JainaQuest, giving SV voters control of Jaina in the Warcraft 3 era

What quest would you guys like as my secondary one (will update sporadically)


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[X] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spellcasters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.


I think the Ambush chance and the unprepared enemy offsets the health, mana and other maluses.
 
alright guys i just had a real scare with this old hunk of junk..... there is a good possibility that this computer will break down suddenly at some point so if i stop updating for a couple days when i said i would? please don't blame me and understand that its tech difficulties and not me letting you all down on purpose ok?

(EDIT: the scare was i just had to restart my computer because windows crashed completely.... its been going downhill ever since i played world of warcraft on this computer when the graphics card does not have the minimum requirements to do so... I think I overtaxed the hell out of it and fkd it up something fierce sooo ya if I suddenly disappear? its called i fking hate this computer and I will try to make do with library computers and a USB stick for awhile until I can afford a new one.)
 
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[X] Wait and rest up. Troops are all at full mana and HP for next battle will not have negative roll modifiers from exhaustion (this only applies to ambushes and things before the main stages of combat start.) However enemies will be more prepared for your coming, likely with several traps and more enemies to deal with possibly even resulting in the leader leaving the area for safety.

On one hand i do want to fight as quick as possible on the other hand having low health units that can be decimated and turned into undead is pretty bad and since both leaders are low on mana it would be best to wait sure leader might escape but imagine if we have to fight a boss with half health units then he just uses animate undead. Btw possible to check Grain for contamination since we have Jaina? Ps. Sorry to hear about the laptop i'm sure we can keep the quest alive for a few days if that happens
 
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[X] Wait and rest up. Troops are all at full mana and HP for next battle will not have negative roll modifiers from exhaustion (this only applies to ambushes and things before the main stages of combat start.) However enemies will be more prepared for your coming, likely with several traps and more enemies to deal with possibly even resulting in the leader leaving the area for safety.

yeah, its possible for this to happen but we need to be careful, also check on the grain for this...also have our ranged units scout out around to make sure were not being spied on. would most likely result in the enemy sending out scouts and agents to check on progress, if we can down these guys we can potentially lessen the chances of the enemy knowing what's going on and guess they ran into stiffer resistance rather then being wiped out.
 
On one hand i do want to fight as quick as possible on the other hand having low health units that can be decimated and turned into undead is pretty bad and since both leaders are low on mana it would be best to wait sure leader might escape but imagine if we have to fight a boss with half health units then he just uses animate undead. Btw possible to check Grain for contamination since we have Jaina? Ps. Sorry to hear about the laptop i'm sure we can keep the quest alive for a few days if that happens
I can confirm you will NOT be fighting a boss (aka hero unit) anymore for certain, however you are guaranteed to fight someone thats just 1 step down from a hero unit.... what you are risking is intel which will be fairly important in my quest. as for low HP.... i wouldn't really call having your hp at 3 quarters full to be low but ya it is a small risk there especially with the half mana.

finally your not at a granary anymore/yet there is one coming up but once you do sure you can it will probs be a research check too ;)

yeah, its possible for this to happen but we need to be careful, also check on the grain for this...also have our ranged units scout out around to make sure were not being spied on. would most likely result in the enemy sending out scouts and agents to check on progress, if we can down these guys we can potentially lessen the chances of the enemy knowing what's going on and guess they ran into stiffer resistance rather then being wiped out.
k so first there is a 0 chance of being spied on i love the initiative but the enemy will already know something is wrong NO MATTER WHAT if you choose to wait and rest up, they expect the troops they sent out back sooner than you need to wait for. As for them running into stiffer resistance... thats the point, by waiting to rest up you are going past the point where stiff resistance is a thought they would have, remember you all just took the time to burn all the corpses despite how fast that fight went.

Anyway so ya it balances itself out the only real reason to not wait is to get the full intel on the matter whereas if you do wait it is possible to miss the important intel but at the same time you will get more EXP from the fight. (you are fairly equally likely to lose troops no matter which option you choose.)
 
in that case I change my vote...information is the key after all and we are going to lose guys...

[X] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spell casters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.

this is going to hurt now...so pucker up and brace for impact! if were lucky we will only lose half our guys...unless we do a buddy system of everyone watching their partners back or something in case of a breakthrough.
 
[X] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spell casters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.

