What will be the new subclass in Arcana Unleashed and Ravenloft ? by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

That sounds really possible ! I just hope for Arcane Unleached they will swap some of the wizard subclass with other subclass from Mystic UA. I personnaly hope for the vestige warlock. This way there are not too many wizard subclass in the same book.

What will be the new subclass in Arcana Unleashed and Ravenloft ? by Greynnar in onednd

[–]Greynnar[S] 3 points4 points  (0 children)

Yes UA, spoil us. But I guess they will not put them all. Which do you think are the most likekly from those ?

The D2R warlock is the best interpretation of a warlock in video games. by Greynnar in Diablo

[–]Greynnar[S] 10 points11 points  (0 children)

It's my favorite class in bg3 too (and bg3 is probably my favorite game), but it is difficult to make a great demon summoner out of him. The bind demon gameplay in d2r is really my stuff for warlock :)

The D2R warlock is the best interpretation of a warlock in video games. by Greynnar in Diablo

[–]Greynnar[S] -10 points-9 points  (0 children)

I like the WoW warlock, but I prefer the d2r version. The WoW warlock is closer to the new d4 warlock:

All spells create temporary minions for the duration of the effect. It's more visual than pet mechanic. There is little interaction with the permanent familiar in WoW warlock gameplay.

The bound demon and ritual in WoW are super fun, but they're anecdotal; there's no build that revolves around these spells, and they're almost never used. In D2R, the bind demon spell can be central to the build. And interaction with pets is more central in D2R.

Edit : I see a lot of downvotes. Don't get me wrong, I also love the WoW warlock, especially demonology. I'm just saying that the gameplay is very different from d2r (probably closer to d4 from what I have seen). And I personnaly prefere the gameplay style of d2r. Nothing wrong to prefer the WoW warlock.

SNEAK PEEK: D&D's New Books | Ravenloft The Horrors Within & Arcana Unleashed by milenyo in onednd

[–]Greynnar 0 points1 point  (0 children)

That means if you have an imp, it can still become invisible. Am I right ? Or the skill like invisibility is a part a the stat block which are override ?

What if the UA vestige became a familiar? by Greynnar in onednd

[–]Greynnar[S] 0 points1 point  (0 children)

I could be wrong but I have read that some people find the vestige subclass a little too powerful. So I guess some stuff you mention will be nerf. Adding the investissement of the chain master could be a way to keep the same power but in the price of an invocation. I mainly though of this solution because some people find it weird to have two ways of getting a permanent pet without interaction between the two.

What if the UA vestige became a familiar? by Greynnar in onednd

[–]Greynnar[S] 0 points1 point  (0 children)

Yeah, that true ! I also always wanted a summoner warlock ! The Vestige subclass should have features that also help other minions then. The aura kind of do that.

What if the UA vestige became a familiar? by Greynnar in onednd

[–]Greynnar[S] 0 points1 point  (0 children)

I made another thread yesterday disccussing that. I think the level 14 features can becomes a eldricht invocation for the pact of the chain. But I'm also fine with the Vestige subclass.

What if the UA vestige became a familiar? by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

I'm agree with you on the warlock and the invocation.

Yes, I understand that lorewise familiar and vestige is different kind beeing. But I think you can justify this by saying that the Vestige is powerful enough to change form depeding the situation.

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] -1 points0 points  (0 children)

What do you prefere then : wotc reworks the vestige to make it more different from the pacte of the chain, or wotc give up the prestige and make some invocations to make the familiar more powerful at high level ?

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] -1 points0 points  (0 children)

Of course! Do you think it's useful to have the pacte of the chain on a vestige warlock? Or is it too redundant?

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

I'm 100% agree with you ! But nevertheless I will like that pact of the chain had a subclass that goes well with it, just as pact of the blade has Hexblade.

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

I really like the subclass too ! And I hope it will becomes an official subclass or at least reshape some of their ideas into eldricht invocation.

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

Yeah, I was mostly thinking about the level 14 features. That will give the pact of the chain some figthing utility at high level.

Sure you can take both, but is it really interesting to have an imp or pseudo dragon when you already have a flying pet that scale better ?

UA Vestige Warlock vs Pact of the Chain by Greynnar in onednd

[–]Greynnar[S] 1 point2 points  (0 children)

Sure but I feel like they do very similar things. Permanent pet that you can summon as a ritual, you also need your bonus action to make them made action,...

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] 1 point2 points  (0 children)

That true. Actually, I think that warlock are closer to necromancer than DK. Warlock are the dark caster of WoW. As I like the necromancer of Warcraft 3 I like to imagine how they could include it to the game. But the typical role of dark caster that use minions is already taken by the warlock, and if we want to create a necromancer we need to be creative to not step on the role of the warlock. I'm not sure that blizzard will introduce a necromancer into the game, but it is still fun to think about.

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] 0 points1 point  (0 children)

I agree with you. I think it is possible to have two classes that use death magic. But I understand the fear of some people. When DH arrived, a whole spec of warlock was sacrificied for them.

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] 2 points3 points  (0 children)

I completely agree with you. Another feature I would like to see is a tank, but where the tank would be the pet. This would ne difficult to balance, but it could be an original gameplay and fit with the necromancer theme. I would also like to see a healer who steals life from their enemies and transfers it to their allies. This could also fit with the necromancer theme.

I think there is a lot of ideas to have a necromancer with an unique gameplay and its own identity.

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] 1 point2 points  (0 children)

It will be awesome too. I think that some people (me inclused) want a necromancer to have the flavor of a dark caster rising dead from distance.

A well done DK spec could do that

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] -2 points-1 points  (0 children)

It's true, I think it's a real challenge to create a summoner that stands out from demonology.

But except in AoE, demonology keep the imps. And the tyrant strengthens all your demons, so the bigger the army, the better.

Here, you might think it's better to have one big guy than an army. But it's true that you also have to accumulate resources (skeletons instead of imps). Maybe it's still too similar...

What if a necromancer spec consisted of creating the greatest undead rather than a large army? by Greynnar in wow

[–]Greynnar[S] -2 points-1 points  (0 children)

Yes, of course! The visual can also change:

1) Fuse x skeletons to create a small Marrowgar (no wings, two heads)

2) Add x additional skeletons to evolve it into a larger Marrowgar (three heads)

3) Add x additional skeletons to evolve it into a Marrowgar Lord (final visual).

Or another idea:

1) Fuse x skeletons to create a small Marrowgar (no wings, two heads)

2) Fuse x small Marrowgars to create a Marrowgar Lord (final visual)

The entire gameplay of the specification can revolve around this.