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  1. #1
    Community Member mediocresurgeon's Avatar
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    Default Warforged Juggernaut

    The developers have only made two specific comments on the Warforged Juggernaut presteige enhancement line: that they will have one, and that it will count as a barbarian prestige enhancement line if the warforged is a barbarian. I am glad to hear that one is in development, and wish to speed up the process by submitting my own draft of this iconic prestige class. This submission would not be mutually exclusive with the Ravager, Frenzied Berserker, or Occult Slayer prestige enhancement lines since it contains no abilities similar to or overlapping with the other paths.

    3.5e Eberron Warforged Juggernaut Class Features:

    Quote Originally Posted by Construct Perfection
    • Immunity to nonlethal damage
    • No longer subject to extra damage from critical hits
    • Immunity to all mind-affecting spells
    • Immunity to death effects and necromancy effects
    • No longer subject to ability damage or ability drain
    Analysis:
    Most characters run around with immunities to critical hits and death effects, but immunity to curses (necromancy) would be very nice for several raids. Warforged rarely take ability score damage (usually just from wraiths and the troglodytes in Tower of Despair), but not having to worry about these enemies would be a plus. As an interesting note, the redundant fortification (100% base, +100% heavy fortification item) might have some interesting in-game repercussions, like being able to drink the +2 Int yugoloth potion without negative side effects, and a certain monk attack whose name escapes me.

    Quote Originally Posted by Charge-Related Class Features
    • Expert Bull Rush
    • Powerful Charge
    • Charge Bonus
    • Extended Charge
    • Superior Bull Rush
    • Greater Powerful Charge
    Analysis:
    I'm going to skip the details on exactly what each one of these abilities does, but it should be pretty clear to everyone that a warforged juggernaut has a pretty nasty charge and knockback ability. This could be incorporated as a minotaur-like charge ability, where a warforged juggernaut moves in a straight line, ignores impacts with enemies (moves through them as though they were incorporeal) and knocks them down and backwards if it moves through their spaces. (If you don't know what I am talking about, go fight some minotaurs.)

    Quote Originally Posted by Armor Spikes
    At 1st level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. While the spikes cannot be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8.
    Analysis:
    Since grappling does not every occur in DDO, armor spikes could instead deal damage to enemies when the warforged juggernaut is struck in melee.


    4e Eberron Warforged Juggernaut Path Features:

    Quote Originally Posted by Warforged Juggernaut Path Features
    • Charging Action
    • Charging Strike
    • Construct Perfection
    • Unstoppable
    Analysis:
    The functionality on the warforged juggernaut abilities charged a little bit (Construct Perfection no longer grants blanket immunities, but instead shortens the duration of any hostile effect on the warforged juggernaut), but the basic charge-and-destroy tactic is still the primary theme of the class.

    Quote Originally Posted by Warforged Juggernaut Powers
    • Ruinous Onslaught:
      Ruinous Onslaught is a attack a warforged juggernaut can use while charging. It does additional damage and dazes the enemy.
    • Inexorable Momentum:
      Inexorable Momentum lets the warforged juggernaut ignore difficult terrain and through enemy squares.
    • Crag of Steel:
      Crag of Steel is a stance that inflicts automatic damage against adjacent enemies, grants blanket damage resistance to all attacks, and near-immunity to enemy attacks which cause you to move (pushes, pulls, and slides).
    Analysis:
    The central theme of these attacks is very similar to the 3.5e attacks--maximizing one's ability to crash through enemy forces to break up their formations. Inexorable Momentum could be an activated ability which lets you charge through enemy squares and ignore slippery surfaces. Crag of Steel could be a stance which lets you ignore knockback attacks (like the ones giants and minotaurs have) and deals damage to enemies when they strike you (a "guard" effect).


