The Dragoon (Heroic Tier)


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I've updated all of the Heroic tier abilities and added Paragon Paths. This update makes some big fundamental changes to the class features, and almost all of the powers and abilities have been adjusted in some way.

Biggest changes:

  • With Skysoul Focus, you can jump an additional 2 squares with Leap the first time you use it in an encounter. This makes it easier to initiate combat and still have momentum.

  • All of the non-weapon attacks now target non-AC, as it was harder to hit with those attacks without the weapon bonuses.

  • Drake hit points and damage have been adjusted.

  • One of the paragon paths allows you to dump the drake companion to reroll 1s and 2s on the Momentum damage dice and jump farther.

  • Coupled Strikes has been adjusted so as not to be totally ridiculously overpowered along the lines of the Ranger's Twin Strike.
Not all of the paragon path powers have been tested, so I'll be revisiting them later.

Also, Super Jump is by far my most favorite ability (Cloudwalker level 20 attack), and is basically the first thing I thought of and why I made the class.

Hope you all enjoy!

The link is here, but as always, all of the other links now point to the updated version.
 

Ok, I ran with the dragoon for one session. It was a fun character to play with and enjoy it very much. Only problem I found with the class was the lack of movement. The character is all about jumps but i found it very hard to get momentum every turn. It turned into spend a turn where I got into position and then the next turn attacking. Other than that, without the drake at all, I found the character doing damage similar to other strikers as long as I had momentum with 2d10+4 or something similar to that.
 

@Kyidro

Thanks for playing and posting your thoughts! Points addressed below:

Your comments have mirrored a lot of other messages and emails I've received that seem concerned that you can't get momentum every turn. You should not be able to get momentum every single turn against a single enemy without a penalty - that's completely intentional. You're really supposed to be jumping from enemy to enemy (which will usually let you use momentum almost every turn, if you're clever).

Regardless, you will not deal as much damage as other strikers against a single target unless you are willing to provoke some opportunity attacks against it. But other strikers can't wear hide, don't have reach weapons, can't ignore difficult terrain, and don't have a drake to help them with flanking and taking opportunity attacks. It's a trade off.

The idea here is that you will be attacking multiple enemies at once, jumping back and forth and using your reach weapon and your pushes to give you room for your next jump. If you don't like this and don't want to spread out damage ever, then use Boost and your encounters to stay on the same enemy while keeping distance and momentum for the bonus damage.

But again, you will not compete with a ranger or rogue or warlock's capability to deal their bonus damage every single turn. That's why yours is higher and why momentum gives you an additional effect. Think of yourself as a more durable and mobile striker with a bit of controller. (Also, you have a drake that is essentially a opportunity attack-taking machine; use it to harass ranged/magic users or wait between you and an enemy that's after you).

Anyway, here's an example of how to gain momentum against the same target over and over with at-will attacks, which is possible, though you will provoke opportunity attacks during it:

Turn 1: Use Leap to move in with momentum, use Jump. Apply bonus damage from momentum and use Jump's bonus to push target back.
Target's turn: Target moves adjacent to you and attacks.
Turn 2: Use Leap to move 2 squares, but stay within 2 squares of your target. This provokes an opportunity attack from the target. If you are still adjacent to the target after your move, use Jump, Vaulting Strike, or Spinning Kick to move the target or reposition. If you are within 2 squares, use Bracing Strike or Piercing Thrust. Apply bonus damage from momentum.
Target's turn: Target moves adjacent to you and attacks.
Turn 3: Repeat turn 2.

You can do this indefinitely, as long as you can take the opportunity attacks. Leap gives you momentum, you don't have to be jumping toward the target. You can jump past the target or away from it and swing around to do your damage (the idea is that the Dragoon knows how to take any energy from its movement and redistribute it in another direction). So if you are willing to provoke opportunity attacks, you can gain momentum against the same target every single turn with this, and it doesn't take any of the following into account:

  • Using Boost each encounter.
  • Using one of the several utilities that give you momentum.
  • Using any of the many encounter powers that move enemies back and slow, push, or knock them prone, so you can escape.
  • Attacking a target that the defender has marked or positioned.
If you take the +4 to AC bonus against opportunity attacks feat (which I'm thinking about using to replace the Skysoul AC bonus), then, combined with your hide armor, you'll be able to toss in your momentum damage almost every turn. Personally, from my own playtesting and watching others use it, my favorite part of the class is that each turn you basically choose to deal damage, or find a better position - but that's just me.

Hope this helps!
 

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