Warlock's Curse (Tab Power): Places a Warlock's Curse on your target, increasing the damage they receive form you by 20%. You may place your Warlock’s Curse on up to 3 different targets, but the damage bonus will be divided between them. Can be placed on up to three targets.
Soul Puppet: Several Warlock powers can summon a Soul Puppet to fight alongside you. You may only have a single Soul Puppet active at any time. Soul Puppets will follow you for 120 seconds or until they have attacked 5 times, at which point they will dissipate. If you attempt to summon a Soul Puppet when you already have one active your current Soul Puppet gains a 20% increase in damage for 20 seconds. This effect can stack up to 5 times."
Lesser Curse: Deals damage over time, and counts as a Curse for power interactions. Applied by numerous powers and feats.
[*]At-will powers
Dark Spiral Aura: Fire a blast of dark energy at your target, expending your collected Dark Spirals
Eldritch Blast: A blast of eldritch flame scorches your target. The third strike also damages enemies around your primary target.
Hand of Blight: You form necrotic power in your hand and hurl it at your opponent from range.
In melee range you don't form the projectiles and attack faster. In addition, these melee strikes create Blight the target temporarily reducing their damage. (Max 4 stacks). The fourth hit at either range deals additional damage, and the melee hit also adds an additional stack of Blight.
Hellish Rebuke: A fiery rebuke that deals damage and ignites your target with hellfire. If they foolishly strike you after the rebuke, the hellfire's duration will be refreshed.
[*]Class Features
Dark One's Blessing: Gain life whenever a target affected by your Warlock's Curse dies.
Deadly Curse: Your Warlock's Curse deals damage when applied to targets not already affected by your Warlock's Curse.
Shadow Walk: You run 10% faster while Shadow Sprinting.
Warding Curse: Targets affected by your Warlock's Curse deal 4% less damage to you.
Flames of Empowerment: Deal 8% more damage while your Action Point gauge is full.
No Pity, No Mercy: Critical hits now briefly give you combat advantage over critically hit targets.
Prince of Hell: Increases your Armor Penetration stat by 10%.
[*]Encounter powers
Blades of Vanquished Armies: You create a swarm of shadowy blades that circle around you, damaging nearby enemies.
Cursed Bite: Deals damage to your cursed targets.
Dreadtheft: You unleash a dark beam that lances through your enemies. This power will continue to fire for up to 6 seconds or until you release the button.
Fiery Bolt: You fling a ball of Eldritch Flame that explodes upon hitting your target, dealing reduced damage to nearby targets.
Killing Flames: You use your target's suffering to fuel infernal flames around them. Damage increased based on the percentage of target's missing hit points, and killing your target with this power builds 25% more action points and spawns a Soul Puppet. (Known Issue: It does not currently build 25% more AP.)
Infernal Spheres: Summon an array of infernal spheres, each waiting to shoot out towards nearby enemies.
Vampiric Embrace: Rip the life essence from your target, dealing damage and converting 50% of that damage into Hit Points. Curse Consume: Gain Temporary Hit Points equal to half the amount of health stolen. Curse is expended.
Harrowstorm: Call up a churning storm of eldritch power around your target, damaging them and enemies around them for a brief duration.
Warlock's Bargain: You forge a link between an enemy's soul and your own, and then offer it to your dark patrons. You sacrifice 15% of your own health to steal life from your target over time. In addition, 15% of your incoming damage is redirected to your linked target. Warlock's Bargain is considered a curse, but is not removed by powers that consume them.
Wraith's Shadow: You summon shadows to smother your foe in a sickly mass of darkness, reducing their outgoing damage, and dealing damage over time.
Pillar of Power: Create a conduit of power at target location that grants additional damage to your powers. This conduit erupts in a blaze of hellish flame if an enemy moves over it.
[*]Daily powers
Accursed Souls: Draw in the souls of nearby enemies, Healing yourself and corrupting their spirits which you then force back into their bodies. Affected targets are temporarily affected by corruption and will spawn a Soul Wraith if killed. Additionally, you spawn a Soul Puppet when you activate this power.
