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#1 |
Loremaster
Join Date: Nov 2004
Posts: 201
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![]() I think it's time to finally pull the plug and betray to wizard TBFH.
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#2 |
Loremaster
Join Date: Jun 2005
Posts: 32
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The November 4th update contained almost no changes to the warlock AA line.
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#3 |
General
Join Date: Nov 2004
Posts: 97
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Feedback evolution, November 4th (Changes are in green)
-Protection: Good idea, maybe tweak up a little the ward again. *Enhance: Concussive (5 ranks, 1 AApt per rank) Nice and welcomed change !! *Enhance: Nullmail (5 ranks, 1 AApt per rank) *Volatility (5 ranks, 1 AApt per rank) (Wizards get Spell Reach which increases range of all his spells by 1 per rank) USELESS since we still affects 5 to 8 targets due to some old LU. This has nothing to do as a final ability in a line called Protection, since it provides no extra protection to the warlock, please I ask again for a change in favor to spellcast range (just like the Wizard AA)
-Propogation: Pretty much useless. * Enhance: Boon of the Damned (5 ranks, 1 AApt per rank) Useful, especially with the modifications made to Boon of the Damned (10% proc Mana Boon, last 16sec , regen. 23 mana instantly and every 4 sec to BOTH the tank and the warlock, 4% transfer hate if target is a fighter) (note: Stats are given for the Master I version) This AA would be really, really desirable if Devs could increase the % of Hate transfer to the fighter * Enhance: Nihilistics (5 ranks, 1 AApt per rank) Can be a useful AA… I always cast this spell on the Main Tank, and the Off-tanks. * Enhance: Dark Infestation (5 ranks, 1 AApt per rank) Increase trigger chance by 3% per rank Nice change, makes the AA interesting * Propagation (1 rank, 5 AApts) USELESS
-Explosiveness: (Wizards get a Power cost reduction by 3% per rank + increased radius by 20% per rank) * Enhance: Nebula (5 ranks, 1 AApt per rank) (Wizards get a Reduce resistibility by 3% per rank +improved damage by 2,70% per rank) * Enhance: Void Absolution (5 ranks, 1 AApt per rank) (Wizards get a Reduce resistibility by 3% per rank +improved reuse speed by 1 sec per rank) * Enhance: Apocalypse (5 ranks, 1 AApt per rank) (Wizards get a Reduce resistibility by 3% per rank +improved reuse speed by 1 sec per rank) * Enhance: Rift (5 ranks, 1 AApt per rank) (Wizards get a Reduce resistibility by 3% per rank +increase range and radius by 1 per rank) Please make a copy/paste of the wizard abilities to ours on this line ! * Cataclysm (1 rank, 5 AApts) FUN but USELESS so far: because against an encounter flagged as: Considering a good 7k Mana at 70, you will deal 21k dmg on a group of creatures, that won't even be close to kill the encounter, but the backlash you will get by the angry mobs will be enough to kill you in less a second.
