Work in Progress:
I'm going to release this now, feel free to offer feedback on what is there. I still need to go through some of the encounter powers, daily powers, and utility powers and see what sort of changes may need to be made; however, I'm likely to be more conservative on that end than I have been with other powers. I would also like to fix up formatting so it doesn't look like a massive wall of text.
This is going to be a sister article to my other blog, Artificers: Outside the Box. Inside the box, you're going to see errata to Artificer powers, feats, and class traits. In the sister article, you would see things that you would expect out of a "Featless" system that I conceived a while ago.
For the most part, I've divided my errata into three parts. The first part is errata to the class itself; class traits and class features. The second part is errata to specific types of powers in order to better meet my expectations; these powers all have something in common and I'll explain why they needed to be errataed as a group. In the third part, I'll go through certain powers that are over or under performing individually.
Luckily for me, there's a lot less riding on whether I get this right; but I still want to make sure that readers understand my expectations. Along with the changes I've made, I've put a section explaining the changes and why they were necessary. Sometimes, it's as simple as "This didn't scale" or "This was too good". Sometimes, I've changed things to make the class easier to play out of the box. Other times, I've changed options in order to make the choices that go with those options more meaningful.
I would also like to thank those who designed the Artificer and those who have written ofificial articles for the Artificer, which includes the designers of the Eberron Player's Guide (EPG), Rodney Thompson (Author of the "Warrior Forged Artificer" in Dragon 381), and Robert Schwalb (Author of the "Class Acts: Artificer" in Dragon 387). I understand that sometimes it can be difficult to tell how strong a particular mechanic will be and thus, I've tried to make the mechanics be balanced enough that players will be able to enjoy the awesomeness of the ideas that you've presented and I've tried to make sure that the changes were in line with the original idea. I would also like to thank Ronnie James Dio for sponsoring the entertainment that I was listening to while writing this blog.
Class Traits and Features
Class Traits
Weapon Proficencies: Add Military Melee and Military Ranged
Pretty much any Artificer that is going to use weapons, which is going to be a sizeable number, is going to take a Weapon Proficency Feat. Meant to make the Artificer more playable out of the box.
Implement Proficencies: Add Crossbow and Blades
Same as above. There's a lot of people who weapliment; and they all need a feat if they want to avoid Swapaholism or Split Weapon and Implements. Meant to make the Artificer more playable out of the box.
Class Features
Healing Infusion: You gain Shielding Elixir, Curative Admixture, and Resistive Formula instead of Curative Admixture and one other.
Shielding Elixir is too situational to stand on its own. Since the Artificer is still constrained by the amount of infusions he has during an encounter, the situational power that you wouldn't take can instead be used as the situation comes up.
He Who Was Not Named: On page 46 of the EPG under Implements and Weapons, it says that thrown weapons automatically return to Artificers, regardless of whether they are magical or not.
A pet peeve I guess. Needs to stand out more than this.
Power Groups
Armor Buffs
Mostly seen in Dragon 381, there were daily attack powers that gave allies an encounter long buff and allowed the Artificer the ability to make an at-will attack while the armor was in effect. These powers do not meet daily power strength. The encounter long buff was often too situational to be of use consistently and the at-will attack was a Standard Action that did not surpass the power of other at-wills (or did not surpass at-wills enough).
My solutions are inspired by the Guardian Forms that Wardens can enter. I've modified the encounter long buffs with more useful ones and replaced the at-will power granted with an encounter power.
You'll also notice that I'll use the wording, "Ignores Resistances and Immunities" quite a bit. I wanted to make sure that these armors were useful in the situations where you would think they would be the most useful (for instance, Flameburst Armor versus Fire Giants); but I knew that those who best deal a damage type also tend to resist such damage. Without the attacks ignoring resistances, you run into situations where the time when you would most enjoy the passive effects of the armor would also be the times where its secondary attack would be the least effective.
Flameburst Armor (Dragon 381, p. 56)
Change the effect to: You infuse the target's armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 fire and whenever an enemy hits the target with a melee or close attack, that enemy takes 5 fire damage. The damage from this effect ignores resistances and immunities. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 1 centered on the ally you targetted with Flameburst Armor
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d6+Intelligence modifier fire damage.
