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ReReview: Artificer
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<blockquote data-quote="Neonchameleon" data-source="post: 9893577" data-attributes="member: 87792"><p>This is why I'm not sure S tier is appropriate. It can be <em>very </em>effective but also can be kinda weak.</p><p></p><p>I didn't realise that that was considered an abuse; I thought it was intended behaviour.</p><p></p><p>Paladin auras also require you to stack up in fireball formation and not every paladin is a charismadin. Is the paladin aura better? Yes - but not always.</p><p></p><p>I'm not sure which rating set you're using - and this is nice when you are making your attuned items.</p><p></p><p>And it's as online as anyone is at level 1.</p><p></p><p>Pretty much. The Alchemist appears to be an attempt to be a fake cleric rather than leaning into other types of artifice. And the elixirs effectiveness varies from first level spell to second level spell - meanwhile at least three of the other four subclasses can all do things that are very hard to replicate without excessive magic.</p><p></p><p>The armourer just doesn't work in various ways. Most notably being that you basically can't enchant your weapon. And you generally need a backup cantrip attack because you only have one innate weapon in your armour. Honestly the whole thing makes me go meh to the point that if I want to play Iron Man I'm going to use an artillerist who carries their own tiny cannon around with them.</p><p></p><p>What the armourer does do is lets you swap between a pseudo-paladin and a pseudo-ranger (although if I'm going pseudo-ranger I'm going battlesmith as beast master).</p><p></p><p>If the canon dies to anything except AoE damage take the win. The cannon has an AC of 18 and the approximate hit points of the party wizard. And all it costs to fix up is a single first level spell slot. And, especially in 2024 where you've already had the force field and have handed initiative to everyone.</p><p></p><p>Likewise the Battle Smith; one of the points of the Steel Defender is to take the hits so the flesh and blood people who are only slightly less fragile and a lot harder to put back together don't have to.</p><p></p><p>Oh, it stands out. It stands out for two things: No long term damage and no top line burst. On the other hand it's one of the very few subclasses with an actual at-will teleport that doesn't take any form of action. It's weak at combat (especially solo combat) but very good at the exploration pillar. Yes the internet is sleeping on it but there are legitimate reasons that its power is campaign-specific.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9893577, member: 87792"] This is why I'm not sure S tier is appropriate. It can be [I]very [/I]effective but also can be kinda weak. I didn't realise that that was considered an abuse; I thought it was intended behaviour. Paladin auras also require you to stack up in fireball formation and not every paladin is a charismadin. Is the paladin aura better? Yes - but not always. I'm not sure which rating set you're using - and this is nice when you are making your attuned items. And it's as online as anyone is at level 1. Pretty much. The Alchemist appears to be an attempt to be a fake cleric rather than leaning into other types of artifice. And the elixirs effectiveness varies from first level spell to second level spell - meanwhile at least three of the other four subclasses can all do things that are very hard to replicate without excessive magic. The armourer just doesn't work in various ways. Most notably being that you basically can't enchant your weapon. And you generally need a backup cantrip attack because you only have one innate weapon in your armour. Honestly the whole thing makes me go meh to the point that if I want to play Iron Man I'm going to use an artillerist who carries their own tiny cannon around with them. What the armourer does do is lets you swap between a pseudo-paladin and a pseudo-ranger (although if I'm going pseudo-ranger I'm going battlesmith as beast master). If the canon dies to anything except AoE damage take the win. The cannon has an AC of 18 and the approximate hit points of the party wizard. And all it costs to fix up is a single first level spell slot. And, especially in 2024 where you've already had the force field and have handed initiative to everyone. Likewise the Battle Smith; one of the points of the Steel Defender is to take the hits so the flesh and blood people who are only slightly less fragile and a lot harder to put back together don't have to. Oh, it stands out. It stands out for two things: No long term damage and no top line burst. On the other hand it's one of the very few subclasses with an actual at-will teleport that doesn't take any form of action. It's weak at combat (especially solo combat) but very good at the exploration pillar. Yes the internet is sleeping on it but there are legitimate reasons that its power is campaign-specific. [/QUOTE]
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ReReview: Artificer
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