Brood of Hadar: You overwhelm your target with shadows, holding them in place while dark horrors rise around them. Nearby targets take reduced damage from this attack, and all affected are slowed and will be attacked by the spawned horrors.
Flames of Phelgethos: Liquid eldritch fire drips over your target, dealing damage over time. The intense heat deals 25% of its damage to nearby enemies. If main target is killed while affected by this power, they explode, applying Curse to nearby targets.
Tyrannical Threat: Temporarily changes your Curse class mechanic to "Tyrannical Curse", and upgrades any of your existing Curse effects. Those affected by Tyrannical Curse are damage linked, and deal 30% of the damage you deal to them to other targets affected by your Tyrannical Curse
Gates of Hell: Summon a hellgate at target location that spews a stream of hellish flame in your direction. Enemies killed by the blast restore some of your Action Points. In addition, players killed by this power may not be revived by other players.
[*]Shift Ability
Shadow Sprint: Slip into the shadows, allowing you to move faster and granting you 30% additional damage resistance while shifted.
Classes and Balance
General
Armor Penetration: Players will no longer in rare circumstances benefit from their Armor Penetration multiple times.
Control Wizard
Assailing Force Feat: Assailing Force will now correctly trigger more than once. Additionally, the tooltip has been updated to be more transparent about activation chance and uptime.
Chill Strike: Casting time reduced to 1 second. Damage reduced by roughly 15%
Chill: While a foe is affected by Shattered or the Stun from Shatter Strike they cannot be afflicted with stacks of Chill.
Conduit of Ice: Casting time reduced to 1 second. Damage reduced by roughly 17%.
Elemental Empowerment Feat: Creeping Frost and Warped Magics should now properly trigger and apply to foes.
Entangling Force: Casting time reduced to 1 second.
Eye of the Storm: ICD reduced to 25 seconds (Down from 90 seconds)
Magic Missile: Casting times have been reverted to their live state. Damage has been reduced by roughly 32%.
Master of Flame: Fanning the Flame: Casting time reduced to 1 second. Base damage reduced by roughly 33%.
Master of Flame: Fanning the Flame: This power now correctly benefits from the increased cooldown speed on Wizard PVP sets.
Ray of Enfeeblement: Allies now benefit from this effect again, but multiple Wizards cannot stack this effect for increased potency.
Ray of Enfeeblement: Casting time reduced to .9 seconds. Damage reduced by roughly 32%
Shard of the Endless Avalanche: This power now prones NPCs for 3.5 seconds (up from 1) and prones players for 2.25 seconds (up from 1).
Shatter Strike Feat: Will no longer improperly hold players for 5 seconds or be immune to CC break effects.
Sudden Storm: Damage increased by roughly 25%"
Teleport: Teleport can now interrupt all powers and should feel much more responsive.
Twisting Immolation Feat: Now correctly Dazes targets when they land.
Devoted Cleric
Chains of Blazing Light: Chains of Blazing Light will no longer sometimes affect foes who were not standing in the affected area.
Dodge: Dodge can now interrupt all powers and should feel much more responsive.
Great Weapon Fighter
Flourish: This power now deals ~15% more damage and stuns for 3 seconds (2 seconds on players).
Frontline Surge: This power now deals ~35% less damage.
Grude Style Feat: Sure Strike and Reaping Strike both generate 10/20/30/40/50% more threat (up from 5/10/15/20/25%).
Intimidation: Not So Fast and Daring Shout now deal 10/20/30/40/50% of your Power as damage (up from 2/4/6/8/10%) and while targets are Intimidated you deal 10/20/30/40/50% more threat to them (up from 5/10/15/20/25%).
Master At Arms Feat: Having Weapon Master slotted now also increases threat generation by 10/20/30/40/50%.
Sprint: Sprint can now interrupt all powers and should feel much more responsive.
