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View Full Version : What I want in KoS (reguarding spells)


Worrick
01-14-2006, 05:03 PM
<div></div><div><p><font color="#ffffff" size="3" face="Times New Roman">First of all, I think a new expansion is too soon. But since I can not change that instead I wanted to go with more of a constructive post. First off what got me started on this idea was spell names. When I heard of the first expansionDesert of Flames I was looking forward to our distortion line continuing and made a guess as to it’s name, Null Distortion. I was right so I made more guesses as to what Kingdom of Sky spell names will be.</font></p><p><font color="#ffffff" size="3" face="Times New Roman">Assuming they stick with the 14 level upgrade pattern.</font></p><p><font color="#ffffff" size="3" face="Times New Roman">In no particular order:</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Devastation 50 -------------- Annihilation 64 I strongly hope this name is what they use.</font></p><p><font color="#ffffff" size="3" face="Times New Roman">Nil Absolution 48 ----------- Dark Absolution 62 dark negative nil null, distortions and absolutions have similar names.</font></p><p><font color="#ffffff" size="3" face="Times New Roman">Dark Nebula 50 ------------- Shadowed Nebula 64</font></p><p><font color="#ffffff" size="3" face="Times New Roman">Aura of Emptiness 49------- Aura of Nothingness 63</font></p><p><font color="#ffffff" size="3" face="Times New Roman">Null Distortion 51----------- Negative Distortion 65</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Those are some of my guesses as to T7 upgrades. Others will have liberal use of Dark, Shadow, Void, and other such evil sounding pre- or su- fixes.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Now on to more important things then just spell names. Warlocks roleplay wise are similer to Necromancers and mechanically more similar to the classic Wizard. Warlocks should always remain damage dealers, but I also want to expand on their roleplay side. We deal in the darker arts but not quite into controlling the undead. We are a class that uses the forces from the endless void to cripple and destroy our foes.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Our distortion line not only does great damage but steal their inner power to replenish our own (mechanically it just makes our spells more efficient I am focusing mainly on the role play aspect here). When the training spells were unique we could also life tap for very small amounts. While I would love some life taps I’ll leave that to the necromancers, I think our style would just be the power tapping we do but I’d like to expand on it. A direct type of spell that just saps power form the enemy and gives to us. Our pillaging line is close but rather then an AE/Group type over time power tap, a single target tap that only restores power to us either very low power cost or a low HP cost. Nothing major that would give us unlimited power but something to fit with the dark style we have and help defray the huge power costs of our AE spells.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Netheros, this is another spell I think fits well with our style. Necros control undead things, we warlocks control demons. I don’t think we should ever get a real pet, but if Netheros gets upgraded please keep the graphic some type of powerful demonic creature. Warlocks are male witches and witches are often portrayed as making pacts with demons, something we should defiantly continue to do.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Paralyzing fear our root spell has a fear component when breaking. This is another line I’d like to be the basis off of a new one. Warlocks wielding the power of nothingness and controlling demonic minions strike terror in the heart of their foes. I’d like a new line that just deals with the fear portion, mainly to deal with adds or to escape a battle we can no longer win. There are some abusive ways a person could use fear so maybe keep it similar to how our root fear works, if the enemy takes damage the fear has a chance to break, but as fear is the primary part of this spell increase the duration to something useful.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Null Mail, this spell needs improvement, not only does it require us to be hit to take effect the hate reducing part and life tapping part of it is way too low as our only safety spell and on a 15 min timer. It only taps in the area of 50 HP back. Nothing hit for that low at the level we get this. It either needs to life tap the same amount that we got hit for, or a set amount that is reasonable for what we’d need t against. The conjuror version that fully blocks X number of hits would fit much better for NULL mail. In the absence of a good upgrade for this then perhaps a self only evac or feign death style spell.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Invisible, originally all mage subclass’s invis spells did something special when broken. Warlocks stunned attackers for a short period after it was broken. When the subclass invis spells were removed and class ones scaled all mages lost our special little perks, I’d like to see them back.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Deaggro spell. Sorcerers create a large amount of hate during fights, warlocks especially so due to AEs. We recently got a spell to help with that which does a decent amount but is not quite right. It takes 2 seconds to cast followed by the wait period before you can cast again, then the next offensive spell which are nearly all 2 seconds also. So if we pull agro and need to shed it we have to cast uninterrupted for 4.5 seconds. If we get agro we will not likely be able to do that. If we cast it every time it pops up to stay low on agro it costs power and extra time every time we cast it, hurting our DPS which is already behind many other classes we are supposed to be ahead of (this is just about dps and hate not our comparatively high power costs too). The actual hate amount it lowers is about right for the level. Another thing about it though is warlocks use a lot of AEs and this is single target only. I like the idea of warlocks inspiring o much terror in their opponent that they use selective memory to forget we did so much damage. So I suggest a new spell line for us: A concentration buff that lessens the amount of hate we accrue.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Curses. Warlocks use dark arcane to cripple our foes and weaken them in fights. I’d like to see more curse style spells. The HP and power pool debuffs make little difference but our on the right track, a stamina debuff would function to lower HP and could be combined with our strength and intelligence line. Then we could turn the current HP debuff line into something else curse related. A plague that makes attacking other painful. Every time they make a successful attack they have a chance of damaging themselves.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Speaking of plagues. When the Steal Breath line was changed it originally spread to encounter members. This was a very good idea that I liked. The problem was it interacted with certain other spells to create abusively powerful results. Since it was counted as a hostile spell every time it spread it set of procs that triggered from hostile spells, the warlock gift line and troubadour aria of exaltation line. It was changed to a strait AE debuff due to that but still has the too low duration of 30 seconds, not even worth casting. I’d like to bring back the contagious style debuff but without the abusive parts. Maybe flag it as a beneficial spell with a resist chance so it can’t proc other spells, or keep it hostile and make an exception in the spells it reacted too strongly with. Ideally I’d like to see all our debuffs turned into contagious diseases like this just need to avoid the abusive parts.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Other spells I’d like. Utility spells like levitation, if that turns out to be able to pass too much content then how about a feather fall type spell. Something instant cast that only lets you fall strait down but slows you enough to not take falling damage. The return of Fish vision on our reveal shadows spell that was completely removed when see invis spells were cleaned up. It didn’t do much but fish vision was nice. And more spells that deal with vision, like a scrying spell to see far off places in a zone, something like bind sight but useable on enemies, or a flying eyeball bat thing that we control and see through.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">And lasting 55, 60, 65, and 70 fluff spells. In the case of warlocks that would be 2 new familiars and 2 new polymorph illusions. They weren’t real important but I liked having fluff spells.</font></p><p><font color="#ffffff" size="3" face="Times New Roman"></font> </p><p><font color="#ffffff" size="3" face="Times New Roman">Well this turned out a lot more long winded then I expected. And I meant to only talk about new spell lines but improving old ones slipped in since I was using some as a basis for new spell ideas. Anyway please make your guesses on new spell names, or ideas for new spells that fit the warlock style. Not concerned with hard numbers just general ideas, mostly roleplay oriented to keep our class unique and fun.</font></p><p><font size="3" face="Times New Roman"></font> </p><p><font size="3" face="Times New Roman">Just got this messeg written below when I tried to submit. odd since I had no HTML in my post nor do I even know how to use any. so if soemthign looks funny I blame the forum. Not my horrible typeing or grammar.</font></p><p><font size="3" face="Times New Roman">Your post has been changed because invalid HTML was found in the message body. The invalid HTML has been removed. Please review the message and submit the message when you are satisfied</font></p><p> </p></div>

