Recent and singular only ironclan, to my knowledge ... Plural is full on Lovecraft aping.
Recent and singular only ironclan, to my knowledge ... Plural is full on Lovecraft aping.
Ghallanda - now with fewer alts and more ghostbane
I am personally very excited to try out the Eldritch Blast as it sounds quite fun, though possibly low on damage later on. We'll see once the enhancement trees are out.
In terms of alignment, I don't see this being a problem as long as each pact has it's own alignment requirements.
The one thing I am worried about is spells. Spell points, for one thing, will mean that Warlock is not, in fact, an unlimited caster. Not a huge deal, it's mostly just buffs and some enchantment anyway. But that's where my next problem is... these guys have nearly no new spells. Nearly all of DDO's classes that were added after initial release have been casters, and with the exception of Favored Soul (of which I'm not a huge fan), they have had a cool and powerful selection of spells unique to them. Call Lightning remains probably my favourite spell in the game. I love it when new spells are released. That's why the spells are such a big disappointment; what new things do we have here asides from some spells copied from other classes?
I believe that to fix the current boring spell layout, pact spells should become more unique and helpful, and the spell list should be thinned out and also include some unique buffs. Warlocks had many cool invocations and spells in D&D, why not do that here?
Spells are really my only concern at this point, but the rest looks really fun! Can't wait.![]()
Definitely, some important points are being brought up.
First and foremost, as a Wizard/Sorcerer life, Fawngate was most frustrated by the occasional Force immune foe (making disintegrate a most have spell). As a Druid she occasionally had to resort to Pets and Ice Flower against the same Von 5 boss.
One possible solution would be Dividing the Eldritch Blast yet again into 1/3 Bane + 1/3 Untyped + 1/3 Force.
The other immediate problem is the high amount of monsters such as archers that have evasion and super high ref saves. This could immediately make one of the three pacts very undesirable.
And the third problem is of course immunity to one of the Pact elements. This is especially true of the Fire element. This could immediately make another of the three pacts undesirable.
A comprise would be to make a toggle to convert all Eldritch Blast Energy divided by half into all Bane damage.
Or you could make the Fey/Fiend/Great One damage be alignment Bane instead? With no saving throw? This would allow you to leave EB as Force damage as long as there are not tons more of the "healed by force foes in the future"?
Last edited by Silverleafeon; 05-16-2015 at 10:36 AM.
I think a first life toon will be well served by this simply because:
Strategy ~ Begin in Primal Avatar. Take 3 levels of Primal. Gain enough Fate Points to unlock first twist. Twist in Cocoon. Shift over to Fury of the Wild. Gain 1 level of Fury of the Wild, preparing for Fast healing as the second Twist. Shift over to Shiradai. Gain full Shiradai and test it out as an Epic Destiny. Shift to Legendary Dreadnought and prepare for a possible Epic Reincarnate followed by a Heroic Reincarnate...etc..
Fawngate is likely to use a +20 heart (hopefully we continue with the no restriction plan) and go ahead and raid in Warlock to try it out. Her initial concerns will be ~ how well can I self heal in EE / EH / Raiding?
Quickly rescanning the preview, there is no mention of the 3.5 warlock class feature of Fast Healing (should this be included in one of the three enhancement trees?), nor are there any repair spells available. This places Warlock in the same category as a Human Sorcerer.
For heroics if one has a ready source of Plat, the UMD boosts should make Heal scrolls quite readily handy. However when one moves to Epics the scaling damage makes concentration checks problematic. (This is a universal problem of mobs scaling out of control that includes Casters running out of spells points and items DCs such as Epic Freezing Ice, etc...)
Hence, Cocoon is going to automatically be a must have twist. I have found the past life Epic toggle of Fast Healing very handy at times, so I am likely to continue using that for this next life.
Agreed. Would definitely like to see alignment restrictions....or else we will see even more broken OP builds
This as well, though in Turbines defense, when Arties came out, Turbine actually had staff & a department of coders. When Druid came out they had at least a handful of staff. Warlocks....I can probably say maybe 1-2 people actually working on the class.
