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  1. #1
    Lamannia Coordinator
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    Default The Official Warforged Enhancements Discussion Thread!

    We are currently previewing Racial Enhancements on Lamannia.

    Please use this thread to share your thoughts on the Warforged Enhancement Tree!
    Last edited by SqueakofDoom; 07-03-2013 at 06:22 AM.

  2. #2
    Community Member arkonas's Avatar
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    so far i like the repair amp choice.

  3. #3
    Community Member Jay203's Avatar
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    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)
    Code:
    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 toughness line is a bit expensive, at 2 ap per 5 hp
    the weapon attachment sounds nice though o-o
    Last edited by Jay203; 04-11-2013 at 03:19 PM.
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  4. #4
    Community Member Munkenmo's Avatar
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    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.

  5. #5
    Community Member Jay203's Avatar
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    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 =\
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  6. #6
    Community Member TPICKRELL's Avatar
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    Is:
    Healer's Friend:
    Action Point Cost: 2 per rank
    Your penalty to Positive Energy Healing is reduced to 50%/40%/30%
    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.

    EDIT: Also, 2 AP for 5 HP is a bad change. Either make it 10 HP or cut the cost to 1 AP....
    Last edited by TPICKRELL; 04-11-2013 at 03:14 PM.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  7. #7
    Developer Eladrin's Avatar
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    Quote Originally Posted by fTdOmen View Post
    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.
    These hitpoints are in addition to the hitpoints that characters will get due to this change mentioned by V:
    Quote Originally Posted by Vargouille View Post
    We've taken out most of the racial toughness enhancements. We had previously found that Toughness was considered mandatory by many players and wanted to make it more of a choice than before.

    Instead, we've added +5 HP to Heroic Durability (a feat that all characters start with at level 1), and characters also gain +5 HP when you taking the 5th, 10th, and 15th class levels for any class. (That's tied to class levels, not character levels, at this time.)

  8. #8
    The Hatchery Scraap's Avatar
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    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?

  9. #9
    Community Member Jay203's Avatar
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    Quote Originally Posted by TPICKRELL View Post
    Is:
    Healer's Friend:
    Action Point Cost: 2 per rank
    Your penalty to Positive Energy Healing is reduced to 50%/40%/30%
    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.

    EDIT: Also, 2 AP for 5 HP is a bad change. Either make it 10 HP or cut the cost to 1 AP....
    sorry, my bad
    it's 40/30/20 xD

    and yah, the 5 hp per 2 AP is kinda ********, not to mention they're all single rank enhancements that got tossed into different tiers
    won't let us take all of them at once i guess
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  10. #10
    Community Member scoobmx's Avatar
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    Improved damage reduction is still appalling. Great weapon aptitude still sounds terrible. Weapon attachment sounds good.
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  11. #11
    Community Member darksol23's Avatar
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    Quote Originally Posted by Eladrin View Post
    and characters also gain +5 HP when you taking the 5th, 10th, and 15th class levels for any class. (That's tied to class levels, not character levels, at this time.)
    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.
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  12. #12
    Community Member TPICKRELL's Avatar
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    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.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  13. #13
    Community Member DrNuegebauer's Avatar
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    Quote Originally Posted by Eladrin View Post
    These hitpoints are in addition to the hitpoints that characters will get due to this change mentioned by V:
    Even so, I'd suggest a 2ap cost for 5hp won't be seen as much more than a waste. Perhaps keep it at 5hp, but change the cost to 1ap??

  14. #14
    The Hatchery teh_meh's Avatar
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    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.
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  15. #15
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Eladrin View Post
    These hitpoints are in addition to the hitpoints that characters will get due to this change mentioned by V:
    I'm picking you're hoping to balance out HP across the races a touch?

    As you can notice though, there's a fairly negative response to 2ap for 5hp.

    How about 2ap for 5hp + 3 prr per tier?

    Also warforged prr still seems to be busted

  16. #16
    Community Member redspecter23's Avatar
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    Quote Originally Posted by darksol23 View Post
    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.
    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.
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  17. #17
    Community Member Candela90's Avatar
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    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.

  18. #18
    Community Member Jay203's Avatar
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    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
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  19. #19
    Community Member Theolin's Avatar
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    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

  20. #20
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    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?

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