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Reviewing the Artificer

Zetesofos

Explorer
One problem though with that as the basic healing is that it can't be done at range, which is also a stable of our current leader classes. Effective yes, but the Paladin, for example has similar surges for a couple encounters, but they must be in Touch range.

To limit the range of some basic healing seems to make the class inefficient.
 

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fuindordm

Adventurer
They get no "heal by attacking powers" which even Paladins get, and only get three healing utilities, one of which gives regeneration and one of which has to be set up when taking a short rest, leaving the Arificer the choice of one possible true in combat healing power.

Well, I don't know about "need", there are a bunch of generic buffs which affect gear by fluff, and there's only so often you make your allies armour explode magic in your enemies faces, but sure, more would be a good thing.

Well, I do take your point that aside from the Infusion their healing options are limited. I just like their healing powers so much better than the Infusion...

And I do maintain that strong defenses are as good for a party as more HP. 4E has shied away from allowing players massive AC bonuses or resistances for the most part, so this could be the artificer's niche as long as the ability is sufficiently restricted.

And I have trouble swallowing the divine "attack an enemy and heal an ally" powers too. The artificer has "attack an enemy and buff an ally", which is no better. I'd say that while about a third of the powers they've shown us make me shudder for this precise reason. On the other hand, the other powers make me feel really good about the direction the class is going.
 

Punio4

First Post
I'm not impressed with the artificier.

Sure, there are a few things that give it the gadgeteer/tinkerer/artificier flavor, such as:
The reparation apparatus and cannith goggles
The hot Eladrin at the last page
...
And that would be it?

What the dictionary, and common sense says:
Artificer - noun
a person who is skillful or clever in devising ways of making things; inventor.
What they say:
Infuse x with y
Conjure a x with your y
Channel x to heal y
Charge x with y
Damage x with y
No. You are not a cleric/buffer.
And no amount of flavour text saying "You take a cube and its cube-iness heals your ally/damages your foe" will fix that.

This class is fail all the way.

No flavor, no crafting, which should be the CORE of a class named an Artificer, no nothing.

Just a ****load of powers which already exist, with tweaked flavor texts.
 

keterys

First Post
To be honest, I find fights in which people get bloodied, drop, are brought back up, expend surges or potions, etc far more interesting than those in which people just miss a lot.

Maybe it's just me, though.
 

hailstop

First Post
So you can take twice the number of actions as the rest of the group?

Rangers lost their pets too.

How much do you want to bet that your pet (once they're around in the rules) will subplant your actions for the round, or you can mix a standard, move and minor action each round between you and your pet, but only one of each for the round total (excepting Action Points).
 

Saitou

First Post
I noticed the summary at the beginning with all the class features of the Artificer lists his implements as "orb, staff, rod and wand" yet later on, when detailing his implements the orb is left out.

I thought it was a bit fishy to have someone be able to use all available implements. I think the orb was a typo.
 


Too bad you cant easily mix up weapon and implement powers within this one build if your actually using a projectile weapon like a crossbow. Are we expected to spend an action to put away an implement to reload and then another one to pull one out any time we alternate between weapon and implement powers?

What artificers need is the ability to use worn implements the way a cleric uses holy symbols so that they can actually load their projectile weapons.
 

Anguirus

First Post
On my first read-through, I like it, but I was instantly annoyed that there was no Paragon Path. I guess it's multiclassing, house-ruling, or nothing, for now.

Still, very nice material.
 

Benly

First Post
There are at least a few genuinely artificer-feeling powers in there - I love the mini-trampoline absurdly. Also, it might be Kingdom of Loathing's fault but I envision Restorative Formula as a healing potion loaded onto a blowgun dart.

Personally, I would love the "elemental burst" at-will suggested, as a way of implementing good old alchemist's fire/frost/shock/whatever. I would also be happier if they had a unique implement in the form of a Quick Alchemy Kit or whatnot, used to mix and throw their potions and bombs. Wands, staves, and rods don't feel very artificer to me when they aren't actually making them themselves.
 

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