Lets face it game is in kind of semi maintenance mode, uninspired quests that require as minimal work required to produce it
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
This is an absolute disaster. For over a year now there has been a player led thread detailing how to possibly implement warlocks in a both player friendly, development friendly, and overall unique class-perspective friendly way. Either no one has read that thread amongst the dev team, or you have outright ignored all the player feedback in said thread. This as is a complete disaster, I wouldn't play Warlock. Hell, this is enough to make me consider ceasing my sub and definitely not worry about getting completionist again on my nearly tripple-completionist toon.
If you want to see how Warlocks should have been made, go back and read https://www.ddo.com/forums/showthrea...Class-Project? from start to finish Sev and team.
Good morning! Time to catch up on some postings.
Changes to pact damage, especially saves, are still in discussions and testing. Tentatively, Force damage can be converted to Bane with a tier 3 enhancement in Tainted Scholar.
We don't expect you to only be autoattacking all the time. Besides the spell list, enhancement trees will have activated abilities, many of which are activated "Eldritch Blasts" so they'll gain all the benefits your Eldritch Blast does (whether it's single target, or Cone, or Chain, or Aura). Speaking of that, various enhancements have ways to buff your Eldritch Blast damage. This includes passive "rider" effects that alter what Eldritch Blast does ("Eldritch Essences"), or ways to mark enemies so they take additional damage or debuffs when hit by Eldritch Blasts.
Tentatively the answer to all of these questions is Yes - it counts as a spell. (Exception: We are expecting to allow you to Eldritch Blast while Barbarian Raged. If someone can prove to us that's a broken build on Lamannia, we'll re-think this stance!)
Tentatively, Eldritch Blast spell level will scale with your Warlock level, but if we can't get that tech working we'll certainly just raise the level to avoid some awful gotchyas. We'd rather you have a level 5 or even 9 Eldritch Blast at level 1 (with the DC implications that has) than be blocked by Globes of Invulnerability.
Yes, in Tainted Scholar.
The best level 20 benefits are expected to come from Enhancement tree capstones (not that the base class gets nothing at level 20; it's a nice boost in of itself.)
This is expected to show up in some forms in Enhancement Trees.
This is straight out of 5th Edition, and we're pretty likely to keep this explicitly as Great Old Ones.
We wrestled some with the number of spells to give Warlocks. We feel that limiting it to only 2 choices per Spell Level (12 spells to choose across 20 levels) is going to give a lot of that feel that Warlock has of not having all the abilities all the time.Too many spells base, move some to the pacts and enhancement trees. Specifically, I'd love to see Warlock base getting core spells, your pact getting some and others selected via your tree choices.
Yes, this kind of thing is in some of our drafts for Enhancement trees that we're still working on.I'd like to see a dual-stance-ish thing for the blast damage, similar to the AA arrows and imbues. Your pact sets the core first one, but your enhancement trees give you options for adding secondary effects or changing damage type further.
You are 100% correct. I was clearly trying to answer questions too quickly with my foggy brain last night. Inside my head I was absolutely thinking of Spell Resistance, not Arcane Spell Failure.
We expect that Eldritch Blast will be subject to Arcane Spell failure (though not in Light Armor).
No.
- Sneak Attack won't trigger on Eldritch Blast.
- The AoE aura is the only one that will let you apply melee damage and Eldritch Blast damage at the same time right now, yes. That said, Soul Eater has some additional support for Warlocks that aren't Eldritch Blasting all the time, but those characters may well want to dip into Enlightened Spirit to gain the Aura as well.
- Right now, we expect that weapon affects won't be applied through Eldritch Blast, but spell effects will be applied.
Arcane supremacy is a very lame T5, especially given that it will lock out the new Warlock T5's which almost can't help but be better.
In practice Arcane supremacy tends to proc when you don't want it like when you just held the last mob or PK'ed some turreted archer with nothing else to kill within a short distance and you're just cleaning up. Yes you can send off a CM or MM and somewhat control when it proc's but in practice the ability often takes this away from you by proc'ing at the wrong time and then having a 78 second window before you can do a **** thing about trying to get it to proc with a MM. It LOVES to proc when your Draconic Energy Burst is on cooldown for the next 13 seconds, and Ruin is on cooldown for the next 14 seconds. It's one of those T5's that sounds exciting but is far more often a afterthought "too late to the dance" or ill timed to be useful. It's duration is far too short, it's cooldown too long and it's activation too random.