theserpent
01-15-2006, 05:08 AM
<div></div><div>Bare with me this is just a suggestion I would rather devs fix or spells before making a fluff spell, but I would really like to see a fluff spell where we glow a certian color like the ones necros have etc...or turn into something cooler besides a frog, the bat is cool tho.</div><div> </div><div>By the way I like your suggestions some good stuf there.</div><div> </div><div> </div><div>Nos</div><div> </div>

Worrick
01-15-2006, 07:41 AM
<div></div><blockquote><hr>theserpent98 wrote:<div></div><div>Bare with me this is just a suggestion I would rather devs fix or spells before making a fluff spell, but I would really like to see a fluff spell where we glow a certian color like the ones necros have etc...or turn into something cooler besides a frog, the bat is cool tho.</div><div> </div><div>By the way I like your suggestions some good stuf there.</div><div> </div><div> </div><div>Nos</div><div> </div><hr></blockquote><p>A fluff spell shouldn't take any tiem away from fixing an existing spell. All they have to do is copy and paste an  old fluff spell change name and add a new skin. No balanceing or unexpected stuff can happen from that. And while I would like more unique fluff like particle effcts, each class has their own type of fluff spells. Wizards get familiers and particle effects we get familiers and polymorphs I just want to stick with the pattern.</p><p>Some good illusion or pets types I can think of is, snake, spider, scorpian, or more demonic things like an imp, homunculus, flying eyeball. A lot of things could work for it.</p>

