Yes, I have a lvl 16 juggernaut from the Fextra guide and it's working pretty well, with minor tweaks.
1) Reactive Armor is totally worth it. If you first apply Fortify (1AP) and Defensive Barrier (2AP), then Reactive Armor (2AP) becomes the highest damage skill, much higher than Bouncing Shield or Tentacle. It hits all enemies in 3m radius, so yea..
So, if you get Adrenaline Rush (Scoundrel 1) for +2AP, which every single character should have because it's so cheap, you will be able to cast the following combo in a single turn:
- Phoenix Dive (1AP) will position you between multiple enemies.
- Fortify + Defensive Barrier (3AP)
- Blast everyone with Reactive Armor (2AP)
But of course, you dont' have to do all that with the juggernaut because you can teleport him and apply Fortify using other characters, so you really just need the 4AP without Adrenaline.
Also, in order to boost the damage from Reactive Armor, you need to boost the phys armor bonus from Fortify and Def Barrier, which is done by putting points in Geomancer.
2) A few things about Earthquake:
- EQ is much more useful when playing Lone Wolf because of the large radius (13m). I just dont use it in my party of 4.
- Damage from Earthquake is not relevant for this build because it scales with Int. So it's all about applying oil which is one of the few CC effects that's not countered by armor. And of course, it also knocks down enemies without armor...
- Oil is applied at random locations so it's a hit and miss. Usually you want to apply oil to a specific enemy or location...
For these reasons I prefer Impalement (Geo 2) which costs only 2AP, and applies oil and Crippled within a 3m radius of target. It won't hurt your party and you can often capture multiple enemies with it.
All my guys also have Fossil Strike (Geo 1) too, but since I already need Geo 2 for Reactive Armor, then Impalement makes more sense than Fossil Strike because it has a larger radius, does more damage, and applies Crippled in addition to slowed.
3) My j-naut is at lvl 16 and I haven't put any points in 1H or 2H (yet) because I don't want a narrow build. Now that I think about it, even after I max out Warfare, I don't think I will be putting any points in 1H or 2H, at all. I already get enough of a boost in all weapon damage from Str and Warfare. Also, the 3 highest damage skills: Reactive Armor, Tentacle, and Bounding Shield, do not scale with weapon damage anyway. Reactive needs Geo, Tentacle needs Str, and Bouncing just needs the best shield. I rarely use the weapon itself or other skills that scale with weapon damage like Crippling Blow and Whirlwind. I do use Stomp and Battering Ram, which do scale with weapon damage, but I use them only for the knock down effect because their damage is too low to begin with.
So, after maxing out Warfare, instead of 1H/2H I will be putting points in Geo for the reason mentioned above, and maybe Scoundrel to increase my crit modifier. Anyway, I always carry with me a two-handed weapon just in case, but most of the time I do 1H/shield and it works great.
From the Fextra guide, I replace EQ with Impale, I put a point in Scoundrel to get Adrenaline, which is good on all builds, and instead of 1H/2H, I invest in Warf/Geo/Scou.
Last edited by 123xzcs; 11/01/18 04:11 PM.