Over 78 seconds of not getting anything useful from your T5 and having given up potentially powerful Warlock T5's and 5 levels of warlock which means you lose level 6 spells, level 6 Pact spells, and 2d6 and 3d4 eBlast 18 core and 20 capstone both of which are liable to be better than Arcane Supremacy all by themselves (hard for them not to be)...
At first glance Warlock suffers the same problems that Artificer faces with Multiclassing, it has a unique ability that is directly tied to class levels, so the things that will end up as ACTUAL synergies will be things most people didn't suspect at first, and will tend to be based low hanging Warlock enhancements give to a strong 15-ish level dominant class like perhaps Paladin or Bard both of which are very strong at 14-15th level.
Warlock appears to be very Multiclass resistant as a main or domiant class IMO
Last edited by IronClan; 05-16-2015 at 10:58 AM.
- You choose a Pact at Warlock level 1, such as Fiend, Fey, or Great Old One.
- Fey: Toggle: Your Eldritch Blasts now deal +1d4 extra Sonic damage per two Warlock levels. Adds Obscuring Mist to your Warlock spellbook.
- Fiend: Toggle: Your Eldritch Blasts now deal +1d4 extra Fire damage per two Warlock levels. Adds Command to your Warlock spellbook. (Tentatively, this requires that you not be Good. There's some technical investigation we need to look into here.)
- Great Old One: Toggle: Your Eldritch Blasts now deal +1d4 extra Acid damage two Warlock levels. Adds Entangle to your Warlock spellbook. (Tentatively, this requires that you not be Lawful. There's some technical investigation we need to look into here.)
So tentatively there are alignment restrictions to 2 out of three pacts.
Titania pact. Good to go for any multi class.
Asmodeous Pact. Any neutral, so all but Pali.
Cthulhu Pact. Any Chaotic. So no Pali or Monk.
Are all the Alignment restriction people wanting Just no Pali or No Pali or monk splits?
In my campaign any outside alignment pact would seriously hurt any divine caster except Druid. And even a celestial pact would be risky for a paladin. We are not going to have celestial pacts though. So honestly the only thematic conflict I can see is with Pali. Since paladins have a sort of pact already with their Deity. But If it were my game there would be No Paladin access to p.m. ninja or assassin tree so whatever.
Last edited by Jetrule; 05-16-2015 at 11:05 AM.
Percivaul Dusol, BadRandall and Shortpact--The Silver Legion
Last edited by Silverleafeon; 05-16-2015 at 10:54 AM.
As mentioned, there will be more DC boosting in the trees than most casters get (conceptually like Spellsinger, though maybe not that exact implementation).
We're more worried about making sure Warlocks have useful feats they can take than having too many they want. Would you prefer that metamagics just not work for Warlocks? What would they take instead?- Metamagics: This could be a source of feat taxation considering 3.5 warlocks dealt with spells not "landing" due to DCs or spells expiring were by casting them again, because hey, unlimited casts.
The spell book is expected to use spell points. That doesn't mean Warlocks won't have SP-free abilities. Some of this is still under discussion.- Spellpoints: Invocations like Word of Changing (for versatility), Chilling Tentacles (for damage and slow), Flee the Scene, The Dead Walk, Charm, Fell Flight and Relentless Dispelling were all awesome because we can cast them over and over with no resource being used.
Right now, Tainted Scholar is exactly where we are expecting to put some Eldritch Essences.- Blast Essences: Please consider scattering more blast essences towards the lower tiers (T2 and T3) of tainted scholar (which is the blast essence tree), while perhaps adding a unique blast essence for each of the other trees in like T4. Remember the power of multi-selectors for versatility.
We understand some of the lore-based frustration that Fey-based Warlocks don't have alignment restrictions.
That said, we are not even slightly swayed by Alignment-restriction arguments based on "power", which have been proposed several times in this thread and others. We don't really see why Lawful Good Warlocks are going to be overpowered in ways that Lawful Good Sorcerers are not already overpowered (as one extremely concrete example).