In the words of a great man
 
welp with 3 votes in concordance i intend to call the vote tomorrow afternoon.... will try to start working on it tomorrow morning as well.

EDIT: i also intend to hand out the level up chapter tomorrow.... if i'm right and you are lucky you might even have some veteran troops too....
 
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Arthas: AAAAARRRTTTTHHHHHAAAASSSS MMMMMEEEEEENNNNEEEEETTTHHHHIIIILLLL!!!!!

Jaina: Oh Light dammit, hes done it again...okay people back him up, we cant risk losing the prince...again... (I swear this is one of the reason's we broke up LAST time...I hoped he grew out of this stage...I swear that chicken loving ass messed him up when they went drinking with each other)
 
[X] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spellcasters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.

That said I would prefer our footmen to be at full life and our priests lower on mana than having the footmen at 3/4 and priests at half mana.

Also, if the next fight is that soon are the two water elements we summoned still going to be around?
 
@san shouldnt brilliance aura restore all, or atleast most of the mana by the time we reach the next village?
Edit: and with the regen our priests should have the mana for a few heals on the way
 
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shouldnt brilliance aura restore all, or atleast most of the mana by the time we reach the next village?
Edit: and with the regen our priests should have the mana for a few heals on the way
Oh yeah we had Auras so our Units also have that Paladin aut for defense
 
@san shouldnt brilliance aura restore all, or atleast most of the mana by the time we reach the next village?
Edit: and with the regen our priests should have the mana for a few heals on the way
yes but thats why you have any mana at all, they also healed up all the villagers you just got. Your troops are tired the aura's are not a fix all they have been marching and fighting all day long and so the Aura and heals can no longer fix all the problems so easily.
Oh yeah we had Auras so our Units also have that Paladin aut for defense
ya but the current Aura level only grants you +.5 so it don't matter on the footmen ATM (I round down DPT and armor rather than up.)
 
[X] Go to fight the enemy right away. Footmen will have only 3/4 of their HP and spell casters including Jaina and Arthas will have half mana (rounding up) your troops will also have a small negative modifier to all rolls before the main stages of combat start. However the enemy will be unprepared for you and likely think everything is fine in the area making ambush easier and lowering their defenses greatly.
 
Chapter 1, Turn 6.5: Jaina and Arthas level ups.
Jaina's Hero stats
Class: Frost Mage Hero Level 5->6 EXP to next level: 45/76
Combat: 18 {36}
magic: 36
administration: 23 {24}
research: 31 {32}
tactics: 22
diplomacy: 30 {32}

[] pick a HERO stat to level by +1-2 (depending on a roll)

remember research and diplomacy stats are guaranteed +2 no roll needed

Morality: +6.25

War Stats:
HP: 51
Mana: 36
DPT: 6.5 (magic/hero ranged, range: 42 units.)
Armor: 2
Magic resistance: 3
Morale: 30
Speed: 10 units of distance per turn

pick 4 WAR stats to level (remember you can only double down on 1 WAR stat)

[]HP +5 (x2)
[]Mana +5 (x2)
[]DPT +.5 (x2)
[]Armor +.25 (x2)
[]MR +.5 (x2)



Arthas's Hero stats
Class: Paladin Hero level 5->6: 39/76
Combat: 34 {44}
Magic: 18 {19}
Administration: 29 {31}
Research: 12
Tactics: 37->39 {40} (+2 tactics)
Diplomacy: 16 {21}

Morality: +5.75

War stats:
HP: 78->86 (+8 HP)
Mana: 18->21 (+3 mana)
DPT: 7->8 (9) (Physical/Hero Melee) {+.5 DPT (x2)}
Armor: 3
Magic resistance: 2
Morale: 35
Speed: 10 units

all troops except 2 footmen hanging back get +6 EXP

CONGRATULATIONS!!!!!! 14 footmen, 8 priests and 13 sorcerers turned into 14 veteran footmen. 8 veteran priests and 13 veteran sorcerers

stat ups all around :D
 
ok i added the Veteran versions of all your units to the Faction Status page, i also added all the new units you just picked up to Arthas's faction (sorry guys but he needs them more lol.) finally i added Arthas's level up.

check them out they are about 30-50% stronger all around than regular status units :D and yes they will have more HP and mana lol.
 
Well shit, Veteran Footmen can easily kill a normal Footman and can hold off twice their number for a while.

