
Originally Posted by
Riggs
on a separate note - Juggernaut.
if the line simply gave extra damage reduction - without the healing penalty in pnp - then it might work. maybe a static slashing guard effect - d6/2d6/3d6 for each tier.
Charge is out in DDO - so maybe extra tactics dc's? That might be too much if they stack with racial/ftr lines. Maybe it wouldnt, but anything stacking should be viewed very harshly.
Instead of the immunities to death effects/ stat drain/mind affecting spells - maybe extra save bonuses to each - and making a WF Juggernaut immune to the Lob mournland debuff - after all if you are 'just the same' as the Lob, but smaller, you should be immune to the debuff - just like WF are in pnp in the actual Mournlands.
I posted a link earlier( http://forums.ddo.com/showthread.php?t=290889 ), but I guess I'll post the full version here as well. A few of the ideas you've mentioned here I used in my interpretation of what the Juggernaut should look like in DDO.
Code:
5 Points Spent: +2% stacking DR/- Bonus
10 Points Spent: Juggernaut I, +10% Repair Amp, -5% Healing Amp, Charge
15 Points Spent: +2% stacking DR/- Bonus(total 4%)
20 Points Spent: Juggernaut II, +10% Repair Amp, -5% Healing Amp, ***
15 Points Spent: +2% stacking DR/- Bonus(total 6%)
30 Points Spent: Juggernaut III, +10% Repair Amp, -5% Healing Amp, Powerful Charge
41 Points Spent: Titanic Transformation - (Stance)
Charge
Usage: Active
Charges: 3/rest
Cooldown: 5 Seconds
Activate this ability to charge forward knocking down any opponent in your path.
You charge 3 feet forward.(Strength Save DC = Character Level + Strength Modifier
+ Increases to Tactical DC's) (like a minotaur's charge)
Powerful Charge
Usage: Active
Charges: 3/rest
Cooldown: 10 Seconds(same cooldown timer as Charge)
Activate this ability to charge forward knocking down any opponent in your path.
You charge 8 feet forward. When you charge, you can now deal damage equal to your
spike damage plus your strength modifier to those that are hit by your charge.
(Strength Save DC = Character Level + Strength Modifier + Increases to Tactical DC's)
Titanic Transformation
Useage: Active(Stance)
Cooldown: 30 Seconds
You augment your body with extra parts and gain the traits of a Warforged Titan.
This transformation lasts until you rest. You grow in size and become Large, gaining
a +6 size bonus to Strength, +4 size bonus to Constitution, +2 Size bonus to
Natural Armor, +20% maximum hit points, and an additional 4% DR/-(total 10%).
Durring this transformation you are an immobile force and become immune to
overrun effects(of any kind). This comes at a cost of -2 Dexterity, -2 Wisdom,
-2 Charisma, and you become immune to divine healing effects. While in this form,
you move 20% slower and suffer from -15% Arcane Spell Failure. This ability costs
50 hit points and consumes a +5 Repair Kit to activate.
I wanted to note, that while gaining tiers in this PrE the character should start to be
augmented by bits of metal(similar to the earth savant PrE's arm growth). And while in
"Titan Form", the character should grow in size, as well have extra parts added. (Once
again making Warforged the largest race in the game....darn half-orcs being too oversized.)
I think a +5% Repair Amp enhancement that could possably stack up to 5x would be
a great compliment to this PrE, as an optional Warforged Enhancement, that could be
utilized by any build(including ones not seeking the Juggernaut PrE).
***Armor Spikes
I was unsure of what to add for the Tier II extra ability. While a static 1d6 or 1d8 guard
would be nifty, I was thinking that Armored Spikes could be an optional enhancement
that could grow over time(1d2, 1d4, 1d6, 1d8).
***Repair System
If that was the case I thought a self healing clickie would be neat. Basically, the ability
consumes a repair kit and gives a heal over time buff. I'd leave the math up to you, but
was thinking that it would be modified by character level and the bonus provided by the
repair kit. Maybe add an aditional "ability component," for example...Granite and Diamond
Dust, the expensive spell component for Stone Skin. As well as either limiting it to 1 use
per rest, or adding a heafty cool down...so that it can't be spammed, unless it's a super long battle.
Repair System Example: {((1/2 character level)-2) + (Repair Kit Mod)/3 sec/over 30sec} = Max 15 HP/3 sec = 150 HP over 30 sec
195 HP/30 sec with the 30% Repair Amp given by WF Juggernaut
232.5 HP/30 sec with the 55% Repair Amp from WF Juggernaut and the +5% Enhancement stacked 5x(total of 30% + 25% = 55%)
150-230 HP...A drop in the bucket to most tanking characters. And a much needed boost to the Warforged Tanks that have a hard time being healed.
~Nim