    Proposed Warforged Juggernaut Prestige Enhancement Line
    Quote Originally Posted by Warforged Juggernaut I
    Available to Warforged Level 6
    Cost: 4 Action Points
    Spent: 16 Action Points
    Requires all of: Adamantine Body, Power Attack, Warforged Power Attack I
    You have dedicated yourself to becoming an engine of destruction. You gain +50% Fortification and immunity to death effects and necromancy (as Deathward spell). You grow adamantine armor spikes, granting you immunity to slippery surfaces and dealing 1d6 peircing damage to enemies when you are struck with a melee weapon.
    Quote Originally Posted by Warforged Juggernaut II
    Available to Warforged Level 12
    Cost: 2 Action Points
    Spent: 42 Action Points
    Requires all of: Warforged Juggernaut I, Warforged Power Attack II
    You relish the act of running headlong into your enemies and driving them before you. You have +75% fortification and immunity to enemy attacks which knock you back. Your armor spikes improve, dealing 1d8 piercing damage to enemies when you are struck with a melee weapon. Your training allows you to crash through enemy lines.

    Warforged Juggernaut II: Unstoppable
    Usage: Active
    Cost: 0 Action Points
    Cooldown: 3 Seconds
    You are able to trample over enemies and knock them back like a minotaur.
    Quote Originally Posted by Warforged Juggernaut III
    Available to Warforged Level 18
    Cost: 2 Action Points
    Spent: 66 Action Points
    Requires all of: Warforged Juggernaut II, Warforged Power Attack III
    You are the ultimate embodiment of mechanical strength and prowess. You are immune to harmful mind-affecting enchantments and enemy attacks which knock you down. Your armor spikes receive a damage bonus equal to your strength modifier.
    Last edited by mediocresurgeon; 03-30-2010 at 04:01 PM.

    The nerfing will continue until morale improves!

  2. #2

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    I like it.

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  3. #3
    Founder Roman's Avatar
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    Been speculating on this as well. Planning to TR my old CritII barb to a pure warforged fighter in anticipation of this pre. Would just be such a fun combo I think.
    .: Reaper :.
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  4. #4
    Community Member sirdanile's Avatar
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    I think you should split the fortification up so it's 25% each tier, slide immunity to slippery surfaces back to tier 2 or 3, while tier 3 seems decent I think that compared to the other two adding 10 extra guard damage alone doesn't add up to a tier 3 prestige enhancement.
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  5. #5
    Community Member mediocresurgeon's Avatar
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    Quote Originally Posted by Failedlegend View Post
    Mostly agreed except it should be Immune to all HARMFUL mind-affecting spells
    Thanks for pointing that out.

    Quote Originally Posted by Failedlegend View Post
    also barb are traditionally medium armor wearers so Adam Body doesn't really make sense
    "Wasting" a feat on Adamantine Body on a feat-starved barbarian would definitely be a sacrifice, and reason enough not to make Warforged Juggernaut mutually exclusive with barbarian PrEs.

    Quote Originally Posted by sirdanile View Post
    I think you should split the fortification up so it's 25% each tier
    The way it is written, a Warforged Juggernaut will get 100% fortification at level 12. Most people wear a Minos Legens at level 11 (and you can get a 75% fortification accessory RR WF at level 5), so I'd rather not push the fortification back any further.

    Quote Originally Posted by sirdanile View Post
    slide immunity to slippery surfaces back to tier 2 or 3, while tier 3 seems decent I think that compared to the other two adding 10 extra guard damage alone doesn't add up to a tier 3 prestige enhancement.
    I tried to match immunity to slippery surfaces to the acquisition of armor spikes, since it's the spikes granting the immunity to slippery surfaces. Also, making a guard based off of your strength score has the potential to be very powerful (though it is actually the only DPS increase this PrE currently has). Still, you might be right about the 3rd tier being somewhat weak...
    Last edited by mediocresurgeon; 03-29-2010 at 06:17 PM.

    The nerfing will continue until morale improves!

