So, the title says it all, I'm going to go through alot of the powers, it's not a thorough re-work suggestion, just certain things I feel would improve the warlocks performance without making it broken, I think the damage of the warlock currently is perfectly fine, it just needs some fine tuning to make the class more efficient, and yes maybe a few buffs here and there, please give me feedback on your opinion.
1, Infernal Spheres, I hated this as soon as I used it, terrible damage, and generally not something that deserve a place on your hotbar in pvp or pve..
So my idea for this power, is this... , instead of a cooldown, I think it would be alot smoother for it to be a toggle-able ability, you activate the power, and it will generate 1 sphere every second and fling into the nearest target, you can't have more than one sphere generated at one time, as you drop below 75% health, the spheres will spawn 50% quicker, when you drop below 50% health, they will spawn 50% quicker again, so below 50% HP, they will spawn every 0.5 seconds, because at that point, damage will be very extensive from warlocks, 1000+ crits every 0.5 seconds is alot, so to make this fairer, if your stunned, the balls will cease to attack the target, so they will only work is your not dazed or stunned or interupted, please give feedback on this idea.
2, The sprint, is absolutely awful, slow regen rate and the effects of it are horrible, I suggest either increasing the damage resistance to at least 60%, or change sprint into a dodge, give it 3 dodges, and the same dodge distance as the CW, maybe they twirl, turn into a ball of fire and lunge forward before re-forming into normal character again.
3, Harrowstorm, I like the way the prone takes effect when you apply a warlocks curse, that makes it unpredictable, but the cast time needs to be quicker, 30-50% animation speed increase should be fine, and will still be dodgeable on the receiving end.
4, Warlock's bargain, why you lose HP, I don't know, I don't care if that's something that happens in D&D, really, this ability is ****ing you over by losing quite a large amount of HP, I think speed up the DoT rate and getting rid of the HP loss is a good way forward with this power.
5, Killing Flames, now my suggestion change is two things, firstly, if killing flames crits and the target is still alive, 30% of that damage is turned into a DoT that lasts 5 seconds, if the target is killed by killing flames, 30% of that damage is cast as an AoE, and all enemies within 30 feet each receive that 30% DoT, this affects life steal so a nice heal.
6, Eldritch Blast, needs a big AoE buff on the final strike, mostly a PvE change.
7, Finally Soul Sparks, these build up too slow and would be very very useful in PvP, so I suggest the following changes.. using an encounter adds 6 sparks to the bar, critting an attack adds two, so if you critted an encounter you get 8, theres a 50% chance to gain a soul spark with non-crit at wills, and dailies add 12 soul sparks, 14 if it crits, when using the at-will that's used to fill up your soul sparks, if you mark your target the final hit will add 6 soul sparks instead of 3, and the first two hit add 2 soul sparks instead of 1 and 4 if it crits, critting on the last hit adds 8.
That's all that I felt would improve the warlocks performance, please give me feedback on what you think of these change ideas.
Warlock's Bargain, in my opinion, needs the HP lose when you activate it. The concept of making a sacrifice is perfect for someone tapping into demon power. I don't know of any other ability that directly uses HP as a resource so it's pretty unique. It's dark and visceral just like a warlock should be. I wish there were some more self-destructive abilities.
With some good lifesteal you shouldn't even notice the chunk of HP missing for long. Plus warlocks seem to come packaged with more HP.
I think the only thing I agree with you is Harrowstorm seems sluggish.
Warlock's Bargain, in my opinion, needs the HP lose when you activate it. The concept of making a sacrifice is perfect for someone tapping into demon power. I don't know of any other ability that directly uses HP as a resource so it's pretty unique. It's dark and visceral just like a warlock should be. I wish there were some more self-destructive abilities.
With some good lifesteal you shouldn't even notice the chunk of HP missing for long. Plus warlocks seem to come packaged with more HP.
I assume he's taking about PvP mostly. You can't lifesteal nor regen lost HP back in PvP unless you're fully decked out SW with more then 20k GS and 50k HP. And if your target dodges WB, it won't give you any HP back. And I'm not sure where did you get the information about SWs having more HP then others? 3-5k more may be, it's a very little difference in 40-50k range.
