Sone of those abilities come later where I've already said the artificer picks up steam.
The first few levels are the critical parts though. Tool use is inferior to skill use the best tool is also a rogue thing they can take expertise in.
They're only half casters that don't get that many spell slots and they don't really deal much extra dage with them like paladins and Rangers.
And it's conditional damage to boot on 2/4 classes.
Sure they get some class features but so do other classes. Is the opportunity cost.
And the opportunity cost involved in not commanding you turret or mechanical beast if you want to use your bonus action for anything else.
In order:
- The majority of the abilities listed are in the first two tiers.
- Tool use benefits are better than no tool use benefits. The infusions that enhance skill use beat the skill use examples you were giving, and can also add flash of genius. Tool expertise is one of multiple tools to enhance checks. Ignoring the full suite of abilities doesn't prove your point. In what way are artificers really behind the ball in skill use compared to most characters?
- I gave an argument refuting "only half casters" number of spell slots earlier. Number of spell slots is misleading because the argument you gave was using them up at an alarming rate on the cleric while the artificer examples were using infusions and long-lasting low level slots in comparison in my examples. It doesn't matter if a full caster has 1.5 times the spell slots if they use them up twice as fast (loose numbers for easy illustration). Spell slot economy is a thing too. ;-)
- What conditions would those be to which you refer?
- All classes get "some class features". Using "opportunity cost" as a buzzword doesn't demonstrate your point. It's also a reversible point of view because not taking the artificer class costs the opportunity to provide infusions.
- All classes need to either pick up an option for using the bonus action or choose how to use it. Having good bonus bonus actions that the subclasses want to use in order to create that "opportunity cost" is not con to the subclass. If that were the case then crossbow expert would suck because the bonus action creates an opportunity cost preventing the PC from wanting to use other bonus actions.
if you could do all of that as well as a fighter wizard rogue of the same level I would seriously question the design decision. As it is, you can do a lot to a reasonable level.
That's exactly it. Artificers can do a lot at a reasonable level.
You mean like a cleric?
Sure, if clerics had infusions.
Just overall. Artificer didn't do that much relative to other options.
Relative to higher ended options.
Two powergamers looked over it and couldn't really do anything better except the Battlesmith gave some infusions away.
That comment looks like they weren't the powergamers you present based on my own experience with the classes.
3 of them are sold as combat type classes but they're not that good at combat or support.
Sold as by whom? And you haven't demonstrated that lack of being good at combat or support. I pointed out that artillerists were popping out standard cantrip damage with bonus damage on top from subclass and can guarantee enhanced arcane focus for accuracy, plus spend a bonus action for damage that starts at 2d8 and increases to 6d8, plus spend concentration on an additional DOT spell just like a cleric.
In that same example I pointed out that the cleric is burning a 2nd-level slot that lasts a minute and a 3rd-level slot that lasts ten minutes. The artillerist is burning a 1st-level slot that last an hour and a 1st-level slot that lasts up to a minute.
Most casters would give a lot to have a bonus action attack like the cannons for the cheap slot cost, long duration, and no concentration. I'm not seeing cannons as poor combat or poor support before looking at other options.
And the battlesmith is generally regarded as "the best" one.
By whom? Appeal to the masses isn't a valid argument.
Clerics in my groups aren't competing with Rogues and similar for damage they're beating them.
Your example required your clerics to be using slots almost exclusively for damage, the damage the rogues and clerics were doing would require context, and that's a comparison to rogues at your table with clerics at your table. It's anecdotal at best and lacks context on the why and how.
But in game your pet dies occasionally so that kicks your dpr in the love spuds.
In game your cleric, fighter, or paladin dies and that kicks your dpr in the love spuds. If the pet soaks up damage that the artificer doesn't take that's a pro, not a con. The combined hp totals exceeds the other classes in question.
But if a pet dies, DPR goes down and doesn't stop. If the cleric, paladin, or fighter drop so does their DPR.
As I pointed out earlier, mending between encounters is almost cost free for artificer pets. PC's not so much.
LOL. Well until I just now sit down and analyzed the Battlesmith in full I kind of that it was meh. It's actually pretty dang good through heroic. Though it may fall behind by level 11.
It's amazing how much better characters look when you don't leave abilities out of the equation.
Level high level is good to artificers. The spell storing item is exceptionally good for things other than damage and that's why Zard will refute it by claiming he doesn't play higher levels.
Attuning extra magic items is good. 2 cannons that do 3d8 each of force or fire damage (when not doing temp hp) for no concentration on a bonus action for a 1st level slot that last an hour is good. The can also be AoE detonated by choice and grant 50% cover to anyone in an aura around them while dealing damage or giving thp.
I don't see the other artificer subclasses being very good.
I do. I don't see them doing the same damage some of the high end damage dealers and that's not the same thing. ;-)
The only thing I've seen the artillerist have going for it is the temp hp cannon. That things a beast at level 3. It's still decent later but it falls off pretty hard as enemies get to hit harder and harder.
The issue with the thp is they only matter if the party is taking damage every round, and if another good source of thp is available then the thp redundancy issue comes into play.
The options for bonus damage or thp make them more versatile and a tool, and artillerists are not hurting for damage using them that way.