mellored
Legend
Let me start by say I have a life cleric, moon druid (with mobile), and warlock.
But as you say, it's more complicated.
Each time I use war mage to save against a fireball, I have a cure wound left over. Or can help an ally with their save.
if your days are short, then it make less of a difference. But with life cleric and Armorer, enemies don't die very fast, so I don't think flash of genius would last.
If I had another wizard, then I would stick with straight Artificer. You don't need 2 unseen servant.
But most of the time it's just +1. Not a dead level, but not as good as warmage.
Artificer 7, 9, 10 and 11 are pretty great, but come later.
So by my count, I'm better for more of the game this way.
I agree multi attack is better than booming blade.Thunder Gauntlets forcing your target to have disadvantage only applies on a hit. 2 attacks greatly increases your chances of causing that effect.
But as you say, it's more complicated.
Sure. But wizard has 2 more slots and more total spells. Including rituals.It's also not like the Armorer 5 can't use his level 1 slots for something else.
They also apply to different situations. But yes, it's a little bit overload on reaction.I love +4 saves from war mage, but at the end of the day I'm seeing a very reaction dependent PC. Shield, Absorb Elements, Silvery Barbs, OA's, Flash of Genius. These are all mutually exclusive options.
Absorb Elements and flash of genius are limited in use.Any elemental damage saves you likely already have a better option in absorb elements. Flash of Genius can have the same effect once you are sufficiently leveled in artificer (just 2 levels later than the warmage).
Each time I use war mage to save against a fireball, I have a cure wound left over. Or can help an ally with their save.
if your days are short, then it make less of a difference. But with life cleric and Armorer, enemies don't die very fast, so I don't think flash of genius would last.
Command +silvery barbs is really strong. And druid has web.I find having 2-3 casters that can use effective control spells in conjunction with each other is really strong.
If I had another wizard, then I would stick with straight Artificer. You don't need 2 unseen servant.
Boots of the winding path could be great with some builds. And a magic weapon could be important for a fighter in the wrong campaign. And you could always make a bag of holding.I've always felt going from 2 to 3 infusions was a big deal, even if it just meant giving an ally a magic weapon with it
But most of the time it's just +1. Not a dead level, but not as good as warmage.
IMO, Wizard 1 and 2 give me more than Artificer 4, 5, 6, or 8.Perhaps a suggestion then. What if you just dipped 1 level of wizard at character level 4.
Artificer 7, 9, 10 and 11 are pretty great, but come later.
So by my count, I'm better for more of the game this way.