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Path of Shadow

Posted: Tue Oct 09, 2012 10:11 pm
by illithid
From Lampir's Teleportation sticky:
Shadow Walk/Path of Shadow
Level 5 (Bard) Level 6 (Sorcerer/Wizard) Level 9 (Dark Warlock)
Cost: 850 gold
Use: Teleport (Uses a rune I think). You can bring others with you (1 medium creature per 3 caster levels). Can get around some magical blocks but is more dangerous.
Is this in the pipeline for warlocks? I can't seem to choose it on level up, and I am actually a follower of Shar in the UD

Re: Path of Shadow

Posted: Wed Oct 10, 2012 3:25 am
by Rasael
I think its pending QC approval)

Re: Path of Shadow

Posted: Tue Mar 04, 2014 12:15 am
by Kanada
So was this denied in the end? Info is hard to come by. It's still listed on the server wiki

Re: Path of Shadow

Posted: Tue Mar 04, 2014 2:32 am
by Rasael
Nothing has been decided. It hinges on how to give Warlocks access to an equivalent of Mark Rune, so that they can use the invocation.

Re: Path of Shadow

Posted: Tue Mar 04, 2014 2:44 am
by Kanada
Ahh, good point.

Re: Path of Shadow

Posted: Tue Mar 04, 2014 4:05 am
by Kanada
Have you guys considered making it an epic spell feat for warlocks since we only get 3 invocations? Make it have like cl 25 / spellcraft 28 requirement so it's not some splash

Re: Path of Shadow

Posted: Tue Mar 04, 2014 5:47 am
by Styxwash
Well Warlocks can already use UMD teleport pretty well in my expirience, so having it as an invocation would just be a gold saver for those teleport scrolls, which aren't to expensive.

Re: Path of Shadow

Posted: Tue Mar 04, 2014 6:45 am
by Eclypticon
It is my personal opinion that warlocks should easily teleport so they have no reason to dip Shadow Dancer. I always take SD, because I cannot reappear in another spot like in PnP. I think its pre-activation effect should simply be an area location (circular where line of sight breaks it from hopping and if a break in the walkmesh occurs, it also keeps it from hopping. This would prevent exploiting) with a cool down like HiPS (maybe 10 seconds).