Effect: The enemy is marked by the primary target until the end of your next turn.
Special: The secondary attack ignores resistances and immunities.
Thunderclap Armor (Dragon 381, p. 58)
Change the effect to: You infuse the target's armor with an elemental thunder spirit. Until the end of the encounter, the target gains resist 5 thunder, and any enemy that ends its turn adjacent to the target takes 5 thunder damage and is pushed one square away from the primary target. The damage from this effect ignores resistances and immunities. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Thunderclap Armor
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Fortitude
Hit: 1d10+Intelligence modifier thunder damage and you push the secondary target 2 squares and knock it prone.
Miss: Half Damage and the target is pushed 1 square.
Special: The secondary attack ignores resistances and immunities.
Static Shell (Dragon 381, p. 58)
Change the effect to: You infuse the target's armor with a static charge. Until the end of the encounter, the target gains resist 5 lightning and each square within 2 squares of the target, wherever it moves, is difficult terrain for your enemies. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Static Shell.
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d8 + Intelligence modifier lightning damage, and you pull the secondary target 1 square to a space adjacent to the primary target.
Miss: Half Damage
Special: The secondary attack ignores resistances and immunities.
Ice Archon's Armor (Dragon 381, p. 59)
Change the effect to: You infuse the target's armor with an elemental cold spirit. Until the end of the encounter, the target gains a +1 power bonus to AC, resist 10 cold, and any enemy that starts its turn adjacent to the target is slowed until the end of its next turn.. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Ice Archon's Armor.
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d6 + Intelligence modifier cold damage and the target is immobilized until the end of its next turn.
Miss: Half Damage and the target is slowed until the end of its next turn.
Special: The secondary attack ignores resistances and immunities.
Radiant Forcefield (Dragon 381, p. 60)
Change the effect to: You infuse the target's armor with radiant energy. Until the end of the encounter, the target gains resist 10 radiant and regeneration 5. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Radiant Forcefield.
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d8 + Intelligence modifier radiant damage and the target is blinded until the end of its next turn.
Miss: Half Damage and the target treats all allies as having concealment until the end of its next turn.
Effect: The primary target can spend a healing surge and regain extra hitpoints equal to the amount of enemies you hit with the secondary attack.
Special: The secondary attack ignores resistances and immunities.
Armor of Storms (Dragon 381, p. 60)
Change the effect to: You infuse the target's armor with an elemental lightning spirit. Until the end of the encounter, the target gains resist 15 lightning and any effect that would stun the target instead dazes the target for the same duration. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Armor of Storms.
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d10 + Intelligence modifier lightning damage and the secondary target is dazed until the end of its next turn.
Miss: Half Damage
Special: The secondary attack ignores resistances and immunities.
Auramorphic Armor (Dragon 381, p. 61)
Change the effect to: You infuse the target's armor with dynamic, variable energy. Until the end of the encounter, the target gains resist 5 to all damage and resist 20 damage to any one damage type of your choice. Once during this encounter, you can make the following implement attack while the primary target is within 5 squares of you.
Change the secondary attack to:
Standard Action * Close Burst 2 centered on the ally you targetted with Auramorphic Armor.
Secondary Target: Each Enemy in Burst
Attack: Intelligence v. Reflex
Hit: 2d10 + Intelligence modifier damage of the type you selected when you cast Auramorphic Armor and the secondary target is stunned until the end of your next turn.
Miss: Half Damage
Special: The secondary attack ignores resistances and immunities.
Summons
Artificers don't have the same sort of control elements that are necessary to make the summons "sticky". I've tried to add in minor control elements and minor leader elements to make them more unique, more useful, and able to meet my expectations of how strong a daily power is.
Obedient Servant(EPG, p. 48)
Add the following in the Effect line: "As a free action, at the start of your turn, the Obedient Servant can mark an enemy within 2 squares of it until the end of your next turn."