Sprint: Sprint now grants 30% more damage resistance while active and makes you Immune to CC while sprinting.
Takedown: Base stun duration increased to 2 seconds on players (up from 1.2).
Threatening Rush: This power now deals ~35% less damage.
Unstoppable now grants 10~20% Damage Resistance (up from 5~10%).
Weaponmaster's Strike: This power now deals ~10% more damage.
Guardian Fighter
Block will now grant CC Immunity while active.
Block: Block can now interrupt all powers and should feel much more responsive.
Block: Stamina now drains substantially slower.
Flourish: This power now deals ~55% more damage and stuns for 3 seconds (2 seconds on players).
Threatening Rush: Threatening Rush is now usable At Will again, without charges or a cooldown. Great Weapon Fighters still use the charge based system.
Weaponmaster's Strike: This power now deals ~48% more damage.
Mark: Targets who are marked have -20% damage resistance against strikes from the Guardian Fighter. Targets who are marked still have -8% damage resistance against the Guardian Fighter's allies.
Reckless Attacker Feat: This feat has been redesigned. When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times.
Hunter Ranger
Shift: Shift can now interrupt all powers and should feel much more responsive.
Wilds Medicine: Wilds Medicine will only trigger from Damage sources, and will no longer trigger from other assorted effects that can be deflected but where deflect had no effect. Now has a maximum stack cap of 10. This effect will refresh the oldest possible stack if you are at maximum stacks without interrupting the time to your next HoT tick.
Trickster Rogue
Shift: Shift can now interrupt all powers and should feel much more responsive.
Iron Vanguard
Frontline Surge: Base stun duration increased to 2 seconds on players (up from .75).
Known Issues
Warlock
The Warlock artifact is not yet available.
Gates of Hell power art is a work in progress.
Wraith's Shadow power FX are playing on too many targets.
Hellbringer paragon path icon isn't hooked up.
Post level 40 gear is currently using Control Wizard placeholder art.
Not all item icons are final, many or all secondary items may display as white squares.
Flourish: This power now deals ~55% more damage and stuns for 3 seconds (2 seconds on players).
How does Stunning Flourish affect this re-work? Does it add additional stun time? Or is it JUST adding crit?
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited July 2014
Some good stuff here. I can't wait ti test it out. What is the current state of GF's block ability? Is it still stamina based, and does it get consumed just by holding up your shield, (even if you're not taking damage)?
The last set of notes indicated that some GF powers will apply a stun instead of a prone, in PVP - will feats that increased prone duration provide a benefit in PvP at all, then?
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Warlock's Curse: Places a Warlock's Curse on your target, increasing the damage they receive form you by 20%. You may place your Warlock’s Curse on up to 3 different targets, but the damage bonus will be divided between them.
Can be placed on up to three targets
Soul Puppet: Several Warlock powers can summon a Soul Puppet to fight alongside you. You may only have a single Soul Puppet active at any time. Soul Puppets will follow you for 120 seconds or until they have attacked 5 times, at which point they will dissipate. If you attempt to summon a Soul Puppet when you already have one active your current Soul Puppet gains a 20% increase in damage for 20 seconds. This effect can stack up to 5 times."
Lesser Curse: Deals damage over time, and counts as a Curse for power interactions. Applied by numerous powers and feats.
Which of these would be the tab ability? or will it be another thing?
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited July 2014
The tab ability is the curse. The other things are what the curse does and how it can be used.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
*Scrambles to download the Preview server patch* Exciting stuff, thank you!!!
- Major Peachy Bottom * Gutbuster's Brigade -
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
Warlock's Curse: Places a Warlock's Curse on your target, increasing the damage they receive form you by 20%. You may place your Warlock’s Curse on up to 3 different targets, but the damage bonus will be divided between them.
lazaroth666Member, NW M9 PlaytestPosts: 1,332Arc User
edited July 2014
Man, I think it's very lame that we have spent such a huge amount of AD/Time in the artifacts and companions, etc then a new class is released and if we want to play with that class we have to invest again an insane amount of resources, there should be an item in the zen market that allow us to unbind artifacts and companions at least (Keeping bind on account status). Thinking about leaving so many legendaries and epics in my GWF doing nothing while I play the SW is just sick (I already had to do it with my DC).
