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Artificers: Sucky?
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<blockquote data-quote="Kinneus" data-source="post: 5066815" data-attributes="member: 48215"><p>I'm playing a dwarven artificer starting tomorrow, and you guys have been great so far in helping me hammer out questions about the build and whatnot. Now, I bring before you a more open-ended question: do artificers suck?</p><p>I'm in love with the flavor of the class. And I personally believe that a less-than-optimized party Leader just makes the game more 'exciting' for everybody, so I'm fine with playing him even if he won't be a minmaxed lord of destruction. But I can't quite shake the feeling that they're a really subpar class.</p><p>The powers are all over the place. Some seem really cool, like Magic Weapon and many of the Dailies. But most of them seem distinctly 'Controller'-y, while these guys are a supposed to be Leaders, right?</p><p>And my biggest issue of all is Healing Infusion. It's the worst healing power in the game, hands-down. "You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions until the end of your next extended rest. At 16th level, you instead create three healing infusions. You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. <strong>During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended</strong>."</p><p>The bolded part is the bit I'm concerned about. The amount that Curative Admixture heals isn't all that impressive... but to require players to give up healing surges to re-use the ability? It's like the designers said, "Hey, let's make this Leader class's healing skill worse than a Cleric's in every single measurable way possible, <em>and then add an extra cost to using it</em>!" I mean... why?</p><p>You think they'd at least give Artificers a few extra surges to compensate, but no. Six. A measly six! Clerics get seven!</p><p>Seriously, it's so needlessly crippling that I'm planning to conveniently 'forget' that last sentence of the class feature when we play tomorrow. Can anyone think of a reason why this power is designed this way?</p><p>General reflections on the artificer class itself would be appreciated, too, as well as suggestions for building a halfway decent one that won't doom his party by occupying the Leader slot.</p></blockquote><p></p>
[QUOTE="Kinneus, post: 5066815, member: 48215"] I'm playing a dwarven artificer starting tomorrow, and you guys have been great so far in helping me hammer out questions about the build and whatnot. Now, I bring before you a more open-ended question: do artificers suck? I'm in love with the flavor of the class. And I personally believe that a less-than-optimized party Leader just makes the game more 'exciting' for everybody, so I'm fine with playing him even if he won't be a minmaxed lord of destruction. But I can't quite shake the feeling that they're a really subpar class. The powers are all over the place. Some seem really cool, like Magic Weapon and many of the Dailies. But most of them seem distinctly 'Controller'-y, while these guys are a supposed to be Leaders, right? And my biggest issue of all is Healing Infusion. It's the worst healing power in the game, hands-down. "You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions until the end of your next extended rest. At 16th level, you instead create three healing infusions. You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. [B]During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended[/B]." The bolded part is the bit I'm concerned about. The amount that Curative Admixture heals isn't all that impressive... but to require players to give up healing surges to re-use the ability? It's like the designers said, "Hey, let's make this Leader class's healing skill worse than a Cleric's in every single measurable way possible, [I]and then add an extra cost to using it[/I]!" I mean... why? You think they'd at least give Artificers a few extra surges to compensate, but no. Six. A measly six! Clerics get seven! Seriously, it's so needlessly crippling that I'm planning to conveniently 'forget' that last sentence of the class feature when we play tomorrow. Can anyone think of a reason why this power is designed this way? General reflections on the artificer class itself would be appreciated, too, as well as suggestions for building a halfway decent one that won't doom his party by occupying the Leader slot. [/QUOTE]
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