To the OP. I agree with everything, especially these:
1. SW needs their shift to be reworked into dodge.
2. WB should not drain HP especially when SW is the squishiest class.
3. All casting times should be reduced for at least 30%.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
I don't like the run animation what were they thinking by doing that they need to replace it with one of the other classes like trickster rogue or any other with a normal animation, get rid of the chicken wing run, Also the the leveitation is very cool and I think if they really going with the chicken wing run they can make it permenate by replacing that with the levetaiton, and you go faster when pushing sprit but with the run you levatate without your weapon drown. anything better then the chickenwing animation thats the one thing I do not like about warlock, but other wise its a good class
Spheres sux... its true... even in the noobest of the most **** areas, every other ability is better suited lol Unpredictable and pointless damage. I just dont see the lesser curse mechanism as viable in pvp or and PvE past standard T2 dungeons.
I will HATE SW if they ever: change run to a dodge, reduce my run speed or current stamina regen... You guys want the dodge everyone else has, then just go play that toon. I agree about a During sprint damage reduction,But I hope you realize its not hard for an SW to spec for near permarun ;p
Harrowstorm, id sure love for it to be faster, buuuut the dot it gives you can put on someone, and then wait for your to be freed from your stun lock lol, wait for them to stop dodging (f;in HR's lol) or to get Behind the GF you just put it on.. What im saying, is there is a circumstance, at any moment, that harrowstorm can still be the deciding factor of your victory, even as crappy as it is now...
Warlocks BARGAIN bro! no one should ever think of changing it, its beautiful, love it how it is, feel free to extend the time of the soul link ^^
I could be down with your suggestion of the Killing flames, hate how weak the murderous flames version can be in in PvP if people aroudn the target
annnd finally i know nothing about soul sparks, oh hey servers are back up, GL
There are already numerous suggestions that have been made by myself and others in separate threads so I won't be redundant here but I will address one thing brought here.
I think that too many of you aren't thinking outside the box enough and recognizing how good Infernal Spheres is, particularly in PvP. It attacks on its own with no targeting required even while you are controlled which means more health to you from lifesteal against close to mid range opponents, it has a chance to proc a curse and dot on impact, it has a low cooldown and you can move while summoning them which makes it very tactical as well.
Now all that alone makes it fairly useful in my mind but the best part is that it is equipped with a top secret new version AESA radar which can detect even LO target. That's right, it is anti stealth magic and will target and attack even TRs who are in stealth. An SW with IS running will never get surprised by TRs unless they just flat put aren't paying attention. I highly recommend this skill in PvP for any who are still learning how to fight against TRs.
It also doubles as an alarm for your team mates who will be able to see the direction the spheres attack to and react accordingly. I can't count how many times a cheesedick TR tried to sneak up on my SW expecting an easy one shot with this skill up while I was at 2 with a team mate only to see my spheres home in on his cowardly <font color="orange">HAMSTER</font> followed swiftly by the 22k GWF who was with me and just watching the spheres waiting for them to move.
Roflstomp courtesy of said GWF occurred followed by teabagging courtesy of me and then a prompt accusal of hax and nabishness by previously described, now very dead TR. Ah good times.
In short, give it a try and once your team mates catch on to it and the enemy TRs die due to it a few teams, you will quickly become the last person the TRs go after.
There are already numerous suggestions that have been made by myself and others in separate threads so I won't be redundant here but I will address one thing brought here.
I think that too many of you aren't thinking outside the box enough and recognizing how good Infernal Spheres is, particularly in PvP. It attacks on its own with no targeting required even while you are controlled which means more health to you from lifesteal against close to mid range opponents, it has a chance to proc a curse and dot on impact, it has a low cooldown and you can move while summoning them which makes it very tactical as well.
Now all that alone makes it fairly useful in my mind but the best part is that it is equipped with a top secret new version AESA radar which can detect even LO target. That's right, it is anti stealth magic and will target and attack even TRs who are in stealth. An SW with IS running will never get surprised by TRs unless they just flat put aren't paying attention. I highly recommend this skill in PvP for any who are still learning how to fight against TRs.
