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CelebornXI
07-08-2008, 07:53 PM
Original Content found @ <a href="http://www.eq2flames.com/warlocks/24751-possibilities.html" target="_blank" rel="nofollow">http://www.eq2flames.com/warlocks/2...sibilities.html</a>These are some ideas, most of which will not be feasible as they would be incredible hard to implement.However, there are a lot of smaller pieces which would be.In the eventuality that SOE will release more options for defining our class what are some of the things that may get you excited about playing the class again. This is not a post of how we are ae dps and there aren't many ae fights. This is a post on how one may spec towards being more of a single target damage warlock.Tree Meaningful debuff enhancements: Similar to those effects which increase over time decrease %avoidance by 2% instantly, and .5% every 3 seconds (ending at 14% avoidance reduction at expiration of the single target debuff) decrease in nox mitigation (similar to the troub line in that when certain spells are cast on a mob it would lower the resists for a short duration) Meaningful spell enhancements: A(n) Virulent line, this line would effect our poison spells in that each spell would gain the ability to cause some extra harm to the mob (by way of hostile reactive) The end ability of this line may give the warlocks group a very small (probably .5% chance/successful spell attk) to cause a similar effect A(n) contamination line, this line would effect our temp spells and ae's. Similar to what was attempted in DoF, the spells would have a chance to propagate and attack another mob in the encounter(think aftershocks but with the actual spell.) This would need a very low trigger percentage ~.5% Tree Beneficial self: A(n) line in which the warlock is augmented. This would be a high cost line, in that to reach the end of the branch it may cost up to double that of any other branch. Gives the warlock stances (only one up at any time) Which affect the warlocks abilities. One may increase base damage, yet lower casting speed. Another may give 10% spell double attack, and lower base damage. The final line will have to compensate for the  cost, and to be effective a stance MUST be used. The final ability would have some effects/modifiers which increase as the warlock casts (similar to the chanter perpetuality line) Effecting base damage, spell crit, spell damage, casting speed, to balance this a small taunt (~500) will be allocated to each spell cast, ending with ~10%base, ~20%crit, ~30%sp dmg, 20%cast speed, and ~1000pt taunt on each spell. Beneficial group: A(n) line in which the warlock augments his group members in a meaningful way. This line would add meaningful modifiers to our group buffs, adding hp/regening ward to our resist/pwr buff, a %increase in skill landing effects from our skill buff, a focus on nether realm which makes more than nox spells proc it(for each point invested a new way to proc it is added and the number or procs per application are increased (ending with melee/ranged skills and an additional 4 procs per application.)) End line would need to be some meaningful modifier possibly changing our skill buff to be raid-wide giving the group our proc with only taking 1 concentration.Rework our skill buff to be more of a %chance increase to land abilities which utilize said skills. The way it is now having 500+skill still seems to have me missing an awful lot on orange mobsThis game is also lacking in fluff, which, in the right circumstances, can be entertaining. I'd like to have some new illusions. Possibly tying them into spells (like the defiler/druid buffs) maybe added through aa's or whatever, long as they don't make the tree cost more, as they are still fluff. Another option for an enhancement line would be for our spawned pets, the aim of this line would be to make the spells more useful. Broodlings, lowers recast of their ae, increases range. Maybe increase the number spawned. Nether(thing), similar to how summoners can upgrade their pets (changing graphics from app1->M1) Increasing effectiveness, maybe capped allowing them to spawn more of themselves (each would need an individual timer) Acid cloud, increase range, base damage, having some unique effects added as the line is progressed, range->base damage-> chance to proc a separate DoT on any mob effected-> chance to split into another storm cell (starting its own timer) The endline of this would cost 4points (in my mind) as it may end up being extremely useful. My idea for this would be to give %chances of avoiding certain things. The chances wouldn't be huge, but would add enough to be noticeable (4-6%). The effects I had in mind were a chance to resist being interrupted/stifled/stunned (helping with the insanity of some fights) a chance to avoid non-direct ae's for any summoned pets (making those useful yes?)Saltaf:Wizards have Rays: How bout a spell that we cast that will cast an aura around everyone in the group that does pbaoe dmg over time. NOT how wizards do it tho... this whole everyone stops casting whatever they doing to all