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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

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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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  4. #4
    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!

  5. #5
    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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  6. #6
    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.
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  7. #7
    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.

  8. #8
    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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  9. #9
    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!

  10. #10
    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.

  11. #11
    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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  12. #12
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Roman View Post
    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.
    I have to disagree while Frenzied Barb is a great PRE and the Adam body might be hard to fit in with a Barbs Immense ability to jack up his Str stat the Adamantine spike ability could be a formidable effect w/o the self damaging (Thinking healers will appreciate this )...but that's just IMHO
    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.

  13. #13
    Community Member Trillea's Avatar
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    My WF FvS would LOVE this PrE!!
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  14. #14
    Community Member mediocresurgeon's Avatar
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    Quote Originally Posted by Trillea View Post
    My WF FvS would LOVE this PrE!!
    I hadn't considered this PrE for a FvS. It might actually work out very well for them.

    The nerfing will continue until morale improves!

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    I think fidelity to the 3.5 version would have it like this:

    Tier I: Armor spiked, Construct Perfection I (+75% fort), knockdown bonus (+2 for each tier, to roughly balance with the +1 per level of Juggernaut bonus from PnP)

    Tier II: Spiked Armor upgrade, Construct Perfection II (mind-affecting spell and ability immunity), charge attack with +2 attack bonus, -50% healing amp.

    Tier III: Spiked Armor upgrade (maybe a fraction of total strength bonus; full STR is too much IMO), Construct perfection III & IV (death effects and ability drain), improved charge attack (double STR bonus to damage?)

    The healing penalty is pretty harsh, but better than the "Immunity" from PnP. Some healing penalty should be balanced with the broad immunities the PrE grants. I'm sure the offensive capabilities would have to be very good to justify it.

    I'm not sure about permanent slippery/push-pull immunities; but maybe a 20 second boost would be good. Giving stacking DR as well. The PrE costs are too light to justify giving it the best of the HotD and Acrobat lines combined, and more.

  16. #16
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by Trillea View Post
    My WF FvS would LOVE this PrE!!
    I read somewhere that Juggernauts receive an increasing resistance to divine healing; if this is true, divine casters and Juggernaut PrE wouldn't blend very well.

    OTOH, Juggernaut would be a decent option for arcane battlecasters, provided they manage to handle the ASF caused by Adamantine Body.
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  17. #17
    Community Member mediocresurgeon's Avatar
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    Thanks for your thoughts, Gavagai!

    Quote Originally Posted by gavagai View Post
    -50% healing amp
    Quote Originally Posted by gavagai View Post
    I'm sure the offensive capabilities would have to be very good to justify (the harsh healing penalty)
    Nobody likes being hard to heal. That's why very few people are impressed with Pale Master, virtually nobody takes the Improved Fortification feat, and why Bladesworn Transformation is underutilized. Adding on a healing penalty in DDO is much different than adding a healing penalty in PnP since 99% of players do not play in static groups. The PrE currently does not add any strong offensive abilities in the traditional sense (+attack, +dmg, +crit) which means that its added offensive abilities are purely situational (must be attacked with a melee weapon).

    Wizards of the Coast knows that healing penalties are a bad design. This is why Warforged do not have the -50% healing penalty in 4e and why the 4e Warforged Juggernaut does not make them immune to curative magic.

    Quote Originally Posted by gavagai View Post
    Giving stacking DR as well.
    Incorporating stacking DR into a tier 3 stance could work.

    Quote Originally Posted by gavagai View Post
    The PrE costs are too light to justify giving it the best of the HotD and Acrobat lines combined, and more.
    Most players don't play these PrEs at endgame though, because these immunities are not that outstanding overall. (Yes, I know they have a few fights where they shine, but these are few and far between.) And for the sake of argument, the healing amp is the "best of the HotD," since that's the only benefit you get from most content.
    Last edited by mediocresurgeon; 03-29-2010 at 08:00 PM.

    The nerfing will continue until morale improves!

  18. #18
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by mediocresurgeon View Post
    Nobody likes being hard to heal. That's why very few people are impressed with Pale Master, virtually nobody takes the Improved Fortification feat, and why Bladesworn Transformation is underutilized.

    Wizards of the Coast knows that healing penalties are a bad design. This is why Warforged do not have the -50% healing penalty in 4e and why the 4e Warforged Juggernaut does not make them immune to curative magic.
    oh great spirit of Gygax please instill this point into the Devs minds (Mind you I like PM and see Eladrin's Post for some PM fixes in update 5)


    Quote Originally Posted by mediocresurgeon View Post
    Incorporating stacking DR into a tier 3 stance could work.
    Quote Originally Posted by Failedlegend View Post
    (Seems like this this PRE should have some Tank-like abilities...maybe a boost to intimi or some untyped DR/-..yes stacking DR )
    Agreed :P



    Quote Originally Posted by mediocresurgeon View Post
    I hadn't considered this PrE for a FvS. It might actually work out very well for them.
    Aside from the obvious ridiculousness (trust there's a point...eventually) and the pre-reqs being entirely useless to said class...this would be somewhat useful on a WF Wiz...I know I know I'm crazy but hear me out.

    Immunity to nonlethal damage (also immune to crit same idea)

    If this means immunitty to hits that are less than your current HP (I have a feeling it doesn't or its crazy OP than this would be a great boon to this 0 defense/dr class especially dancing in a firewall (Gygax help us if monsters ever learn the skill jump)


    Immunity to harmful mind-affecting spells

    Greater Command is the bane of my WF Wiz/Rog's existence.


    Immunity to slippery surfaces (and I guess piercing guard

    Allows you to drop balance completely (would let me replace balance with spot) and would let you dance in your own grease,etc. spells increasing solo ability. Oh and the p-guard part is nice if not very useful to a class thats avoids damage like the plague :P


    The Point

    OK now that display of ridiculousness is over..the point...this PRE would be useful to most classes in some way or another although Bards,Wizzes,etc. would need to find APs for both the PRE and the ASF reduction (but at least bards already have to take PA for WC)
    Last edited by Failedlegend; 03-29-2010 at 08:25 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.

  19. #19

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    Quote Originally Posted by Failedlegend View Post
    Oh so this is a WF PRE not a Barb PRE
    Whatever the Pre ends up looking like, it has long been official that Turbine will make it a WF Pre, not barb.
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  20. #20
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Ghoste View Post
    Whatever the Pre ends up looking like, it has long been official that Turbine will make it a WF Pre, not barb.
    Oh cool It just seemed like a Barb type thing to me (feels very ragey) that's what I get for assuming...oh well...can someone link me too that list of coming PREs I wanna bookmark it for future reference (to avoid things like this ) and my search-fu is failing

    Also Ghoste just noticed you Signature...tru nuff
    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.

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