Dancing Weapon (EPG, p. 50)
Add the following to the effect line: "You may use either the enhancement bonuses of the weapon or use the Inherent Bonuses system when attacking with this summon."
Flameheart Defender (EPG, p. 50)
Change "Any enemy adjacent to the flameheart defender at the start of your turn is marked by it." to "Any enemy adjacent to the flameheart defender at the end of your turn is marked by it until the end of your next turn."
Relentless Harrier (EPG, p. 52)
Add the following in the Effect Line: "Any enemy adjacent to the Relentless Harrier grants combat advantage to your allies, excluding the Relentless Harrier.
Animate Arbalester (EPG, p. 53)
Add the following to the effect line: "You may use either the enhancement bonuses of the weapon or use the Inherent Bonuses system when attacking with this summon."
Clockwork Acid Wasp (EPG, p. 54)
Add the following to the effect line: "Any ally adjacent to the Clockwork Acid Wasp does extra acid damage with weapon attacks equal to your Wisdom modifier."
Melee Daily Powers
This is a bit of a personal issue with me. There are no melee weapon daily powers for Artificers until Level 29. On the other hand, some of the Ranged Weapon Daily Powers have nothing, except perhaps their name, that would make them poor Melee Weapon Powers. With this in mind, I'm making many of these powers Melee or Ranged Weapon powers in order to open up a broader array of character options to those who enjoy Artificers with Melee Weapons.
Unfortunately, even with these changes, there's a severe lack of melee weapon daily powers; and at some levels, Ranged Weapon Daily Powers aren't in very good shape either.
Change the range of these powers to "Melee or Ranged Weapon"
Brittle Skin Missile (EPG, 51)
Burrowing Projectile (EPG, 54)
All Consuming Missile (EPG, 56)
Planestorm Anchor (Dragon 381, 60)
Tactical Detonation (Dragon 381, 61)
In addition, add the following to the effect line: The secondary attack does not provoke opportunity attacks.
Other Powers
Overpowered Options
Gale Force Infusion (EPG, 50)
Change the power bonus to AC to Constitution Modifier.
Too large of an AC bonus during paragon tier; one that could reach 6 or 7 with some characters.
Greater Magic Weapon (EPG, 59)
Change the power bonus to attack to +3. Add in the following line: "Increase the power bonus to damage to 1d6 + either your Constitution or Wisdom modifier at 21st level."
Having a power bonus to attack as large as a secondary stat modifier can create a situation at Epic level where attacks begin to "Auto-Hit", especially given the level 16 feature of the paragon class. I've boosted the damage bonus at epic to make it feel "Greater" than "Magic Weapon".
Energy Shroud (EPG, 52)
Add the following line to the end of the Secondary Attack: Special: You can only make this attack once per turn.
This attack can overperform in the case of enemies spending action points or those that have "Twin Strike" like attacks.
Life Stealing Shroud (EPG, 56)
Add the following line to the end of the Secondary Attack: Special: You can only make this attack once per turn.
See above.
Prismatic Strike (EPG, 56)
Remove the damage from the Hit (Will) line.
This power was essentially a triple attack, and a really good triple attack at that. Removed the damage on the Will line in order to make it less of a striker power.
Underpowered Options
At-Will Powers
Aggravating Force (EPG, 47)
Change the Hit line to: Hit: 1 [W] + Intelligence modifier force damage and you slide the target 1 square. An ally adjacent to the target before or after the slide may shift one square.
The power was too close to Magic Weapon and under nearly all circumstances, intelligent players can get more mileage out of Magic Weapon. I tried to change the power to be a leader power that still fit the flavor of the power while making it fundamentally different than Magic Weapon.
Static Shock (EPG, 47)
Increase the penalty to damage to 3+Constitution Modifier at 11th level and 6+Constitution Modifier at 21st level.
The damage reduction did not scale enough to make it a worthwhile power at higher levels.
Ethereal Chill (Dragon 381, 56)
Increase the damage that enemies take for attacking your ally to 3+Wisdom Modifier at 11th level and 6+Wisdom Modfier at 21st level.
The damage did not scale enough to make it a worthwhile power at higher levels.