focus together on the same spell (although cool when you picture it) can be very annoying for groups. What I am referring to would be more like a giant poison cloud that the warlock places on his/her group. The group would be mostly immune to it's damage... hell sony likes making detrimental side-effects to overpowered items (i agree... good plan). I wouldn't mind having an overpowered aoe aura which in fact damaged the group as well, based on one's poison resists.We have our pair of buffs that require concentration and unless u are in an odd situation you will always have all 5 conc spots taken up. An interesting buff (which could be cast on only one person per warlock and can be cast on anyone in group) would be to allow the warlock to put a % chance to proc pbaoe dmg around the target on any successful spell attack. We currently have our melee proc buff and reactive proc (which procs of any dmg). Why not have a spell proc... other than illusionists getting mad at taking something from them. 100% chance for low dmg or 10% chance at higher dmg... whatever the % is don't put the ever so [Removed for Content] (cannot be modified) tagRoukai:Being that Wizards and Necros have some sort of burn, be it mana or life.. would be interesting to see if we to can have some sort of damage spell that would work similar to it. Tree Poison Enhancement Line to increase all poison based spell damage by % based system with a group Nox ward. Endline Spell A Poison/Noxious based spell that would initally start out low then increase in damage for a length of time that would also be placed on the caster that is cureable, damaging the caster and draining mana till either it expires or it is cancled/cured via caster or healer. Tree Netherous Line Benifical/Damage Spell Abilities: Line to extend the reach into the Neather Realm by the warlock (employing some old school lore). Netherous Tide: Magic based spell that causes waves of increasing damage % based on the initial damge. Netherous Shroud: Magic based damage ward (self temp or group temp). Acid Storm 2 Simialar to your conamination and virulent line in that it has a chance to propagate off itself onto another mob (pbaoe). Thus having 2 or more Acid Storms causing damage till all the mobs in area are either dead or you are (Imo Acid storm though a great idea.. lacks usefulness in raids). ... Not able to link any of the old warlock lore to incorporate into other spells, but IMO i would like to define the warlock lore into more of their spells besides poison and disease.Irulana:Possible benefits of additional AA lines could be as follows: Grasp of Bertoxxulous could be made into a Raid/Group friend buff since few if any warlocks in raid have the benefit of being in a hybrid group unless it's on specific encounters and need Pally amends. Both the curses are all but useless in raid and will be even less useful solo once Nil Crystals are no longer necessary, so why not use AA enhancements to improve them by adding an increase in STR/INT to the caster for the duration of Humility and an increase in HP/Mana to the caster for the duration of Luclin. A line which allows the Warlock to change Disease and Poison damage into heat/cold, similar options could be added to the subclass trees of other caster classes to balance things out. The ability to convert our DOTs into a single combined damage hit for a short duration. This would be useful since many of the mobs in ROK have been designed to have a % chance to proc damage/stuns/stifles on either the caster or raid and yet we have been given no additional tools to combat this. The addition of a short duration damage shield with a shapechange attached to it for fun. Become your Netherbeast for 45 seconds with it's own built in stoneskin. Persiius(Velizar):What i wanna see: -Make netherrealm and the gift line a group buff disregarding the type of magic damage that needs to proc it. - A permanent AA ability that improves damage of hostile spells by 50% when u drop under 50% health while increasing hate gain by 25%. This should act as an emergency in groups of mobs when nullmail triggers to burn faster, although it could work very well with the use of a bloodthirsty choker for a permanent damage increase with healer coordination. - i want to see amplifiers of dots. For example: An improvement in the aftershocks line which either 1/ Adds 10% damage to each further tick of armageddon and cataclysm 2/ Adds 2 additional ticks to both spells. However, this could very well be applied to our dots in the Hastenings line. I find myself casting stuff as acid much more rarely now that absolution/distortion/vacuum chalmber/armageddon are the core of our dps (im not following dps chart so don't bring me up to it).----Alot of good idea, alot of not the best, but still ideas.. ideas. I didn't copy over anything but the ideas, so some may have been taken out of context, see the link at the top. Please try to keep with the idea of this thread, responding with constuctive criticism, giving ideas as well as ridiculing the ones that don't make sense (just be nice.. official forums and all! =p ).