It also doubles as an alarm for your team mates who will be able to see the direction the spheres attack to and react accordingly. I can't count how many times a cheesedick TR tried to sneak up on my SW expecting an easy one shot with this skill up while I was at 2 with a team mate only to see my spheres home in on his cowardly <font color="orange">HAMSTER</font> followed swiftly by the 22k GWF who was with me and just watching the spheres waiting for them to move.
Roflstomp courtesy of said GWF occurred followed by teabagging courtesy of me and then a prompt accusal of hax and nabishness by previously described, now very dead TR. Ah good times.
In short, give it a try and once your team mates catch on to it and the enemy TRs die due to it a few teams, you will quickly become the last person the TRs go after.
Encounter with just one purpose, to detect TRs.... Yeah that's so amazing. It doesn't need any improvement for PVE or anything else...
1) Grant us stealth while we shadow slipping. I don't think such defensive mechanism would improve anything but our survivability.
2) Increase our DR while shadow slipping by 20% or more. I mean, those **** tank spec'd control wizards with their chill burn my 47k HP SW (3.5k defense, 1.6k deflection, 510 tenacity) within 3 seconds if they don't chop my health by 80% with ice knife before they even start. Won't help against rogue's SE at all with all that piercing damage.
Life steal as defensive mechanism
This is our best defensive mechanism in PvE allowing some good geared warlocks tank a horde better than some GFs. Why is this mechanism neglected in The Wondrous PvP World of Oneshot? Healing depression. Healing depression was made to kill regeneration builds and decrease effectiveness of heals for clerics. While I agree with everything related with those reasons, I fail to realize why is our lifesteal suffering from this. To get full benifit from lifesteal we should deal tremendous of damage which is barely possible in PvP. Nevermind the fact people roll temptation warlocks just for Eldritch Momentum in PvP? LAUGHABLE and MISERABLE
Cast time
I'll start with the question, are the conrol wizards better than us? Really? Why did they have their cast time reduced by FIFTY percent while we have to fool around them hoping they brain <font color="orange">HAMSTER</font> and miss both our long harrow storm cast animation and the time we stop shifting to curse them? Not to mention that's the scenario if we don't get Entagling force/Icy rays before we even try to shift.
Some encounter powers
Reviewing the encounters I think have the least use in pvp:
Infernal spheres. While it makes a good encounter to track rogues, works as an extra curse and can be casted while shifting, it has really low damage from both dot and missiles. Any competitive rogue with bazilion of deflection/regeneration/hit points would just laugh at it.
Curse bite. Ooooooh what a great anti-rogue and overall dpsing potential this power could have if not one thing....you don't see target - you can't Curse Bite it.
Pillar of Power. A joke of an encounter, both buffs and the damage when somebody steps on it. I think it should be reworked into something like icy terrain of CWs or has it's AoE increased by at least 200%, with root CC effect following after somebody steps on it.
Warlocks Bargain. It's not really A No Use encounter power but again, healing depression and long cast time kills it's potential. If not those two problems, I'd say this is an encounter of high risk = great reward.
Wraith's Shadow. DoT damage comming from this power is very low, WKs deal more damage with their paragon at-will without any weapon enchantment than SW's encounter which is supposed DoT class lol. It's damage should be increased by great deal. I am fine with immobilize effect though as it's familiar to both interrupt/root which are two the most confusing CC effects in the game.
Blades of Vanquished armies. Not much to talk about here. You get CC'd - it stops working. Remove that and it will be just ok kind of an encounter in my honest opinion.
I don't agree with this for the following reasons -
-5 balls of fun make more curses (less health more balls)
- Many of our powers have "Curse Consume" effects, this gives those powers a lot more buff
- TT does its thing with cursed targets, 5 balls of fun make more curses amplifying TT's effect
- some good feats are curse based, hence they get triggered more which more than covers the low damage
For clearing mobs IS is good, single target situations not good.
Try the following out with Monsters on ice.
Get an instance with 5 or less people.
Use IS, DF and BoTV.
Run into middle of all the mobs, agro everything you can.
WC 3 things, drop TT, IS Blades and DF.
Heaps of fun.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
I don't agree with this for the following reasons -
-5 balls of fun make more curses (less health more balls)
- Many of our powers have "Curse Consume" effects, this gives those powers a lot more buff
- TT does its thing with cursed targets, 5 balls of fun make more curses amplifying TT's effect
- some good feats are curse based, hence they get triggered more which more than covers the low damage
For clearing mobs IS is good, single target situations not good.