-Hastenings: (Wizards get power cost reduction by 3% + reuse speed by 0,1 sec per rank) * Enhance: Scourge of Shadows (5 ranks, 1 AApt per rank) (Wizards get power cost reduction by 3% + spell duration reduction of 1sec per rank) * Enhance: Thwart (5 ranks, 1 AApt per rank) (Wizards get power cost reduction by 3% + reuse speed by 1 sec per rank) * Enhance: War Pyre (5 ranks, 1 AApt per rank) (Wizards get power cost reduction by 3% + reuse speed by 0,1 sec per rank) * Enhance: Void Distorsion (5 ranks, 1 AApt per rank) (Wizards get power cost reduction by 3% improves casting speed 0,1 sec per rank) Please Tweak this line to be like the wizard one ! * Quickcasting (5 ranks, 1 AApt per rank) Seems like the only Final Skill useful so far…
-Removals: (Wizards get Improved resistibility by 3% per rank and improves Cold and Heat resistance reduction by 10% per rank) * Enhance: Dispel Magic (1 rank, 5 AApts) 5 points seems a bit high in my opinion, 3 points ok but 5 … Maybe 2 options could be proposed: Rank 1: (3 AApts) Dispels 78 (at level 70) Beneficial Magic and Noxious effects on target Rank 2: (5 AApts) Enhance: Cure Arcane affects Noxious effects too. * Enhance: Curse of Isolation (5 ranks, 1 AApt per rank) USELESS, since this spell is already the aim of many discussions by itself, 5% more to a rather useless spell ... that's still useless. * Enhance: Curse of Void (5 ranks, 1 AApt per rank) hmm ... ok, but with the increase in stat caps, maybe it would be interesting to reevaluate the value of the spell first ( 88pt debuff for the master I version is something when Stat cap is a 510 .. when it get to 1000+ … it’s nothing) * Null Mastery (5 ranks, 1 AApt per rank) I need some help … This spell is an instant Cast with a 10 mins duration .. ok (by the way the spell icon is missing among the Maintained spell window), why not making it permanent ? Increases hate gain ?? since the target is self … what’s the use, I don’t think warlocks get taunts or wish to get even more aggro than we do actually. Would the spell affect the group, I could understand the gain/loss of aggro and duration, but as it stands now, there’s a need of some fixing. * Enhance: Vulian Nullification (5 ranks, 1 AApt per rank) No reason to get this as the final skill of the tree, the skill is nice but should be available sooner in this or another tree USELESS as a final AA tree skill
To the Devs. Attention: - Nice work on Boon of the Damned modifications ! - Thanks also for the deaggro boost made on Vulian Nullification, and to Concussive modification. - Explosiveness and Hastening lines needs to be modified to be the mirror of the wizards ones based on our spells - The final AAs are rather saddening except Quickcasting. Cataclysm is a joke, Propagation will most likely never be taken, Volatility is to be redrawn and Enhance: Vulian Nullification shouldn’t be a final skill.
Still some work to be done, I hope and wish we can help you in this task. On another matter, please remove Nil crystals or make them useful if you want to keep them for a roleplay reason (Mana or Hp long reuse time battery for example), they are a curse and Wizards, our cousins, don’t have to deal with such a burden.
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#4 |
Loremaster
Join Date: Dec 2004
Posts: 180
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I was waiting for this to decide and i guess its time to ditch my warlock.
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Mishrack 70 Conjurer Gloaming 61 Coercer Of Highkeep |
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#5 |
Seer
Join Date: Aug 2006
Posts: 89
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What are the requirements to obtain the end abilities for each line? For example, for the explosiveness line, do i just have to put 1 point in each (Enhance: chaostorm, nebula, absolution, apocalypse) in order to get Cataclysm? Or do I just have to have a certain collective total of points in the explosiveness line to unlock Cataclysm? Maybe a cross between these two? (AT LEAST one pt per ability with a required total in the line to unlock end ability)Trying to plan out how im going to spec my Uber warlock of Wtfpwn Awesomehood.Daenarys70 WarlockMob SquadNeriak-infested Kithicor.
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 1,141
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Generally you have to put 15 points into the line "above" the end ability to get it. Some of the end abilities have more than one line above them, so you get to pick which you put 15 points into. Look in another forum with screenshots of the trees and it'll make more sense.
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#7 |
General
Join Date: Nov 2004
Posts: 97
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![]() You need at least 3 points in one ability to unlock the next one in the line, some have several requisites, and final abilities ask you to have 15 points in the line (well 10 for Protection line, but the final AA is junk ... but like most of our final AAs i must agree).
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#8 |
Join Date: Nov 2004
Posts: 328
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heh, 5 final lines to choose from. Are warlocks the only class that has these? :smileyindifferent: Just wondering..
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#9 |
General
Join Date: Nov 2004
Posts: 97
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![]() Yes, our final AAs are "unique" to us, but 2 are "inspired" by the wizards AAs: - Volatility is somehow related to Spell Reach where they get increased range for their spells (really useful in raids to avoid AEs) when ours get an increase in radius (which is useless) - Cataclysm is the Encounter version of the wizard AA named Manaburn (EQ1 veteran will remind this ability, but the effects are far from being those of the EQ1 version)
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