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Potent Potables - The Artificer Manual (by Zathis)
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<blockquote data-quote="Nibelung" data-source="post: 6704891" data-attributes="member: 74499"><p><strong>Originally posted by Zathris:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Items</strong></span></p><p></p><p><strong>Weapons </strong><strong>Show</strong></p><p>[sblock]Not going to lie to you, you're not getting out of this without being down a couple feats, as your base options result in a lack of accuracy, damage, and/or a lack of versatility. While there are interesting implements to wield, only needing to upgrade 1 accessory is advantageous, as is being able to stack support, and Artificers definitely favor Weapon powers over Implement ones. Weapliments also have the advantage of Dragonshards.</p><p></p><p>tl;dr - I think a Radiant Superior Crossbow or Dagger are your best options overall as Weapliment, though doing Permafrost is decent and a Hungry Greatspear is probably your best Heroic weapon as a Con build that can just skip Implement powers.</p><p></p><p><strong><span style="color: #00ccff">Superior Crossbow</span></strong>: Can be used as an Implement with a Feat, Expertise feat removes the loading problem, Good Accuracy, Damage, and Range. however, that makes it Feat intensive, and the lack of melee option means needing to deal with provoking more, usually via Armor enchant.</p><p><strong><span style="color: #0000ff">Warhammer</span></strong>: A single feat gives proficiency as Weapon, Implement, and Thrown Weapon. Lower accuracy hurts, and so might the Shortish Range.</p><p><strong><span style="color: #00ccff">Dagger</span></strong>: Pros: Good Accuracy, can be Thrown, and you can use them as an Implement with a feat, also has Superior Implement options. Cons: Low damage, Short Range. This is also the default option for using as just a weapon and having a different item as your Implement.</p><p><strong>Greatspear</strong>: Reach, Damage, and Accuracy are all attractive, but using it as an implement is tricky and throwing it costs you the Enchant. More attractive for Hobgoblins or Eladrin who get proficiency and focus in one feat, since you can actually just take Weapon powers.</p><p><strong><span style="color: #800080">Javelin</span>/Tratnyr</strong>: Allows you to combine any Spear support with being Ranged. As with the Greatspear, I see little reason for races without Spear feats to use them.</p><p><span style="color: #800080"><strong>Drow Long Knife</strong></span>: Given you're spending a feat for +1 damage over Daggers? Generally not worth it unless there's a specific enchant you want, or are Drow.</p><p><strong>Staff</strong>: Implement and Weapon in one, you even get Reach and don't provoke with the Expertise feat, but the Pros end there; lower Accuracy and lack of Range definitely hurt though</p><p><span style="color: #800080"><strong>Mace</strong></span>: Really only getting a mention because of the Wand and Rods that also count as a Mace, but since that eats up an enchant and they're only +2 prof weapons, it's strictly worse than just using a Staff or having 2 different accessories.</p><p>Other weapons really aren't options in the long run, for example while you might use a Crossbow+Wand to start out with, the longer range, accuracy, and damage of the Superior Crossbow means you'd be a fool to not upgrade quickly.</p><p></p><p><strong>Enchants</strong><strong>Show</strong></p><p>[sblock]</p><p><strong>General: </strong></p><p>Frost - Stereotypical, I know, but aside from setting up Vuln for party op (you are a leader, remember) it's a sizable damage boost.</p><p>Lightning - Meshes well with Stormsoul Genasi, throw in some Mark of Storm and the other general support and you've got probably the best option.</p><p>Thunderbolt - (Ranged) Arguably better than Lightning just because it's available 2 levels cheaper, the DMI is basically unusable though.</p><p>Radiant - General good, rarely resisted damage.</p><p>Long Range - A good way to compensate for the shorter range on the Thrown Weapons.</p><p>Tenacious - Missing does suck, definitely a golfbag item for use with an important attack.</p><p>Battlemaster's - Regain an encounter power 1/day.</p><p>Rubicant - This is probably my favorite weapon in the game, boosting teleports and having a great party mobility DMI.</p><p></p><p>Blades:</p><p>Quicksilver - (LB) Init Bonuses are always useful, and while you're unlikely to need to move more with the DMI, you can always convert it to a Minor.</p><p>Dislocating - Enemy repositioning, especially being able to drag an enemy Artillery or Controller out from behind the melee makes it a decent golfbag item.</p><p>Shielding - Nice Common weapon to hold in your off-hand for +1 AC.</p><p>Lilting Songblade - While the damage boost starts out worse than most item bonuses, it quickly builds up, especially in minion heavy encounters.</p><p>Eldritch Knight - (HB) Reach 5 is a nice way around the range issue (and also solves the provoke issue)</p><p>Chill Wind - If using a Heavy Blade, this is superior to Frost.</p><p>Incisive Dagger - Teleporting is cool, teleporting further is cooler.</p><p>Githyanki Silver - (HB) Psychic support is decent if you can get the hat with it.</p><p></p><p>(X)Bows:</p><p>Mindiron - As Gith Silver but for bows (and only half the damage gets converted, so you can deal multi-typed damage, if that's your thing?</p><p>Targeting - Daily to let everyone roll twice when attacking enemy, critfishing enabled!</p><p></p><p>Hammer/Mace:</p><p>Crusader's - Half-Radiant conversion and use as a Holy Symbol, mostly good for Lightswitch Hybrids or those with multiple Cleric MCs.</p><p>Weapon of Healing - Not a horrible weapon to carry to boost healing since you can't benefit as well from things that require Surges to be spent.