Class Balancing Program - Warlocks

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Samyx
Posts: 655

Class Balancing Program - Warlocks

Post#1 » Wed Sep 05, 2018 1:16 am

Hi,
This below is the result of some exchange between me and Konst3d. That was sent to Brian. I notice other changes are being made to warlocks while those ones are not known, so i believe it is time to be released.

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Hi Brian,

Me and Konst3D have minded this, with multiple aims :
- Increase warlock survival and impact
- Make warlock unique and reinforce their unique playstyle
- Fix what we think broken

Therefore you will find below proposed changes to

- Warlock set items and script effect
- Warlock class itself
- Hellfire class, the lost sister class
- Warlock signature feats
- Warlock powers

I have barred the old text version when relevant, put in red the replacing text (and hopefully the future effect)

At your disposal for any talk about this
Samyx
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Proposed changes for the set items

Proposed changes in red




Circle of Stixx

Ring

Regeneration +10

Ability Bonus Charisma +12

Skill Bonus +10 Spot

Practiced Invoker

Skill Bonus +5 UseMagicDevice

Bonus Hitpoints+25 +40

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Use Limitation: Class Warlock



Death's Locket

Amulet

Ability Bonus Dexterity +12

AC Bonus +12

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Use Limitation: Class Warlock

Bonus Hitpoints +25+40

Regeneration+5 +10

Saving Throw Bonus +5 Universal


Morticians Gloves


Bracer

Immunity: Miscellaneous Level/Ability Drain

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Ability Bonus Strength +12

Bonus Hitpoints +25+40


Regeneration +5 +10

Use Limitation: Class Warlock

Skill Bonus +10 Concentration



Morticians Mock

Armor

Cast Spell Cast Spell Unique Power Self Only (- Unlimited Uses)

AC Bonus +8

Arcane Spell Failure -45%

Ability Bonus Constitution +12

Base Item Weight Reduction 80% of Weight

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Use Limitation: Class Warlock

Regeneration +10

Bonus Hitpoints +25 +40

Skill Bonus +10 Concentration

Skill Bonus +5 Survival



Skulls Visage

Helmet

Bonus Feat Slippery Mind

Spell Resistance 40

Damage Resistance Magical [15/-]

Cast Spell Cast Spell Greater Spell Mantle (17) (4 Uses/Day)

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Bonus Hitpoints+25 +40

Regeneration+5 +10

Skill Bonus +10 Concentration

Skill Bonus +5 Survival

Ability Bonus Intelligence +10



The Bonemans Greaves

Boots

AC Bonus +12

Base Item Weight Reduction 80% of Weight

Regeneration +5 +10

Freedom of Movement

Immunity: Miscellaneous Knockdown

ROT Damage Immunity Bludgeoning 25% Immunity Bonus

Bonus Hitpoints +25 +40

Use Limitation: Class Warlock

Skill Bonus +5 TumbleConcentration

Skill Bonus +5 Survival



The Bonemans Plate

Armor

Ability Bonus Constitution +12

AC Bonus +8

Base Item Weight Reduction 80% of Weight

Arcane Spell Failure -45%

Cast Spell Cast Spell Unique Power Self Only (- Unlimited Uses)

Bonus Hitpoints +25 +40

Use Limitation: Class Warlock

ROT Damage Immunity Divine 10% Immunity Bonus

ROT Damage Immunity Magical 10% Immunity Bonus

ROT Damage Immunity Positive Energy 10% Immunity Bonus

Regeneration +5+10

Skill Bonus +10 Concentration

Skill Bonus +5 Survival
Last edited by Samyx on Wed Sep 05, 2018 3:32 am, edited 4 times in total.

