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A Deva Artificer?
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<blockquote data-quote="tyrlaan" data-source="post: 5225120" data-attributes="member: 20998"><p>Agreed. </p><p></p><p>I'm playing a gnome artificer in an Eberron game that's a Tinkerer build. Crossbow Caster gets rid of the only real headache I've had with the class. One implement/weapon to rule them all is awesome. Only exception: I carry around a "backup" melee weapon for use with my daily Dancing Weapon power. Yes, I could use my crossbow, but then all my other powers would suck while it's out there doing a jig.</p><p></p><p>FWIW, I'm in a 4 player game and sometimes I wish I had a bit more healing at my disposal. At 7th, I've got my token heal power (good for 2 uses per encounter of course), a level 2 utility that doles out 20(!) temp hp but is a daily, and a level 6 encounter utility that sort of heals (5+Wis)x2 (it's an interrupt that gives resist 5+Wis to the triggering attack and then gives the ally temp hp equal to 5+Wis). This just doesn't feel like a lot of healing oomph to me, but to be honest I've yet to really play any other leader class so I could be very off-base.</p><p></p><p>On the other hand, the healing infusion is top notch. Especially if you get the feat that boosts the healing a couple points but scales with level. And to top it off, it's the only healing power out there to date that lets you effectively pool your party's healing surges. In some ways the artificer is the 15-minute adventuring day killer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The only other thing I can say is gauge your party makeup to decide how to best flesh out your array of powers. In the game I'm in, I use my powers primarily to support our defender and melee striker, so I have many summons and damage buffs. </p><p></p><p>Oh, and get Magic Weapon as one of your at-wills <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="tyrlaan, post: 5225120, member: 20998"] Agreed. I'm playing a gnome artificer in an Eberron game that's a Tinkerer build. Crossbow Caster gets rid of the only real headache I've had with the class. One implement/weapon to rule them all is awesome. Only exception: I carry around a "backup" melee weapon for use with my daily Dancing Weapon power. Yes, I could use my crossbow, but then all my other powers would suck while it's out there doing a jig. FWIW, I'm in a 4 player game and sometimes I wish I had a bit more healing at my disposal. At 7th, I've got my token heal power (good for 2 uses per encounter of course), a level 2 utility that doles out 20(!) temp hp but is a daily, and a level 6 encounter utility that sort of heals (5+Wis)x2 (it's an interrupt that gives resist 5+Wis to the triggering attack and then gives the ally temp hp equal to 5+Wis). This just doesn't feel like a lot of healing oomph to me, but to be honest I've yet to really play any other leader class so I could be very off-base. On the other hand, the healing infusion is top notch. Especially if you get the feat that boosts the healing a couple points but scales with level. And to top it off, it's the only healing power out there to date that lets you effectively pool your party's healing surges. In some ways the artificer is the 15-minute adventuring day killer :) The only other thing I can say is gauge your party makeup to decide how to best flesh out your array of powers. In the game I'm in, I use my powers primarily to support our defender and melee striker, so I have many summons and damage buffs. Oh, and get Magic Weapon as one of your at-wills :) [/QUOTE]
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