What are these like?Echoes of Thunder, Oncoming Storm, Surging Flame - Some useful energy type based feats (with no prereqs).
What are these like?Echoes of Thunder, Oncoming Storm, Surging Flame - Some useful energy type based feats (with no prereqs).
No, I'm talking about warlocks having riders just like other classes have riders, and you are simply wrong.
See how just flatly asserting that someone else is wrong is sort of a dead end? Anybody can play that game.
I play a warlock, and looking those attacks you mention, and most of the attacks you mention aren't any more controllery than anything I can see a rogue doing, without the benefit of the awesome damage. Mire the mind makes the party invisible to an opponent. Can a rogue blind an opponent? Sure. Witchfire imposes a -2 to hit. Can a rogue penalize a person's attacks? Sure he can.
Concern #1: The Wizard gets outshined by the two new controllers, because their AoE's will tend to target "all enemies" while the wizard's mostly targets "all creatures".
Concern #2: The Sorcerer basically amounts to unofficially giving up on the Warlock as the arcane striker. The 'lock's damage output is sufficently behind the curve of other strikers that I fear the designers may have deemed it a lost cause.
Concern #3: The [W] damage discrepency holds strong, or even broadens. Weapon users will continue to have a sizable boost in damage output over implement users. At first, I'd hoped the absence of martial characters in PHB2 would lead to righting the imbalance. However, on reflection, the only thing in the PHB2 that would really make a dent would be feats that reclaim some of the ground lost to superior weapons and various other weapon-boosting feats, or perhaps that help overcome Resists. Or something I just hadn't thought of.
And he saith unto Felon, Why are ye fearful, O ye of little faith? Then he opened the PHB2, and bolstered the Wizard and the Warlock via useful new feats; and there was a great calm.Looking forward to hearing "oh ye of little faith..."
[sblock]Actually, I'm worried too for the same reasons Felon cited. [/sblock]
What are these like?
I think this is because as it stands, only half of one class uses ranged weapons effectively.Also: with the exception of the greatbow there isn't really any splatbook that has powered up ranged weapon attacks at the expense of ranged implement attacks. I think what we may be seeing is boosts to melee attacks to counteract the inherent advantage of ranged and area attacks.
The implement damage tends to use a d6 or d8 as the baseline damage die, whereas most anyone using a weapon can handily upgrade to d10's, d12's, or 2d6 (the rogue, who's counting on his big sneak attack payload, is the major exception).
But martial classes also have that feat in the form of Weapon Focus.First, upgrading to a higher [W] damage dice you must spend feats. Casters can spend their feats to upgrade their damage as well... a +1 to all X type of damage is roughly the same as going from a 1d6 to a 1d8.
But Weapon Attacks provide Proficiency bonus, while Implement attacks do not.Second, people using [W] normally are attacking AC, which is always higher, and sometimes much higher than the other defenses.
First, upgrading to a higher [W] damage dice you must spend feats.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.