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The lazy fix to alchemists
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<blockquote data-quote="humble minion" data-source="post: 9274207" data-attributes="member: 5948"><p>That's actually a much more accurate statement of the problem than mine.</p><p></p><p>The alchemist badly, badly needs a couple of solid workhorse combat options that aren't just 'cantrip'. I mean, i found myself routinely using a completely unmodified and un-infused crossbow at level 4. It's got a wide and useful variety of out-of-combat options (being able to create a Bag of Holding for myself at level 2 was a HUGE boon in a Tomb of Annihilation campaign when we were exploring trackless jungle), but a lot of the actual real-world time in a D&D game is combat. It's pretty rough to feel useless all that time. Even a support character should be able to support meaningfully in combat, not just before it.</p><p></p><p></p><p></p><p>I'm not quite so pessimistic on armorer, though that's purely from a theorycrafting point of view, i haven't actually played one.</p><p></p><p>Any armorer who gets their hands on magic armour can use it as their arcane armour, it only requires an action. And that leaves you free to use an infusion to boost your integral weaponry (although this is mostly for the purposes of extra attack and damage bonus, the Guardian especially as it does thunder damage which almost nothing resists). And of course any armorer is free to use a shield, and apply an infusion to that to boost their AC.</p><p></p><p>Yeah, the loss of a fighting style stings a bit when it comes to damage output though.</p></blockquote><p></p>
[QUOTE="humble minion, post: 9274207, member: 5948"] That's actually a much more accurate statement of the problem than mine. The alchemist badly, badly needs a couple of solid workhorse combat options that aren't just 'cantrip'. I mean, i found myself routinely using a completely unmodified and un-infused crossbow at level 4. It's got a wide and useful variety of out-of-combat options (being able to create a Bag of Holding for myself at level 2 was a HUGE boon in a Tomb of Annihilation campaign when we were exploring trackless jungle), but a lot of the actual real-world time in a D&D game is combat. It's pretty rough to feel useless all that time. Even a support character should be able to support meaningfully in combat, not just before it. I'm not quite so pessimistic on armorer, though that's purely from a theorycrafting point of view, i haven't actually played one. Any armorer who gets their hands on magic armour can use it as their arcane armour, it only requires an action. And that leaves you free to use an infusion to boost your integral weaponry (although this is mostly for the purposes of extra attack and damage bonus, the Guardian especially as it does thunder damage which almost nothing resists). And of course any armorer is free to use a shield, and apply an infusion to that to boost their AC. Yeah, the loss of a fighting style stings a bit when it comes to damage output though. [/QUOTE]
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