Try the following out with Monsters on ice.
Get an instance with 5 or less people.
Use IS, DF and BoTV.
Run into middle of all the mobs, agro everything you can.
WC 3 things, drop TT, IS Blades and DF.
Heaps of fun.
Again, waste an encounter slot to curse things when you can already manually curse what you want.
Again, waste an encounter slot to curse things when you can already manually curse what you want.
Tab gives you up to 3 cursed things, WB 1 more.
So TT can only be amplified 4 times.
With IS you can easily get 3 or more active curses meaning you get 7-9 TT amplification curses.
This makes a big difference, but I agree you dont need this with the standard boring SW load out.
My point is it does work and it can be a lot of fun.
There are already numerous suggestions that have been made by myself and others in separate threads so I won't be redundant here but I will address one thing brought here.
I think that too many of you aren't thinking outside the box enough and recognizing how good Infernal Spheres is, particularly in PvP. It attacks on its own with no targeting required even while you are controlled which means more health to you from lifesteal against close to mid range opponents, it has a chance to proc a curse and dot on impact, it has a low cooldown and you can move while summoning them which makes it very tactical as well.
Now all that alone makes it fairly useful in my mind but the best part is that it is equipped with a top secret new version AESA radar which can detect even LO target. That's right, it is anti stealth magic and will target and attack even TRs who are in stealth. An SW with IS running will never get surprised by TRs unless they just flat put aren't paying attention. I highly recommend this skill in PvP for any who are still learning how to fight against TRs.
It also doubles as an alarm for your team mates who will be able to see the direction the spheres attack to and react accordingly. I can't count how many times a cheesedick TR tried to sneak up on my SW expecting an easy one shot with this skill up while I was at 2 with a team mate only to see my spheres home in on his cowardly <font color="orange">HAMSTER</font> followed swiftly by the 22k GWF who was with me and just watching the spheres waiting for them to move.
Roflstomp courtesy of said GWF occurred followed by teabagging courtesy of me and then a prompt accusal of hax and nabishness by previously described, now very dead TR. Ah good times.
In short, give it a try and once your team mates catch on to it and the enemy TRs die due to it a few teams, you will quickly become the last person the TRs go after.
Totally disagree. Skill build only fight against TR stealth is <font color="orange">HAMSTER</font>. Also artifact "Lantern of Revelation" have effect
"In addition, for the next 6 seconds, you can see hidden targets an additional 10 feet away."
My ideas are simple.
For dodge/evade(shift) mechanic
I would suggest that Warlocks Shadow walk become like ghost walk. Which become immune CC/DPS skills and can go through group of monsters.
Idea I took from matrix reloaded. There are twins which are more less like ghosts.. So some similar things would be nice for warlock..
Or other idea is that keep shadow walk as it now, but add rogues hide effect.. WHich mean, when warlock use shadow step he become invisible. But once it consume all stamina or stop using shadow step, become visible again..
For class feature..
warlock lives in nine hells, but lack curses.. Sounds like terrorist trying destroy building with spoon.
My idea is class features add some curse effects.
I am working on list what kind changes could be added. However I don't want make one class OP in this game so I trying find way to write ideas with balance in mind.
Also some peoples think that some warlocks with ideas try make it like CW.
Sorry if you guys think so. But I am not trying do it.. I actually want make that warlock will not be Op in the early, mid lv game and yet in end game could bring on table enough stuffs like other classes do.
I am focusing my ideas to add debuff/curse effect for warlocks class feature skills and for some encounters. Not try convert warlock to CW...
Soon I will write ideas...
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
Hi ragingwizard. I like ur ideas, i have some too: Warlocks bargain is a pain when the power is not successfully done. So, the "losing hp" should stay, but when hitting a cursed target (as an addition) WB shouldn't be deflected and dodged.
For me dreadtheft is nice, the best encounter. i think, speed penalty should be removed and warlock should have immunity to CC effects while shooting Dreatheft. Also it should have some daze effect to main cursed target and should be swicthed places with blades of vansquised army, that would make it a top encounter.
