There are two Arcane Leaders. If the Bard comes across as weird, or if you're more into the idea of a gadgeteer, a traditional buffer, or a summoner, then you'll likely be inclined to play an Artificer instead. Artificers have interesting mechanics. Their heal works very differently (and, for the most part, is much better) than the other leaders. They have some of the most potent buffs in the game, as well as some of the best at-will powers. Artificers are extremely versatile, perhaps more so than the Bard claims. These things set the Artificer apart from the other leaders.
Leaders require the following capabilities to be effective:
- [[color=DeepSkyBlue]]Healing[[/color]]: The Artificers only conventional healing power falls slightly behind the curve in potency, but not massively so. However, this deficiency is made up for in spades by the other features of the Artificer's built in healing. You can be proactive about your healing with Resistive formula, which is coupled with a +1 bonus to AC until you need it. You get two surgeless heals per day. On top of all that, you have the ability to use anyone's healing surges you want to fuel your heals, allowing the entire party to pool surges. Artificers also have plenty of other powers that heal should they find that they need a bit more.
- [[color=Blue]]Buffs/DPR Increase[[/color]]: While Artificers can't elevate the party's DPR to ridiculous levels like the Warlord can in a party with Rangers and Fighters, Artificers can significantly increase the party's DPR with high-powered buffs which work well regardless of the makeup of the party.
- Tactical Positioning: Artificers don't excel in being able to move around party members, but they do have a a few good powers that do the job. Oddly enough, Artificers are much better at tactically positioning themselves rather than party members due to their variable range powers and weaponry.