Mycanthus
01-15-2006, 08:47 PM
<div> Great ideas and suggestions, I hope some get incorporated in upcoming patches.  One can hope:smileytongue:</div>

Tomanak
01-16-2006, 10:14 PM
<div></div><blockquote><hr>Worrick wrote:<div></div><p>Some good illusion or pets types I can think of is, snake, spider, scorpian, or more demonic things like an imp, homunculus, flying eyeball. A lot of things could work for it.</p><hr></blockquote>Ooh, changing into a Scorpion would be cool and considering we deal poison damage appropriate <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Dajuuk
01-17-2006, 11:48 PM
<div></div><p>Some great ideas here.   I would especially like to see ALL of our dbuffs be contagious.   Maybe they could change it so refreshing the timer on a spell thats already on the mob does not count as a new hostile spell and so would not cause the proc again.   Anyhow it should be possible to change the debuffs so that they are not game breaking but still give warlocks that flavor. </p><p>I also think that from a roleplaying aspect we should have feign death and that it should wipe or greately reduce our agro.  I could see issues though.  Say when soloing and you have dots on the mob to kill them and then feign while your waiting for the dots to kill it off.   Though, I guess you could have it set up so that the agro wipe portion also wipes all negative effects we have currently maintained which would allow us to use it to escape death but not to get free exp.</p><p>Ehlana</p>

Mycanthus
01-17-2006, 11:56 PM
<div></div><blockquote><hr>Dajuuk wrote:<div></div><p>Some great ideas here.   I would especially like to see ALL of our dbuffs be contagious.   Maybe they could change it so refreshing the timer on a spell thats already on the mob does not count as a new hostile spell and so would not cause the proc again.   Anyhow it should be possible to change the debuffs so that they are not game breaking but still give warlocks that flavor. </p><p>I also think that from a roleplaying aspect we should have feign death and that it should wipe or greately reduce our agro.  I could see issues though.  Say when soloing and you have dots on the mob to kill them and then feign while your waiting for the dots to kill it off.   Though, I guess you could have it set up so that the agro wipe portion also wipes all negative effects we have currently maintained which would allow us to use it to escape death but not to get free exp.</p><p>Ehlana</p><hr></blockquote>I remember Necros doing this in EQ1, isn't there already a system in place that doesn't allow dots and FD to work together?  Everytime the dot hits won't the mob have a chance to see thru the FD? 

RowenaRedarm
01-18-2006, 02:13 AM
<div></div><div></div><p>I really like your ideas, which are well thought out and stated. I would like to see our damage spell timers reduced first of all, on existing and future spells. I think my second-highest area of concern is that we be given a utility spell that is actually useful. I would prefer group invis, since wizzies have evac. However, I do disagree with you on one point as regards this utility spell issue: in my experience, sight-based spells are useless and take up room that should be alotted to more functional or damage-based spells. On a similar note, a serious single root with the stun at the end would be greatly appreciated...maybe at that high a level, it would work against EPICS--that would be something unique and would make warlocks desireable in a raid situation (not that i have felt unwanted...warlocks are popular there b/c of their intense DoTs).</p><p>I agree that a single fluff spell like the wizzies' turquoise aura spell (I have no clue what it is called) would be great; seems to me turquoise should be OUR COLOR and wizzies should have some flame effect, considering what they do for a living...</p><p>Feign Death or a sanctuary spell is a great idea! Listen to us, Sony! Puh-lease??? Anyway, good thoughts--very thought-provoking. Thanks for starting this thread.</p><p>Arrowfey, 60 'Lock  --Highkeep</p><p>Message Edited by RowenaRedarm on <span class="date_text">01-17-2006</span><span class="time_text">01:16 PM</span></p>

