fuindordm
Adventurer
Ground Rules: this thread is for serious discussion of the choices that WotC made when adapting the artificer to 4th edition, and new proposals for the class. Let's keep the banter to a minimum, and make this a useful resource for the game designers.
Here then are my own thoughts:
The artificer is a very strong concept--a master of magic, but not necessarily of spells or battle magic. The strongest archetype reproduced by this class is the arcane crafter (Weyland Smith, Mim and Eol from the Silmarillion), but it can also represent dusty scholars, smart explorers, technicians and alchemists.
While the new artificer boasts many powers and abilities that support this theme, I feel that in certain cases the flavor of the class has been sacrificed to shoehorn them into the leader role. On the other hand, we also see the designers stretching their wings to extend the basic power framework--which in my mind is a very good thing.
There are some very good ideas in this class, especially:
Linking some powers to a short rest (foresight-->strength).
Artifices--halfway between zones and creatures (a solid mechanic, with their own HP and even the ability to move).
Healing surges as fuel--powering stronger magic with your own life force. Lovely, and very much on-theme!
All three are certainly keepers, and have immense potential. They should be used frequently to make this class a unique play experience.
Sadly, the number of such powers is fairly sparse. The list has many direct damage spells, following the now-familiar 4e model for leader powers: hurt the enemy and buff your friends at the same time. The problem is that aside from requiring a ranged weapon to use, far too many of feel no different from the cleric's attack+buff powers. I don't mind a few "magic bolt" powers, but they shouldn't be the focus of the class.
I firmly believe that there is no need for all classes to focus on direct damage. Take the Warlord, for instance: one of their dailies isn't even an attack. Instead, they allow an ally to attack in their place. What a great idea! The Warlord fulfills the leader role mainly by focusing the party's damage output where it is needed most. The artificer should follow a similar model, but using magic rather than tactics--in my opinion, their flavor demands it.
On this level, here are some ideas for artificer at-wills:
Disrupting Blow: Melee attack (Int vs AC), plus enemy gets a -2 to AC for one round. (Not unlike Aggravating Force)
Brand Weapon: No attack, you or adjacent ally adds +1d6+Con elemental damage to their next attack (your choice of element).
Exploding Missile: Ranged attack (Int vs AC), enemies in burst 1 take Con bonus in "splash damage" (your choice of element).
Now, how about their leader role? Let's look at the three things leaders should do for their party:
Cleric (healing and buffing)
Warlord (healing and focusing party damage)
Artificer (buffing and focusing party damage)
To feel distinct, the artificer should be able to enhance their allies' attacks, especially by adding magical properties to them. They should also enhance their allies' defenses in the same manner. The designers may be afraid that such a character is boring, but many of the artificer powers they designed are so interesting and flavorful that I'm sure the class would be a lot of fun even with very few powerful direct damage effects.
One might argue that all leaders need to provide lots of healing. I don't think this is true. First of all, avoiding damage is as good as repairing damage--if the artificer can grant appropriate resistances and defense bonuses on the fly ("A mind flayer, huh? Let me touch your helmets--there you go, +4 to Will defense!") or during a short rest, then they can make it much easier for a party to survive the encounter.
The healing word/inspiring word formula is growing tiresome, and the alchemical flavor of "healing infusion" feels forced. Must all artificers fling magic tea at their allies to keep them alive? I much prefer the Regeneration Infusion, Healing Figurine and Hero's Elixir.
Finally, the hallmark of an artificer is flexibility. Just as the wizard can change some of their spells every day, the artificer's powers should seldom be limited to a single damage type. The "magic bolts" are cool, but what the class really needs is an ability to play with elemental keywords in their own powers and their allies' equipment.
Recommendations:
When filling out the power list, try to find more Artifices, "short rest" powers, and party-buffing powers with variable keywords (which need not damage enemies at the same time). There are already more than enough "magic bolts"--players with the urge to play a "blastifer" can take them all, those who want to be crafters can focus on other things.
Replace "Healing Infusion" with a class ability that allows them to grant minor elemental resistances or defense bonuses on the fly. Otherwise, its structure can be similar: for example, it can still be usable 2/encounter and feats can still open up other uses. The basic ability should be something along the lines of granting 5/10/15 resistance at the three tiers.
If more healing is needed, you could allow the ally to spend a healing
surge at the same time--but without restoring bonus HP.
Any power with an alchemy flavor should require at least a short rest to prepare. Slick Concoction, for example, should really be of this type. And when it's used, it should actually create a slippery zone--not let the artificer push someone in any direction desired. Caustic rampart also falls into this category--it's a really cool power, but I'd rather see the artificer brewing it up beforehand.
Thanks for listening!
Here then are my own thoughts:
The artificer is a very strong concept--a master of magic, but not necessarily of spells or battle magic. The strongest archetype reproduced by this class is the arcane crafter (Weyland Smith, Mim and Eol from the Silmarillion), but it can also represent dusty scholars, smart explorers, technicians and alchemists.
While the new artificer boasts many powers and abilities that support this theme, I feel that in certain cases the flavor of the class has been sacrificed to shoehorn them into the leader role. On the other hand, we also see the designers stretching their wings to extend the basic power framework--which in my mind is a very good thing.
There are some very good ideas in this class, especially:



All three are certainly keepers, and have immense potential. They should be used frequently to make this class a unique play experience.
Sadly, the number of such powers is fairly sparse. The list has many direct damage spells, following the now-familiar 4e model for leader powers: hurt the enemy and buff your friends at the same time. The problem is that aside from requiring a ranged weapon to use, far too many of feel no different from the cleric's attack+buff powers. I don't mind a few "magic bolt" powers, but they shouldn't be the focus of the class.
I firmly believe that there is no need for all classes to focus on direct damage. Take the Warlord, for instance: one of their dailies isn't even an attack. Instead, they allow an ally to attack in their place. What a great idea! The Warlord fulfills the leader role mainly by focusing the party's damage output where it is needed most. The artificer should follow a similar model, but using magic rather than tactics--in my opinion, their flavor demands it.
On this level, here are some ideas for artificer at-wills:



Now, how about their leader role? Let's look at the three things leaders should do for their party:
Cleric (healing and buffing)
Warlord (healing and focusing party damage)
Artificer (buffing and focusing party damage)
To feel distinct, the artificer should be able to enhance their allies' attacks, especially by adding magical properties to them. They should also enhance their allies' defenses in the same manner. The designers may be afraid that such a character is boring, but many of the artificer powers they designed are so interesting and flavorful that I'm sure the class would be a lot of fun even with very few powerful direct damage effects.
One might argue that all leaders need to provide lots of healing. I don't think this is true. First of all, avoiding damage is as good as repairing damage--if the artificer can grant appropriate resistances and defense bonuses on the fly ("A mind flayer, huh? Let me touch your helmets--there you go, +4 to Will defense!") or during a short rest, then they can make it much easier for a party to survive the encounter.
The healing word/inspiring word formula is growing tiresome, and the alchemical flavor of "healing infusion" feels forced. Must all artificers fling magic tea at their allies to keep them alive? I much prefer the Regeneration Infusion, Healing Figurine and Hero's Elixir.
Finally, the hallmark of an artificer is flexibility. Just as the wizard can change some of their spells every day, the artificer's powers should seldom be limited to a single damage type. The "magic bolts" are cool, but what the class really needs is an ability to play with elemental keywords in their own powers and their allies' equipment.
Recommendations:


If more healing is needed, you could allow the ally to spend a healing
surge at the same time--but without restoring bonus HP.

Thanks for listening!
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