My first character in 4e so far is a 7th lev Artificer and I'm having a great time so far. Our party consists of a Dragonborn fighter, a Human ranger, an Eladrin monk (basically a rogue with a couple ranger and fighter powers I think), and an NPC Human wizard a couple levs lower.
Pretty much, an artificer excels at buffing/healing the party with a bit of controller thrown in. Just about every single one of their powers has the word "ally" in it.
You basically hit the nail on the head here. Never let your artificer get out of range of your allies. One of your at-wills requires an ally to target and most of your other abilities require or greatly benefit a nearby friend. The powers also fall into one of two conflicting camps: they are either great if a bunch of your enemies are adjacent to each other or are great if a bunch of your allies are adjacent to an enemy.
You're going to spend most of the battle shifting away from the battle and either buffing the defender or healing yourself or other characters.
Tight spaces are your worst nightmare.
The artificer also has some great energy protection powers, but I haven't been able to use any of them so far (all the enemies we've faced so far have used psychic and/or necrotic damage).
Also, I don't see any reason that I would ever use Arcane Tinker (touch an object to allow it to regain hp equal to your healing surge value if it has more than 0 hp).
I use a cross bow, and that works decently. With a striker and a half, we aren't really lacking in the damage department. My DM also let me create a device (I call it a snap-pulley
)that let me drop my rod as a free action and have it snap back at my side so that I can use my powers each round without worrying about movement economies (with the combination of Quick Draw of course).
As it stands, just about exactly 50% of my powers require a ranged weapon while the other 50% require an implement. I'm sure this will get fixed when the class is complete and you can specialize a bit better.
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