Worrick
01-18-2006, 02:10 PM
<div>I deffinately agree we need shorter cast times, lower power costs, and less agro. But there are already plenty of threads related to those topics. I just wanted to keep the flavor and roleplay aspect of Warlocks alive. I loved the contageious form of Maelstrom but realize how abused it was so I'd liekthem to look into it again so we can keep the fun part without the cascade reactions (also the 30 second duration it had when it could spread was fine but without the spreading it is laughable).</div><div> </div><div>Our nukes and wizard nukes are mostly idenitcle in dmage with a few changes to differentiate us. But what makes a warlock different from a wizard? 2 second recast difference, power efficiency difference? No, it's the flavor our class has and the flavor their's does. I am not just a poison wizard with slower recasts, not just a wizard geared mroe towards AE. I am a Warlock, I spread plagues and enslave deamons, I tap into the Void to bring emptiness to my foes, I suck the power from those who wish to harm me and use it agaisnt them.</div><div> </div><div>Anyone can do X damage to Y monster useing Z resist. Numbers can be important, but flavor is what makes the game worth playing. Otherwise we become Magic Using Class Type E and what fun is that?</div>

Max122
01-19-2006, 07:15 AM
<div>I hope to god we get another version of devastation or another class defining spell by 70.  I am not gonna be looking at a upgrade to it though at 64 like i will with absolution line and such as it is all by itself no spell like it.  I personally would like to see a root/ae dd as another class defining spell.  Add this to our aes already would be crazy.  Make it more damage then the absolution line but a longer reacast say 30 to 45 secs.  This would be very nice give us more options as the supposed ae dealers.  My opinion really only 2 constant encounter aes is crap. </div><div> </div><div>Also hope we can get some damage enhancer AA type deal as well as lower casting times to just throw out a few i would love.  Oh and not to mention either a ae detaunt or a detant that we cast on ourselves with a concentration hell i dont care if it takes 3 concentration so long I can gain less aggro on all the mobs we nuke at once.</div>

Worrick
01-23-2006, 02:44 PM
<div></div><p>Haven't really gotten many people to add new unique spell ideas to the post yet, that was the primary goal of starting the thread. So I decided to make a few more ideas. Like I mentioned before (I think) roleplay wise we are similar to necros and mechanically similar to wizards. Though in many ways we sometimes seem like a poison based wizard. I would like to differentiate from either of those more. Necros are tied with the undead, wizards study to control the elemental forces, Warlocks tap into the power of the void and gain assistance from demons.</p><p> </p><p>We need more spells that display this to maintain our unique identity. So what comes to mind when one thinks of the void: Nothing, empty, cold, dark, no perceivable direction, endless, and vacuum. We need a spell that displays these aspects, by spell graphic, effect, name, or anything that makes it apparent.</p><p>So I came up with this idea, I have no name for it yet. A spell that temporarily places the target's mind in the void, the endless nothingness drives them crazy with thoughts of insignificances and they loose the will to live and try to kill themselves. The graphic is the enemy standing strait with it's head back and it's fists at the side of it's head, screaming like the sole survivor of a horrible disaster. That would only work with humanoid targets, but there can be a text emote for it as well. Mechanics wise it places a short duration debuff on the target that causes it to make it's next attack (melee, combat art, or Spell) directed at itself then cancel after 1 attack or all attacks within a small time frame. The targets own resistances and offense skills still come into play when determining if the attack hits or not.</p><p>Now please if anyone else has soem spell Ideas share them. The developers may never read this or if they do not use any of it, but if they do read and liek the ideas maybe we could get a spell we designed in the game. And if not, it's still fun comeign up with ideas.</p>

Sevm
01-24-2006, 05:49 AM
<div>Heres an innovative idea for warlocks. </div><div> </div><div><font color="#ffff00">Have a spell that can link mobs</font></div><div> </div><div>Or maybe even have another class like a troub or dirge have the capability.</div><div> </div><div>Just seems like im running through a zone full of greens and have 10-15 single target enemies all around me and im single nuking them and casting boundless fury every 8 seconds.</div><div> </div><div>Maybe <font color="#ffff00">make a PBaoe root spell that locks all the single target encounters as one so we can then use our AEs.</font></div><div> </div><div>Sounds like a kewl idea to me at least.</div>

Spag
01-24-2006, 09:02 PM
<div>Either that or a stance thange changes all of our area affect spells to encounter effect spells when on and encounter effect spells to area effect spells when off.</div>