Backed up with Veteran Priests who can heal more and have a deeper mana pool? Yeah, its quite scary.

Anyway, stat improvements @san what is the level cap here? It doesn't seem to be 10 given our growth rate in the mission. Just want to know how many levels we can work with.

(Or is it the WOW scale where the level cap is like 110 or something?)
 
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well vanilla wow had lvl 60 seems if ur going with that , but i think it is like lv 15 or something like that in warcraft 3.
 
well vanilla wow had lvl 60 seems if ur going with that , but i think it is like lv 15 or something like that in warcraft 3.

Nope the Cap is lvl 10 in Warcraft 3 campaign. That's why I'm asking. We need to be strategic about HERO stats given what I checked up on for Diplomacy:

Diplomacy: Gives a bonus to all rolls involving interacting with someone. For example convincing Arthas not to kill everyone in Stratholme, or Convincing the High Elves to abandon Silverymoon when the undead are at their gates.

Tentative lvl up plan
[] Diplomancer
-[] Diplomacy
-[] HP
-[] Mana (x2)
-[] MR

Reasoning: It seems diplomacy may be Jaina's best bet to change canon given the description of the stat and her specialties (guaranteed +2 to Diplo).

I would argue the early we get this to a high number, the better our chances to head off some of the bad choices made in canon.

As for the War stat build, more HP and Magic resistance to survive the attention of an Enemy Hero Caster and once more doubling down on MP to ensure Blizzard Spam continues no matter how long the battle lasts.
 
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Tentative lvl up plan
[] Diplomancer
-[] Diplomacy
-[] HP
-[] Mana (x2)
-[] MR

sounds about right, plus that mana and magic resistance will come in handy sooner or later, plus diplomacy is needed to unite people against the scourge!
 
Well shit, Veteran Footmen can easily kill a normal Footman and can hold off twice there number for a while.

Backed up with Veteran Priests who can heal more and have a deeper mana pool? Yeah, its quite scary.

Anyway, stat improvements @san what is the level cap here? It doesn't seem to be 10 given our growth rate in the mission. Just want to know how many levels we can work with.

(Or is it the WOW scale where the level cap is like 110 or something?)
level cap for heroes is not decided yet, so for now consider it unlimited, i'm waiting until we get to a point where your not leveling up every battle before calculating where i want to stop. After you reach said "max level" i will be putting a very high EXP counter and then you will reach the next and HIGHEST reachable unit type, Legendary Hero, upon which level will reset you will get a crapton of boosts and it will be much harder to get new EXP.

as for veteran status troops, ya thats the point they are meant to be ridiculously powerful Elite troops are even stronger and will probably get their own special abilities like Captain Davids.
 
level cap for heroes is not decided yet, so for now consider it unlimited, i'm waiting until we get to a point where your not leveling up every battle before calculating where i want to stop. After you reach said "max level" i will be putting a very high EXP counter and then you will reach the next and HIGHEST reachable unit type, Legendary Hero, upon which level will reset you will get a crapton of boosts and it will be much harder to get new EXP.

as for veteran status troops, ya thats the point they are meant to be ridiculously powerful Elite troops are even stronger and will probably get their own special abilities like Captain Davids.

Alright, in that case I'm making my plan official.

[x] Plan Diplomancer
-[x] Diplomacy
-[x] HP
-[x] Mana (x2)
-[x] MR

Miscommunication, rivalries, bad blood and apathy are the source of most of Axeroth's misfortune in the coming years. Having an (even more) diplomatic Jaina can ease some of those worries by forming a stronger coalition.

One goal of mine would be to keep Arthas on side and preferably in Lordaeron throughout the campaign. That alone will seriously cripple the Lich King's plans and vastly alter canon (to the point I would be worried about a surprise Bronze Dragon attack).

A stretch goal would be to organize an active coalition based on hunting down Scourge cultists, Deamon worshipers and Legion Agents.

Something of a mix between the Argent Dawn and the Scarlet Crusade in manpower, dedication and effectiveness.

Basically an alternative to Jaina running Theramore if we manage to wipe away that timeline here.
 
yeah...we still might be send to the second continent if things go well, mostly because we just rallied half the damn continent against the scourge...as well as getting shit done.

also I have to ask, can the soldiers get more exp to become elite foot-men and such?

just asking because sooner or later people are going to become notable characters. (minor hero's and such at the rate were going!)
 
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