4th ed artificer... like it or hate it?

Lord Phoenix

First Post
so for the latest game that im currently in im playing an artificer. back when i first played on in 3.5 i immediately liked it, and right now with 4e im still trying to warm up to it and im not real sure if i like the changes the class went through. so im looking to hear anyone and everyones opinion/thoughts on the new artificer
 

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Tsukiyomi

First Post
There's one in the game I'm running. I think it's okay, but it doesn't strongly appeal to me.

It has a lot of summoning type stuff, so if you already have a large group you may not want to have the extra creatures on the field. I don't really have any issues with it, though.
 

Shin Okada

Explorer
I played 2, also played an artificer-based companion character, and saw 2 in the hand of other players.

I like the clas. Though the class is one of which has the least support (there is no section for Artificer in Arcane Power), the class is already very versatile and customizable.

The class has good selection of powers which cover buffing, debuffing, healing, area attacking and summoning. Magic Weapon is one of the strongest at-will in entire D&D 4e, IMHO.

One of the significant strength of Artificer is that they have 2 free healing infusions at the start of the day, then replenish the used ones by using healing surges of any characters in the party. Thus, when artificer is in a party, that party can manage their healing surges very well. The party rogue lost all the healing surges during the last encounter? No problem, the artificer will make new healing infusions using Fighter's healing surges per day.

It is also good that an artificer know a lot of magic-item related rituals at L1, and can use Disenchant Magic Item without spending component. An artificer is especially useful when a party travel into uncivilized area for a long time or delve into a big dungeon.

Some complain that the class needs 3 types of tools (implement, melee weapon & ranged weapon), but I found that is not much of a problem.

When making an artificer, you can either specialize in 1 or 2 type of tools (say, implement and melee weapon) and still make an efficient PC. For example, one of my artificer was mainly using a Superior Crossbow and ranged melee powers. He did somewhat inferior magical spiked gauntlet and wand for using some powers but did not used them often. The other artificer which a friend of mine has played was mainly using a Staff of Ruin all the time (for implement powers and weapon melee powers).

Or, you can try to cover all those 3 areas by using various feats. For example, one of my artificer took Arcane Implement Proficiency (Heavy Blades) and Weapon Proficiency (Fullblade), then used Farbond Spellblade Fullblade for all the powers (implement, weapon melee, weapon ranged).
 

Obryn

Hero
I'll go with "Love It."

It's an incredible class, and will be even moreso now that daily powers aren't limited.

First off, it's incredibly versatile - the same powers work for both ranged and melee, meaning that an Artificer can use a multitude of weapons. (Superior Crossbows are well worth the feat.) Second, the buffs are pretty intense; Magic Weapon is one of the best At-Wills in the game, for example.

Second, their Healing powers are intensely flexible, since they allow surge sharing among the party.... and can also be used pre-emptively to give a character an absurd amount of THPs.

Finally, their class features are nothing to sneeze at - again, especially now that Dailies are no longer limited.

They're probably my favorite Leader class at the moment.

-O
 

Lord Ernie

First Post
I love the mechanics, which give it a very unique feel compared to the other leaders. Healing Infusion as a healing mechanic is very different from any other healing mechanic out there.

It would be nice to see them gain a larger power selection, though. There are more than a few levels which have encounter powers that are actually worse than Magic Weapon, or so similar to it that their value is questionable.
 

I find it intriguing that it's one of the few classes that does something "different" with the healing ability of the Leader. Sure, it still points down to getting hit points around the value of your healing surge. Only the Spirit Shaman is "similarly different".

I kinda wish that future Leaders (or Leader builds, hello to the Essential Warlord, should he ever come) will also experiment with this.

Beyond that, I lack the practical experiences with the class. It looks tempting, that's for sure. Artificier sure ranks high in my list of classes for "using the Deva to create a Doctor-Who/Timelord like character". :) (What's the difference between a Wand and a Sonic Screwdriver anyway?)
 

Nymrohd

First Post
It is very hard to compare the 3.5 Artificer with the 4E one. The versatility offered by spell storing item infusions was insane.
 

mgbeach

Explorer
I have really loved playing my artificer; there's a great combination of damage output and damage mitigation.

From a roleplaying perspective, I've found it fun to take each power and figure out just how it's actually being manifested. For instance, my healing infusions are parchment pouches full of various colored dusts I scatter over targets.

My Thundering Armor wraps the target in swirling green lightning that then explodes outward, pushing enemies 1 square.

Just staying consistent with little things like that can be a big help.

Also, any implement powers I describe as different gears, springs and small levers on my wand whirring to life and mechanically manifesting the effect somehow.
 

renau1g

First Post
I wish they'd update the class though, also with no Daily item limits isn't their level 2 utility now useless as well as some of their PP features?
 

Vael

Legend
I quite like the class, just wish there was more material for them, especially now with the changes to magic items.
 

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