I'm starting to build an Adramelech Warlock book and still trying to figure out what is worth it. There doesn't seem to be much discussion yet about the new spells so here goes! (link to spells since they are not in the SBB yet:
http://forum.arcanewonders.com/index.php?topic=13984.0)
Sesiryx:
I can't see why he wouldn't be included, he's just way too nice to not have.
Adramelech's Touch:
With the Arraxian Crown Walock it's okay, since he's a little more then the other one about curses, but it has just way too much synergy with the Adramelech warlock and with the new torment. At least 2! It's expensive point wise and expensive on mages, yet easely dispellable. It shouldn't be the first curse cast so that once it's there, the opponent might not have any dispell remaining.
Adramelech's torment and Ignite:
If a warlock has the torment, i feel like ignite is a waste. The torment makes it so that placing burns take no action and same mana cost as ignite, and it can be done just before fireweaving to stack the fire on a kill target (most likely mage) by burning somethign else in the zone then moving the burn on the kill target. And torment cant be nullified (but still, triggering nullify with ignite isnt so bad, yet it can also be done with curse that you have many of) In fact, the new torment is so good from my point of view that i'd include 2-3 of it just in case it gets dissolved. The ability to burn without wasting an action is great.
Infernal scourger:
He's nice, kind off, but he feels... frail. Sure it has a 3 dice piercing 1 counterstrike, but he's not dangerous enough that it makes focusing him worth it. He can go up to 4 dices if the warlock has the helm and the other one is burning. But for counterstrike to be nice, i feel like a creature should be tougher. It feels like he's great against swarms, but poor against elite. Warlock can already destroy swarms with AoE fire, and the swarms are unlikely to focus the scourger. He's also not tough enough to survive more then 2-3 hits from "elite" creatures.
Arcane Corruption:
I don't know... maybe 1 in a book but no more. The opponent need to stack many enchants for it to but worth the time (2 minimum) and we have so many curses to that directly counter and or overwhelm buffs that its a little bit too situational. No more then 1 in any warlock book.
Rust:
Of all things a swarm fear, armor is a big one, and with the torment and the smoldering curse, it make this curse really worth it. it cost 1 to 3 less then acid ball to make sure it really has 2 less armor, and it doesn't go away with the armor swapping shenanigan. I'll include 2 for sure in any swarm book with warlock.
Blood Demon:
Would be great as a blood reaper with the male warlock, but i'm not sure if its worth the spot with the new warlock, and same for dark pact slayer. The new warlock seems to have 2 main strategy, being lots of fire and/or swarm. Having expensive creatures is okay, but which one to chose? The dark pact slayer seems better at killing stuff then the blood demon, but the blood demon is more durable, sort of, with vampirism and flying. The Dark pact slayer is better at killings things with armor, that swam and fire has trouble with (like, its fire immune or burnproof). I feel like blood demon is better with male warlock and situational with the other one. Dark pact slayer helps kill what burn and swarm can't, so he still has his place.
Cerberus:
He's a superb defensive creature, but wayyyy too overpriced if you want to use him with a warlock. If, somehow, the conjuration in question gets destroyed, hes not worth more then a 9 mana creature with his stats, and if he's out, hes easier to teleport, push, or tanglevine if the conjuration really must be destroyed. I won't include it with the new warlock, but maybe with a graveyard or altar of skull necro it might be nice.
Devil's Trident:
As a blast spell, it's not mana efficient. can't get more then 1 burn, and for the mana, the number of dice is low. As a control spell, the cripple is uncertain, so it's a risky thing if one is hoping for cripple. We have 2 tools that cover the 2 roles. Fireball and enfeeble. Both are better at their own role. Sure it doesn't do both, but doing both is wierd. If you really need to control a creature's damage, slow is great if you run. it won't follow AND attack, and it's there to stay. If you try to control it by killing it, the little bit of damage from Devil's trident isn't enough. better to fireball or fireblast (for 2 less mana for same number of dice and more chance to burn). So far, i'm not convinced of the role this is supposed to have.
Bloodfire Helmet:
Going swarm? get it once or twice in your book.
Sardonix:
Hmmmmmm, he's devastating that's for sure, but the price to include/play him is huge. The biggest synergy it has is the finite life in the zone trait. I won't inblude it.
Combustion:
It's a great finisher in a fire book, and thats about it. maybe 1 of it, but no more, since it's too situational to take 2 of. For the same mana, a flamestrike has the same number of dice as combusting 2 burns, so it need 3 or more burn to be worth it.
Wildfire Imp:
Enough discussion is there already about its swarm potential.