Yakk
2008-09-12, 03:35 PM
Implement Focus (Heroic): Requires the ability to use an Implement.
When using a power through a particular type of implement, the character gains a +1 bonus to all damage rolls. This feat may be taken multiple times, and each time a different implement must be chosen.
Wicked Curse (Heroic): Requires Warlock, Warlock's Curse class feature.
Roll an extra die for your Warlock's Curse damage, and discard the lowest die you roll for Warlock's Curse damage.
Selective Curse (Heroic): Requires Warlock, Warlock's Curse class feature.
You may choose to ignore up to your int bonus (min 1) targets when deciding who is cursed by your Warlock's Curse.
Eldritch Glaive (Heroic): Requires Warlock, Eldritch Blast at-will power.
You can now use Eldrich Blast as a Melee 2 power instead of a Range power, and it counts as a basic melee attack.
Hexing Curse (Paragon): Requires Warlock, Warlock's Curse class feature.
A Warlock may remove the curse from a target to force the target to reroll a successful save. If the Warlock does so, the Warlock may not curse any target on the Warlock's next turn.
Staggering Curse (Paragon): Requires Warlock, Warlock's Curse class feature.
Instead of dealing damage with a Warlock's Curse, the Warlock may slide the target 1 square. This counts as dealing damage with Warlock's Curse for the purpose of not being allowed to use Warlock's Curse more than once in a turn, or other related purposes.
Burning Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Infernal pact.
When you deal damage with your Warlock's Curse, you may choose to ignite the target with the flames of hell. Remove the Warlock's Curse from the target, and the target takes the Warlock's Con modifier continuing fire damage (save ends). The Warlock may not curse the target again until after the end of the Warlock's next turn.
Star-crossed Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Star pact
When you deal damage with your Warlock's Curse, you may choose to bend fate to a less than perfect shape for the target. Remove the Warlock's Curse from the target, and a defense of your choice on the target by a -3 power penalty until the end of the Warlock's next turn. The Warlock may not recurse the target until after the end of the Warlock's next turn.
Dream-tortured Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Fey pact.
When you deal damage with your Warlock's Curse, you may choose to entrap the target in a dream of madness. Remove the Warlock's Curse from the target. Until the end of the Warlock's next turn, whenever the target willingly leaves a square, you may as an immediate reaction slide the target charisma bonus squares (min 1) and deal 5 psychic damage to the target. The Warlock may not recurse the target until the end of the Warlock's next turn.
Twice Hexed Curse (Epic): Requires Warlock, Warlock's Curse class feature.
If you have already dealt curse damage once this round, you may choose to deal it a 2nd time on a different target you have just damaged. Deal your Warlock's Curse damage, and remove the curse from the damaged target. You may not Curse the target again until after the end of the Warlock's next turn.
Sympathy for the Devil (Epic): Requires Warlock, Warlock's Curse class feature.
When the Warlock is dealing Curse damage to a target, they may choose to instead remove the Curse and deal the curse damage to a different target which has been Cursed by the Warlock. The target whose curse was removed may not be cursed again by the Warlock until after the end of the Warlock's next turn.
...
These do need some balance work. But I've noted that the Arcane casters don't have nearly the same depth of feat choices that Martial classes do.
"Implement Focus" is for all implement users.
--- Heroic:
"Wicked Curse" is a basic damage-increasing power.
"Selective Curse" gives some nice flexibility.
"Glaive" is from 3e, and I think it works nicely.
--- Paragon:
"Hexing Curse" gives the Warlock a nice sub-control option
"Staggering Curse" works likewise. I intended it to consume your use of damage -- was that clear?
"Burning Curse" is a Paragon-tier damage boost. (save ends) powers deal about 1.8 times their base value -- so this deals about 9, plus 1 for every Con above 10. You do lose the ability to deal curse damage on the target the next round, which sucks if you are in "I really want to drop this creature" mode.
--- Epic:
"Twice Hexed Curse" lets a Warlock hit 2 targets in a single round for a minor cost. This leverages the fact that the Warlock can curse more than 1 opponent, unlike the other strikers.
"Sympathy for the Devil" is my favorite. You curse both a minion and a bad guy, then you burn the curse off of the minion (while killing it), and deal the curse damage to the big bad. Or vice versa -- burn a curse off of a normal opponent to kill a cursed minion.
The Sympathy is the Sympathic damage you spread between two enemies (damage one, another feels hurt). For the devil is ... well, we are talking warlocks. :-)
---
The "remove the curse, and no doing it again" is intended as a minor cost for the Warlock. They lose some single-target chain-curse damage power, and gain the secondary effect.
In some cases, you can have lots of fun combining these. Curse 2 opponents. :-)
You do have to be careful about how many targets that end up curse-immune. But if you are willing to switch targets frequently, you can up your damage per round significantly with these powers. And in some cases, you can up your damage per target in a single round a bunch too.
Imagine you have 5 targets cursed, including one you really want dead. Toss out an area attack, and even if you miss the one you want dead, you can Sympathy the damage over to it.
Edit: Modified Burning curse, added Star-Crossed curse and Dream-tortured curse.
