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Should warlock elementals be un-dispellable?
Yes 69%  69%  [ 29 ]
No 31%  31%  [ 13 ]
Total votes : 42
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PostPosted: Fri Apr 30, 2010 1:27 pm 
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Don't make them un-dispellable, make their resistance to dispel linked to the warlocks. A much better idea that I take no credit for at all - Their HP is already linked to the warlock.


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PostPosted: Fri Apr 30, 2010 1:31 pm 
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Sure, that works for me. But don't make it some [REDACTED] percentage of the warlock's saves, make it go all the way. And the average mp on his armor should be added to their hide as well. Booyah.


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PostPosted: Fri Apr 30, 2010 2:00 pm 
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JeanValjean wrote:
Right, so 66 to 4 are for this. Lets do it.


Sorry, but my vote counts as 100.


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PostPosted: Fri Apr 30, 2010 2:38 pm 
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Here's a fun idea, add a risk for dispelling a Warlocks elemental!

Like say you dispel a fire elemental, instead of going quietly back to his realm, he explodes, engulfing the caster in flames for massive damage. Or a Earth elemental unleashing his rage on the very ground every one is standing on, for one massive earth quake.

Wouldn't that be fun?


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PostPosted: Fri Apr 30, 2010 2:59 pm 
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lol at chem



I mean, there are other ways of buffing warlocks that would be acceptable. I think this is a pretty good option. Giving them pets would also do the trick.


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PostPosted: Fri Apr 30, 2010 3:51 pm 
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I vote no about making them impossible to dispel, but I do think that warlocks should be able to have a pet and an elemental at the same time, and their elementals should get a chance to save against a dispel. And exploding elementals would make me giggle.


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PostPosted: Fri Apr 30, 2010 4:01 pm 
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+1 to Chem's idea!

Water elementals lose containment and flood the room making it under water for 1 full tick.

Air elementals do a room affect version of a cabal spell that removes 1 player from the room.


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PostPosted: Fri Apr 30, 2010 5:03 pm 
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Edoras wrote:
They shouldn't be undispellable, but warlocks should be able to have pets with an elemental, and the summon timer should reset or set to 5 ticks maximum if the elemental is dispelled. The absence of concentration cost for elementals needs to have a downside.

Nothing Kin says about warlocks should be taken seriously. Warlocks already have ironguard, stone skin, and resist elements that they should be holding 24/7.


Have you ever played a warlock, Edoras? If so then you'd know exactly how much of a joke ironguard and stoneskin are. Iron guard is easily countered with the insane amount of mithril / addy weapons in the game. Bspears, halberds etc.

Oh and stoneskin you say? All fine and dandy until you run into someone who has a reaching weapon that deals magic damage. Those exist. Or a rogue with a dagger that deals magic damage. Again those exist. Front row? Well you're bashed. Sure your elemental can cover your back, but you're doomed once combat starts. Oh, or how about a pet and an ele..Oh wait that's not possible!

Warlocks are an absolute - joke- and resist elements are only good against other warlocks. How many of those were there again? Maybe 1...2?


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PostPosted: Fri Apr 30, 2010 6:27 pm 
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1) Kin, you generally don't know what you're talking about. You've played enough to lose and get jaded, but never enough to actually have real insight into gameplay. I love you dude, but seriously. You have a reputation for playing a class and immediately making a huge thread about how it should be changed.
2) A warlock should still be holding those three spells constantly. They're going to save your [REDACTED] until you come up against someone with a mithril, adamantite, or energy (or in a few cases, elemental) weapon that deals magic damage--and it's got to be either reaching or one of a very few straight daggers. That can actually take a bit to find, believe it or not. The fact that these weapons are considered uncommon at the very least indicates that the three spells Edoras mentioned are indeed effective. Ironguard at the very least will protect you from all but one bandalore in the game. I'm not exactly a professional hoarder, but I can only think of one rare and one unique battle-spear that does magic damage, one rare and one unique pike, and one two-of-a-kind straight dagger.
3) I like all the ideas suggested in this thread. A lot. Unfortunately, we need Dulrik for any of them.


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PostPosted: Fri Apr 30, 2010 7:00 pm 
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I have to admit that, from my point of view at least, warlocks get the shaft when it comes to their elementals. I remember my scout druids would own face when I would find my boulder bear and a high end stave (for those of you who know what I'm talking about, you know what this means. If not, well then......it sucks for you). It wouldn't be a cabal headquarters raiding party or anything, as even with a grandmaster level stave it would only be so good, but it still rocked in 1 on 1, or 1 on 2, PvP when properly prepared.

If my scout can do this, sorcerers can have a pet and a charmed NPC (that you can give armor and weapons to!!) and necromancers can gather up entire armies (that you can ALSO give armor and weapons to!!), then why would a warlock get the shaft like this?

I admit that I've pretty much stayed away from the warlock class, so I only have so much experience on the matter. If I wanted to have a class based on ranged attacks, I would choose a scout. From a general point of view on the matter though, it would just seem logical to either alter the current system for elementals slightly (making them immune to dispels, giving them some sort of boost to their resistance to dispel or some sort of repercussion to having someone dispel it), or give them the ability to maintain pets at the same time as their elemental.

It just makes sense. At least from my point of view that is. We all know what that's worth, though.....


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