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Does a Con warlock's Painful Transference need fixing? How?
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<blockquote data-quote="Ferghis" data-source="post: 6044913" data-attributes="member: 40483"><p>Warlocks have become a big class, with an essentials version or two, and even the core class has several different pacts at this point. Like a few other classes (the Paladin and Cleric both come to mind), a warlock can be build around one of two different attack stats: Constitution or Charisma. Some attack powers key off one of these, some off the other. Although not unheard of, it is rare for a character to build up both, mainly because a lot of the warlock riders key off of a third stat. But I digress.</p><p></p><p>At level 16, warlocks can select a utility power called "Painful Transference." The relevant part of the power is as follows.</p><p></p><p>If this power were selected by a Con-focused warlock (with little or no Cha bonus), does this power need to be changed? If so, how?</p><p></p><p>My position is uncertain. It may be that the power is meant for non-Cha warlocks. After all, as far as level 16 utilities go, removing one save-ends condition is not that dramatic a power. If it weren't for flavor reasons, I'm not sure I'd select it for a Cha warlock: there are plenty of other ways to remove conditions. And Cha warlocks try to stay farther out of the fray when compared to Con warlocks, if only for their greater fragility (many Con warlocks have an infernal pact that generates lots of temp HP on top of their higher HP and surges), so they have less need of condition-removing powers. On the other hand, this theory is questionable because everything after the first sentence needs some Cha bonus to be remotely meaningful.</p><p></p><p>So I've tried to consider how the power might be modified to make more sense and remain worthwhile, and the truth is that, again, I'm uncertain. <ul> <li data-xf-list-type="ul">Let's examine just the second sentence of the effect. Damaging your allies seems unfair, especially for a Conlock that is more likely to be closer to the front lines and therefore closer to more allies. The simplest solution, to key the damage off of the higher of Con or Cha, would probably induce me to simply select a different power for my Conlock, and is therefore the equivalent of just removing the power, and not really a "fix." I don't know if this is true for others.</li> <li data-xf-list-type="ul">The third sentence has a similar impact. Assuming Con 22, level 16 Conlock would have 109 HP. Taking 12 damage during a critical moment of a fight, possibly while isolate away from allies, to remove one condition, is not a good trade-off for my highest level power. Again, I'd probably go with a different power.</li> </ul><p></p><p>Looking around, the power is sub-optimal (assuming it inflicts more than paltry damage) when compared to similar powers. Slip from the Grasp, a rogue power of the same level, ends three conditions (grabbed, slowed, immobilized) AND grants the character a save, without any disadvantage. Cleansing Earth, a warden power of the same level, grants a save with a Strength bonus, making it an almost certain success, again without any disadvantage. This makes me go back to my first theory, that the power, as written, is not meant for Cha-locks, but mostly for Con-locks.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6044913, member: 40483"] Warlocks have become a big class, with an essentials version or two, and even the core class has several different pacts at this point. Like a few other classes (the Paladin and Cleric both come to mind), a warlock can be build around one of two different attack stats: Constitution or Charisma. Some attack powers key off one of these, some off the other. Although not unheard of, it is rare for a character to build up both, mainly because a lot of the warlock riders key off of a third stat. But I digress. At level 16, warlocks can select a utility power called "Painful Transference." The relevant part of the power is as follows. If this power were selected by a Con-focused warlock (with little or no Cha bonus), does this power need to be changed? If so, how? My position is uncertain. It may be that the power is meant for non-Cha warlocks. After all, as far as level 16 utilities go, removing one save-ends condition is not that dramatic a power. If it weren't for flavor reasons, I'm not sure I'd select it for a Cha warlock: there are plenty of other ways to remove conditions. And Cha warlocks try to stay farther out of the fray when compared to Con warlocks, if only for their greater fragility (many Con warlocks have an infernal pact that generates lots of temp HP on top of their higher HP and surges), so they have less need of condition-removing powers. On the other hand, this theory is questionable because everything after the first sentence needs some Cha bonus to be remotely meaningful. So I've tried to consider how the power might be modified to make more sense and remain worthwhile, and the truth is that, again, I'm uncertain. [list][*]Let's examine just the second sentence of the effect. Damaging your allies seems unfair, especially for a Conlock that is more likely to be closer to the front lines and therefore closer to more allies. The simplest solution, to key the damage off of the higher of Con or Cha, would probably induce me to simply select a different power for my Conlock, and is therefore the equivalent of just removing the power, and not really a "fix." I don't know if this is true for others. [*]The third sentence has a similar impact. Assuming Con 22, level 16 Conlock would have 109 HP. Taking 12 damage during a critical moment of a fight, possibly while isolate away from allies, to remove one condition, is not a good trade-off for my highest level power. Again, I'd probably go with a different power. [/list] Looking around, the power is sub-optimal (assuming it inflicts more than paltry damage) when compared to similar powers. Slip from the Grasp, a rogue power of the same level, ends three conditions (grabbed, slowed, immobilized) AND grants the character a save, without any disadvantage. Cleansing Earth, a warden power of the same level, grants a save with a Strength bonus, making it an almost certain success, again without any disadvantage. This makes me go back to my first theory, that the power, as written, is not meant for Cha-locks, but mostly for Con-locks. [/QUOTE]
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