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*Pathfinder & Starfinder
What would fix warlocks?
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<blockquote data-quote="RyvenCedrylle" data-source="post: 4941099" data-attributes="member: 66726"><p>As a loyal and continual Warlock player, I would argue that each Pact is its own role and should be treated as such. I like the earlier of idea of modifying the Curse by pact, doing a minor version of other roles' schticks:</p><p></p><p>The Starlock is a controller - Dire Radiance is a movement-denying effect and the vast majority of Star powers are debuffs. A Starlock's curse should do something like prevent the target from shifting if they are granting combat advantage. I would also give them access to orbs as an implement.</p><p></p><p>The Infernalock is a Defender - it gains temporary HP and deals damage when it is damaged. The Infernal Curse should mark the target if the 'Lock also has Prime Shot. It should also get at least Hide proficiency if not Chain.</p><p></p><p>The Vestige Pact is a Leader - Eyes of the Vestige is about buffing and giving saving throws. The Vestige curse should grant Cha modifier temporary hit points to another character that drops the cursed foe. </p><p>It should also get better armor.</p><p></p><p>The Dark Pact is an artillery Striker through and through. Damage on damage on damage. The Dark curse should give the target -1 to saving throws to synergize with all that ongoing damage. Maybe scale to -2 and -3 at 11 and 21. That's about all I'd do - the Dark Pact is about in the same league as the other Strikers so long as the target can't save.</p><p></p><p>The Feylock is.. I don't really know what the Feylock is. It turns invisible, it teleports, it makes its enemies attack each other... but then sometimes it deals extra damage or grants uses of healing surges... it's almost a Lurker, I think. The Fey Curse should either give the character a +2 bonus to hit its own allies (cornercase unless you're a Feylock; would also be fun synergy with some Swordmage powers) or do something like drop the foe's initiative by 2. I would also give it total concealment if it moves its full Speed on a turn. I'm admittedly a little less sure of the balance issues with this build over the other 4.</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 4941099, member: 66726"] As a loyal and continual Warlock player, I would argue that each Pact is its own role and should be treated as such. I like the earlier of idea of modifying the Curse by pact, doing a minor version of other roles' schticks: The Starlock is a controller - Dire Radiance is a movement-denying effect and the vast majority of Star powers are debuffs. A Starlock's curse should do something like prevent the target from shifting if they are granting combat advantage. I would also give them access to orbs as an implement. The Infernalock is a Defender - it gains temporary HP and deals damage when it is damaged. The Infernal Curse should mark the target if the 'Lock also has Prime Shot. It should also get at least Hide proficiency if not Chain. The Vestige Pact is a Leader - Eyes of the Vestige is about buffing and giving saving throws. The Vestige curse should grant Cha modifier temporary hit points to another character that drops the cursed foe. It should also get better armor. The Dark Pact is an artillery Striker through and through. Damage on damage on damage. The Dark curse should give the target -1 to saving throws to synergize with all that ongoing damage. Maybe scale to -2 and -3 at 11 and 21. That's about all I'd do - the Dark Pact is about in the same league as the other Strikers so long as the target can't save. The Feylock is.. I don't really know what the Feylock is. It turns invisible, it teleports, it makes its enemies attack each other... but then sometimes it deals extra damage or grants uses of healing surges... it's almost a Lurker, I think. The Fey Curse should either give the character a +2 bonus to hit its own allies (cornercase unless you're a Feylock; would also be fun synergy with some Swordmage powers) or do something like drop the foe's initiative by 2. I would also give it total concealment if it moves its full Speed on a turn. I'm admittedly a little less sure of the balance issues with this build over the other 4. [/QUOTE]
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