Samyx
Posts: 655

Changes to Set scripted effects

Post#2 » Wed Sep 05, 2018 1:17 am

Proposed changes to the warlock set scripted effects

2 items :

Keep current effects (bonus HP, immunities, Regen etc)



3 items :

Keep current effects (bonus HP, immunities, Regen etc)

Remove Weapon damage bonus

Warlocks Level 21-35 : Epic Eldritch blast +1

Warlocks Level 36-40 : Epic Eldritch blast +1, bonus to Natural / Deflection / Armor +10

+1 CL



4 items :

Keep current effects (bonus HP, immunities, Regen, armor special ability etc)

Remove Weapon damage bonus

Warlocks Level 21-35 : Eldritch blast +2, Epic Eldritch blast +3, bonus to Natural / Deflection / Armor +10

Warlocks Level 36-40 : Eldritch blast +2, Epic Eldritch blast +3, bonus to Natural / Deflection / Armor +12

+3 CL



5 items :

Keep current effects (bonus HP, immunities, Regen, armor special ability etc )

Remove Weapon damage bonus

Warlocks Level 21-35 : Epic Eldritch blast +4, Epic Eldritch blast +5, Epic Eldritch blast +6, bonus to Natural / Deflection / Armor +12

Warlocks Level 36-40 : Epic Eldritch blast +4, Epic Eldritch blast +5, Epic Eldritch blast +6, bonus to Natural / Deflection / Armor +14

+5 CL



6 items :

Keep current effects (bonus HP, immunities, Regen, armor special ability etc )

Remove Weapon damage bonus

Warlocks Level 21-35 : Epic Eldritch blast +7, Epic Eldritch blast +8, Epic Eldritch blast +9, Epic Eldritch blast +10, bonus to Natural / Deflection / Armor +14

Warlocks Level 36-40 : Epic Eldritch blast +7, Epic Eldritch blast +8, Epic Eldritch blast +9, Epic Eldritch blast +10, bonus to Natural / Deflection / Armor +16

+8 CL





Count as warlock level for the sake of warlocking set level :

Warlock

Hellfire Warlock

Eldritch Disciple

Heartwarder (if warlock is chosen as spellcasting progression)

Mystic knight (if warlock is chosen as spellcasting progression)

Dragonslayer (if warlock is chosen as spellcasting progression) : Half
(but we could use the warlock caster level instead, except for eldritch disciple)




Special ability : Bone golem absorbs damage like Mithral Golem mastery 2, and gets +1000 more HP (so around 3K) : So significantly weaker than a golem with Mastery, but can be recast forever, as a tradeoff.
Last edited by Samyx on Wed Sep 05, 2018 3:33 am, edited 2 times in total.

Samyx
Posts: 655

Changes to Warlocks

Post#3 » Wed Sep 05, 2018 1:19 am

Changes to warlock



Warlock



Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.



Class Features:



- Hit Die: d6



- Base Attack Bonus: Medium.



- High Saves: Will.



- Weapon Proficiencies: Simple weapons.



- Armor Proficiencies: Light armor. A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



- Skill Points: 2 + Int modifier per level, x4 at first level.



- Class Skills: Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Intimidate, Lore, Spellcraft, Taunt, and Use Magic Device, tumble (if sorc can have it, why not warlocks).



- Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.



- Improved Unarmed Strike: Warlocks are granted the improved unarmed strike feat to allow them to blast while in melee without suffering attacks of opportunity (and to avoid the deflection bug).



- Eldritch Blast: A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will. : Eldritch blast increases each warlock base class level, until L40. Keep the current ROT scripted bonus



- Eldritch Lore: At 2nd level the warlock gains a +2 bonus to his Lore and Spellcraft skills.



- Damage Reduction: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock's damage reduction improves. Every 3 warlock base class level, damage reduction increases by 2/-



- Deceive Item: At 4th level, a warlock gains a +4 bonus to his Use Magic Device skill. AT 17h level, warlock can bypass class restriction items as rogue/bards do, provided they have enough UMD.



- Fiendish Resilience: Beginning at 8th level, a warlock can activate this ability once per day. For 20 rounds, the warlock heals 1 5 hit point a round. This improves at 13th level to2 10 hit points of healing a round, then at 18th level it becomes 3 15 hit points a round.



