I do not think that giving the warlock more NPCs is going to increase their effectiveness. I'll address that later though.
One of the other problems with the warlock class is that the class is completely based on the idea of damage. There are scant few spells in the warlock spell set that are not based around this idea, and worse yet, all of the spells that the warlock has are based around the reflex saving throw. There is no variation such as giving the necromancer class several spells that can target several different saving throws. If one wants to negate a warlock, all a person has to do is focus on *one* of the enchant sets, or nearly full resistance by enchanting for MR. This would be helped if the spells of the warlock weren't considered magical in nature (although I cannot reason having your reflexes magically augmented not affecting the spells, so they should still receive a reflex save). It would allow the spells to bypass magical protection enchantments, be reflex saved against and still cause decent damage, unlike the current condition of what it is now.
I've come to this conclusion because even after all the buffing that has been done to magma spray (which is still a joke), the rest of the spells suffer horrendously from needing to bypass magical protection enchantments. This is further compounded by any spells such as as resist elements, which completely neuters a warlock, to protection or sanctuary. If a spell like resist elements is going to be in the game then it definitely needs looked at and wimped.
Back when I started the game, stone skin used to be the bee's knees just because there were so few weapons that had magical damage traits to them. I think there were only the bardiches from Sith'a'Niel, and the mottled pike that had a threat range to the warlock. Warlocks were valued highly for this, amongst their other wards that they could brew and hold. However, over the years the inundation of weapon types and addition of augmented attack types has dramatically increased, as I'm certain it's Dulrik's interest to make racial weaknesses viable. This coupled with the fix to brewed potions has made stone skin less than desirable. Obviously there needs to be some fix within the weapon system, which I think deserves a different thread altogether.
I'm going to talk about ironguard too. Ironguard is actually great, too great in fact. It shouldn't be able to reduce damage from iron weapons up to 100%. But it's sort of like stone skin, there are certain limitations to it, but in it's specific area, it's just way too good. It makes certain combinations such as elf merc/swash/paladin way too good, and deep-elf anything even better. I seriously think this spell needs a well-deserved wimp.
Also, if warlocks are intended to be a tougher mage class, I feel that they should receive less art trains (they aren't actually mages), to cap out around 8 somewhere, and more hp trains to reflect their ability to be tough and rugged. The cookie cutter design of wild card stat distribution just seems rather disheartening.
They should probably also exchange second attack for shield block. I can't even think of a reason to justify giving warlocks second attack. By the time the skill is available to be trained level wise, any benefit it would grant is removed by far more effective means such as fireball and earthquake, and any warlock that is attempting to do melee is just doing it wrong.
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