When using a power through a particular type of implement, the character gains a +1 bonus to all damage rolls. This feat may be taken multiple times, and each time a different implement must be chosen.
Wicked Curse (Heroic): Requires Warlock, Warlock's Curse class feature.
Roll an extra die for your Warlock's Curse damage, and discard the lowest die you roll for Warlock's Curse damage.
Selective Curse (Heroic): Requires Warlock, Warlock's Curse class feature.
You may choose to ignore up to your int bonus (min 1) targets when deciding who is cursed by your Warlock's Curse.
Eldritch Glaive (Heroic): Requires Warlock, Eldritch Blast at-will power.
You can now use Eldrich Blast as a Melee 2 power instead of a Range power, and it counts as a basic melee attack.
Hexing Curse (Paragon): Requires Warlock, Warlock's Curse class feature.
A Warlock may remove the curse from a target to force the target to reroll a successful save. If the Warlock does so, the Warlock may not curse any target on the Warlock's next turn.
Staggering Curse (Paragon): Requires Warlock, Warlock's Curse class feature.
Instead of dealing damage with a Warlock's Curse, the Warlock may slide the target 1 square. This counts as dealing damage with Warlock's Curse for the purpose of not being allowed to use Warlock's Curse more than once in a turn, or other related purposes.
Burning Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Infernal pact.
When you deal damage with your Warlock's Curse, you may choose to ignite the target with the flames of hell. Remove the Warlock's Curse from the target, and the target takes the Warlock's Con modifier continuing fire damage (save ends). The Warlock may not curse the target again until after the end of the Warlock's next turn.
Star-crossed Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Star pact
When you deal damage with your Warlock's Curse, you may choose to bend fate to a less than perfect shape for the target. Remove the Warlock's Curse from the target, and a defense of your choice on the target by a -3 power penalty until the end of the Warlock's next turn. The Warlock may not recurse the target until after the end of the Warlock's next turn.
Dream-tortured Curse (Paragon): Requires Warlock, Warlock's Curse class feature, Fey pact.
When you deal damage with your Warlock's Curse, you may choose to entrap the target in a dream of madness. Remove the Warlock's Curse from the target. Until the end of the Warlock's next turn, whenever the target willingly leaves a square, you may as an immediate reaction slide the target charisma bonus squares (min 1) and deal 5 psychic damage to the target. The Warlock may not recurse the target until the end of the Warlock's next turn.
Twice Hexed Curse (Epic): Requires Warlock, Warlock's Curse class feature.
If you have already dealt curse damage once this round, you may choose to deal it a 2nd time on a different target you have just damaged. Deal your Warlock's Curse damage, and remove the curse from the damaged target. You may not Curse the target again until after the end of the Warlock's next turn.
Sympathy for the Devil (Epic): Requires Warlock, Warlock's Curse class feature.
When the Warlock is dealing Curse damage to a target, they may choose to instead remove the Curse and deal the curse damage to a different target which has been Cursed by the Warlock. The target whose curse was removed may not be cursed again by the Warlock until after the end of the Warlock's next turn.
...
These do need some balance work. But I've noted that the Arcane casters don't have nearly the same depth of feat choices that Martial classes do.
"Implement Focus" is for all implement users.
--- Heroic:
"Wicked Curse" is a basic damage-increasing power.
"Selective Curse" gives some nice flexibility.
"Glaive" is from 3e, and I think it works nicely.
--- Paragon:
"Hexing Curse" gives the Warlock a nice sub-control option
"Staggering Curse" works likewise. I intended it to consume your use of damage -- was that clear?
"Burning Curse" is a Paragon-tier damage boost. (save ends) powers deal about 1.8 times their base value -- so this deals about 9, plus 1 for every Con above 10. You do lose the ability to deal curse damage on the target the next round, which sucks if you are in "I really want to drop this creature" mode.
--- Epic:
"Twice Hexed Curse" lets a Warlock hit 2 targets in a single round for a minor cost. This leverages the fact that the Warlock can curse more than 1 opponent, unlike the other strikers.
"Sympathy for the Devil" is my favorite. You curse both a minion and a bad guy, then you burn the curse off of the minion (while killing it), and deal the curse damage to the big bad. Or vice versa -- burn a curse off of a normal opponent to kill a cursed minion.
The Sympathy is the Sympathic damage you spread between two enemies (damage one, another feels hurt). For the devil is ... well, we are talking warlocks. :-)
---
The "remove the curse, and no doing it again" is intended as a minor cost for the Warlock. They lose some single-target chain-curse damage power, and gain the secondary effect.
In some cases, you can have lots of fun combining these. Curse 2 opponents. :-)
You do have to be careful about how many targets that end up curse-immune. But if you are willing to switch targets frequently, you can up your damage per round significantly with these powers. And in some cases, you can up your damage per target in a single round a bunch too.
Imagine you have 5 targets cursed, including one you really want dead. Toss out an area attack, and even if you miss the one you want dead, you can Sympathy the damage over to it.
Edit: Modified Burning curse, added Star-Crossed curse and Dream-tortured curse.