Above is fine with me if it means we get some artificer improvements in the next 2-3 months rather than mid or late 2016, or worse.
What reasonable low hanging fruit might we be able to get done in a smaller dose? Here are a few ideas centered on Battle Engineer, many of which are just ap reductions, merging similar enhancements, or changes of enhancements to be the same as other changes made in other trees. In other words, some stuff that may not take too long to implement:
- Remove the speed penalty for charging a rune arm.
- Other classes have received movement speed improvements - bard/swashbuckler and rogue/thief acrobat got straight up movement buffs; warlock/soul eater got a temporary movement buff based on an attack; rogue/assassin got a major increase in sneak movement; most notable though, fighter and paladin stalwart not only got their movement penalties removed, they were turned into a possible movement buff.
- Slow movement sucks; the only other class/enhancement specific movement penalty left that comes to mind is dwarf/stand like stone and I suspect it's not a popular enhancement choice. Penalizing an artificer until at least level 12 is really a huge drawback to their primary class feature, rune arm use. Forcing them to use up their tier 5 to negate the penalty compounds the "fun deficit".
- Rune arms would still lose charge while moving (down to their stable charge tier) - this is a sufficient enough penalty and suffices to ensure artificers can't be mobile and keep a 5 tier charge at the same time.
- In battle engineer, each tier of Crossbow Training adds "Your doubleshot with these weapons increases by +2%" - this makes for a total of 8% doubleshot from the line.
- In battle engineer, Attack Boost cost is reduced to 1 ap per rank.
- In battle engineer, Damage Boost cost is reduced to 1 ap per rank and changed to: "Activate to gain a 10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds." - this is the same as is available at tier 2 knight of the chalice and assassin.
- In battle engineer, add at tier 2 "SLA: Ablative Armor (10 sp, cooldown 1 minute): Wards an ally against physical damage and force damage. Once this infusion has prevented a total of 5/10/15 damage per caster level (max 100/200/300) it is discharged. costs 1 ap per rank
- In battle engineer, Extra Action Boost cost is reduced to 1 ap per rank - this is the same as is available at lower tier for frenzied berserker.
- In battle engineer, tier 3 and tier 4 Arcane Capacitors are merged into a single two rank slot at tier 3: "for each rank: When moving, your Rune Arm's charge decays 25% slower than normal and your rune arm damage scales by an additional 25% spell power"
- In battle engineer, tier 4 Arcane Capacitors is replaced with "SLA: Conjure Force Bolts (6 sp): Conjures a stack of 1000 bolts for use with a crossbow. These bolts dissolve into nothingness after logout. These bolts begin with a +1 enhancement bonus to attack and damage and +1d4 force damage and scale up with +1 enhancement bonus and +1d4 force damage for every two artificer levels"; costs 2 ap
- In battle engineer, tier 4 and tier 5 Rune Arm Overcharge are merged into a single two rank slot at tier 4, costing 1 ap per rank instead of 2.
- In battle engineer, tier 5 Tactical Mobility is replaced with "Tactical Prowess: when firing your rune arm, each charge tier adds 1 to your melee and ranged power for the next 10 seconds, stacking up to a total of 15; Stacks are reduced one at a time"
- In battle engineer, tier 5 Rune Arm Overcharge is replaced with "Imbuement Mastery: the damage of your rune arm imbue is doubled
- In battle engineer, tier 5, add "Rune Arm Shielding: while charged, your rune arm provides +5 MRR per charge tier
If only for the added fun of playing an artificer, I'd be happy with just dropping the movement penalty even though it would do almost nothing to bring the dps or defenses up on par with revamped classes.