CelebornXI
07-09-2008, 09:58 AM
no one has any feedback? no other ideas? Nothing?

Araxes
07-10-2008, 08:59 PM
I've said since LU13 that we are actually more of a DoT class than an AE class ... so the idea for amplifiers is an excellent one.  I also like the idea to make Netherrealm a group buff proc. 

CelebornXI
07-12-2008, 08:20 PM
well prior to lu13 we were wizards except using nox and no creatures had nox resists, and we had an unbreakable ae root, etc, which is why we were the flavor of the month and got nerfed, I really don't see the need to be an ae class and would prefer more of a shift towards DoT and more smaller DD's, but then we start getting into the realm of a chanter. Which is great and all but I would like to stand out more in a raid.

CelebornXI
07-19-2008, 07:18 PM
I was thinking about some ideas a bit more, figuered I'd try to post them, see if we can get some more interesting possible ideas from the community. Acidic Shroud:A toggleable skill, which has a 2minute30sec reuse. It would increase base damage of all spells by 30%, reduce reuse by 20%, reduce cast time by 15%, increase spell damage by up to 500. For every hostile spell cast (which would be modified by this spell, maybe having increases on our nox debuff and our detaunts as they are still hostile spells) .5% damage will be applied to each piece of gear the warlock is wearing (using the same rules as the dying system (two minutes and the most expensive piece takes damage etc..). Gaze of the Void: A spell with a 5 minute reuse timer. Applies to group or raid member (including self). It will stifle the warlock, lending the avoidance of the warlock to the target, a regenerating ward on the target for ~1k, as well as adding a PBAoE  with a 15M radius around that target ( damage from the PBAoE would add to both the targets and the warlocks hate-pool) Dealing ~1500 damage initially and increasing by 10% every two seconds, ending at a capped 100% increase to dps (at 20seconds) with a duration of 30 seconds (actually making use of the increased damage). When the effect is removed from the target 50% of the warlocks health will be removed and given to the target.Netherous Touch:This is a temp group buff, 3minute reuse. It removes 50% of the power from each group member, additionally taking 50% of the warlocks health. The cost of this grants the warlocks group spell haste ~ 10%, a spell proc (100% proc rate maybe ~350dmg),  and grants the group  5% increase to critical damage. Void Verification:A temp spell the warlock casts ~ 1min reuse which grants the warlock an additional 25% chance to land their spells for ~15seconds.I'll try to think of a few more, anyone else have some ideas or criticism?

Xedex
07-22-2008, 11:43 AM
<p>I was thinking maybe changing the Curse of Luclin line as it is very useless in its current state to more of Reducing the resistability of ALL spells by 10-15%...have it allow to be on the target encounter. Lasts for 30 seconds.</p><p> IMO that would help alot on spell resists and bring some more usefulness for us to debuff instead of relying on a brigand for all the major debuffs.</p>

CelebornXI
07-22-2008, 08:17 PM
it would make its usefulness go from 0% to OMG! heh

CelebornXI
08-21-2008, 07:02 PM
what about an aa ability that allows you to successively deal more damage to a mob?For example, cast distortion on mob x, the next time you hit the mob with distortion it does y% more damage (increase the spells base damage or something)up to a certain number of hits before resetting.

Hellswrath
08-21-2008, 09:32 PM
<cite>CelebornXI wrote:</cite><blockquote>what about an aa ability that allows you to successively deal more damage to a mob?For example, cast distortion on mob x, the next time you hit the mob with distortion it does y% more damage (increase the spells base damage or something)up to a certain number of hits before resetting.</blockquote>While I think this would be an <i>awesome</i> idea, I'm guessing we would be more likely to see the stacking of additional timed noxious debuff upon every spell cast before we see this.  Since debuffs only help so much, this would keep our ability to increase our damage capped (and thus more likely to be given to us).  However, they could work a cap into the coding.  It would be awesome to see though.

CelebornXI
08-22-2008, 09:25 AM
Either way it would be something pretty nice, and somewhat unique. Now if it was made to work with the entire raids dps... but it only is incremented by the warlock, I think we would almost be a necessity for everyone to hit some nice numbers. Hopefully the aa's we get from the expansion will take a few things from alot of the good ideas here, I know most of them would help out dps by a good amount.

BetaMaster
09-09-2008, 08:30 PM
<p>Was just looking at our Flames of Velious spell and it made me think about the conjur snare spell.</p><p>An interesting option in one of the new lines for a soloing warlock it would be a nice bump to increase the duration of the snare on this spell.  Seeing as it's a sorc spell not just warlock it could be in a Sorc line.</p><p>In terms of raiding and things related to boosting our dps...</p><p>Here is something that I was thinking about and thought would be a good idea.</p><p>__________________________________________________ __________</p><p><b><span style="font-size: small;">Ring of Poison</span></b><span style="font-size: small;">Master I</span>Deals great amounts of poison damage to all enemies surrounding the warlock.  The damage of Ring of Poison increases for each impairment placed on an enemy by the warlock.Target                        SelfPower                        367Casting                       2 secondsRecast                       1 minuteEffect Radius              15 metersMax AOE Targets       12Mastery                      Disruption<span style="color: #ffff00;"><span style="color: #ffcc00;">Effects</span>:</span></p><ul><li>Casts Poison Multiplier on targets in Area of Effect     <b>></b> Inflicts 1039 - 1984 poison damage on target</li></ul><p>__________________________________________________ __________</p><p>The concept of this spell is to work sort of like Fatal Followup but not based on what you did in a duration of the past but rather how many impairments you have on targets in the area.</p><p>Effects that would apply:</p><p>NetherealmCataclysmArmageddonAcidBrood InfestationAura of VoidCurse of LuclinVacuum ChamberCurse of HumilityPillagingVacuum Field</p><p>Obviously not ALL of these will be up all the time.  And I know I missed a few and I ignored stuns cause they don't last long enough to matter.  The concept of the spell is to give warlocks another PBAOE... as it stands we have only 2 (not counting netherealm) PBAOES (Upheaval and Cataclysm).</p><p>This would add some extra coordination to the class for optimizing dps and would give reason to use our two curses.</p>