- Energy Resistance: At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, the resistances can't be changed. At 20th level, a warlock gains resistance 10 to his chosen energy types.



- Eldritch Essence: Some of a warlock's invocations, such as frightful blast, modify the damage or other effects of the warlock's eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time.



- Blast Shape: These invocations modify the range, target(s), or area of a warlock's eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.
Last edited by Samyx on Wed Sep 05, 2018 4:12 am, edited 3 times in total.

Samyx
Posts: 655

Changes to Hellfire Warlocks

Post#4 » Wed Sep 05, 2018 1:21 am

Changes to hellfire warlock



Requirements:



Skills: Intimidate 6 ranks, Spellcraft 6 ranks, Lore 12 ranks.



Spells: Brimstone Blast or Hellrime Blast, Eldrich blast 10D6



Class Features:



- Hit Die: d6



- Base Attack Bonus: Medium.



- High Saves: Will.



- Weapon Proficiencies: Simple weapons.



- Armor Proficiencies: Light armor. A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



- Skill Points: 2 + Int Modifier.



- Class Skills: Concentration, Intimidate, Lore, Spellcraft, Use Magic Device, tumble



- Hellfire Blast: Whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra2d6(Variant 1 : 5D10, Variant 2 : 10d10)points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. The Hellfire Warlock takes 1 point of Constitution damage(Variant 1 : Nothing, Variant 2 : 5% of your hp, capped at 25%) each target hit in this manner.



- Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.



- Resistance to Fire 10: At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.


-Summon Baatezu: At 2nd level, once per day, the Hellfire Warlock can randomly summon a powerful devil from the Nine Hells to fight for the party. Control of the Baatezu lasts for a number of rounds equal to 1D8 + the Hellfire Warlock's class level + their Charisma bonus. When the ability expires, the caster loses dominance over the Baatezu - which can have disastrous consequences, as devils typically despise being bothered by lesser beings. The caster is advised not to leave this up to chance, and dispel this summons before this time is up, sending the Baatezu back to the Nine Hells - though the devil might not attack, this method is the only certain way of avoiding a violent confrontation with the angry creature. <= Removed, Crap



- Hellfire Shield: Starting at 2nd level, you can call up hellfire to surround yourself with a protective barrier. This barrier deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This barrier automatically strikes the target every round, which can attempt a Reflex saving throw for half damage (DC 10 +1/2 your character level+ Your warlock CL + your Cha modifier). Each time this ability hits an enemy creature, you take 1 point of Constitution damage . Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.



- Piercing Fire: At 3nd level, you can pierce fire like the piercing cold ability from Frost mage level 6.

Would work only on :

Brimstone Blast in all forms (normal/spear/chain/doom/cone)

Wall of perilous flames

Hellfire blast

Hellfire shield




Now that is a kewl hellfire warlock that may be found useful and bring hell to enemies



Rationale : con loss does not work as you need death ward everywhere and death wards prevents you to use hellfire blast. So let's remove that and replace by either nothing (variant1) or raw HP loss (variant 2)
Last edited by Samyx on Wed Sep 05, 2018 4:13 am, edited 3 times in total.

Samyx
Posts: 655

Changes to warlock feats

Post#5 » Wed Sep 05, 2018 1:23 am

Changes to warlock feats



Maximize Eldritch Blast
Type of Feat: Spellcasting
Prerequisites: Warlock level 5.
Specifics: Three times per day the Warlock can maximize the damage of their next Eldritch Blast. This is an instantly activated ability. This ability will stack with Empower Eldritch Blast. Only the first target of the blast is affected by this boost (regardless of shape).
Use: Selected.
Can be used unlimited times per day, but suffers a 30s cooldown
Feats Required:
None

