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General Tabletop Discussion
*Dungeons & Dragons
Does the Artificer Suck?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8383580" data-attributes="member: 6704184"><p>At higher levels the half cover benefit is a bigger deal, especially since you can stick a THP cannon in your tank’s backpack, hold your damage cannon, and your frontline has free THP and an AC boost, while your back line has an AC boost and you’re doing 2d8 force or 2d8 AOE fire as a bonus action. </p><p> </p><p>They also have a great extra spell list, and do extra damage with attack spells. In actual play experience, they kick ass. </p><p></p><p>What build? That’s the thing, none of the artificer subclasses need any special build to shine. If you’re referring to my level 6 comment, IMO the armorer benefits more from having more infusions, especially if you prefer Guardian armor, so level 6 is where the armorer stops feeling restricted by the small number of infusions. </p><p> </p><p>Obviously it really takes off at level 9, but it’s solid and fun from level 3.</p><p></p><p>Alchemist isn’t even “bad”, it just isn’t a damage-focused specialty.</p><p></p><p>My biggest complaint of the artificer is simply that it puts too many very strong options in the same space as fluff ribbon options in the infusions, gives too few infusions overall especially at low levels, and overvalues the power level of some stuff and thus puts it too high in the level progression or limits it too much. </p><p> </p><p>When I say it could have more Spellcasting without losing anything, it’s because it’s a generally solid class but it has room to grow, and it’s combat power is generally very at-will so more spells is mostly going to boost utility.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8383580, member: 6704184"] At higher levels the half cover benefit is a bigger deal, especially since you can stick a THP cannon in your tank’s backpack, hold your damage cannon, and your frontline has free THP and an AC boost, while your back line has an AC boost and you’re doing 2d8 force or 2d8 AOE fire as a bonus action. They also have a great extra spell list, and do extra damage with attack spells. In actual play experience, they kick ass. What build? That’s the thing, none of the artificer subclasses need any special build to shine. If you’re referring to my level 6 comment, IMO the armorer benefits more from having more infusions, especially if you prefer Guardian armor, so level 6 is where the armorer stops feeling restricted by the small number of infusions. Obviously it really takes off at level 9, but it’s solid and fun from level 3. Alchemist isn’t even “bad”, it just isn’t a damage-focused specialty. My biggest complaint of the artificer is simply that it puts too many very strong options in the same space as fluff ribbon options in the infusions, gives too few infusions overall especially at low levels, and overvalues the power level of some stuff and thus puts it too high in the level progression or limits it too much. When I say it could have more Spellcasting without losing anything, it’s because it’s a generally solid class but it has room to grow, and it’s combat power is generally very at-will so more spells is mostly going to boost utility. [/QUOTE]
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Does the Artificer Suck?
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