Page 10 of 41 FirstFirst ... 6789101112131420 ... LastLast
Results 181 to 200 of 814

Thread: Warlocks!

  1. #181
    Community Member voodoogroves's Avatar
    Join Date
    Oct 2009
    Posts
    8,366

    Default

    Recent and singular only ironclan, to my knowledge ... Plural is full on Lovecraft aping.
    Ghallanda - now with fewer alts and more ghostbane

  2. #182
    Community Member HatsuharuZ's Avatar
    Join Date
    Feb 2011
    Posts
    1,855

    Default

    Quote Originally Posted by Delacroix21 View Post
    Why isn't the focus on important things? Like that gimpy spell list or spell slots? We will have to see what the trees give and how fast Eldritch blast goes off, cause everything else looks straight up weak atm. Also Dev's, seriously why bother adding a unique class with unique abilities if you aren't even going to bother coding those in, and plan on just reusing existing spells?


    Preety disappointed here.
    I agree with these sentiments. 3x warlocks have more than a few spells which are basically arcane spells with some extra *oomph* added in, in the form of a rider effect. Can't you do the same thing here?

  3. #183
    Community Member FuryFlash's Avatar
    Join Date
    Oct 2010
    Posts
    0

    Default

    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.

    Quote Originally Posted by Aelonwy View Post
    I'm not saying TRing isn't optional but its kind of optional in the way that defeating the waves in Devil Assault are optional.
    Smuggler's Rest sheet music || "Smash and Burn" dice puzzle solver

  4. #184
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    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!
    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.

  5. #185
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Quote Originally Posted by Vargouille View Post
    This is a bit controversial, and we had some discussions on it. We feel you could realistically argue for Warlock fitting in Arcane, Primal, and maybe even Divine. Our version of Warlock is trying to go for a more primal feel, separated from Wizards and their books or Artificers and their crafts. It doesn't hurt that this also puts four classes into Primal, rather than five into Arcane.

    At the end of the day we think this isn't going to be a make-or-break design decision, since you can still get all of the Destinies, but it's worth thinking about.
    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.

  6. #186
    Community Member cave_diver's Avatar
    Join Date
    Nov 2009
    Posts
    616

    Default

    Quote Originally Posted by MadCookieQueen View Post
    That being said, we will need ALL the alignment restrictions removed from the game or we will need the alignment restrictions put onto Warlocks.

    Yes...it really is an "either or" situation.
    Agreed. Would definitely like to see alignment restrictions....or else we will see even more broken OP builds






    Quote Originally Posted by MadCookieQueen View Post
    Oh and...drop the spell points and delay the class and give us Invocations, we got a pile of new spells for Artie and Druid...I expect the same for Warlock.
    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
    Main toons: IronThatcher (tank & box breaker for inquisitives), Mehhh (ranger)...pion of HS...zug zug
    Quote Originally Posted by Tesrali View Post
    Go munt your grandma while wearing my freeway mitt!
    Quote Originally Posted by Cordovan View Post
    I am the dumb.

  7. #187
    Hero nibel's Avatar
    Join Date
    Jul 2007
    Posts
    3,512

    Default

    Quote Originally Posted by AArrows_Of_Fire View Post
    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.
    FvS arrived at the same time the level cap went from 16 to 20. So, they bought a ton of new spells with them: All level 9 spells in the game.
    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.

  8. #188
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default Disappointed

    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.

  9. #189
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Good morning! Time to catch up on some postings.

    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.

    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).
    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.

    Quote Originally Posted by VCB View Post
    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.
    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.

    Quote Originally Posted by apep1412 View Post
    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?
    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.

    Quote Originally Posted by GeoffWatson View Post
    Force damage(...)
    Can you make it untyped?
    There are some monsters that are immune to (or get healed by) Force. Do warlocks get any other damage option?
    Yes, in Tainted Scholar.

    Quote Originally Posted by Jetrule View Post
    Oh give us something Juicy On level 20!
    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.)

  10. #190
    Community Member Arkadios's Avatar
    Join Date
    Jul 2010
    Posts
    446

    Default

    Quote Originally Posted by Silverleafeon View Post
    ....


    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.
    ....
    Quoting this bit just to say there IS reconstruct at level 6. But nothing at lower levels.
    Quote Originally Posted by katz View Post
    wow. i actually made it to someone's sig! O.o


    yay!

  11. #191
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Quote Originally Posted by Vargouille View Post
    [FONT=Arial]

    • 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 Good Bane damage no saving throw per two Warlock levels. Adds Obscuring Mist to your Warlock spellbook.
    • Fiend: Toggle: Your Eldritch Blasts now deal +1d4 extra Evil Bane damage no saving throw 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 Chaotic Bane damage no saving throw per 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.)
    • Every even Warlock class level grants +1 die for Eldritch Blast Pact Damage (1d4)
    • Each Pact grants additional spells to your spellbook as you gain Warlock levels.
    Fixed three problems for you. Seems initial math by some shows overall damage too low, fear of immunities and fear of evasion, etc...

  12. #192
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Quote Originally Posted by BMurph View Post
    the whole point here is how versatile the Eldritch blast is and should be for a good representation of it with DDO.

    I was figuring that given the current systems of DDO, you could have feats every few levels that warlock would gain (much like many other class granted feats) that give you a different toggle for the Eldritch blast, either as an energy type or a shape type stance.
    This is expected to show up in some forms in Enhancement Trees.


    Quote Originally Posted by voodoogroves View Post
    Rename the Great Old Ones to be something less specifically lovecrafty, and leave some room for non-creepy and too-many-squiggly-tentacles.
    This is straight out of 5th Edition, and we're pretty likely to keep this explicitly as Great Old Ones.