Empower Eldritch Blast
Type of Feat: Spellcasting
Prerequisites: Warlock level 5.
Specifics: Three times per daythe Warlock can empower (+50%) the damage of their next Eldritch Blast. This is an instantly activated ability. This ability will stack with Maximize Eldritch Blast. Only the first target of the blast is affected by this boost (regardless of shape).
Use: Selected.
Can be used unlimited times per day, but suffers a 30s cooldown
Feats Required:
None

Ability Focus (Eldritch Blast)
Type of Feat: General
Your chosen ability becomes more potent than normal.
Prerequisite: Warlock level 1
Benefit: Add +2+10 to the DC for all saving throws against the chosen ability.
Use: Automatic.
Feats Required:
None

Ability Focus (Invocations)
Type of Feat: General
Your chosen ability becomes more potent than normal.
Prerequisite: Warlock level 1
Benefit: Add+2+10 to the DC for all saving throws against the chosen ability. This does not affect eldritch blast.
Use: Automatic.
Feats Required:
None
Last edited by Samyx on Wed Sep 05, 2018 11:25 am, edited 4 times in total.

Samyx
Posts: 655

Changes to Warlock powers

Post#6 » Wed Sep 05, 2018 1:32 am

Brimstone Blast

No
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3
This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking2d6 (Warlock CL) points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have. A creature burning in this way never takes more than2d6 (Warlock CL)points of fire damage in a round, even if it has been hit by more than one brimstone blast.

Caster's Lament
Yes
Invocation Type: Dark;
Spell Level Equivalent: 8
Caster's Lament acts like a Greater Dispelling that attempts to strip all magical effects from a single target. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +20) (Warlock CL)against a DC of 11 + the spell effect's caster level. Caster's Lament also removes all curses from the caster.

Caustic Web
Yes
Invocation Type: Greater;
Spell Level Equivalent: 4
Sticky strands cling to all creatures within the area of effect (40'), reducing their movement speed by 50%. Entering the web causes (Warlock CL) points of acid damage while those that remain within the area suffer (Warlock CL) points of damage each round.

Chilling Tentacles
Invocation Type: Greater
Spell Level Equivalent: 5
This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. Each round, the field of tentacles does 1d6+ invoker's charisma bonus (Warlock CL)x 2 in bludgeoning damage to all targets within, plus2d6 (Warlock CL)*2 cold damage. Chance of target being grappled is a percentage equal to 5 + caster's level + charisma bonus. The grapple effect is re-rolled every round for affected targets. No spell resistance applies. Duration is 1 round per invoker level.Cold damage increases to 2d6+3 per round; +5% to grapple chance success. Cold damage increases by1d6+3 (Warlock CL) and +10% to grapple chance success for each Epic Relevel attained.

Curse of Despair
No
Invocation Type: Lesser
Spell Level Equivalent: 4
You can use this invocation to bestow a permanent curse upon a touched opponent, lowering all the target's ability scores by 2 if the target fails its Will save. This curse does not stack with itself or with the effects of the bestow curse spell. Even if the save against this invocation succeeds, the target takes a-1 (-Charisma bonus) penalty on attack rolls for 10 (Charisma bonus) rounds.

Dark Foresight
Yes
Invocation Type: Dark
Spell Level Equivalent: 9
Your dark powers allow you to foresee flashes of the future, granting you +2 +5(like epic mage armor) Dodge AC, +2 Reflex AC, and Immunity to Sneak Attacks for 10 minutes per warlock level. This invocation can only be used on one target at a time.

Devour Magic
Yes
Invocation Type: Greater
Spell Level Equivalent: 6
This spell attempts to strip all magical effects from a single target, or remove the strongest magical effect from a group of targets. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum of +20)against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check against each effect on the target. If any spells are successfully removed, you gain twice your warlock level in temporary hit points (which add to your maximum hit points). These temporary hit points fade after 1 minute.

Tempest Blast
Yes
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4
This eldritch essence invocation allows you to change your eldritch blast into a tempest blast. This blast deals electrical damage and any creatures failing a Reflex save are dazed for 1 round.

