Shattered Kingdoms

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PostPosted: Fri Sep 03, 2010 11:59 pm 
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I had been advocating this on every warlock I've played and everyone has completely dismissed it, even with the logical arguments I made based on my own experiences, it doesn't take a PK genius to realize that this class is horribly underpowered.

Most of what Ardith said is true. However I propose the elemental system be reworked since they can't have a pet. First off, remove the timer and make the elementals concentration based, light concentration, maybe moderate just because of their tanking ability. Remove the timer entirely. this allows warlocks to summon pets based on different needs.

Secondly, rework the elementals entirely. The fire elemental is SO superior that once you get it, theres rarely a need to use anything else. Find a way to make each one unique with advantages and disadvantages. Like example, the water pet can reach ranks where as the flame is not affected by weapons.

Thirdly, male elementals immune to their respective element. An air elemental should not be getting hit by lightning, just like a flame elemental doesn't get hit by fireball.

Fourthly, make it so that the elementals have some resistance to being dispelled. As it stands now, they're stupidly easy to dispel. Once that elemental is dispelled, it's gg warlock as they simply don't have enough protection to live. Ironguard? With the plethora of mithril and addy weapons out there, its nigh useless. Stone skin? Same with magic weapons, near useless. That's the only 2 skills a warlock has to defend themselves and while powerful, they've been wimped by all the new stuff thats come up over the years.

BUFF EARTHQUAKE. Seriously. When it takes 15+ casts to kill a single NPC, somethin is wrong. Earthquake has no save, so the damage it does is static, but it does so little it's ridiculous. You'll die if you slip up even once, and trust me, I died a lot on all mine trying to use it to level.

Warlocks are supposed to be tools of destruction, not some base defender which is what they are currently.


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PostPosted: Sat Sep 04, 2010 4:40 am 
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Remove timer.


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PostPosted: Sat Sep 04, 2010 4:51 am 
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This game could use a lot more spells and skills. Or at least spells and skills that scale with your level. Not sure many of them actually do.


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PostPosted: Sat Sep 04, 2010 6:20 am 
Kin, you tend to be dismissed when you're advocating for a change on a class you're playing. That being said, warlocks do need something, as it stands now the wands you can get are more important most of the time than the skillset.


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PostPosted: Sat Sep 04, 2010 7:17 am 
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Warlocks are a horrible class. The reasons why have all pretty much been covered.

Waaaay too many magic damage reaching weapons in the game for anything except a tribunal warlock to be playable. Even then, their spellset is useless. Cone of Cold as a spell is laughable. If you're fighting a small like 2-3 person group, it takes way too long to cast and doesn't do enough, so you're just better off using magma. If you're fighting a big group, while the casting time might be acceptable in that situation, it doesn't do enough damage. At all.


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PostPosted: Sat Sep 04, 2010 8:12 am 
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My experience with the warlock was that I was very fortunate to join a tribunal full of knowledgable players who kept me outfitted with all the wands/staves I needed. Healing rays was probably my most effective spell. Fireball/chain lightning have their place and can be quite useful. Magma can sure wreck a naked guy or a newbie and cone of cold is in my opinion not worth the cast time. Stone skin doesn't reflect dirt kick - maybe it should. The class is fascinating from an RP perspective and ultimately any class with wands/staves can dominate so I never felt "weak". I did however feel that I was a brandisher/zapper and not a "warlock" and perhaps making elementals better would fix that.


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PostPosted: Sat Sep 04, 2010 9:03 am 
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I'm not sure how buffing elementals is going to make a warlock's spells more effective. How is having a tougher elemental going to make the warlock less reliant on staves/wands to do damage?


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PostPosted: Sat Sep 04, 2010 9:15 am 
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ninja_ardith wrote:
I'm not sure how buffing elementals is going to make a warlock's spells more effective. How is having a tougher elemental going to make the warlock less reliant on staves/wands to do damage?


Magic!


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PostPosted: Sat Sep 04, 2010 9:19 am 
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grep wrote:
The only reason I posited that approach is that it would exclude items with warlock spells from reaping the same benefit as a warlock casting them.


I see where you're coming from, and I don't have any easy solutions. One thing that came to mind is that warlocks would have to join the Yed religion to gain access to their spells, but I'm almost certain we'd see sorcerers and necromancers joining the religion as well, just to gain access to the wands and scrolls. But I'm thinking that much like paladins, hellions, and priests who must join a religion to gain access to their spells, the warlock whose powers are derived from the elements must have a close bond with Yed to be able to utilise their powers. It's probably not going to happen though.

Oh, and resist elements needs weakened too. Both in damage reduction and stopping the cling effect of magma spray. This spell shouldn't be capable of completely neutering a warlock's entire arsenal, and probably shouldn't offer better than a 25% bonus to reduction in damage to warlock spells, and shouldn't completely prevent the cling effect of magma spray.


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PostPosted: Sat Sep 04, 2010 10:07 am 
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Warlocks need some serious love, the new enchant and save system completely wrecked their ability to kill people, 50% of the weapons in the game bypass their stone skin now. Magma was wimped, their pets were taken away....And the whole time we should have been focusing on wimping sorcerors.


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