Fendaria
09-22-2008, 03:32 PM
<span style="font-size: 13px;font-family: verdana;color: #f6fcee;" class="Apple-style-span"><span style="font-size: small;" class="Apple-style-span"><span style="color: #000000;" class="Apple-style-span"><div></div><div></div>Here is my wall of words on suggestions for new AAs/abilities for Warlocks.Note, a lot of these are Sorc/Mage applicable too.A lot of these are based towards getting Sorcerers more 'up front' damage and help return some trash mob, heroic mob DPS, and hopefully help with chainkilling pulling.I like ideas where the warlock gets a nice bonus for actually 'killing' themob.  ie landing the killing blow.I also don't claim the bonus numbers/damage/etc are anywhere what they reallyshould be. Some powers could be more, others less. I'm mainly looking atthe effects/triggers of the powers. Tuning comes after....I also am assuming most of these are Free Sorcery like short term AA buffsin most cases.And I'm sure some of these are pretty out there...1) An AA that would garentee the next spell does a spell double hit, muchlike the str garenteed crit. I'd favor more changing the STR end line to this over the garenteed crit it is now.2) An AA that would give us +3000 spell damage to the next spell cast, +9000 if the spell is an AE spell.3) An ability / spell, sorta like the coldshield spell wizards have, that is a short duration buff on a tank. When the tank attacks, he procs a nice doton the target encounter (basically equal to the Acid spell on each mob). Itcan proc at most once. Like the wizard spell, the tank gains the hate for thespell, the warlock gains the damage credit for the spell. Only castable outof combat.4) An AA that lets the next cast spell be 'insta' cast(or a really low castingtime, like 0.1 seconds).5) An AA, like the Enchanter Perpetuality AA, that lets our spells be harder and harder to resist with each successfull casting (tailored to our slower spell casting times). Lets say it starts at 10% harder to resist and increases up to a max 70% harder to resist bonus.  Any spell resist resets it back to +0%.6) An AA that for each second it is up, gives us a +1% base damage to the next spell we cast (max 100%). It is canceled upon movement, taking damage, attacking,or finishing casting a spell. It has a really short cool down. Also, the caster cannot regenerate mana while under its effect7) An AA / buff, that when we land the killing blow (via spell) to a mob, causes us to proc a 30 sec self buff giving +15% base damage (which can be applied cumulatively, kill 3 mobs, get 3 buffs for +45% base damage).<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> A buff that when you land the killing blow (via spell) to a mob, givesa chance that all your spells and AA abilities refresh.9) An AA that changes the Aura of Bertox spell line to be an encounterbuff instead of a single target. (Each mob in the encounter gets theAura buff/debuff).10) A fluf spell that turns the target into a Netherlord.11) A short AA that turns our encounter spells into PBAE spells.12) An AA like freehand sorcery, that when we cast an encounter AE spellwould increase the damage done by a factor depending on the number of mobsleft when the spell actually lands vrs when it was initially castX == initial # of targetsY == final # of targets when spell landsdamage multiplier == X / Y4 initial mobs, 1 left == 4/1 == 4x damage3 initial mobs, 2 left, == 3/2 == 1.5x damage4 initial mobs, 3 left, == 4/3 == 1.33x damage4 initial mobs, 2 left, == 4/2 == 1.5x damage4 initial mobs, 4 left, == 4/4 == 1x damage (no bonus)13 ) An AA / spell that would cause all our broodlings to immediately explode for something like 4k PBAE damage each.14) An AA that makes all poison based spells trigger diseased based procs and all disease based spels trigger poison based procs. (like fireshape and iceshape). (Mainly to take better advantage of the Bertox blessing Touch of Decay, all disease spells get +50% for 10 minutes, and the Gift of Bertox buff).15) An AA that acts as a short group buff turning spell proc damaging effectsinto encounter AE effects. EX Dynamism/Tandem, PoTM, etc. Maybe does single target item procs off casting too.16.1) Enhanced Aftershocks. Works for any spell or proc by the caster. (PoTM triggered by the warlock could trigger an aftershock).or16.2) Enhanced Aftershocks. A short duration AA that, while it is in effect,doubles the damage done by aftershocks and gives aftershocks a 100% chance of triggering and a 75% chance of triggering an additional aftershock effect (ie one aftershock potentially could trigger two aftershocks next time).When the buff is over, Aftershocks returns to normal.or16.3) Enhanced Aftershocks. An AA that triggeres a short duration raidwidebuff that, while it is in effect, causes all AE spells to trigger aftershocks.17) A fluf spell that turns someone into a slug.  