What does the Artificer, Seeker and Runepriest need?

Artficer: Few more good powers, some feat support, a reason to not hybrid, racial support, fixing of the MID issue (fixing of every class with a MID issue would be good while we're at it).

Seeker: hahahahahahahaha. No really, Seekers basically need a redesign from the ground up to be even remotely comparable to other controllers.

Runepriest: More powers, real feats, some way of boosting healing because they are fairly weak in this department, better PPs.

Pretty much agree with all of this.
 

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The artificer could use some more powers to support the wisdom build. As it stands, the constitution build has the majority of the power riders. The dragon article last year helped a bit but was enough.

The seeker needs powers that incapacitate enemies: blinded, stunned, dazed, dominated, restrained 5 squares in the air, whatever. They have plenty of soft control (and damage buffs for some reason) but not a lot of hard control.

Runepriests just need some non-rune feats and some decent paragon paths. A few extra powers would be nice too. They are a solid (if fiddly) class and really just suffer in as much as they don't have the same number of options as other leaders. They just can't compete with the range of buffs/debuffs that a warlord can provide.
 

Artificers pretty much require more choices to go along with their gold choices (and encounter powers that beat Magic Weapon on some levels). Let's face it; there's rarely any reason for an artificer to throw anything other than Magic Weapon in most rounds, and MW is good enough that it's hard to beat it with other buffs (until they start throwing out stupid good buffs like the paragon Greater Magic Weapon, anyway--but then, the Battle Engineer PP makes MW even sillier as an at-will). It's not like you cannot make a viale Artificer now--but having more choices would be very helpful.
 

IMO:

The Artificer needs a build that feels like they're creating and modifying equipment, not just "attack + buff" stuff and "summon" stuff.

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Like, giving weapons and implements additional properties, like High Crit or something? Maybe giving them bonuses based on the sort of armor they use, (e.g. light or heavy)? Tweaking their damage types?
 

As the classes that are pointed to for not having much support, I'm curious what can be done with them to bring them up to par. Obviously, more stuff: feats and powers, maybe new build options and paragon paths.
With all the re-balancing going on, one possibility might be to combine them with other classes.

For instance, the Battle Cleric could be broken off from the Cleric (leaving it entirely WIS-based) and it & the Runepriest could become builds of some new, parent Divine class (they're both STR-primary Divine Leaders, how hard could it be). ;)

The Artificer, most obviously, could simply become yet another build of the Wizard. Like the HoS Necromancer is rumored to be, a leader.

The Seeker might be munged together with the Hunter & Scout, though that would make the Ranger class overly dual-sourced, unwieldy and un-focused. Perhaps moving the Hunter under the Seeker might work, though.
 

Artificersneed a splatbook. The concept is sound but needs more stuff - including a pet or two. Honestly, right now I think a reskinned Sentinel would make a decent Artificer.

Seekers have largely been fixed. All we now need is a Hunter option that makes thrown weapons effective and you have your Seeker.

Runepriests need to be taken out and shot. And the remains grafted on to strength clerics - they are far too fiddly for what they do.
 

Can't really speak to the artificer and seeker as I don't have much experience with them.

The runepriest is a pretty solid class right now imho. The problems with it though are that a) the rune feats are by and large a trap (i.e. you take all of them or none of them) and b) its incredibly fiddly which sucks for a lot of players.

For Rune Feats, I would propose modifying them to read you get a bonus of 2 + the number of rune feats (or other rune feats, etc.) up to a max of X. I don't know what X would be, but at least it would make a rune feat useful out of the gate. As it stands now though, the rune feats are not really all that useful until you've collected at least 3 of them. I suppose a human runepriest could have 3 by 2nd level, but then they haven't take Expertise yet. For non-humans it gets even worse. A feat, imo, should be useful the moment you take it, rather than having to wait for a couple of levels (and a couple more feats) for it to become useful. Add a few more rune feats to the mix along with the above change, and now you get a nice, flavorful option.

As for the fiddlyness, I'm not sure. Leaders in general have a tendency to get fiddly from time to time but the runepriest seems to be a particularly potent offender. Part of this is, I'm sure, due to the relative lack of healing (and thus the candy the runepriest hands out becomes the balancer) but it still makes it fairly complicated to play. Personally, I'm not too put off by it, by I know others are. More to the point, if I miss a session, nobody else can really run the character in my absence as you really do need to play the character to understand how it works.

The only final thing I might add is a build that uses Int as a secondary stat. This is mainly because its a bit annoying that runepriests get auto-training in religion but have otherwise very little need to boost Int. At the very least it would be the third option, and likely the fourth for most players. Its a minor thing, but annoying all the same.
 

Runepriests need options. For example, there are four at-wills, two keyed of each secondary stat. So if you're a Defiant Word runepriest you will have these two, and if you're a Wrathful you'll have the other two.

A third type wouldn't go over poorly, either.

They need class feats. There are rune feats, which you need either none or all. But there are no feats that can enhance various parts of the class. Other leaders get various buffs or heal boosts or whatever.
 

I'd love to see more rods for artificer instead of the glut of warlock tuned wands. Give me a sonic screwdriver that mitigates damage reduction via an encounter power that lets me adjust it's settings to one damage type (or untyped). A nice property would be also giving a bonus to thievery checks to pick locks.

Give me a rod that slows and pulls insubstantial creatures on a hit so I can have a team of paranormal investigators run around Sharn with thier green gelatinous cube familiar.

Borrow some concepts from the PFRPG Alchemist class.
 

I've never played an Articifer in 3.5 or 4E but maybe you could make a build that draws from the Essentials Executioner Assassin.

The Executioner knows a certain number of poison recipies and can make a certain number of poisons per day. Maybe the Artificer could know a certain number of implements and can create a certain number of them each day. That would let the Artificer cast their spells through these class implements (similar to a Hexblade) without actually having to buy the implements. It could give the Artificer the "utility belt" feel that the 3.5 version had.

For the Seeker and Runepriest I'd like to see new Paragon Paths.

Maybe for the Runepriest feats that would open up new whatever-they're-called (states?) sort of like three out of the four PPs already do. I've never played a Runepriest though, so maybe additional states would make for more recordkeeping and make them even more complicated.
 

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