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Reviewing the Artificer
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<blockquote data-quote="fuindordm" data-source="post: 4355764" data-attributes="member: 5435"><p>Another good point, this. The artificer was without question the most versatile class ever to appear in the game, and of course we can't expect the 4E version to have the same scope. Since it seems a single class can comfortably fit two builds, what might those be?</p><p></p><p>WotC has already given us the Battlesmith, but the sample powers hardly seem focused. A few artifices, a few buffs, a few magic bolts...</p><p></p><p>If I had to choose two themes for the artificer, it would be</p><p></p><p>Battlesmith: mainly temporary enchantments to arms and armor, including the "magic bolt" powers. Short-rest encounter powers to infuse allies' equipment with healing surges and/or elemental attributes. A few quirky artifices like the cube of protection and creating a bridge or stair out of thin air. This is the artificer with a touch of striker.</p><p></p><p>The powers in this group shouldn't use implements.</p><p></p><p>Wandmaster: not just wands, but for want of a better name... this is the artificer who focuses on getting the most out of existing magic items. Their powers are more like wizard spells, but tend heavily towards zone effects that do less damage. Some of these will take effect immediately, while others may be traps. To be really on-theme, the instant spells should change or enchant the substance of the zone (Magnetism, Spike Growth, Grease). The traps could produce elemental damage (flavored as runes). This is the artificer with a touch of controller.</p><p></p><p>To encourage the 'bag full of wands' look, let the wandmaster get extra benefits from powers if the correct type of implement is used (just as the Fighter gets extras from a specific weapon). Short-rest encounter powers could "supercharge" an implement.</p><p></p><p>A mixed Battlesmith/Wandmaster might only carry one implement, and choose control powers that make use of it.</p><p></p><p>This leaves two archetypes out in the cold:</p><p></p><p>The Alchemist--aside from being a source of healing potions, what is alchemy good for in an artificer? Frankly, it's hard to imagine doing any sort of alchemy in just a few seconds (OK, maybe mixing two liquids and making them go boom). But since it tends to require a lab and hours of effort, alchemy-related powers are a natural fit for rituals. Give them Brew Potion for free, obviously, when they reach that level. </p><p></p><p>The Homonculist--it appears WotC is still trying to hit on the right formula for summoners and pet-focused characters. Again, probably rituals are the way to go. I foresee future supplements with a handful of encounter and daily powers to temporarily boost the fighting power of one's homonculus. </p><p></p><p>How does this sound? We still haven't worked out the healing issue to my satisfaction, but I think it reproduces the two main builds of the 3E artificer reasonably well.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 4355764, member: 5435"] Another good point, this. The artificer was without question the most versatile class ever to appear in the game, and of course we can't expect the 4E version to have the same scope. Since it seems a single class can comfortably fit two builds, what might those be? WotC has already given us the Battlesmith, but the sample powers hardly seem focused. A few artifices, a few buffs, a few magic bolts... If I had to choose two themes for the artificer, it would be Battlesmith: mainly temporary enchantments to arms and armor, including the "magic bolt" powers. Short-rest encounter powers to infuse allies' equipment with healing surges and/or elemental attributes. A few quirky artifices like the cube of protection and creating a bridge or stair out of thin air. This is the artificer with a touch of striker. The powers in this group shouldn't use implements. Wandmaster: not just wands, but for want of a better name... this is the artificer who focuses on getting the most out of existing magic items. Their powers are more like wizard spells, but tend heavily towards zone effects that do less damage. Some of these will take effect immediately, while others may be traps. To be really on-theme, the instant spells should change or enchant the substance of the zone (Magnetism, Spike Growth, Grease). The traps could produce elemental damage (flavored as runes). This is the artificer with a touch of controller. To encourage the 'bag full of wands' look, let the wandmaster get extra benefits from powers if the correct type of implement is used (just as the Fighter gets extras from a specific weapon). Short-rest encounter powers could "supercharge" an implement. A mixed Battlesmith/Wandmaster might only carry one implement, and choose control powers that make use of it. This leaves two archetypes out in the cold: The Alchemist--aside from being a source of healing potions, what is alchemy good for in an artificer? Frankly, it's hard to imagine doing any sort of alchemy in just a few seconds (OK, maybe mixing two liquids and making them go boom). But since it tends to require a lab and hours of effort, alchemy-related powers are a natural fit for rituals. Give them Brew Potion for free, obviously, when they reach that level. The Homonculist--it appears WotC is still trying to hit on the right formula for summoners and pet-focused characters. Again, probably rituals are the way to go. I foresee future supplements with a handful of encounter and daily powers to temporarily boost the fighting power of one's homonculus. How does this sound? We still haven't worked out the healing issue to my satisfaction, but I think it reproduces the two main builds of the 3E artificer reasonably well. Ben [/QUOTE]
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