Ok, we need to get this going. Here is what I see as some current issues that need to be looked into. They may not be totally in-line with what everyone else is seeing, please post additions/changes or anything else here. Edit: I will try to update this top post with any additions people may have. BROKEN SPELLS AND ABILITIES - Enhance Devistation (AA Line) http://forums.station.sony.com/eq2/...99� Dumbfires - Once a source of really nice DPS for us, now seem to be nearly useless on most pulls. Raid mobs kill them instantly, and in instances the mobs die far too quickly for them to be effective. Resists - The fix for the Melee hit rates involved giving us more resists. The damage from our spells was not altered at the same time. The problem with this, is that our spells had been balanced knowing we had a 100% hit rate. Now that we don't have a 100% hit rate, our DPS has been lowered. I don't think most of us would mind resists if our spells had some increased damage to offset those resists and leave us in line with the remaining T1 dps classes. On that note, as Warlocks I think most of us have accepted we won't have the same damage output on single target mobs VS multi-target mobs. Still, the seperation between us and single target DPS classes shouldn't be huge. Multi-Mob encounters - At one point this game was filled with zones containing multi-mob encounters. Much of the difficulty behind this game was in the balancing act we had to play when a multi-mob encounter was pulled. These encounters were also key in giving us higher zone-wide parses, and letting us shine as a class. Currently, there are a dismal amount of these in-game compared to previous expansions. Group buffs - The warlock has generally only ever had one real group buff that people enjoyed and looked for. The group buff from our propagations line was enjoyed by just about every class. When the ability for this line to buff proc %'s on items was removed (Without even giving us a patch note telling us it had), we basicly lost our only truely desired group utility. Our "Activators" - We require far more then any other class in the game to do good damage. - In a raid we require both a Troub AND Illusionist to keep up with many scouts who ONLY have a dirge. That's double the requirement. For most guilds, having the luck of the raid leader giving you both of these classes is remote. It's even more remote to have both of these classes show up together at the same raid. To compound this problem, Wizards are in the same boat. What makes our class fun, and why it is currently lacking - The very concept for most of us having chosen a cloth DPS class is having a class capable of insane-dps that has almost zero survivability. Well, you have the zero-survivability down .. but we aren't seeing the pay-off on the parse. Truthfully, we should be capable of doing far more damage then our survivability will allow. Make us watch what we cast, make us need to be concious of our spellcasting .. or kill us! Edit - Added stuff: Epic - The re-use timer to switch between single and multi-target damage should be removed or reduced. - Clicky effect on the mythical. It should be a bit stronger, either by increasing the damage boost or lowering cast times on the affected spells. Why do spells with damage and cast times balanced against hitting 3+ mobs only get a 30% boost when condensed into single target spells. Debuffs - Namely the two debuffs that were used for Nil Crystal farming are now basicly useless. The Max Health debuff curse is absolutely useless. Absolutely anything would be better. Buffs - Grasp of Bertoxxulous not stacking with Ro's Blade. Currently both buffs show on the target, but ours will not proc while the wizard's is present. Masters - Armageddon M1, is this confirmed to be dropping? I have yet to see a single M1 copy of this level 80 spell since RoK was released. I see numerous mobs that should be dropping it, and even after farming them for months I just haven't seen it. PVP(Added for the PVP folks) - Make Manashield a clickable permanent spell that you can turn on and off as you please to avoid people running away at the sight of a warlock (Or wizard) using Manashield. - Make DOTs usable in PVP, as of now they're useless due to the fact that fights lasts 4 seconds most of the time and 10 second tops. - Increase the survivability of sorcerers in PVP against scouts.