OperationsX
01-27-2006, 06:51 AM
<div></div><div></div><div></div><div></div><p>You wont get devastation upgraded, you'll get a new AE spell most likely that you can use that and still use devastation which probably would net a better results.</p><p>So go ahead and get that overpriced devastation master I if its on your local broker, I can guarantee it wont be upgraded.</p><p>Why you ask?Cuz devastation is your special 50 class defining spell, everyone gets one that wont be upgraded (expanding my list!)</p><p>Blazing presense (Conjuror)</p><p>Color Shower (Illusionist)</p><p>Ice Comet (Wizard)</p><p>Focused Benefaction (Templar)</p><p>Porcupine (Fury)</p><p>Rampage (Berserker)</p><p>Lich (Necromancer)</p><p>Hierophantic Genesis (Warden)</p><p>With most fighters its hard to tell, so if some fighters have lvl 50 spells that has lower tier versions of that spell, then I am wrong, but I'm pretty sure I'm dead on with this and that you will not see any of these special class skills/spells upgraded. Dont get me wrong, I'd love to be proven wrong, a Blazing presence upgrade would be uberlicous!</p><p>And Ice comet upgraded O.o 10k nuker!</p><p>You've gotta think about it logically, if ALL of these spells were upgraded, including ancients and NEWER spells in T7 that are gonna be added go with that by the time they increase to 80 we would have 3-4 spells almost each level, overpowering PC's - its more of a balance thing than flavor really. I mean we've already almost seen this with Furies and lvl 60. They get *3* of their BEST spells they get all dang tier that one level. Their best AoE (can do 2k at master!!) best INT + WIS buff for Everyone and Final best heal - talk about an overpowered level!</p><p>Message Edited by OperationsX on <span class="date_text">01-26-2006</span><span class="time_text">06:07 PM</span></p>

Worrick
01-27-2006, 02:09 PM
<div> </div><p>Message Edited by Worrick on <span class="date_text">01-27-2006</span><span class="time_text">04:25 AM</span></p>

BaronVonPitviper
02-02-2006, 05:58 PM
<div></div><p> </p><blockquote><hr>OperationsX wrote:<div></div><div></div><div></div><div></div><p>You wont get devastation upgraded, you'll get a new AE spell most likely</p><p>...snip...</p><p>You've gotta think about it logically,</p><p> </p><p>...snip...</p><p></p><hr></blockquote><p> </p><p>If you are wrong will you go back to your own board and not bother us anymore with your warlock envy tripe?</p>

Worrick
02-06-2006, 11:01 AM
<div>I thought of another spell idea. Not quite a sroleplay oriented as my previous ones, but still a good one in my mind.</div><div> </div><div>A spell that we cast on ourselves that lasts for a short duration, what it does is make the next one spell we cast as an encounter AE at increased power cost. The buff itself functions similer to concusive, where it's a short buff cast on ourselves that gets triggered by the next spell. This could allow us more options when in an AE heavy fight.</div><div> </div><div>Our biggest DD is the distortion line, if used for this it would make damage similer to our absolution line, but give us a second one. Used with root, it would give a second AE root, used with our pacify makes a group pacify (longer duration then dark nebula, but much less damage). I can't think of any spells off hand that would make this too powerfull, the most it would do is just give us an extra Absolution, which wouldn't be too strong. Only possibility I could see is if used with an already encounter AE spell it doesn't do the AE multiple times, like 5 devastations landing on all 5 mobs in an encounter.</div><div> </div><div>Roleplay wise it could be that the warlock, takeing the extra time and power to build up his energy is able to unleash it in a larger area then normal.</div>

Senen74
02-06-2006, 11:17 PM
<div>Something tells me operation-x is going to be sorely suprised by his assumptions.. *)</div>

Worrick
02-08-2006, 12:38 PM
<div>Another idea I had. Void Step, the warlock steps through a rift into the void and steps out in a new location inside the zone. Not liek an evac, more of a teleport to a location chosen by the warlock. Could be doen by castign the spell and clickign a point on the map to teleport there. Or teleport you to the current location of a waypoint, Or use a placible target similer to how moving house items works. Mayeb even teleport a person to thier current target liek a reverse CoH.</div><div> </div><div>Now a spell such as this has a high chance of abuse, but if limited properly it won't be a problem. If it is a map click, then only places you've been can be accessed. If it sends you to a group member then it's just as if they were a conjuror used CoH on you. The target idea has the most limited range as it is directly visual related. The waypoint idea seems to be themost likely to cause problems, it would take other methods to block it.</div>

Spag
02-08-2006, 09:04 PM
<div></div><div>That would be cool if it was like a object that you can place that lasts for say 20 seconds, and has say a 3 sec cast time, 15 minute recast, and usable by anyone.  It can then function like evac, by relocating all that enter to the designated safe zone, but anyone can use, in group or out of group.  It would be nice because the entire group does not have to evac, nor do they have to be within range at the moment the spell is cast, but everyone has to manually run through it.</div>