Joined: Sun Mar 27, 2016 1:36 am
General protective and transportation spells (no gate)
Class-specific damage spells (Sorrow, Chaos, Torment, Ravage)
Limited Weather (no chain lightning)
Shadow Form (sneak)
Of the above, maledictions, energy drain, and astral projection (/mirrors/shield of skulls) all deserve their own threads. I'll make those later.
So the major questions are:
What should Warlocks do?
How will they be unique?
How can this be accomplished without excessive effort?
The good news is that, as a caster class, Warlocks already have a bunch of spells that don't see any use and can easily be re-tooled. Furthermore, in terms of "casters who fight", Warlocks already have good tools (trip, battle focus) to help make that a reality.
The bad news is that, as casters with fighter skills, they are currently in a bad place because of general code issues(specifically, avoidance rates). That's something that involves a systemic change and will also have to be addressed elsewhere.
So, for the first question: Warlocks are already set up to be "negative effect casters". While Necromancers fill some form of this role, their class effects revolve around DOT spells and dragging out combat to give those spells time to take effect. We can take Warlocks in a different direction with ease.
Sorrow - Now deals damage and attempts to apply Curse to the target
Chaos - Now deals damage and attempts to apply Slow to the target
Torment - Now deals damage and attempts to apply Weaken to the target
Ravage - Now attempts to apply a stacking +1 save effect to the target (max of ??)
And with just those changes, Warlocks have a unique identity as the class that deals damage and debuffs, but is distinct from Necromancers by virtue of not healing or applying DOT effects. Moreover, Ravages saves debuff helps to apply the other debuffs... but it's not always correct to cast Ravage up front. Maybe you really need the target to be cursed, slowed, or weakened ASAP, even if the chance is lower. Regardless, just those four spells completely change the way the class works, give it a unique identity as the "negative magic class", and help amplify the existing paradigm of "caster who fights".
Gate or Kick (at least limited). At present, Warlocks are "casters who fight", but in terms of PvE they have a very specific weakness: no way to get betrayed charmies to the target, and no kick. Either one of these helps fix that issue.
As mentioned above, several spells deserve their own thread. I want to highlight a couple here. First, the mirror image issue. One major weakness of Warlock in PK is that they have no reliable way to break mirrors quickly or effectively. This is a problem for several other classes, as well, and desperately needs to be addressed. Second, maledictions - a simple buff to land rate gives half the classes in the game far more tools to use. Warlocks are one.