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View Full Version : Artificers in the 'works', Eladrin?



Griphon
04-11-2009, 01:55 PM
I was scanning posts while at work, typical Saturday for me.

While I didn't bother to quote the particular post, I remember a post by Eladrin mentioning trying to work in the spell 'Align Weapon' in later mods.. He states that this 'should' be possible by using the new 'tech' available from Disjunction.

This got me thinking... Could this be the beginning of creating the Artificer class in DDO?
If the Disjunction spell allows for the removal of magical properties, and the tech from it could be used to add individual magical properties... That is the basics of the Infusions (think spells) an Artificer casts.

Think of it this way... Align weapon grants the item the code to bypass DR requirement. (weapon or 'character', not sure how it'll be coded.) So whats to say they couldn't then start adding in other enchantments like the Artificer's infusions do? Or 'changing' the enhancements on a weapon like another infusion does? (Disjunction out the 'flaming', then 'add' acid..)

The DDO version of an Artificer could go a long way to helping a party. They'd be a Buffer UMD with some trapmonkey skills. Lowbie levels they alter their own gear for max benefit.. Higher levels they're altering the gear of others for Max benefit.

The full Infusion list for an Artificer would be -tricky- to code.. I'll admit that..

Who knows.. Maybe this is one of those big suprises thats been mentioned.
'Vast and Mysterious' or 'Super Secret'.

Griphon
04-11-2009, 01:57 PM
And one last thing...

While I'm sure the code is complex.. It'd have to easier than the Druids Wildshape ability.

The_Ick
04-11-2009, 03:50 PM
They have something similiar to this is LOTRO already so they should have it logically worked out, they just have to figure out how to do it technically.

Wu_Jen
04-11-2009, 07:45 PM
Around Mod 10 or 11 Artificers will be a enhancement line that Wiz/Sorcs will be able to take. That is all.

Aspenor
04-11-2009, 08:26 PM
Around Mod 10 or 11 Artificers will be a enhancement line that Wiz/Sorcs will be able to take. That is all.

That would be silly. Artificers are a class quite a bit different than wizards and sorcerers.

They are a class quite a bit more powerful than each....actually....brokenly powerful in the hands of a competent player (at least in PnP).

Wu_Jen
04-11-2009, 09:01 PM
That would be silly. Artificers are a class quite a bit different than wizards and sorcerers.

They are a class quite a bit more powerful than each....actually....brokenly powerful in the hands of a competent player (at least in PnP).


That's very true, but how hard would it be to add a class vs a PrC enhancement line? Since Wiz/Sorc's don't have any I can see this being a viable additon without breaking the game, unless it is poorly implemented that is. Would add a bit of 'flavor'.

Tenkari_Rozahas
04-11-2009, 10:03 PM
A self buffing/healing Rogue when its a WF Artificer.... im sure a lot of WF might take them, I know i would instead of a rogue or caster....

Aspenor
04-11-2009, 10:06 PM
A self buffing/healing Rogue when its a WF Artificer.... im sure a lot of WF might take them, I know i would instead of a rogue or caster....

The major power of the artificer is crafting constructs....mmmmmmm shield defender army....buffed to the hilt with an artificer to repair.....

Griphon
04-12-2009, 04:19 AM
Around Mod 10 or 11 Artificers will be a enhancement line that Wiz/Sorcs will be able to take. That is all. *GROAN* Don't even say that! I mean seriously.. That is like a KICK to the head.


That would be silly. Artificers are a class quite a bit different than wizards and sorcerers.

They are a class quite a bit more powerful than each....actually....brokenly powerful in the hands of a competent player (at least in PnP). LOL. No more broken than Sorcs are in DDO!!! I actually see them being a lesser used caster type in DDO, because they won't be casting the 'major' spells a Sorc/Wiz have access to.


That's very true, but how hard would it be to add a class vs a PrC enhancement line? Since Wiz/Sorc's don't have any I can see this being a viable additon without breaking the game, unless it is poorly implemented that is. Would add a bit of 'flavor'. That 'bit of flavor' your thinking of.. It is what I've called 'Eberron Wash'... Just enough to make you think of the Eberron Campaign setting, but none of the real substance... Sort like that 'It doesn't take a Kalashtar' comment in Grey Moon...