Ur idea of killing flames is super!. i have this one: killing flames should ignore the armor or some % of the cursed target and shouldn't be deflected, but can be dodged as it actually happens. Fiery bolt should have some knock back effect, when hitting the main cursed target. (all enemies near that target are pushed back)
The rest of skills, except harrowstorm and vampiric embrace, which i think they are fine, should totally be redesigned. oh! harrowstorm should have better cast speed.:rolleyes:
Dreadtheft
-Movement penalty removed
-Can now be used while Slipping(?)
No just no. Dreadtheft having those is a risk vs reward thing. Remove things like this, we'll get overpowered and be nerfed into the dirt the following mod.
No just no. Dreadtheft having those is a risk vs reward thing. Remove things like this, we'll get overpowered and be nerfed into the dirt the following mod.
The Slipping thing, probably.
The speed reduction, not so much.
In PvE it's much more of an annoyance than risk vs reward. Something like Dread Vault where endless waves of mobs go balls deep in your *** and spam AoEs makes Dreadtheft a waste of an encounter.
In PvP, everything's going to kill you anyway so why bother.
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
The Slipping thing, probably.
The speed reduction, not so much.
In PvE it's much more of an annoyance than risk vs reward. Something like Dread Vault where endless waves of mobs go balls deep in your *** and spam AoEs makes Dreadtheft a waste of an encounter.
In PvP, everything's going to kill you anyway so why bother.
people still do dread vault =?
I actually ran PK not too long ago on my SW, and boy am i not a fan of PK lol... those dudes with the front Kick knock back, whaaaaat a pain lol
Comments
With some good lifesteal you shouldn't even notice the chunk of HP missing for long. Plus warlocks seem to come packaged with more HP.
I think the only thing I agree with you is Harrowstorm seems sluggish.
I assume he's taking about PvP mostly. You can't lifesteal nor regen lost HP back in PvP unless you're fully decked out SW with more then 20k GS and 50k HP. And if your target dodges WB, it won't give you any HP back. And I'm not sure where did you get the information about SWs having more HP then others? 3-5k more may be, it's a very little difference in 40-50k range.
To the OP. I agree with everything, especially these:
1. SW needs their shift to be reworked into dodge.
2. WB should not drain HP especially when SW is the squishiest class.
3. All casting times should be reduced for at least 30%.
I will HATE SW if they ever: change run to a dodge, reduce my run speed or current stamina regen... You guys want the dodge everyone else has, then just go play that toon. I agree about a During sprint damage reduction,But I hope you realize its not hard for an SW to spec for near permarun ;p
Harrowstorm, id sure love for it to be faster, buuuut the dot it gives you can put on someone, and then wait for your to be freed from your stun lock lol, wait for them to stop dodging (f;in HR's lol) or to get Behind the GF you just put it on.. What im saying, is there is a circumstance, at any moment, that harrowstorm can still be the deciding factor of your victory, even as crappy as it is now...
Warlocks BARGAIN bro! no one should ever think of changing it, its beautiful, love it how it is, feel free to extend the time of the soul link ^^
I could be down with your suggestion of the Killing flames, hate how weak the murderous flames version can be in in PvP if people aroudn the target
annnd finally i know nothing about soul sparks, oh hey servers are back up, GL
I think that too many of you aren't thinking outside the box enough and recognizing how good Infernal Spheres is, particularly in PvP. It attacks on its own with no targeting required even while you are controlled which means more health to you from lifesteal against close to mid range opponents, it has a chance to proc a curse and dot on impact, it has a low cooldown and you can move while summoning them which makes it very tactical as well.
Now all that alone makes it fairly useful in my mind but the best part is that it is equipped with a top secret new version AESA radar which can detect even LO target. That's right, it is anti stealth magic and will target and attack even TRs who are in stealth. An SW with IS running will never get surprised by TRs unless they just flat put aren't paying attention. I highly recommend this skill in PvP for any who are still learning how to fight against TRs.
It also doubles as an alarm for your team mates who will be able to see the direction the spheres attack to and react accordingly. I can't count how many times a cheesedick TR tried to sneak up on my SW expecting an easy one shot with this skill up while I was at 2 with a team mate only to see my spheres home in on his cowardly <font color="orange">HAMSTER</font> followed swiftly by the 22k GWF who was with me and just watching the spheres waiting for them to move.
