affected by a Destruction spell effect.
    Warlock’s Call: Greater, 5th; Sending, but a creature unwilling to reply can attempt a Will save to deal 1d10 points of damage back to you.
    Caustic Mire: Greater, 4th; Cover a 20 foot radius spread within Medium range with acidic slime for 1 round per level that slows movement to half speed and causes creatures entering to take 1d6 acid damage for each space entered and 1d6 acid damage if they end their turn in a space affected by this. Effects that deal fire damage to creatures within this spell's effect deal and additional 1 fire damage per die. If you cast a second one, the previous ends.
    Hellspawned Grace: Greater, 6th; Gain the form of a Hellcat for 1 round per 2 CL. If reduced to 0 or fewer HP in Hellcat form, you can't use this invocation again for 1 hour.
    Hindering Blast: Greater, 4th, Blast essence; Living creatures struck make Will save or be Slowed for 1 round.
    Nightmares Made Real: Greater, 5th; Make 5 10 foot cubes + 1 10 foot cube per CL at Close range appear nightmarish for 1 round per level, entangling and dealing 1d6 damage on your turn to those who fail Will saves within. Grants concealment to creatures adjacent and total concealment to creatures beyond regardless of Will save, and you may make hide checks even while being observed in this area, but others may not.
    Painful Slumber of Ages: Greater, 6th, Mind-affecting; Cause one living creature at close range to enter an indefinite state of sleep if they fail the Will save. Normal stimuli is insufficient to wake them, but any damage received rouses them instantly, but they also take damage equal to your CL when this happens. They also receive an additional save every 24 hours to wake from their slumber for no damage. The target does not need to eat or drink under the effect of this.
    Eldritch Beam: Greater, 5th, Blast Shape; Eldritch blast channeled into a 5ft. x 60ft. line, affecting all creatures in its path (Reflex for half).
    DARK INVOCATIONS
    Dark Discorporation: Dark, 8th; Become 8 squares of Diminutive shadow bats for 24 hours; Str = 1, Dex +6; Lose armor and natural armor bonuses to AC, +4 size and + Cha to AC; Diminutive size swarm and Fly 40ft. (Perfect); Swarm subtype traits; Swarm Attack for 4d6 to any creature in your space at end of turn as magic weapon of your alignment; Distraction on any living creature vulnerable to your swarm attack starting turn in your space makes Fort save or be nauseated for 1 round and spellcasting in your space requires Concentration; All possessions are nonfunctional and absorbed into your new form.
    Dark Foresight: Dark, 8th; Foresight and communicate with target telepathically within 100 feet and line of sight.
    Eldritch Doom: Dark, 8th, Blast shape; Eldritch Blast becomes 20 foot burst centered on you, affects designated targets, targets may Reflex for half.
    Path of Shadow: Dark, 6th; Shadow Walk as the spell, plus regain hitpoints as if resting a full day for each hour shadow walking.
    Retributive Invisibility: Dark, 6th; Greater Invisibility on self and deals 4d6 sonic damage in 20 foot radius burst if dispelled and stuns creatures damaged in this way if they fail a Fort save.
    Utterdark Blast: Dark, 8th, Blast essence; Eldritch blast deals negative energy damage, healing undead struck. Living creatures struck make Fort save or gain 2 negative levels.
    Word of Changing: Dark, 5th; Baleful Polymorph for 24 hours, at which point the creature makes a second Will save at the original bonus or remains in the new form permanently until restored by other means.
    Binding Blast: Dark, 7th, Blast essence, Mind-affecting; Struck creature makes Will save or be stunned for 1 round.
    Caster's Lament: Dark, 8th; Break Enchantment on touch, but can only attempt to affect any given effect once in a 24 hour period. Can also use this to counterspell 7th level or lower spells as if using Greater Dispel Magic.
    Steal Summoning: Dark, 6th; Cast as an immediate action to steal control of a summoned creature as soon as it is summoned with a successful Caster Level check (DC 11 + CL of summoner) for as long as you concentrate plus 1 round up to 1 round per level + 1
    I hate how thing were mistranslated in this game.. but this is also the only one...

  14. #74
    Community Member IronClan's Avatar
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    Quote Originally Posted by LeoLionxxx View Post
    As well, the pact damage as static types will make different builds far less viable in different quests. I suggest each pact have different options for what the pact damage is toggled to. Fey could have sonic and light, fiend could have fire and cold (since there is a frozen lv of hell ), and old one could have lightning in addition to their acid.
    ^ This is an excellent idea Varg, it should be included in some way shape or form.

    Sorc savants allow this for the same vital reason: Only having one element is far too restrictive.

    Force plus sonic or light
    Force plus fire or cold
    Force plus acid or electric

    Makes a lot of sense, just allow the player to toggle which one.

  15. #75
    Community Member Augon's Avatar
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    Quote Originally Posted by Qhualor View Post
    Have to disagree, though would make for a good discussion in its own thread bringing up points as to how alignment needs to matter more than build creation. This isn't the thread for that.
    Personally, i'm guessing you and I agree more than you think. I didn't say there are no reasons for alignment to matter, I said it doesn't matter in THIS game. And this is the game we are playing. I can think of lots of ways for it to matter. But, I also agree that this is not the thread for that discussion.

    But since it doesn't matter in this game, it was the right decision to not make an arbitrary limit on character creation or multiclassing .
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  16. #76

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    I have no desire to get banned from the forums, so I will. keep this brief


    ToEE was bad...Warlock is one of the worse things I have seen in this game. I will NOT have any desire to play this, except to get my PL needed for my completetionist, and even then +20 heart of wood will get me a free one.

    You have lost my trust in the ability to actually design something worthy of being D&D.

    This is fail.

  17. #77
    Community Member apep1412's Avatar
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    Will Eldritch Blast count as a spell for:
    • The light damage from Lantern Ring?
    • Shiradi stances and Colors of the Queen?
    • Mantle of Invulnerability and similar immunities to spells of certain levels? If so, which spell level would it count as?
    • The ability to cast it when in an anti-magic field?
    Last edited by apep1412; 05-15-2015 at 09:43 PM.

  18. #78
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    Quote Originally Posted by Seikojin View Post
    There is nothing wrong with them being of any alignment. And as much as not using sp would be more proper, it would take far more time to code in all those SLA choices and have a working class.
    Disagree completely I hated this class in pnp and even more here


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  19. #79
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by apep1412 View Post
    Will Arcane Blast count as a spell for:
    • The light damage from Lantern Ring?
    • Shiradi stances and Colors of the Queen?
    • Mantle of Invulnerability and similar immunities to spells of certain levels? If so, which spell level would it count as?
    • The ability to cast it when in an anti-magic field?
    Good questions. Answer his questions!

    *PS, it's eldritch blast. Arcane blast is an archmage thing.

  20. #80
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    Quote Originally Posted by MadCookieQueen View Post
    I have no desire to get banned from the forums, so I will. keep this brief


    ToEE was bad...Warlock is one of the worse things I have seen in this game. I will NOT have any desire to play this, except to get my PL needed for my completetionist, and even then +20 heart of wood will get me a free one.

    You have lost my trust in the ability to actually design something worthy of being D&D.

    This is fail.
    Yup it is even worse than I feared


    Beware the Sleepeater

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