  6. #6
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by mediocresurgeon View Post
    The way it is written, a Warforged Juggernaut will get 100% fortification at level 12. Most people wear a Minos Legens at level 11 (and you can get a 75% fortification accessory RR WF at level 5), so I'd rather not push the fortification back any further.
    Besides weakening the first tier by moving an ability up to the other two is a very annoying practice and the many reasons I stopped playing WoW because their version of "balancing" is just that...Instead of coming up with something to improve class A to match class B its much easier to dumb down class B. In the end every Class/PRE sucks at everything there ya go Balanced :P

    Really the main reason I play DDO (aside from it being DnD) is that no one cares if one class is better than the other in a certain area because thats the way its supposed to be and really regardless of strengths the classes depends on each other (Although some can hack it alone a GOOD group will always fair better)

    Quote Originally Posted by mediocresurgeon View Post
    "Wasting" a feat on Adamantine Body on a feat-starved barbarian would definitely be a sacrifice, and reason enough not to make Warforged Juggernaut mutually exclusive with barbarian PrEs.
    Oh so this is a WF PRE not a Barb PRE

    Quote Originally Posted by mediocresurgeon View Post
    Also, making a guard based off of your strength score has the potential to be very powerful (though it is actually the only DPS increase this PrE currently has).
    Agreed especially if coupled with a barbarian (even with the need for Adam Body) this ability alone could make Juggernaut a contender for Frenzied Barb the rest making the already resilient WF almost Indestructible. (Seems like this this PRE should have some Tank-like abilities...maybe a boost to intimi or some untyped DR/-..yes stacking DR )
    Last edited by Failedlegend; 03-29-2010 at 06:31 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  7. #7
    Founder Roman's Avatar
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    Quote Originally Posted by mediocresurgeon View Post
    "Wasting" a feat on Adamantine Body on a feat-starved barbarian would definitely be a sacrifice, and reason enough not to make Warforged Juggernaut mutually exclusive with barbarian PrEs.
    Makes more sense to take this racial pre as a warforged fighter anyway. No reason for a barbarian to take it over the other pre's.
    .: Reaper :.
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  8. #8

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    Quote Originally Posted by mediocresurgeon
    Most characters run around with immunities to critical hits, death effects, and necromancy effects anyway.
    No one has immunity to Bestow Curse, Symbol of Pain, Horrid Wilting, and other such necromancy spells.

    Quote Originally Posted by mediocresurgeon
    but not having to farm for Boots of Anchoring on your warforged juggernaut would be very nice.
    Blasphemy is an evocation.

    Quote Originally Posted by mediocresurgeon
    The real powerhouse on this list would be immunity to mind-affecting enchantments (such as Greater Command, and possibly Blasphemy)
    Don't forget immunity to Rage and Greater Heroism.
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  9. #9
    Community Member mediocresurgeon's Avatar
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    Quote Originally Posted by MrCow View Post
    No one has immunity to Bestow Curse, Symbol of Pain, Horrid Wilting, and other such necromancy spells.
    Excellent point (I thought it was an enchantment, but I was incorrect). Curse Immunity would be really nice to have.
    Quote Originally Posted by MrCow View Post
    Blasphemy is an evocation.
    Thanks. Corrected.

    The nerfing will continue until morale improves!

  10. #10
    The Mad Multiclasser Failedlegend's Avatar
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    Mostly agreed except it should be Immune to all HARMFUL mind-affecting spells (unless this is WAI as a downside to the bonuses) also barb are traditionally medium armor wearers so Adam Body doesn't really make sense but IIRC Comp and Mith are classed as light armor...oh well

    Aside from that /signed

    Edit: If it weren't for the Adamantine body requirement this would make a cool PRE (at least the 1st tier) for a 14/6 BardBarian (the 6 being Barbarian)

    Note to Devs: Please if you incorporate ANY of this into your design do NOT make cleave a pre-req plz plz plz *begs*
    Last edited by Failedlegend; 03-29-2010 at 06:01 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  11. #11
    Community Member Asketes's Avatar
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    hmmm..

    i kind of like it, in some aspects it seems overpowdered and others it seems not so much.


    Hard to say how it would really work in game?

    Not sure how much people would use this while forgoing Frenzy Berzerker.

    Bravo though, I would definitely check it out if something like this came out!

    +1
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