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Community
General Tabletop Discussion
Character Builds & Optimization
Can I Build a Tank-Artificer or a Battlemind Item Craftsman?
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<blockquote data-quote="knightofround" data-source="post: 5240524" data-attributes="member: 27884"><p>Yup, you got it. It's normal for them to have lower attack rolls. This is to compensate for AoE, (artificers have a lot of controller-type powers compared to other leaders), being able to attack from range, and their support skills. Normally I would expect a defend to do more damage than a leader, and more damage than a controller in single target. (but the controller would blow them away in AoE damage)</p><p></p><p>You can certainly create a melee-based Artificer. Artificer powers fall into one of the following categorys: 1. buff placed on an ally's weapon or armor 2. create mechanical constructs that either have cool effects or do more damage than you...catch is, they can be destroyed, unlike summons. 3. close burst/blast implement attacks, which are usually controller-y. 4. ranged attacks.</p><p></p><p>You could make a melee Artificer that focused solely on the buffs (they are all melee 1 range) and the close burst/blast stuff. The problem is that those powers tend to be weaker than the others.</p><p></p><p>It would also suck up a lot of feats, because you'd lose 2 feats to full blade proficiency plus hide armor, 2 feats to get implement focus and weapon focus, and even then you would need to keep two weapons up-to-date each level (both melee and implement). There is an artificer feat that turns a crossbow into an implement, but maybe your GM will houserule it.</p><p></p><p></p><p>Another thing you could look at are Devas, reincarnated souls who vaguely remember past lifetimes.</p><p></p><p>Oh, another thing I'd point out is that anybody can be an item craftsman. All you need to do is pick up the ritual caster feat, and there's only two item creation rituals: brew potions and enchant magic. And you might want to pick up disenchant magic item too I guess. All those rituals are heroic tier.</p><p></p><p>The only way that artificers are better than other classes at crafting are 1. smaller component cost for disenchant, no big deal. 2. can resize for free, no big deal. 3. have access to feats that allows them to make items above their their level. (but honestly, with item prices in this edition its unlikely you'll be making stuff above your level unless your DM doubles treasure parcels across the board)</p></blockquote><p></p>
[QUOTE="knightofround, post: 5240524, member: 27884"] Yup, you got it. It's normal for them to have lower attack rolls. This is to compensate for AoE, (artificers have a lot of controller-type powers compared to other leaders), being able to attack from range, and their support skills. Normally I would expect a defend to do more damage than a leader, and more damage than a controller in single target. (but the controller would blow them away in AoE damage) You can certainly create a melee-based Artificer. Artificer powers fall into one of the following categorys: 1. buff placed on an ally's weapon or armor 2. create mechanical constructs that either have cool effects or do more damage than you...catch is, they can be destroyed, unlike summons. 3. close burst/blast implement attacks, which are usually controller-y. 4. ranged attacks. You could make a melee Artificer that focused solely on the buffs (they are all melee 1 range) and the close burst/blast stuff. The problem is that those powers tend to be weaker than the others. It would also suck up a lot of feats, because you'd lose 2 feats to full blade proficiency plus hide armor, 2 feats to get implement focus and weapon focus, and even then you would need to keep two weapons up-to-date each level (both melee and implement). There is an artificer feat that turns a crossbow into an implement, but maybe your GM will houserule it. Another thing you could look at are Devas, reincarnated souls who vaguely remember past lifetimes. Oh, another thing I'd point out is that anybody can be an item craftsman. All you need to do is pick up the ritual caster feat, and there's only two item creation rituals: brew potions and enchant magic. And you might want to pick up disenchant magic item too I guess. All those rituals are heroic tier. The only way that artificers are better than other classes at crafting are 1. smaller component cost for disenchant, no big deal. 2. can resize for free, no big deal. 3. have access to feats that allows them to make items above their their level. (but honestly, with item prices in this edition its unlikely you'll be making stuff above your level unless your DM doubles treasure parcels across the board) [/QUOTE]
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Can I Build a Tank-Artificer or a Battlemind Item Craftsman?
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