If someone wants to make a case for why we should pre-nerf Warlocks based on alignment, please be very thorough, and I suggest using Sorcerers as a comparison. You'll have to convince both yourself and us that either (1) Warlocks are obviously different from Sorcerers in some way that matters for alignment, or that (2) Sorcerers need to be nerfed and shouldn't be allowed to be Lawful Good.
If you mean Greater Heroism, that's tentatively slated for Tainted Scholar. It's not a very "Warlocky" thing, but Scholars thirst for knowledge is strong enough to even research "Good" things.
It's not going to feel like a Bard in practice, unless you really just want to be a Crowd Control guy. In that case I suppose you could probably build a CC Warlock that feels something like a CC Bard. If you squint a lot, and don't look at the details, and ignore Warlock's main class feature, Eldritch Blast.
I am glad to hear someone calling Fey weak! Seriously, hasn't come up much, except with regards to Reflex Saves. Except when it's pointed out they get Reflex saves, in which case the usual reply is that Fey is obviously the strongest.
As mentioned, we're trying hard to get time to work on new spells. New spell development is hugely time consuming. An entire enhancement tree is roughly equivalent to 5-10 new spells, depending on the spells. We've no doubt that
Soul Eater currently has some explicit support for Archer/Warlocks, though we'll admit that both we and players are probably going to have to be creative and work a bit to make effective Bow/Warlock users.
Dang! Why didn't someone tell me making spells was this easy? Why did we devs spend weeks making sure Earthquake worked right, for both players and monsters? Should have just copied the text and BAM, done!
Erm. Yes? This is at least somewhat based on tabletop. Giving a dozen spells (or invocations) is generous based on the source material, especially with up to ~12'ish more from Pacts and Tainted Scholar.
(Not that all Warlocks are into books, really.)
I agree with the spirit of this suggestion. As currently stated, the warlock will be at a disadvantage in most epic encounters above EN. At 20th level, having a 9d6 base is pretty bad unless this was all bane damage with 1d4 force as the eldritch supplement. I realize I am not considering how AP-CE will help out. I do not think waiting for EDs to round out the character class makes sense. If the class is broken sub 20, then it is broken. EDs are just a bandaid in such situations.
It is probably to late for this, but why didn't you consider using the 4e Warlock as a template? It seems to be the best archetype for conversion into DDO. 3.5 and Pathfinder 3.75+ Warlocks were not best practice builds. This also offered a way to add some unique spells to the class. Vestige of (XYZ) would have been a nice touch. In addition, Eldritch Strike would have removed the need to omit a players weapon when EB was toggled. Synergy could have been built into these two attacks - melee and ranged (toggle for the range).
There are simply to many epic creatures that will evade, resist, or ignore what you are suggesting. The current Sorcerer already has eldritch attack power that can be mixed and serves as both melee and AOE. Why go Warlock? The EK enhancement kind of covers a good deal of what you are adding to the Warlock. I really don't see the need for this type of Warlock build.
Last edited by Pnumbra; 05-16-2015 at 11:21 AM.
The Shadow Sage of Nusemne
(LYCEUM OF SHADOW): "ONLY FOOLS CALL THE SHADOW EVIL"
They could take Toughness X 8 Along with Epic Toughness?
{Of course the Elitist might include Mental Toughness as well.}
Darn shame that Toughness Tree was broken, was pondering Paladin 5 / Fighter 5 / Warlock 10 in Unyielding for 5K hit points..
PS for the sake of sanity, I want Empower and Maximize to affect EB, just inserting some attempts at humor...
Typical feats ought to be Spell Focus ___ line, Empower, Maximize, Enlarge, Mental Toughness line, Quicken, Heighten, Completionist, Past Life Wizard, Ruin, HellBall, Spell Power Force, etc...
Last edited by Silverleafeon; 05-16-2015 at 11:37 AM.
Oh my, so funny. Can't stop laughing. Yup, an answer like that is totally gonna take you somewhere.
Sorry if I was expecting new spells for a totally new class. How long have you been working on Warlocks exactly? At least one new spell was too much to ask for?Better make Eldritch Blast a boring toggle. My bad. Keep going.
Good job. See, I can use sarcasm too.