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Switch to Forum Live View Potent Potables - The Artificer Manual
1 year ago  ::  Jan 08, 2012 - 3:03AM #21
PureChance
Date Joined: Jun 11, 2010
Posts: 222
I would second that opinion on Vampiric Weapons - playing with it I just haven't really had the chance to use it that much.
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1 year ago  ::  Jan 08, 2012 - 3:36AM #22
CantripN
Date Joined: Apr 10, 2006
Posts: 1,609

Jan 8, 2012 -- 3:03AM, PureChance wrote:

I would second that opinion on Vampiric Weapons - playing with it I just haven't really had the chance to use it that much.


By the way, with a Rod of Runic Resistance + Staff of Iron Infusion + Arcane Armorer PP, possibly on a Shadar-Kai with Ghostly Rejuvenation, you can play a WIS Artificer just fine (or maybe a split WIS/CON one).

There's something scary about an Insubstantial Striker with Resist 10-25, and you can maintain that for quite a while.

And on that Ranger, stuff like the various Sigil Powers is STRONG. Radiant Sigil on a Ranger with just a few Healing boosters means you can go rest in the corner while he chops the entire encounter down alone with not a scrath on him.

Plus, despite what the Builder says, you can get Shielding Elixier with a Multiclass Artificer feat. That means you can be an Arcane Armorer on a Defender or perhaps a Shaman or a Runepriest, who can use it just as well, if not better. Shield of Hestavar works with it, Rune of Protection works with it, and quite a few of the Shaman's and Runepriest's powers.

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1 year ago  ::  Jan 08, 2012 - 6:56AM #23
Reg06
Date Joined: Jul 14, 2008
Posts: 3,850
Alchemy based Artificers should be given more credit, at least for warforged. 
Because Artificers have fantastic out of turn encounter powers and minor action dailies they can spend most of their turns throwing alchemical items with very high accuracy (can get an extra +6 to hit with alchemical items). Warforged built for alchemical items have the added benefit of Alchemical Affinity, which keeps them coated in temps.
Most of the alchemical items aren't that fantastic, but jolt flask makes up for the lack of debuffs that Artificers suffer from.
Warforged Alchemy Artificers are as noted durable (Alchemical Affinity + Alchemical Failsafe).
Alchemy Artificers also have surprising bursts of effectiveness, through Alchemical Failsafe and Quick Admixture.  

It's not the best Artificer, but the buy in is fairly small (except for Alchemist Savant, but it's a decent PP, and great for the build), and is actually pretty effective.
One-half of the tabletop gaming news podcast Going Last
Co-author on AoA 2-3 and 4-1.
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1 year ago  ::  Jan 08, 2012 - 8:03AM #24
WEContact
Date Joined: Jun 10, 2008
Posts: 1,950
Thundering Armor is purple? Auspex7 took Thundering Armor as a third At-Will rather than take Heroic Effort. I think it's Blue, or at least Black. The AC bonus is an effect, at-will forced movement is really handy, and it gives ranged WIS builds something to do that doesn't provoke OAs if they're caught in melee without a melee weapon for MW.
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1 year ago  ::  Jan 08, 2012 - 9:01AM #25
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,812
As I read this guide, I'm left with the nagging feeling that the ratings are (deliberately or unintentionally) being slanted to either extreme, and it doesn't do the guide any favors.

  Entries shouldn't routinely consist of everything being rated purple/red except for one or two favored (and gold/blue-rated) items.
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1 year ago  ::  Jan 08, 2012 - 11:07AM #26
Drezden
Date Joined: Mar 6, 2003
Posts: 752
Nice job, Zathris.  I am glad you started this.


I like the ratings so far -- they largely conform to my experience (Have played an LFR Deva Battle Engineer from 1-17).  Love Punishing Eye, Slick Concoction, Swift Mender, Shocking Feedback and Warweaver's Tether.

However, one exception is Radiant Sigil.  My artificier is wisdom-based and still likes Radiant Sigil.  Giving someone radiant damager for an encounter can be very useful.  Also, the regaining of hit points is modified by the Artificer feat Potent Resorables, so my guy is still resoring 6 hps a hit even with only a +1 Con modifier.  The built in daze+spend a surge is also good.

I initially tried out Healer's Momentum, but found the range 5 too limiting.  As a ranged character (Superior Crossbow), I just wasn't within 5 often enough.  The "fire and forget" mechanism of Radian Sigil worked better -- i.e. I could put it on the PC most likely to run off and get in trouble in round 1 and then in round 2 or 3 when they were down they could trigger the spend a surge  themselves.

In any event, good start and thanks for picking this up.


Daren     
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1 year ago  ::  Jan 08, 2012 - 11:10AM #27
Cazzeo
Date Joined: Jul 3, 2008
Posts: 724
Great job so far!  Thanks for building this.

Deva should be sky blue for Wis builds.  I think Memory of a Thousand Lifetimes is just an incredible racial.  Add in Soul of the World at epic, and that's enough for a sky blue imo.

I don't really get the level 1 encounter power ratings.  I just look at that level and see a bunch of similar-to-but-not-as-good-as-Magic-Weapon powers.  To me, Burning Weapons, Spike Wire, and Scouring Weapons are all black (or red/black, black/red).

Add a third vote in for Vampiric Weapons only being regular blue, not sky blue.  If it affected all attacks, it would be better, but it only gets weapon attacks.

I don't think Swift Mender is gold.  There are good theme utilities and skill power utilities, etc., so I think it's difficult to give any utility a gold rating and say you MUST take this.  Seems like it should be sky blue.  Especially since Mark of Healing exists for many artificers who will be reading this guide (not everyone is LFR, a lot of artificers will be playing Eberron campaigns).  It at least needs a note that it's RED if Mark of Healing is allowed, similar to what LDB did for saving throw powers in his warlord guide.
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1 year ago  ::  Jan 08, 2012 - 11:58AM #28
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129

Jan 8, 2012 -- 11:10AM, Cazzeo wrote:


I don't really get the level 1 encounter power ratings.  I just look at that level and see a bunch of similar-to-but-not-as-good-as-Magic-Weapon powers.  To me, Burning Weapons, Spike Wire, and Scouring Weapons are all black (or red/black, black/red).





I don't think the ratings are wrong.  Level 1 artificers will be using their encounter attacks on APs, or if they can't get into postion for MW.   For those purposes, the powers are solid.   

  

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1 year ago  ::  Jan 08, 2012 - 12:34PM #29
AtG
Date Joined: Feb 1, 2010
Posts: 1,279
I belive this is mentioned above, but Burning Weapons is meant to be part of a nova round combo with Magic Weapon (and Punishing Eye if possible), so the fact that it's "weaker" than MW shouldn't really be a mark against it.  Particularly at level 1 this combo is just crazygood.
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1 year ago  ::  Jan 08, 2012 - 12:41PM #30
Cazzeo
Date Joined: Jul 3, 2008
Posts: 724
OK, I guess I can buy that.
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