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Reviewing the Artificer
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<blockquote data-quote="Roxlimn" data-source="post: 4354727" data-attributes="member: 11878"><p>There is a way for the Artificer to "grant healing" in the manner of Healing Word or Inspiring Word without it devolving into blowing tea into the air. I say give the Artificer a Short Rest power and remove the 2x Encounter healing crap:</p><p></p><p>Armor of Resistance</p><p></p><p>Use your ally's vital force to enhance his armor.</p><p></p><p>Encounter, Arcane, Artifice</p><p>Short Rest</p><p>One Armor</p><p></p><p>Effect: Your ally uses up one of his healing surges. You add a power to his armor. As an immediate interrupt triggered by getting hit by an attack, he can gain resistance to all damage equal to his healing surge value until the start of his next turn. You cannot enchant an armor with more than one instance of this power.</p><p></p><p></p><p>Yes, this is extremely powerful. Essentially, what it does is "heal" your ally of his healing surge value by protecting him from one attack. It doesn't "heal" as much as an Inspiring Word or a Healing Word and it can't be used on short rests to boost your party's native Healing Surges, but it DOES heavily discourage enemy focus firing, and it's extremely good at that.</p><p></p><p>Its main advantage is that you can layer it on everyone so it essentially can be used 5 times per encounter. I don't know if that's super-broken powerful.</p><p></p><p>Its main disadvantage is that you can't really ameliorate round to round damage as much. Once your ally expends his enchantment, he's a sitting duck. You can't help him recover retroactively.</p><p></p><p>The power doesn't need to scale because healing surges automatically scale to level.</p><p></p><p></p><p>Personally, I think Artificer powers should focus on these items:</p><p></p><p>1. Ally buffing and healing. Dailies on Short Rests for this, definitely. More Good Luck Charms and Hero's Elixirs, please.</p><p></p><p>2. Striking. Yes, Striking. 3e Artificers were known for striking and I think the class would lose its flavor if we killed this aspect of it. Encounter Powers for this. Blastificers concentrate on using powers from Wands. Crossbow blasters concentrate on enchanting their crossbows with deadly powers. No cross-healing on this please.</p><p></p><p>3. "Summoning." No walls, please. We want our Homonculi and Artifices. Barbed Automaton would be great if it lasted for more than a turn. Sustain: move action would limit the number of actions and Artifices you could use, cutting down on attack rolls and action economy - I imagine it would work a lot like the Mount rules.</p><p></p><p>In any case, the number of powers usable in an encounter could cap that number by itself, and if the attacks were sufficiently weak and uniform, it would not be any more complicated than a Wizard leveling a multitarget AoE power.</p></blockquote><p></p>
[QUOTE="Roxlimn, post: 4354727, member: 11878"] There is a way for the Artificer to "grant healing" in the manner of Healing Word or Inspiring Word without it devolving into blowing tea into the air. I say give the Artificer a Short Rest power and remove the 2x Encounter healing crap: Armor of Resistance Use your ally's vital force to enhance his armor. Encounter, Arcane, Artifice Short Rest One Armor Effect: Your ally uses up one of his healing surges. You add a power to his armor. As an immediate interrupt triggered by getting hit by an attack, he can gain resistance to all damage equal to his healing surge value until the start of his next turn. You cannot enchant an armor with more than one instance of this power. Yes, this is extremely powerful. Essentially, what it does is "heal" your ally of his healing surge value by protecting him from one attack. It doesn't "heal" as much as an Inspiring Word or a Healing Word and it can't be used on short rests to boost your party's native Healing Surges, but it DOES heavily discourage enemy focus firing, and it's extremely good at that. Its main advantage is that you can layer it on everyone so it essentially can be used 5 times per encounter. I don't know if that's super-broken powerful. Its main disadvantage is that you can't really ameliorate round to round damage as much. Once your ally expends his enchantment, he's a sitting duck. You can't help him recover retroactively. The power doesn't need to scale because healing surges automatically scale to level. Personally, I think Artificer powers should focus on these items: 1. Ally buffing and healing. Dailies on Short Rests for this, definitely. More Good Luck Charms and Hero's Elixirs, please. 2. Striking. Yes, Striking. 3e Artificers were known for striking and I think the class would lose its flavor if we killed this aspect of it. Encounter Powers for this. Blastificers concentrate on using powers from Wands. Crossbow blasters concentrate on enchanting their crossbows with deadly powers. No cross-healing on this please. 3. "Summoning." No walls, please. We want our Homonculi and Artifices. Barbed Automaton would be great if it lasted for more than a turn. Sustain: move action would limit the number of actions and Artifices you could use, cutting down on attack rolls and action economy - I imagine it would work a lot like the Mount rules. In any case, the number of powers usable in an encounter could cap that number by itself, and if the attacks were sufficiently weak and uniform, it would not be any more complicated than a Wizard leveling a multitarget AoE power. [/QUOTE]
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