Man, I think it's very lame that we have spent such a huge amount of AD/Time in the artifacts and companions, etc then a new class is released and if we want to play with that class we have to invest again an insane amount of resources, there should be an item in the zen market that allow us to unbind artifacts and companions at least. Thinking about leaving so many legendaries and epics in my GWF doing nothing while I play the SW is just sick (I already had to do it with my DC).
Your work is not wasted - it benefits those characters you already put the effort into. This is a new class, and if you choose to, you'll be creating a new character. I'm not seeing how just because something new comes out, it invalidates your existing characters...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Warlock's Curse: Places a Warlock's Curse on your target, increasing the damage they receive form you by 20%. You may place your Warlock’s Curse on up to 3 different targets, but the damage bonus will be divided between them.
Does Soul Puppet dmg count as your dmg?
Yes, your soul puppet does increased damage to cursed targets.
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
Hmmm what can I do for a hour , random episode of Game of thrones I guess xD
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited July 2014
Any word as to what the Warlock class artifact will be?
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
First doubt: are there more buffs coming to the CW control armory? I mean... are you testing the damage for now or are you launching everything you think it's proper to the mod asap for testing?
Second doubt: if I have 24% of ArP on my Thaumaturge CW with Spellstorm, what's the difference between the overall damage right now and the overall damage on mod 4, approximately? (example: -25%)
Your work is not wasted - it benefits those characters you already put the effort into. This is a new class, and if you choose to, you'll be creating a new character. I'm not seeing how just because something new comes out, it invalidates your existing characters...
Its wasted when they destroy a class like the CW and you don't ever wanna play it again.
Thats mostly why I rather quit than play a new class. I have 2 lvl 99 artifacts and one legendary. Not to mention the companions and mounts you bought from AH.
Comments
Official Feedback Thread
Please use the official Scourge Warlock thread for any feedback you have from playtesting:
http://nw-forum.perfectworld.com/showthread.php?701011-Official-Feedback-Thread-Scourge-Warlock
Known Issues
Older posts
2:30pm PST: This is currently scheduled to go to Preview at 3pm PST.
3:30pm PST: The Preview shard is being patched now, it will be up to an hour or so before it is unlocked and ready to play.
4:25pm PST: : The shard is unlocked, let the warlock flood commence!
(devoted cleric)
edit: is only a formatting issue, my bad
Ok... how about a fix it *not* affecting foes that were inside the affected area?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
How does Stunning Flourish affect this re-work? Does it add additional stun time? Or is it JUST adding crit?
The last set of notes indicated that some GF powers will apply a stun instead of a prone, in PVP - will feats that increased prone duration provide a benefit in PvP at all, then?
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Which of these would be the tab ability? or will it be another thing?
Warlock's Curse is your tab mechanic. The others are triggered by various powers in the Warlock's kit.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
Does Soul Puppet dmg count as your dmg?
Your work is not wasted - it benefits those characters you already put the effort into. This is a new class, and if you choose to, you'll be creating a new character. I'm not seeing how just because something new comes out, it invalidates your existing characters...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Yes, your soul puppet does increased damage to cursed targets.
Yeah mine isnt showing any new patch to DL....
Enorla, Oh so devoted cleric.
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Second doubt: if I have 24% of ArP on my Thaumaturge CW with Spellstorm, what's the difference between the overall damage right now and the overall damage on mod 4, approximately? (example: -25%)
Its wasted when they destroy a class like the CW and you don't ever wanna play it again.
Thats mostly why I rather quit than play a new class. I have 2 lvl 99 artifacts and one legendary. Not to mention the companions and mounts you bought from AH.