Or our mount gets illusion slug.1<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> A buff on a raid/group member. The buffer gets +20% base damage. Thebuffee gets -20% base damage. 50% of any damage taken by the buffee is alsotaken by the buffer.19.1) A short buff on a tank (again like the wizard coldshield spell) that causes any mob (in range and in combat) targeting the buffee to take 100 poison damage every second. Tank gets hate, warlock gets damage credit.or19.2) An AA that for a short duration causes all of the casters maintainedbuffs of Poisonous Veil / Shroud of Bertoxous line to proc 100% of the time (basiclly makes it an damage shield triggering encounter damage).or19.3) An AA that for a short duration causes all of the casters maintainedbuffs of the Venoumous Grasp / Grasp of Bertoxous line to proc 100% of thetime (trigger with every hit).or19.4) An AA that for a short duraction causes all of the targets chances oftrigger on hit or trigger on being hit buff/effects/procs to increase greatly(+50% chance of going off. Not a +50% more than before, but +50% of the time,so every other proc chance. ex not 10% becomes 15%, but 10% becomes 60%).or19.5) A buff(curse) on target mob that increases the proc chance of all triggeron hit, trigger on casting, poison, etc procs being used against it (or it isinvolved with) by 25%. (Again, not 10% becomes 12.5% but 10% becomes 35%)20) An AA that increases the effectiveness of group members debuffs by 25%.21) An AA like freehand sorcery that turns the next single target spell intoa Dot with 3 ticks, at 10 or 15 seconds a tick, each tick landing for thesame damage as the single target spell.22) An AA that increases (doubles) the number of targets your PBAE spellscan hit and increases the range on those spells too.23) An AA that, when you die, has a 50% chance to keep your items from beingdamaged.24) An AA short duration buff that increases your base damage by 30% but causesyour items to take a 30% hit when you die instead of the normal 10% hit. You also generate an aditional 25% hate off all spells.25) A curse for a mob that has a 25% chance to turn all benificial heal spellslanding on the mob into equivalent damaging poison spells. Ex heal for 2k isinstead 2k poison damage.26) A buff that causes the buffee to get -30% spell haste (mage/priest) or-30% attack speed (fighter/scout) for +30% spell haste on the buffer.27) An AA that would remove the 1/3 +spell damage modifier on AE spells and haveit applied like a single target spell. IE all targets get effected by the full+spell damage amount.2<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> An AA with a short duration self buff that would cause dots spells castduring it to have the +spell damage modifier to be applied to each tick instead of being frontloaded on the first tick.29) An AA that increases the amount of spell damage the caster has by a percentage (like Brainstorm). Say +3% per AA point spent. It could also increasethe spell damage cap for spells. (Maybe replacing the str line +crit bonus).30) An AA, like Freehand sorcery, that causes the next dot spell to have the duration between ticks reduced down to 0.2 seconds.31) An AA, that creates a 30 second buff and consumes 75% of the caster's mana. The buff adds +1 spell damage for every 2 to 3 mana consumed. (Consume 5000mana, gain a random +spell damage somewhere in the range of 5000/2 to 5000/3).32) An AA, that gives the caster +30% base damage. The caster takes double all incoming damage while it is up.33) An AA or group buff that turns all incoming fire/cold/mental/divine damage to poison or disease damage.34) A buff, castable on a grouped Priest, that transfers 50% of your hate to them.And whenever they take damage, you take the same damage to.Ok um...yeah....I think thats enough for now <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Hopefully somewhere in there is a useful suggestion or two.</span></span></span><div><span style="font-size: 13px;" class="Apple-style-span"></span></div><div><span style="font-size: 13px;" class="Apple-style-span"></span></div><div><span style="font-size: 13px;" class="Apple-style-span">Fendaria</span></div><div><span style="font-size: 13px;" class="Apple-style-span"></span></div><div><span style="font-size: 13px;" class="Apple-style-span"></span></div>