For dwarves who take Dwarven Weapon Training and Arcane Implement Proficiency, the khopesh gains the benefit of both feats, allowing you to take Focused Expertise to gain a +1 implement and weapon attack bonus as well as benefiting from the extra damage.
-A ranged artificer quite possibly would prefer Aggravating Force to Magic Weapon. Unless you are frequently next to someone Magic Weapon isn't as good...
Have you played 4e? Defenders and Strikers rush in... And then the Leaders practically dry hump the defenders (i.e. stand right behind them)...
The things that I don't like about dwarves:
- They don't get Int
- Leaders can already heal themselves as a minor action
- The +Wis isn't that helpful because Wisdom admittedly doesn't do much
- They focus on axes and hammers, which are bad for Artificers. Leaders in general want their powers to hit more than do damage because they want their buffs to go off. Dwarves promote damage over to hit, which is a fair mentality for strikers or defenders, but not for controllers or leaders.
However, since so any people are requesting it, I will reevaluate them. Thanks for the comments so far - I'll try to address each individual one tonight.
Dragon 374 has the best Artificer 1 power (so far) in it called Punishing Eye (White Lotus Academy section). Instead of adding Con modifier cold damage to one ally's weapon it creates a conjuration that removes the concealment from all enemies within 3 squares and adds Int modifier psychic damage to all hits to those same enemies within 3 squares of the eye.
Even more reason for a 20 Int artificer.
Also, there should be a note in the bit about surges that Artificers basically get 2 free surges for the party per day. Which is still better than if the infusion always used a surge (of the person that receives it) and the artificer having 2 more per day.
Stuff about weapons
Honestly, Magic Weapon is only great because it allows you to add Con or Wis mod to all adjacent allies' attacks
Accurate Magic Weapon is actually kind of lame. It only works with powers that target magic weapons and implements (and it has to be during an encounter, so basically the sigil dailies, vorpal edge daily utility, and the battle engineer encounter powers), and it only applies to the single next attack. So unless the Artificer is a Battle Engineer, this feat is a bad choice (feats to power up just dailies are just weak).
I gotta say, I disagree with your judgement of dwarves. Not only do they get bonuses to both of the secondary stats, but they get proficiency in throwing hammers (which is a nice way of using the powers that are Melee or Ranged, while still holding your much-needed implement, without resorting to Thing familiars or Quick Draw). They are assuredly at least black on the scale (at least better than dragonborn, lol).
There's a reason there's so much Dwarf Artificer art :D .
That being said, a big than you to the OP for starting another handbook. I'll try to bring in my experience with the class. Bear in mind that at that time the artificer was a ranged build, though.
Comments on Thundering Armor - I'm not being mean, I just need to save space because this post is going to be long
I'd just like to point out another feature in favor of Elves; They get free Longbow proficiency right off the bat. It's not much for most other classes, but the Artificer could actually make use of it.
Messed up tags in Gale-Force Infusion and Brittle-skin Missile.
I'd like to point out that Magic Weapon only works with damage rolls, whereas most encounter power damage buffs work with any attack, such as Chilling Cloud.
Dancing Weapon does cost you a weapon, but it's still a minor action attack that can be refreshed with Salves of Power. Very potent.
Icy Weapons' buff is an EFFECT, so it is fantastic.
Sigil of Luck lasts until the end of the encounter. It should be blue at least.
Stalwart Defender immobilizes on hit. Very nice.
Dimensional Shifter not only grants CA, but its teleport target 3 squares OAs are very annoying and pretty much lock enemies down.
Thunder-Shock Weapon is ranged, unlike the swordmage power. It's still not anything special.
Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff.
Why hasn't anybody mentioned the humble staff?
It counts as a implement and a melee weapon, and costs no feats. It's not the best possible weapon (+2 / 1d8). But for a feat-starved build, it's a pretty good idea. I like the Staff of Ruin, which adds it's enhancement bonus again to damage.
Hey, would it be posible for you to talk about the different builds (the wis and the con ones) a bit?
I think you're slightly undervaluating lightning motes (the level 9 daily). There is currently no mention of the dazed (save ends) effect on the power, which it has in addition to the ongoing damage as an after effect.
Taking into consideration that it is a close burst 3 vs reflex which targets only enemies, i would rate it blue or even sky blue. Dazed can break encounters when it affects enough enemies.
Btw, when using deva as a race, definitely consider battle intuition as a quick feat pick. If you have 18 int and 18 wis, the feat is worth a scaling + 6 bonus to initiative, and if you go first, you get to buff your entire party with magic weapon. This is also why i think danger sense should be blue; +1 to hit and 4-9 to damage for all your allies in their entire first round can rack up damage pretty quickly.
I'm currently playtesting a hybrid deva artificer/cleric with a no classfeature template for the artificer half... they can get around a lot of the artificer problems; almost every level in which the artificer has no good healing/leader powers, the cleric has one (for example bastion of health at lvl 6, divine glow lvl 1...) and vica versa. In this hybrid case, holy symbols also work for the artificer implement powers and do not take up any hand slot.
Info about Cleric|Artificer
Almost all dailies have a status effect (save ends). Dazed is a decent one, but it's not particularly debilitating at level 9.
Close burst 3 is the smallest variant of burst. As such, I wouldn't rate the power better solely on that principle.
I'll admit that I have missed that it's a decent status effect that only hits enemies. I'll increase its rank to blue. Thank you for the input.
I have not yet completed the racial feats section.
I haven't done the hybrid or multiclass section yet either. They'll be coming soon. Builds will be done this weekend (I promise, Illadthid), and then multiclass/hybrids will likely be the next section. Two weeks most likely.
Again, I'm not handling the hybrid section right at this moment, but I will soon. At a glance, it seems like it has a good synergy - I'll probably rate it around blue. Of course, well built builds are generally better than their overall rating.
If you detail a build, I'd be happy to include it and give you credit. I reserve the right to make adjustments, though, but of course you're always welcome to comment on those and get me to change them if you think that I'm wrong.