We are currently previewing Racial Enhancements on Lamannia.
Please use this thread to share your thoughts on the Warforged Enhancement Tree!
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We are currently previewing Racial Enhancements on Lamannia.
Please use this thread to share your thoughts on the Warforged Enhancement Tree!
so far i like the repair amp choice.
for those curious...
Core Tier (bottom)
===============================================Code:Improved Fortification
Requires: Level 1
Your base Fortification is increased to 50%
Warforged Constitution
Requires: Improved Fortification (Rank 1)
Requires: Level 2
Action Point Cost: 2
+1 Constitution
Improved Fortification
Requires: Warforged Constitution (Rank 1)
Requires: Level 4
Your base fortification is increased to 75%
Warforged Consitution
Requires: Improved Fortification (Rank 1)
Requires: Level 8
Requires: 20 points spent in Tree
Action Point Cost: 2
+1 Constitution
Improved Fortification
Requires: Warforged COnstitution (Rank 1)
Requires: Level 16
Requires: 30 points spent in Tree
Your base fortification is increased to 100%
Tree Tier 1 -
================================================Code:
Construct Nature (Choose 1):
3 Ranks
Construct Hardiness/Thinking
Grants +1/2/3 to Fortitude/Will Saving throws
------
Repair Systems (Choose 1):
3 Ranks
Healer's Friend:
Action Point Cost: 2 per rank
Your penalty to Positive Energy Healing is reduced to 40%/30%/20%
Mechanist:
Action Point Cost: 2 per rank
You gain +1/2/3/ Repair skill and 10%/15%/20% more healing from Repair effects
------
Inscribed Armor:
3 Ranks
Reduce your body's inherent arcane spell failure by 5%/10%/15%
------
Construct Toughness:
Action Point Cost: 2
you gain 5 hit points
------
Construct Stability:
3 ranks
You gain +1/2/3 to repair skill and +2/4/6 to the Balance skill
Tree Tier 2 - (requires 5 points spent in tree)
=================================================Code:Construct Nature (Must be different from Tier 1 version):
3 Ranks
Construct Hardiness/Thinking
Grants +1/2/3 to Fortitude/Will Saving throws
------
Warforged Tactics:
3 Ranks
Action Point Cost: 2 per rank
+1/2/3 to the DC's of your Tactical abilities
------
Great Weapon Aptitude:
3 Ranks
Action Point Cost: 2 per rank
Glancing blows produced by your two-handed weapon attacks
have a 2% increased chance of producing magical weapon
effects such as flaming
------
Construct Toughness:
Requires: Construct Toughness(Rank 1)
Action Point Cost: 2
You gain 5 hit points
------
Damage Reduction:
3 ranks
Action Point Cost: 2 per rank
You gain damage reduction 1/2/3/Adamantine, or
improve your existing damage reduction by
1/2/3/Adamantine.
Tree Tier 3 - (requires 10 points spent in tree)================================================Code:Improved Body (Choose 1):
3 Ranks
Action Point Cost: 2 per rank
Adamantine Durability:
Requires: Adamantine Body
Grants +3 Physical Resistance Rating
Mithral Fluidity:
Requires: Mihtral Body
Increases the maximum dexterity bonus and reduces the
armor check penalty of your mithral body plating by 1/2/3
------
Brut Fighting:
3 Ranks
Action Point Cost: 2 per rank
Cooldown 2 seconds
Activate this ability to cause your melee attacks to
generate 10%/15%/20% more hate, making enemies
more likely to attack you.
------
Improved Power Attack:
3 Ranks
Require: Power Attack
Action Point Cost: 2 per rank
Cooldown: 10 seconds
Your Power Attack feat does 1/2/3 additional point of
bonus damage but also has an additional -1/-2/-3 to
your attack bonus.
------
Construct Toughness:
Requires: Construct Toughness(Rank 1)
Action Point Cost: 2
You gain 5 hit points
Tree Tier 4 - (requires 20 points spent in tree)the toughness line is a bit expensive, at 2 ap per 5 hpCode:Warforged Resolve:
Cooldown: 3 minutes
Action Boost: You gain temporary hit points equal to
your Repair Skill. If you are below half health, you
gain a +2 bonus to all saving throws while these
temporary hit points last.
------
Weapon Attachment:
Cooldown: 3 minutes
Activate to attach your currently equipped weapons
to yourself, giving you superior control over them.
Until you unequip these items or rest, they deal
+0.5[W] damage.