NOTE: This blast is a point-blank area-of-effect blast centered on the caster that only affects hostiles and requires a ranged touch attack to hit. A critical hit wont WILL double your damage.

Tenacious Plague
Yes
Invocation Type: Greater
Spell Level Equivalent: 6
This invocation summons masses of biting and stinging insects. One swarm is summoned for every five caster levels. A swarm deals1d65D6 points of magical damage for every levels caster and charisma bonus+ 3d10 +50 for each Epic Relevel attained per round. A swarm dissipates after three rounds. Tenacious plague does not stack with itself - if the warlock uses this invocation while swarms still exist, the current swarms will be replaced with the new swarms.

Undead Bane Blast
Yes
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3
This eldritch essence invocation allows you to change your eldritch blast into an undead bane blast. Undead take an additional +2d6 (Warlock CL * Epic relevel levels) damage from this essence.

NOTE: This blast is a point-blank area-of-effect blast centered on the caster that only affects hostiles and requires a ranged touch attack to hit.

Utterdark Blast
Yes
Invocation Type: Dark; Eldritch Essence
Spell Level Equivalent: 8
Spell DC ROT Modified
This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain 1d4 negative levels + 1 negative level for each Epic Relevel attained. If the target makes its fortitute save, it will lose 1/2 the amount of negative levels and takes 1d4 negative damage for every 4 levels of caster+ 10(Warlock CL) points of negative damage for each Epic Relevel attained. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. The effects of this invocation do not stack with further applications of utterdark blast.

Vitriolic Blast
Yes
Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6
Spell DC ROT Modified
This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points + 1d6 points for every 5 levels *(Warlock CL *(1+ER)) (above level 10) of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack. You gain an additional 5 points of acid damage per following round for each Epic Relevel attained.

Wall of Perilous Flame
Yes
Invocation Type: Greater
Spell Level Equivalent: 5
You conjure a curtain of fire that deals 2d6 points plus1d6 5D6 for each level of caster plus casters Charisma modifier plus 2D10 5D10 for each Epic Relevel attained of fire and magic damage to any creature that attempts to pass through it. Half the wall's fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. Undead within the wall take double damage. The curtain of flame lasts for 1 round per warlock level before dissipating. Only one casting can be active at a time.
Last edited by Samyx on Wed Sep 05, 2018 4:16 am, edited 1 time in total.

Samyx
Posts: 655

Re: Class Balancing Program - Warlocks

Post#7 » Wed Sep 05, 2018 1:33 am

Any other ideas are welcome ! Especially the eldritch disciple thing, that we didn't mind a lot.

Chemic_al
Posts: 96

Re: Class Balancing Program - Warlocks

Post#8 » Wed Sep 05, 2018 6:03 am

Edlritch Disciple - Give both progression feats so it advances Eldritch Blast for Spell Pen purposes when taking divine advancement. I know the GUI only allows one progression but a level of both classes after fixes that, no biggy.

Warlock Set Items:

I concur about weapon damage, if you're using a weapon instead of Glaive - you're doing melee 'lok wrong and instead of Giving Epic Eldritch Blasts as feats (I like the idea, just not the implementation) I propose each item gives 2d6 blast like the Greater Chausible In game now, which you obviously can't use if you use the Warlock Amulet.

This has the following advantages:

The code is there already (just add set items to items checked for blast), it's simpler gives 12d6 blast anyway for full set and allows a warlock to select the Epic Blast Feats per normal for more damage.

Warlock Invocation Progression:

Sorcerors, Fav Souls, and Spirit Shamans all got extra spells per level after 20, I propose the following for Warlocks. At each level from 22 and 2 thereafter until 36 the Warlock gains an extra invocation.

22 - 1st, 24 - 2nd, 26 - 3rd, 28 - 4th, 30 - 1st, 32 - 2nd, 34 - 3rd, 36 - 4th.

for a full 5/5/5/5 of each grade at 36 caster levels.

