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4th ed artificer... like it or hate it?
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<blockquote data-quote="Shin Okada" data-source="post: 5342865" data-attributes="member: 1956"><p>I played 2, also played an artificer-based companion character, and saw 2 in the hand of other players.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5342865, member: 1956"] 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). [/QUOTE]
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4th ed artificer... like it or hate it?
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