The major power of the artificer is crafting constructs....mmmmmmm shield defender army....buffed to the hilt with an artificer to repair..... While crafting constructs in PnP was 'one' major power of the artificer, I wouldn't say it was 'THE' major power.

The 'Blast-ificer' was scary... Dual wand wielding nightmares able to pump out magical powa on the lines of a DDO Sorcerer... *head scratches* I don't have that old file I used to.. But it twinked out with feats that let you spend multiple wand charges for Metamagic feats attached to wand's spell... (It's too early to think about it, honestly.)

The ability to 'craft' specific magical item goodness for your friends at the drop of a hat? Awesome to the Nth degree.... Esp if you got creative with it.... 1st item created? A bag of holding or a Handy Haversack (sp?)... Then create the Homonculi that continues crafting for you while you are 'out'.... Make your crafting rolls, stuff everything including the Homoculi into the backpack... And portable crafting w/o the work! :)

Borror0
04-12-2009, 07:05 AM
That's very true, but how hard would it be to add a class vs a PrC enhancement line? Since Wiz/Sorc's don't have any I can see this being a viable additon without breaking the game, unless it is poorly implemented that is. Would add a bit of 'flavor'.
Artificer are so drastically different to sorcerer and wizards that this would make ridiculously no sense at all.

Anyway, a PrE could not mimic artificer abilities the slightest and sorcerer/wizard PrE's have already been announced.

Aspenor
04-12-2009, 09:09 AM
While crafting constructs in PnP was 'one' major power of the artificer, I wouldn't say it was 'THE' major power.

The 'Blast-ificer' was scary... Dual wand wielding nightmares able to pump out magical powa on the lines of a DDO Sorcerer... *head scratches* I don't have that old file I used to.. But it twinked out with feats that let you spend multiple wand charges for Metamagic feats attached to wand's spell... (It's too early to think about it, honestly.)

The ability to 'craft' specific magical item goodness for your friends at the drop of a hat? Awesome to the Nth degree.... Esp if you got creative with it.... 1st item created? A bag of holding or a Handy Haversack (sp?)... Then create the Homonculi that continues crafting for you while you are 'out'.... Make your crafting rolls, stuff everything including the Homoculi into the backpack... And portable crafting w/o the work! :)

Crafting is what the artificer does, that's no argument.

Dealing damage, however, I considered below my artificer. Why would I want to subject myself to any danger? Stay invisible, and let my golems do the dirty work. I don't even need to come back visible, just turn them all essentially invulnerable and watch the fun.

Blasting is almost always considered less efficient than non-blasting in PnP. Being a blaster makes character end up standing around a lot when he might damage his party mates by doing damage.

Aesop
04-12-2009, 09:22 AM
That's very true, but how hard would it be to add a class vs a PrC enhancement line? Since Wiz/Sorc's don't have any I can see this being a viable additon without breaking the game, unless it is poorly implemented that is. Would add a bit of 'flavor'.

But they already gave a list of what the Sorc and Wiz PrEs are gonna be. Artificer isn't on that list


Aesop

...v...
04-12-2009, 09:26 AM
And one last thing...

While I'm sure the code is complex.. It'd have to easier than the Druids Wildshape ability.

Many other MMOs managed it.

Quanefel
04-24-2009, 06:42 PM
If anyone was wondering if Stormreach would see Artificer's....we already have one at least.

That shop in House P near Desert Caravan quest inside is an NPC to the right side. He was put there the same time the Dwarf armor/weapon repairer was put into the desert Refuge. Althought this NPC has still yet to be fleshed out. From his dialog you can tell you bascially need favor with House P past 150....but maxing House P favor out does not get him interact with you to repair anything. Shame, a waste of an NPC.


http://i605.photobucket.com/albums/tt134/Quanefel/ScreenShot00347.jpg