------
Construct Toughness:
Requires: Construct Toughness(Rank 1)
Action Point Cost: 2
You gain 5 hit points
the weapon attachment sounds nice though o-o
Thoughts:
I'm disappointed to see that racial toughness boosts have been lowered to 5hp per rank for 2ap each, this is a much lower roi than on live.
I like the cost changes to w/f tactics (now 2ap for +1 dc)
I like the Improved body line improving mithral or adamantine body, though it would be nice to see something here for composite body too.
There seems to be a bug with the improved fortification / and constitution lines. I can't seem to select the first innate (improved fortification) however once i select Constitution 1, I will gain access to Improved fortification 2&3)
If improved fortification enhancements require the improved fortification feat, please make this clear, as currently I am speculating why I can't select improved fortification 1.
I'm aware there's a fine line in balancing repair amp with casters and melee, but as it stands I think repair amp is going to end up being something only casters take.
i think the first one of the core tier are automatic grants, kinda like how the ED autogrants have that "0 rank"
so far it seems alright, not horrible, but not exactly terrific either
will have to mess around to see how the things work before passing judgement tho
warforged resolve seems a bit... meh tho, lasts only 1 minute with 3 minutes of cooldown =\
Is:Healer's Friend:Correct? Do we have to spend 2 AP to get to 50% healing amp now? I hope that is a typo and its 40/30/20 like it is now on live.
Action Point Cost: 2 per rank
Your penalty to Positive Energy Healing is reduced to 50%/40%/30%
EDIT: Also, 2 AP for 5 HP is a bad change. Either make it 10 HP or cut the cost to 1 AP....
For clarity: Should we view these in light of a potential fighter PRE drop-down selector based on, say, each of the three body-feats, or evaluate them purely as-is?
Improved damage reduction is still appalling. Great weapon aptitude still sounds terrible. Weapon attachment sounds good.
Is this right, excluding the additional +5 everyone gets...
A pure character 20 gets a bonus +15 hp?
A multiclass 10/5/5 character gets a bonus +20 hp?
And a multiclass 9/9/2 character forgot to go to the gym and only gets +10 hp?
If I'm interpreting that right, I'm not sure I'm seeing the logic in basing this on class level instead of character level. Yeah it's only a difference of 5 to 10 hp in the end, but -10 hp is the leading cause of death.
First impression, it looks like its finally time to give up on my WF monk main and go ahead and make him dwarf or halfling.
The Healing amp problem isn't any better and the tiering makes it very difficult to see how I can afford the few interesting bits without wasting a lot of AP.
Looks to me like WF is even more an Arcane race. Repair Amp is nice, but since its separate AP, only makes sense on someone who can recon.
I'll look more closely, but it doesn't look promising.
Heads up on the repair amp line. They tried to nerf recon a few months ago (i.e. bring it in-line with the spell power changes to heal) but Eladran held off on the basis that there was mass outcry and he acknowledged that there were less repair amp options via enhancements/equipment in the game than there were for positive healing.
This change is a prelude to him revisiting that topic and possibly implementing the nerf. In the end, we will be about the same or slightly worse off since the repair amp AP expenditure will become effectively mandatory.
I agree. I'm not seeing the need to overcomplicate it and tie it into class levels at all if the difference is going to be at most 10hp. Keep it simple and just add 5 hp to each player at every 5th character level. I also agree that the 2 AP for 5 hp seems like a trap. HP are great but there does come a point where it's just not worth the cost.
Bottom:
Looks good
Tier 1:
Repair Amp and pretty cheap less heal amp removal is rlly good.
Tier 2:
Good but... 5 hp right now when most melees can have 900 hp and casters at least 600 - is not THAT great. Id change to 10.
Tier 3:
Looks good also
HPs like in tier 2
Tier 4:
Warforged Resolve looks weak.
Weapon Attachment - good one.
HPs like in tier 2
Anyway -> good one BUT 2 big flaws
1. Purely melee... Lets add some caster stuff to choose from. e.g. Weapon Attacment (existing OR 20 stacking spellpower) or... anything rlly... :P
2. +5 hp seems lame. Or leave it as 5 hp at tier 2 and 3 but convert to +20 at tier 4 or just change it to +10 on every tier.
Warforged Resolve needs a lot of work
atm it's way too weak to be for Tier 4
lasts only 1 min
temp hp gained is tiny amount
has limited use per rest
I will agree with those above that 2 aps for 5 HP is bad - would never take it for that much
If it was 1 ap I would consider it
5hp for 2 ap is weak and it still make toughness a required feat.
How about 2 ap for + 1 con modifier for hp? or simply put, make it 2 ap for +x HP where x = Character Level.
Also, is Racial PrE available?