Justification: there are quite a few "must haves", shapes aren't free, limited in bypassing SR.

Warlock Invocations:

EB damage should not be halved by having HIPS.

Glaive - should not be stopped totally by having Auto Quicken. At least let it function normally.

Wall of Perilious Flame - obviously based on Wall of Fire so change to match Arcane version.

Dark One's Own Luck - should not be stopped by Dark Blessing - allow it to function like Superior Resistance in that case.

Dark Foresight - Grant uncanny dodge

Inasogard
Posts: 41

Re: Class Balancing Program - Warlocks

Post#9 » Wed Sep 05, 2018 9:21 am

My Name Is Inasogard and I approve this message!

Inasogard
Posts: 41

Re: Class Balancing Program - Warlocks

Post#10 » Sun Sep 09, 2018 5:17 am

Posted here just for Samyx :P

Ok, some final feedback on this set. I tried bringing him to Ant's DM event yesterday. Couple things I noticed, Warlocks are slow to cast without any Metas, the Special ability pet we get, wont jump in and fight half the time. The feats he has look great, but honestly, compared to the pet on the Eternal Robes of Darkness, his is very under par. I suggest removing Epic Hellball, which I have never seen him cast, give him Quake Shock and possibly an Aura of some sorts to help him keep some mobs on him. His hit points even at ER5 are half of what the Eternal Robes pet has and he hits for less damage. On his character sheet, it shows him lvl 78, but when inspected by anyone else it only shows him as class lvl 20.

I eventually changed characters for the 2nd half just because everything was immune to any of the special affects warlocks get. Through the storyline they are fun to play, but a lot of work is going to need to be done to make them viable for event stuff. Not trying to sound negative, and will try to give some suggestions to help without making them to overpowered. Even with Doom Blast, all the mobs have evasion, improved evasion, epic dodge, just to hard to hit.

Not sure if it could be done, but possibly making Eldritch Chain hit the same mob multiple times, even if there is only one mob there and have the set increase Ranged Touch Attack to help it hit more effectively. Doing this, would have to make each hit drop in damage by a certain percentage, or could be way overpowered. This at least might bypass some of the evasion, improved evasion and epic dodge problems. As for the special affects working, I even have harsh caster on but when mobs are immune, they are immune. Bypassing spell resistances doesn't affect that as far as I know. Maybe a special feat similar to Harsh Caster (Harsh Invoker!) that would let the Warlock bypass immunities based on their caster level or spell DC.

Another suggestion would be to have the set increase how many invocations we can have. Its a 6 set piece, maybe +1 bonus to all spell known with 3-5 pieces and +2 bonus to spells known with the full set.

If we do get Empower and Maximize blast put on the set, having them be cooldown based instead of 3 uses per rest would be a nice benefit (30 sec cooldown). Quicken spell would be nice, for all spells but blasts/shapes.

Possibly adding an Epic Eldritch Blast 1d6 for each set piece equipped. That would open up 6 feat slots for a warlock trying to go for full damage if they were wearing the full set. This would let them pick up Epic Fiendish Resiliences or some Epic spells or whatever else they needed. Survivabilty wise, possibly adding a damage shield to Retributive Invisibility that does 10-20% of the warlocks blast damage or increasing it to 60% conceal.

Would also be nice to see a lot more of the spells they have get bonuses to something damage or affect wise based on ER level. As stated above (Harsh Invoker) a 15% chance per ER lvl to bypass a mobs immunities. That would give them a 75% chance to stun, fear, fright whatever anything if they succeed in a DC check and they are ER5. Also Entropic Warding, once you get Retributive Invisibility, it becomes useless. Maybe make it add 12% conceal to Arrows per ER level, that would give it an 80% chance to not get hit by arrows.


That's all I can think of for now. I'm sure everyone that has played has some ideas that could help. Thanks for the work you guys are doing!

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