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  1. #1
    Community Member Xenostrata's Avatar
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    Default Feat: Reduced Fortification

    For Warforged:

    "This feat strips away some of the more unnecessary armor plating on your body, leaving you slightly more vulnerable to enemy attacks but less resistant to positive energy. Your inherent fortification is reduced from 25% to 10%, but your base healing amplification is increased from 50% to 65% (note that the Healer's Friend enhancements now result in 80%, 85%, and 90% healing amplification)."

    I'd certainly take it on my less feat starved Warforged. Some people might be saying "omg OP", but if you haven't noticed since u11 went live a lot of high level monsters have been using improved sunder, and having over-100% fortification values has become useful instead of redundant (imp sunder would put a WF with this feat at exactly 100%, and there are other fort reducers out there as well).
    Fear the Koala.
    Jial, Wyllywyl, and an ever-changing list of alts.

  2. #2
    Community Member Symar-FangofLloth's Avatar
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    There is a real feat for Warforged, that removes your Fortification and armor bonus and allows you to wear fleshy clothing. Unarmored Body.

    Probably too much work for Turbine, though.
    Former Xoriat-er. Embrace the Madness.

  3. #3
    Community Member Xenostrata's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    There is a real feat for Warforged, that removes your Fortification and armor bonus and allows you to wear fleshy clothing. Unarmored Body.

    Probably too much work for Turbine, though.
    A lot of the balance between the races is restricted access to certain gear. And yes, it would mean recoding the looks of a lot of old gear to fit WF, so might not be worth it.

    I just want less HAmp problems
    Fear the Koala.
    Jial, Wyllywyl, and an ever-changing list of alts.

  4. #4
    Community Member Symar-FangofLloth's Avatar
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    Well then maybe the Reforged PrC should be added as a WF racial PrE....

    You know, if we ever get any more ever.
    Former Xoriat-er. Embrace the Madness.

  5. #5
    Community Member Shade's Avatar
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    I like it but seems overpowered.

    I'd go down to 0% fort, and set base healing to 60%.

    Also keep in mind upping BASE healing multi, also massively ups what benefit a WF can get from healing amp items. IE: Healing amp items normally also give a basic WF 50% the benefit.. But up the base multiplier, and they go up too.


    So +10% base may not seem like much, but multiply it further with full gear, and it could mean the difference of +30% or more.

    Maybe 65-70% if they also lose the benefits of their docents and some minor immunities like poison/disease (Remember early WF had no immunities). Others just the +10% seems fair.

  6. #6
    Community Member Kinerd's Avatar
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    Regarding Improved Sunder, I noticed running through IQ/DD that it didn't change my fortification value on the character sheet. It's possible that this is just a display bug and I didn't notice any crits from sheer chance, but I remember noticing quite a few crits when Stickied in the Harbinger chain. This kind of goes back to your point, though, that fort reducers have increased dramatically recently, and there's no reason to believe that's going to stop.

    I've gone back and forth on this idea about 5 times in my head already, but here's where I've ended up: as proposed it is an extremely powerful feat, but the classes with feat room for it are essentially fighters and monks (or splashes thereof). Warforged are currently not the most synergistic choice for those classes, so improving them in that circumstance makes sense.

    Looking at it backwards, in most cases I would not trade -10% base healing amp for +10% fortification (and various WF goodies) on my fleshies. That the builds that would benefit from such a trade (and the additional cost of a feat) are relatively uncommon is to my mind not a negative but a positive. Specialization is good.

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