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  • Idea for Power of the Nine Hells feat for mod 13: enemies also keep the debuffs on them for 1/2/3/4/5 seconds after leaving the pillar. This in addition to keepinh the buffs after leaving it.
  • Idea for Helltouched change: "Whenever you lifesteal there is a chance to proc Bloodlust, increasing the warlock's damage by 10%" Helltouched just does not fit how the game has become, as a SW is not supposed to take damage, that is a tank's job. This change would focus more around the natural defense of a SW, lifesteal,…
  • You say you feel like you hit a plateau, but in what way? An your question is rather vague. . . give you advice. . . on what? You do not give any specific problem of which we can give any advice around.
  • Well it is either that or a the game will cost a monthly fee to play it. So you have to choose either the system they have now or pay to play, you can't have it both your way sorry. Their game is superb in the way that you can play it without paying a single bit of money, and still do well in the long run, which with many…
  • My favorite party composition for Tong runs is: OP - GF (buff/dps) - DC (AC) - SW (Templock) - HR Our most successful runs was with that setup. Yet need to log it to see how effectiveness and damage was in it. Will do soon enough hopefully and very much looking forward to running that exact setup with the new revived…
  • You have to do some research up on how to use them, and when they will do well. Same as all other classes. When you hear people saying x or y enchantment is good it is because they have found a way to use it which results in neat damage. I would agree that for SW atm dread, vorpal, feytouched or lightning are the best…
  • From my last recorded ACT in endboss Tong I had an average of 271.5% effectiveness overall, with certain powers like Brood of Hadar's Bite on 346.4%, Creeping Death on 307.4% and lesser curses going for 299% Absolutely possible for SW to go beyond that. You just need to do your stuff correct and have a group doing their…
  • Tbh I do not find the radius of PoP any issue as with Po9H it lasts 5 seconds after leaving it, so your teammates just have to use their own brain to figure they have to walk into it from time to time to keep the buffs up and running. This is a fulltime buff and having no problem keeping it up in any of the groups I run…
  • Ok, so if you quit the game then you would do well quit coming here posting your ongoing pessimism with zero constructive feedback at all. For your information nobody had posted in about 2 full days when you posted the quoted post above. Some people see the opportunity to try and improve things. Yes, it might be a lot of…
  • I believe you have the role system a bit mixed. The four different current role types are striker, controller, leader, defender. The leader role is the one that has a focus towards healing, not particularly buffs debuffs only. DC is a leader mosty due to Virtuous and Faithful, but as a leader focusing on healing also has…
  • @hawkeyel Tbh, lets just remove curse and make tab be another encounter, yes? Maybe with some small different functions? cool? Why not swap the grimoire off-hand for a shield that blocks 80% of the incoming damage? Seriously, removing curse completely would remove some of the uniqueness with this class. If you find it…
  • SW has been Striker/Leader since release, no need to argue about its function there. Before mod 6 Temptation was quite popular, and seems to hopefully be more popular again. Not all SW are in for the dps only.
  • I would just like to point out how pointless your little argument here is, @schietindebux @tyrtallow . Edit: removed unnecessary stuff
  • Suggestion: Make "Warding Curse" passive reduce enemy damage by 20% against all allies, but only 10% against the SW. This way it would be a smart way of mitigating damage for teammates, but not being very overpowering in for example PvP. SW is not a tank, so having an entire feature only reducing damage towards the SW…
  • I agree that a buff would be better, maybe ~10% extra damage for group. If not maybe 20% damage for SW itself. Just thinking of what could potentially be made reality, so trying to limit the buffs to not be overpowering.
  • Idea for Deadly Curse: As for now this is one of the few features that makes the curse consume effect actually worth something, but the curse consume is not a very nice addition as you don't really want to remove the curse, which is a big damage buff. Change Deadly Curse to further boost the Warlock's Curse mechanic. Make…
  • With the casting time of TC @etelgrin 's idea sounds very nice. Some splash damage for being affected with the curse. How about making Killing Curse have its damage tripled vs Tyrannical Curse? 45% instead og 15%. Making SW truly focus towards the single target damage.
  • @"jaime4312#3760" I realy like the idea of having Eldritch Blast being an AoE at-will, which SW really needs, both for proccing enchantments and for using Flames of Empowerment in an AoE situation. This would make Flames of Empowerment actually be nice in AoE situations, as proccing 3 stacks on many targets with only…
  • Also think this has been mentioned somewhere, but I think it would be a very neat change so I'll propose it again :P Make the stacks from Flames of Empowerment work as a self-buff that stacks every time you use an at-will. Instead of having to stack the debuffs on every individual enemy, which in AoE situations is hopeless…
  • A very easy, and great, fix is the fix to Dark Revelry that has been mentioned multiple times in the thread. This should not be too hard as there are similar powers out there already. Please make it give 20% of the templocks power to all allies
  • @bloodyspamer The point is the devs already stated this is not a rework, only some quick fixes to adjust the class a little bit. Hence why waiting several mods won't make up for a big difference, as the changes they are putting into SW are limited to smaller fixes and tweaks. If this was a big rework I would agree with you…
  • I do have to agree that, since mod 12b launched less than two weeks ago, not releasing any of the fixes and tweaks until mod 13 is abit too long in my opinion. Unless mod 13 releases in a month or so, but I think that would never happen.
  • Small thing about Fiery Bolt: When casting Fiery Bolt, if the target dies mid casting, which has a semi-long cast time, it cancels the entire encounter. It does not go on cooldown, so you can try to target a new enemy, but at that time they continuously keep dying. This is not a problem in dungeons with longer fights, but…
  • I understand you try to rely on the paragon tree descriptions, but I have to disagree with your opinion. Damnation as it is is solely focused towards personal damage, and in a later rework it should be fixed to function as a dps. I would love to see some cooler synergies with puppet, making it an interesting choice for a…
  • Thing being with PoP critting is that it also will proc lesser curses quickly and continuously in AoE situations => if you run a setup: Fiery Bolt, PoP, Killing Flames, then PoP will proc lesser curses on all mobs leading to Fiery Bolt AoE proccing creeping death with first use, same with killing flames. As well with other…
  • So as most feedback agrees on with the Eldritch Momentum change is that Combat Advantage is a meh buff, as it is already granted naturally in most of the content with correct tactical placement. The only thing this does now is being semi-useful in very specific fights like dragon turtle and tiamat. How about changing this,…
  • Another little detail: Temptation lets allies benefit from curse. Is this for party members only or for every ally? Makes a big difference in for example Tiamat. Second is just an idea: make the templock's curse in a different color, maybe red, to let allies easier know when and which target their damage is increased…
  • This is amazing! Thank you very much!
  • Yup, didn't have any more to put up there for now. Will be very interesting to see their response once they've had their time to digest the feedback. Let's hope for the best ^^
  • Is there any set date for mod 13 launch yet or any approximate date? This would be very nice to know so people coming with feedback have some understanding of the timeframe for these tweaks. Also having the tweaks coming at an earlier date than mod 13 would be welcomed by many if it would happen you finish earlier. Thank…