    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.
    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.

    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.
    Yes, this kind of thing is in some of our drafts for Enhancement trees that we're still working on.

    Quote Originally Posted by SirValentine View Post
    I don't understand this answer at all. So far as I know, almost every single (arcane) damage spell is, in fact, subject to Arcane Spell Failure.

    Most damage spells are not subject to Spell Resistance, but that's something totally different.
    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).

    Quote Originally Posted by XxJFGxX View Post
    Are Warlocks going to have the ability to wild shape into something depending on the Pact they choose?
    No.

    Quote Originally Posted by nat_1 View Post
    1. Will sneak attack dice trigger on Eldritch Blast?

    2. Is the AoE blast shape the only one that allows simultaneous use of the equipped weapon and blast damage?

    3. Will weapon effects be applied through Eldritch Blast?

    4. Will armor/equipment effects be applied through Eldritch Blasts? Including:
    a. Spell-triggered damage/effects such as the Nightsinger's Cloak (seriously, you might want to take a look at this item in particular).
    b. Weapon triggered damage/effects such as Epic Red Dragonscale Armors and Shimmering Arrowhead.

    5. Will enhancement based damage like KotC core light damage be applied through Eldritch Blasts?

    6. Will elemental blast damage be affected by Draconic Spell Augmentation?

    7. Will Eldritch Blast trigger/be affected by Arcane Supremacy?

    8. Is Eldritch Blast from a spell school?
    a. For the purposes of the DC on the elemental damage?
    b. For the purposes of Magister Spell School Augmentation?
    • 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.

  13. #193
    Community Member IronClan's Avatar
    Join Date
    Jan 2010
    Posts
    0

    Default

    Quote Originally Posted by Lonnbeimnech View Post
    Either way, 5 levels of wizard and arcane supremacy will be almost required.
    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.

  14. #194
    Community Member Jetrule's Avatar
    Join Date
    Mar 2015
    Posts
    891

    Default

    • 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

  15. #195
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Quote Originally Posted by Vargouille View Post
    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.
    This is good news. Hopefully Tainted Scholar also includes adequate DC bonuses for the Caster fans hoping for a full blow caster tree. {Meaning the only problem with this approach is that it is an almost "must have" enhancement.}
    Last edited by Silverleafeon; 05-16-2015 at 10:54 AM.

  16. #196
    Community Member Jetrule's Avatar
    Join Date
    Mar 2015
    Posts
    891

    Default

    Quote Originally Posted by Silverleafeon View Post
    This is good news. Hopefully Tainted Scholar also includes adequate DC bonuses for the Caster fans hoping for a full blow caster tree. {Meaning the only problem with this approach is that it is an almost "must have" enhancement.}
    Well practically speaking Force is fine most of the time and a enhancement redistribution is easy and cheap if you know you will be facing off against helmed horrors.
    Percivaul Dusol, BadRandall and Shortpact--The Silver Legion

  17. #197
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Quote Originally Posted by Slasheboy View Post
    - DC casting: With max spell level of 6, heighten does do well here. Going the spellsinger method of boosting seems a little hamfisted, especially when you consider warlocks aren't supposed to have these spells to begin with.
    As mentioned, there will be more DC boosting in the trees than most casters get (conceptually like Spellsinger, though maybe not that exact implementation).

    - 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.
    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?

    - 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.
    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.

    - 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.
    Right now, Tainted Scholar is exactly where we are expecting to put some Eldritch Essences.

    Quote Originally Posted by The_Human_Cypher View Post
    Yes. The multi-class builds for Warlock would be absurd without alignment restrictions.
    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.

    Quote Originally Posted by pjw View Post
    My first reaction is it's not a bad list, but:

    • No GH?
    • The DCs will likely be low: Max level 6 will start 3 DCs lower than a Wiz/Sorc. Will there be any compensatory factors?
    • Looks/feels like a bard without bard CC (perform)
    • Not sure how the 2-per-level limit interacts with the 'pact' spells and/or if there are SLAs.
    • "fey" looks pretty weak
    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.

    Quote Originally Posted by Rys View Post
    Soon to judge but pretty underwhelming so far. I reallly hope you'll work on some new spells at least because as it is now, it's nothing but copypaste of the old class with a new one button autoattack toggle. Also combination with archery is mostly out from what I've seen which is kinda sad.
    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

    Quote Originally Posted by Rys View Post
    Also combination with archery is mostly out from what I've seen which is kinda sad.
    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.

    Quote Originally Posted by Wizza View Post
    You couldn't be bothered to make some new spells at least? You could have just copied them from dnd wiki. Just saying.
    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!

    Quote Originally Posted by Ineffable View Post
    While the class implementation is interesting, and exactly what I claimed on a different site, only having 2 spells per spell level is a real killer. Quite honestly, makes me very uninterested in the class, especially if the pact spells are just added to the spell list. I could see getting away 3 or 4, but the way you are implementing it is saying Paladins and Rangers are able to tap into their spell books more effectively then a warlock.
    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.)

  18. #198
    Community Member Pnumbra's Avatar
    Join Date
    Dec 2014
    Posts
    800

    Default

    Quote Originally Posted by Silverleafeon View Post
    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"?
    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"

  19. #199
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Quote Originally Posted by Vargouille View Post
    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?
    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.

  20. #200
    Community Member Wizza's Avatar
    Join Date
    Apr 2013
    Posts
    3,845

    Default

    Quote Originally Posted by Vargouille View Post
    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!
    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.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

Page 10 of 41 FirstFirst ... 6789101112131420 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload