I think you will find a lot of discussion on this question here... http://forum.eternalcrusade.com/threads/warlock-info-thread.31295/
Think this might be interesting to you elves as well: 1. (Team question) Considering the TTK (time to kill) is going to be kinda low in EC how do you think using abilities that do damage over time (like the posion Brent Ellison mentioned in livestream #1 for the Aspirant) or those that stun/immobilize/root/slow enemies will be a worthwhile thing to equip (specific weapons, ammunition, specific psychic powers)? Can you give an example how debuffs will actually fit in a metagame with the current TTK we have? BRENT ELLISON: It’s actually similar to any shooter – you don’t have rows of icons to wade through, instead any given debuff, buff or DoT is meaningful and dangerous – something to worry about immediately. To that end, we’re splitting up different types of “buffs” to create the behaviour we want and ensure that we can really put a strong stat budget into each. Poisons, burning and the like are similar to Dark Souls – they have an accumulation value that affects their mechanics so they can tie more deeply into the roleplaying systems. You can potentially have any number of these (although only 3-4 will be in at launch), but really if you’ve got more than one at a time you’re probably going to be dead almost immediately anyway. Buffs can come from proximity morale sources (like a banner or hero), or active sources (like a psyker concentrating on you right now). You can only have one of each at a time, because we intend this to be an interesting and meaningful choice. If your Sorcerer is buffing your accuracy at the moment, you’d better start shooting because he’s spending warp charges. Debuffs are similar to the active buffs – you can only have one at a time because we don’t want to create situations where multiple sorcerers are just piling debuffs on targets. They need to pick the right one for the situation and send in the other troops immediately while they keep it active. A priority system (that differs for each archetype) determines what happens when more than one debuff is on a target. Healing is treated as its own category where you just see how much your health is increasing right now. Other effects like environmental damage, suppression, stuns, etc., aren’t really treated like debuffs in the system – the UI and animations should make it very clear what’s happening and the effect is relatively short just like any shooter or action game. http://forum.eternalcrusade.com/threads/q-a-answers-compilation-thread.32349/page-2
Well if they would add abilities to the game would be realy good, Warp Throw into some Reapers that would do the job.
I'd rather not have "warp Throw' as a Warlock power. Call me old fashion, but it wasn't in TT, so i don't like it. I think there are more then enough Warlock and Farseer Powers in TT to keep us happy.
I think you should be able to equip powers to your warlock like you would Wargear, possibly represented by a talisman. How many you can equip should depend on your level of psychic ability, what you can equip should depend on what discipline you spend your experience on. Of course Eldar have some specific Psychic-related wargear. But I do think that Eldar should eventually have access to Psychic disciplines beside their own Eldar one, just not all of them.
This relates to the Warlock as well surely, a must read for those who want to tread the path of an offensive Warlock: 14. Recent information about the Aspiring Sorcerer’s mix of low survivability and ineffective offense has been the cause of some concern on my part, as it sounds a bit like the AS will be the least combat viable of all the classes on an individual level in essentially all circumstances. Are there going to be progression options that allow for more direct damage-focused sorcerers to be a combat contender like all their other brethren? BRENT ELLISON: When designing balance, you always have to start from the perspective of characters that have perfect knowledge of their situation, perfect knowledge of the game systems, and assuming there are no additional outside factors. That’s why, for example, we can say that an Assault character will beat a Devastator if they’re only a few meters apart – we’re assuming perfect play in a naked situation. There will be plenty of times in the game where a Devastator beats an Assault in melee, either because the Devastator knew how to play better, or used the geometry better, or other characters got involved, etc. Under the perfect conditions of game design, even the most direct damage-focused Aspiring Sorcerer will lose to a damage-focused Tactical marine if they’re in an empty field with no one else around and they play both play perfectly. This is because the Traitor’s role would be compromised if you could make an AS build that performed equally in the same situations. So as long as a character is in the Support archetype, he will never be as good at dealing damage as a Tactical, Heavy, or Assault archetype. That doesn’t mean that he won’t be able to kill other players frequently of course – look at the Engineer in Battlefield 4. His focus is destroying and repairing vehicles, but the carbines they have rack up an impressive number of kills. In our game as a Sorcerer if you can apply a nasty ailment on a target and get away they’ll die without support. Or if you spot the enemy first and start zapping. Or if your target is focused on something else. Like any shooter or action game, skill and situation are hugely important variables. One more note is that although the Aspiring Sorcerer is in the Support archetype, not every psychic character will be. The hero sorcerer will certainly be capable of terrifying direct damage. http://forum.eternalcrusade.com/threads/q-a-answers-compilation-thread.32349/page-2#post-729023
does make you wonder what he means by "start zapping" doesnt it, and wether that applies at all to his proposed "AS is in the support achetype"