</p><p></p><p>Spears:</p><p>Way-Leader Weapon - Another reposition power may seem like overkill, but as a Javelin/Tratnyr, you can cover significant distances. Definitely worth taking as a golfbag weapon as a Hobgoblin.</p><p>Hungry - Throwing Greatspears. I think that covers it.</p><p>[/sblock][/sblock]</p><p></p><p>--in progress--</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6704891, member: 74499"] [b]Originally posted by Zathris:[/b] [CENTER][Size=4][b]Items[/b][/size][/CENTER] [b]Weapons [/b][b]Show[/b] [sblock]Not going to lie to you, you're not getting out of this without being down a couple feats, as your base options result in a lack of accuracy, damage, and/or a lack of versatility. While there are interesting implements to wield, only needing to upgrade 1 accessory is advantageous, as is being able to stack support, and Artificers definitely favor Weapon powers over Implement ones. Weapliments also have the advantage of Dragonshards. tl;dr - I think a Radiant Superior Crossbow or Dagger are your best options overall as Weapliment, though doing Permafrost is decent and a Hungry Greatspear is probably your best Heroic weapon as a Con build that can just skip Implement powers. [b][COLOR=#00ccff]Superior Crossbow[/COLOR][/b]: Can be used as an Implement with a Feat, Expertise feat removes the loading problem, Good Accuracy, Damage, and Range. however, that makes it Feat intensive, and the lack of melee option means needing to deal with provoking more, usually via Armor enchant. [b][COLOR=#0000ff]Warhammer[/COLOR][/b]: A single feat gives proficiency as Weapon, Implement, and Thrown Weapon. Lower accuracy hurts, and so might the Shortish Range. [b][COLOR=#00ccff]Dagger[/COLOR][/b]: Pros: Good Accuracy, can be Thrown, and you can use them as an Implement with a feat, also has Superior Implement options. Cons: Low damage, Short Range. This is also the default option for using as just a weapon and having a different item as your Implement. [b]Greatspear[/b]: Reach, Damage, and Accuracy are all attractive, but using it as an implement is tricky and throwing it costs you the Enchant. More attractive for Hobgoblins or Eladrin who get proficiency and focus in one feat, since you can actually just take Weapon powers. [b][COLOR=#800080]Javelin[/COLOR]/Tratnyr[/b]: Allows you to combine any Spear support with being Ranged. As with the Greatspear, I see little reason for races without Spear feats to use them. [COLOR=#800080][b]Drow Long Knife[/b][/COLOR]: Given you're spending a feat for +1 damage over Daggers? Generally not worth it unless there's a specific enchant you want, or are Drow. [b]Staff[/b]: Implement and Weapon in one, you even get Reach and don't provoke with the Expertise feat, but the Pros end there; lower Accuracy and lack of Range definitely hurt though [COLOR=#800080][b]Mace[/b][/COLOR]: Really only getting a mention because of the Wand and Rods that also count as a Mace, but since that eats up an enchant and they're only +2 prof weapons, it's strictly worse than just using a Staff or having 2 different accessories. Other weapons really aren't options in the long run, for example while you might use a Crossbow+Wand to start out with, the longer range, accuracy, and damage of the Superior Crossbow means you'd be a fool to not upgrade quickly. [b]Enchants[/b][b]Show[/b] [sblock] [b]General: [/b] Frost - Stereotypical, I know, but aside from setting up Vuln for party op (you are a leader, remember) it's a sizable damage boost. Lightning - Meshes well with Stormsoul Genasi, throw in some Mark of Storm and the other general support and you've got probably the best option. Thunderbolt - (Ranged) Arguably better than Lightning just because it's available 2 levels cheaper, the DMI is basically unusable though. Radiant - General good, rarely resisted damage. Long Range - A good way to compensate for the shorter range on the Thrown Weapons. Tenacious - Missing does suck, definitely a golfbag item for use with an important attack. Battlemaster's - Regain an encounter power 1/day. Rubicant - This is probably my favorite weapon in the game, boosting teleports and having a great party mobility DMI. Blades: Quicksilver - (LB) Init Bonuses are always useful, and while you're unlikely to need to move more with the DMI, you can always convert it to a Minor. Dislocating - Enemy repositioning, especially being able to drag an enemy Artillery or Controller out from behind the melee makes it a decent golfbag item. Shielding - Nice Common weapon to hold in your off-hand for +1 AC. Lilting Songblade - While the damage boost starts out worse than most item bonuses, it quickly builds up, especially in minion heavy encounters. Eldritch Knight - (HB) Reach 5 is a nice way around the range issue (and also solves the provoke issue) Chill Wind - If using a Heavy Blade, this is superior to Frost. Incisive Dagger - Teleporting is cool, teleporting further is cooler. Githyanki Silver - (HB) Psychic support is decent if you can get the hat with it. (X)Bows: Mindiron - As Gith Silver but for bows (and only half the damage gets converted, so you can deal multi-typed damage, if that's your thing? Targeting - Daily to let everyone roll twice when attacking enemy, critfishing enabled! Hammer/Mace: Crusader's - Half-Radiant conversion and use as a Holy Symbol, mostly good for Lightswitch Hybrids or those with multiple Cleric MCs. Weapon of Healing - Not a horrible weapon to carry to boost healing since you can't benefit as well from things that require Surges to be spent. Spears: Way-Leader Weapon - Another reposition power may seem like overkill, but as a Javelin/Tratnyr, you can cover significant distances. Definitely worth taking as a golfbag weapon as a Hobgoblin. Hungry - Throwing Greatspears. I think that covers it. [/sblock][/sblock] --in progress-- [/QUOTE]
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