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[GUIDE] So art lies hid by its own artifice - an artificer guide
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<blockquote data-quote="Stoutstien" data-source="post: 7911409" data-attributes="member: 7020569"><p>Good guide. Some notes I had:</p><ul> <li data-xf-list-type="ul">I think you're greatly underestimated the power of blur. A Frontline battle Smith can reduce incoming damage by a huge amount even against NPCs with high attack modifiers like giants.</li> <li data-xf-list-type="ul">Acid splash is solid for artillerist also due to getting the bonus 1d8 to potentially 2 targets.</li> <li data-xf-list-type="ul">Ray of frost reduction of movement + cannon push back can be a solid CC in some parties.</li> <li data-xf-list-type="ul">Arcane firearm is probably better than extra attack. Adding 1d8 to all your damage spells is like getting them all bumped up a spell slot for free. Unlike other classes bonuses to spell damage this is not limited to one target. </li> <li data-xf-list-type="ul">sanctuary is really good at keeping the steel defender alive in clutch moments</li> <li data-xf-list-type="ul">The artillerist can become a solid front line caster by dodging/using cannon to attack. In some regards it beats the battle Smith.</li> <li data-xf-list-type="ul">The explosive Cannon damage is better than it looks. 20 ft radius force aoe save for half when your cannon is already low on health is solid. Nothing stopping you from throwing it either.</li> <li data-xf-list-type="ul">most of the battles Smith spells are pretty eh warding bond is ripe for fun with SSI + tiny servants.</li> <li data-xf-list-type="ul">a battle Smith wishing to improve their still defender can give them some of the infusions. Gauntlets of ogre power and cloak of protection go a long way.</li> <li data-xf-list-type="ul">For additional AC they could make leather barding. The way the infusion is written they could benefit from their natural armor and the enhanced defense on the barding. (when giving multiple ways to calculate your AC you are given the benefit of the choice)</li> <li data-xf-list-type="ul">Anyone can casst mending on the cannons/SD. Bribe a fellow party member to take it in exchange for an infusion. Double healing speed.</li> </ul></blockquote><p></p>
[QUOTE="Stoutstien, post: 7911409, member: 7020569"] Good guide. Some notes I had: [LIST] [*]I think you're greatly underestimated the power of blur. A Frontline battle Smith can reduce incoming damage by a huge amount even against NPCs with high attack modifiers like giants. [*]Acid splash is solid for artillerist also due to getting the bonus 1d8 to potentially 2 targets. [*]Ray of frost reduction of movement + cannon push back can be a solid CC in some parties. [*]Arcane firearm is probably better than extra attack. Adding 1d8 to all your damage spells is like getting them all bumped up a spell slot for free. Unlike other classes bonuses to spell damage this is not limited to one target. [*]sanctuary is really good at keeping the steel defender alive in clutch moments [*]The artillerist can become a solid front line caster by dodging/using cannon to attack. In some regards it beats the battle Smith. [*]The explosive Cannon damage is better than it looks. 20 ft radius force aoe save for half when your cannon is already low on health is solid. Nothing stopping you from throwing it either. [*]most of the battles Smith spells are pretty eh warding bond is ripe for fun with SSI + tiny servants. [*]a battle Smith wishing to improve their still defender can give them some of the infusions. Gauntlets of ogre power and cloak of protection go a long way. [*]For additional AC they could make leather barding. The way the infusion is written they could benefit from their natural armor and the enhanced defense on the barding. (when giving multiple ways to calculate your AC you are given the benefit of the choice) [*]Anyone can casst mending on the cannons/SD. Bribe a fellow party member to take it in exchange for an infusion. Double healing speed. [/LIST] [/QUOTE]
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[GUIDE] So art lies hid by its own artifice - an artificer guide
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