Roflstomp courtesy of said GWF occurred followed by teabagging courtesy of me and then a prompt accusal of hax and nabishness by previously described, now very dead TR. Ah good times.
In short, give it a try and once your team mates catch on to it and the enemy TRs die due to it a few teams, you will quickly become the last person the TRs go after.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
Encounter with just one purpose, to detect TRs.... Yeah that's so amazing. It doesn't need any improvement for PVE or anything else...
Or you can remain thinking inside the box...
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
It's useless in PVE. Not all of us pvp.....
Shift mechanics aka Shadow Slip
1) Grant us stealth while we shadow slipping. I don't think such defensive mechanism would improve anything but our survivability.
2) Increase our DR while shadow slipping by 20% or more. I mean, those **** tank spec'd control wizards with their chill burn my 47k HP SW (3.5k defense, 1.6k deflection, 510 tenacity) within 3 seconds if they don't chop my health by 80% with ice knife before they even start. Won't help against rogue's SE at all with all that piercing damage.
Life steal as defensive mechanism
This is our best defensive mechanism in PvE allowing some good geared warlocks tank a horde better than some GFs. Why is this mechanism neglected in The Wondrous PvP World of Oneshot? Healing depression. Healing depression was made to kill regeneration builds and decrease effectiveness of heals for clerics. While I agree with everything related with those reasons, I fail to realize why is our lifesteal suffering from this. To get full benifit from lifesteal we should deal tremendous of damage which is barely possible in PvP. Nevermind the fact people roll temptation warlocks just for Eldritch Momentum in PvP? LAUGHABLE and MISERABLE
Cast time
I'll start with the question, are the conrol wizards better than us? Really? Why did they have their cast time reduced by FIFTY percent while we have to fool around them hoping they brain <font color="orange">HAMSTER</font> and miss both our long harrow storm cast animation and the time we stop shifting to curse them? Not to mention that's the scenario if we don't get Entagling force/Icy rays before we even try to shift.
Some encounter powers
Reviewing the encounters I think have the least use in pvp:
Infernal spheres. While it makes a good encounter to track rogues, works as an extra curse and can be casted while shifting, it has really low damage from both dot and missiles. Any competitive rogue with bazilion of deflection/regeneration/hit points would just laugh at it.
Curse bite. Ooooooh what a great anti-rogue and overall dpsing potential this power could have if not one thing....you don't see target - you can't Curse Bite it.
Pillar of Power. A joke of an encounter, both buffs and the damage when somebody steps on it. I think it should be reworked into something like icy terrain of CWs or has it's AoE increased by at least 200%, with root CC effect following after somebody steps on it.
Warlocks Bargain. It's not really A No Use encounter power but again, healing depression and long cast time kills it's potential. If not those two problems, I'd say this is an encounter of high risk = great reward.
Wraith's Shadow. DoT damage comming from this power is very low, WKs deal more damage with their paragon at-will without any weapon enchantment than SW's encounter which is supposed DoT class lol. It's damage should be increased by great deal. I am fine with immobilize effect though as it's familiar to both interrupt/root which are two the most confusing CC effects in the game.
Blades of Vanquished armies. Not much to talk about here. You get CC'd - it stops working. Remove that and it will be just ok kind of an encounter in my honest opinion.
WTB Class Reroll please
I don't agree with this for the following reasons -
-5 balls of fun make more curses (less health more balls)
- Many of our powers have "Curse Consume" effects, this gives those powers a lot more buff
- TT does its thing with cursed targets, 5 balls of fun make more curses amplifying TT's effect
- some good feats are curse based, hence they get triggered more which more than covers the low damage
For clearing mobs IS is good, single target situations not good.
Try the following out with Monsters on ice.
Get an instance with 5 or less people.
Use IS, DF and BoTV.
Run into middle of all the mobs, agro everything you can.
WC 3 things, drop TT, IS Blades and DF.
Heaps of fun.
Again, waste an encounter slot to curse things when you can already manually curse what you want.
Lesser curse stacks with Tab curse. I don't see a problem with that exactly.
