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4e Warlocks - How Would You Fix Them?
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<blockquote data-quote="WalterKovacs" data-source="post: 4970523" data-attributes="member: 63763"><p>In terms of rebuilding the class:</p><p> </p><p>To make it A shaped instead of V shaped: Constitution as the main stat with either charisma or intelligence as secondary stats (with perhaps a "charisma counts for light armor" clause in the latter case. The idea is that you are pumping energy that "should not be handled by mortals" through your body, and thus you require the constitution to channel it correctly, while the charisma or intelligence ties into your ability to deal with the demonic forces, etc.</p><p> </p><p>Second, allow options for at-wills. With it being put firmly into the controller class, part of the schtick is versatility. So, maybe they still get forced to take their pacts at-will power, but they still get two other choices so that, like the druid, they have three at-wills to start with. Or, simply make sure they have lots of at-will options, and the ability to choose between them. Controllers have some of the most varied of at-will options.</p><p> </p><p>I really like the way the vestige pact at-will works, in that different vestiges will alter how it works. Maybe instead of having a pact specific at-will, there is eldritch blast, and a variety of generic at-wills, but he eldritch blast is modded by the pact, either making it similar to the existing pact at-wills, or maybe giving it a flavor of the pact boon.</p><p> </p><p>If it is no longer a striker, the curse effect needs to change. Pact boon would be changed to trigger on any enemy death (and a feat/utility/item/etc can have that also trigger on bloody, and the curse would be some sort of debuff that is either like quarrying or oath of emnity, and is a debuff of sorts. They may have different types of curses based on pacts.</p><p> </p><p>Examples: Star pact -> Cursed target sheds light, being unable to benefit from concealment, or total concealment, or invisibility and provides combat advantage (basically drow's darkfire). </p><p> </p><p>Fey pact -> The enemy is confused as to who is friend and who is foe. The cursed enemy is considered an ally for flanking and cannot flank with enemies.</p><p> </p><p>Dark pact -> Darkness surrounds the foe. The enemy treats all targets as if they had concealment.</p><p> </p><p>Finally, a lot more summoning would be going on in terms of daily powers. As a maker of pacts, you may also have certain demons, or fey creatures, or abberations, etc that you can summon. This could also include utilty powers where you bring forth a demon (or whatever is appropriate for your pact) in order to demand some service. Giving the warlock ritual casting and then having some "pact binding" rituals which have healing surge costs in place of material components.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4970523, member: 63763"] In terms of rebuilding the class: To make it A shaped instead of V shaped: Constitution as the main stat with either charisma or intelligence as secondary stats (with perhaps a "charisma counts for light armor" clause in the latter case. The idea is that you are pumping energy that "should not be handled by mortals" through your body, and thus you require the constitution to channel it correctly, while the charisma or intelligence ties into your ability to deal with the demonic forces, etc. Second, allow options for at-wills. With it being put firmly into the controller class, part of the schtick is versatility. So, maybe they still get forced to take their pacts at-will power, but they still get two other choices so that, like the druid, they have three at-wills to start with. Or, simply make sure they have lots of at-will options, and the ability to choose between them. Controllers have some of the most varied of at-will options. I really like the way the vestige pact at-will works, in that different vestiges will alter how it works. Maybe instead of having a pact specific at-will, there is eldritch blast, and a variety of generic at-wills, but he eldritch blast is modded by the pact, either making it similar to the existing pact at-wills, or maybe giving it a flavor of the pact boon. If it is no longer a striker, the curse effect needs to change. Pact boon would be changed to trigger on any enemy death (and a feat/utility/item/etc can have that also trigger on bloody, and the curse would be some sort of debuff that is either like quarrying or oath of emnity, and is a debuff of sorts. They may have different types of curses based on pacts. Examples: Star pact -> Cursed target sheds light, being unable to benefit from concealment, or total concealment, or invisibility and provides combat advantage (basically drow's darkfire). Fey pact -> The enemy is confused as to who is friend and who is foe. The cursed enemy is considered an ally for flanking and cannot flank with enemies. Dark pact -> Darkness surrounds the foe. The enemy treats all targets as if they had concealment. Finally, a lot more summoning would be going on in terms of daily powers. As a maker of pacts, you may also have certain demons, or fey creatures, or abberations, etc that you can summon. This could also include utilty powers where you bring forth a demon (or whatever is appropriate for your pact) in order to demand some service. Giving the warlock ritual casting and then having some "pact binding" rituals which have healing surge costs in place of material components. [/QUOTE]
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