WTB Class Reroll please
Tab gives you up to 3 cursed things, WB 1 more.
So TT can only be amplified 4 times.
With IS you can easily get 3 or more active curses meaning you get 7-9 TT amplification curses.
This makes a big difference, but I agree you dont need this with the standard boring SW load out.
My point is it does work and it can be a lot of fun.
I like living outside the box.
Totally disagree. Skill build only fight against TR stealth is <font color="orange">HAMSTER</font>. Also artifact "Lantern of Revelation" have effect
"In addition, for the next 6 seconds, you can see hidden targets an additional 10 feet away."
My ideas are simple.
For dodge/evade(shift) mechanic
I would suggest that Warlocks Shadow walk become like ghost walk. Which become immune CC/DPS skills and can go through group of monsters.
Idea I took from matrix reloaded. There are twins which are more less like ghosts.. So some similar things would be nice for warlock..
Or other idea is that keep shadow walk as it now, but add rogues hide effect.. WHich mean, when warlock use shadow step he become invisible. But once it consume all stamina or stop using shadow step, become visible again..
For class feature..
warlock lives in nine hells, but lack curses.. Sounds like terrorist trying destroy building with spoon.
My idea is class features add some curse effects.
I am working on list what kind changes could be added. However I don't want make one class OP in this game so I trying find way to write ideas with balance in mind.
Also some peoples think that some warlocks with ideas try make it like CW.
Sorry if you guys think so. But I am not trying do it.. I actually want make that warlock will not be Op in the early, mid lv game and yet in end game could bring on table enough stuffs like other classes do.
I am focusing my ideas to add debuff/curse effect for warlocks class feature skills and for some encounters. Not try convert warlock to CW...
Soon I will write ideas...
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
Lol I think I derped. Didn't realize I had lots of def. Slot radiants. My bad
Warlocks bargain is a pain when the power is not successfully done. So, the "losing hp" should stay, but when hitting a cursed target (as an addition) WB shouldn't be deflected and dodged.
For me dreadtheft is nice, the best encounter. i think, speed penalty should be removed and warlock should have immunity to CC effects while shooting Dreatheft. Also it should have some daze effect to main cursed target and should be swicthed places with blades of vansquised army, that would make it a top encounter.
Ur idea of killing flames is super!. i have this one: killing flames should ignore the armor or some % of the cursed target and shouldn't be deflected, but can be dodged as it actually happens.
Fiery bolt should have some knock back effect, when hitting the main cursed target. (all enemies near that target are pushed back)
The rest of skills, except harrowstorm and vampiric embrace, which i think they are fine, should totally be redesigned. oh! harrowstorm should have better cast speed.:rolleyes:
DO NOT GIVE SW A KNOCKBACK, No thank you.
I don't need heals, I have Waters of Elahzosierhaoiswrhazad. Kick the DC for another CW.
Infernal Spheres
-Damage increased by 50%
-Will instantly focus the closest cursed target. If no target is cursed, will target closest enemy
Curse Bite
-Damage increased by 100%
Dreadtheft
-Movement penalty removed
-Can now be used while Slipping(?)
Immolation Spirits
-Attack Damage and Attack Speed scales based on how many Soul Sparks are consumed
Soul Spark
-Sparks gained through Essence Defiler now doubled
-Soul Sparks degenerate 3-5s after leaving combat at 1 Spark per 0.5s
Harrowstorm
-Animation time sped up by 35%
Fiery Bolt
-Animation time sped up by 35%
Soul Scorch
-Animation time sped up by 35%
santa plis
Go Cryptic!
PS - I quit.
No just no. Dreadtheft having those is a risk vs reward thing. Remove things like this, we'll get overpowered and be nerfed into the dirt the following mod.
The Slipping thing, probably.
The speed reduction, not so much.
In PvE it's much more of an annoyance than risk vs reward. Something like Dread Vault where endless waves of mobs go balls deep in your *** and spam AoEs makes Dreadtheft a waste of an encounter.
In PvP, everything's going to kill you anyway so why bother.
Go Cryptic!
PS - I quit.
people still do dread vault =?
I actually ran PK not too long ago on my SW, and boy am i not a fan of PK lol... those dudes with the front Kick knock back, whaaaaat a pain lol