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  1. #41
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    Quote Originally Posted by GeneralDiomedes View Post
    Did they say the class was 'monk-like', or did they say the effort to develop the class was similar to the effort required to development the monk?



    http://forums.ddo.com/showthread.php...66#post3740866
    I'd say the feel of the sentence leaned more towards the later.
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  2. #42
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    From the state of the game letter.

    http://www.ddo.com/us/news/1433-2011...roducer-letter

    Quote Originally Posted by Fernando
    The two specific questions that we received most often that I have not yet addressed related to when we will see the Druids or when we may see a level cap increase beyond level 20 and into Epic levels. I can confirm that we have made great headway in our work on these highly requested features, although at this point it looks unlikely we’ll get these out in 2011. I know! I want them too. Despite that, I still wanted to let you know that there will be a new class in 2011 that we’ll talk about later on, so stay tuned!
    From the response thread.

    Quote Originally Posted by Fernando View Post
    Hey everyone-

    Just wanted to jump on and address a few points that have come up in the thread.

    One question I know many are asking is why Druids are not the next class that will come to DDO. It is true they have been a long time coming. We know you want them! And we want to add them to the game but we want the class to be done right so we are taking the time to be able to do that. As mentioned above the issue comes down to engine technology needed for shape-shifting into different natural forms. I can confirm that this technology is coming to our engine this year, but it was delayed and it is still a few months out so we can’t bank on it or we risk not getting a new class out this year at all!

    As far as speculation about the new class, although I can’t divulge too many details, I can say that this class will be a pretty big addition to the game! In terms of new functionality created for it, this is a lot closer in size to Monk than to Favored Soul. It is a big undertaking for us and will include some unique abilities that we think you will enjoy.

    On the topic of more Epic quests, it isn’t that we don’t ever intend to do these again. Creating Epics takes more work than you might think and we’ve received a lot of feedback that the current version is not appealing enough to many of our players. Since we know the system is in flux, and we are currently focused on developing adventure packs which are playable for level 20 characters, we are not currently giving Epic a lot of focus. Our content this year is pretty much increasing in level as we go, so once we get the level 20 House Cannith content further underway, it will be time to start thinking about more Epics.

    Specifics are not quite in there and I think the comments can be read in more than one way. It doesn't state that it's similar to monk to me, but more that the divergence from other classes is the big difference.
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  3. #43
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    Starting to sound a lot more like Warlock then to me. They'd pretty much have to design an entire new spell system for them.

    But then on the flip side they would also have to add in new item effects with which they can boost their eldritch abilities. They would also have to add unique items and sets in every quest which gives unique items and sets designed for current classes or risk Warlocks having zero or limited options for gear....

    Probably too much work unless they let the current potency etc. effects work on eldritch abilities... but that seems very sloppy and lame.
    Last edited by richieelias27; 07-01-2011 at 09:17 AM.

  4. #44
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    Quote Originally Posted by richieelias27 View Post
    Starting to sound a lot more like Warlock then to me. They'd pretty much have to design an entire new spell system for them.

    But then on the flip side they would also have to add in new item effects with which they can boost their eldritch abilities. They would also have to add unique items and sets in every quest which gives unique items and sets designed for current classes or risk Warlocks having zero or limited options for gear....

    Probably too much work unless they let the current potency etc. effects work on eldritch abilities... but that seems very sloppy and lame.

    The more I think about it and the more I read into the design of Monk - the paths, their focus and all the stances and finishers, the more I think about Ardents.

    Ardents have Mantels of Psionic powers and you can focus on total offensive or defensive. They are also alotted fullplate which would open up the market again for viable fullplates. And they have enough negative to balance them out makign sure you pick a specific path for them or fail.

    I am calling out Ardents as the new chars, you heard it here first folks!
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  5. #45
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    Quote Originally Posted by Yajerman01 View Post
    The more I think about it and the more I read into the design of Monk - the paths, their focus and all the stances and finishers, the more I think about Ardents.

    Ardents have Mantels of Psionic powers and you can focus on total offensive or defensive. They are also alotted fullplate which would open up the market again for viable fullplates. And they have enough negative to balance them out makign sure you pick a specific path for them or fail.

    I am calling out Ardents as the new chars, you heard it here first folks!
    never heard of the class nor had many of my friends but then we never bought splat books didnt like em


    so I am gonna say we are more likely to get to play dragons over this one since they would have to do the psionic system to make this fly
    Last edited by Uska; 07-01-2011 at 10:51 AM.


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  6. #46
    Community Member Yajerman01's Avatar
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    Quote Originally Posted by Uska View Post
    never heard of the class nor had many of my friends but then we never bought splat books didnt like em


    so I am gonna say we are more likely to get to play dragons over this one since they would have to do the psionic system to make this fly
    you are probably right Uska. My thinking is they already have limited psionic ingame now, and expanding on that would be tedious but viable.

    here is some notations on the Ardent which can be found @ .http://www.wizards.com/default.asp?x=dnd/cwc/20060509a

    here is a cut-n-paste of the generic info on them.

    The ardent from Complete Psionic offers players a chance to play a deep-thinking character whose personal philosophy is so well developed that the character attains psionic powers. The class allows nearly any kind of character. An ardent can blast foes with energy attacks, be stealthy or subtly persuasive, serve as a healer or protector, or even function as a melee combatant.
    Assets
    When you chose an ardent, you have access to psionic powers and a few other useful abilities. Here's a brief list of things you'll have going for you when you choose an ardent --
    • Mantles: A mantle represents a universal concept or philosophical idea that forms the basis for psionic study. A mantle includes a short list of psionic powers that are available to the ardent for his personal repertoire. A mantle also includes a granted power similar to the granted power a cleric receives from a domain.

      An ardent chooses two mantles at 1st level plus an additional mantle at 2nd, 5th, 10th, and 15th level. The 1st two mantles are the ardent's 'primary mantles'. Most of the psionic powers an ardent chooses must be from those primary mantles -- see below for more details.
    • Good Will Saves: An ardent uses the best progression for Will saves (see Table 3-1 in the Player's Handbook). This helps the ardent resist most effects that attack or fool her mind or assault her spirit, such as charms, compulsions, illusions, and fear. Ardents should also have high Wisdom scores (because Wisdom governs several aspects of their psionic powers), which improves their Will saves even more.
    • Good Armor Class: Depending on the mantles you select, you might have access to defensive powers that improve your armor class, such as defensive precognition, thicken skin, and deflection field, and powers that can make foes miss, such as concealing amphora. You also have the ability to wear any kind of armor and use any kind of shield except a tower shield. That usually means you have an have an impressive Armor Class rating even without manifesting a defensive power.
    • Fair Hit Points: Your 6-sided hit dice give you a reasonable hit point total. You can't withstand severe punishment, but few characters that share your offensive potential also share your hit points.
    • Good Attack Bonus: An ardent's base attack bonus is +3 per four levels, which is second only to the more martial classes such as the fighter. If you decide to enter combat, you can do pretty well.
    Weaknesses
    The ardent's many advantages come at a price. Here are a few things to consider when thinking about an ardent character --
    • Limited Power Selection: An ardent begins play knowing only two psionic powers, and those must be from the mantles she selected. At each level beyond 1st, an ardent can chose one additional power.

      As noted earlier, the two mantles an ardent selects at 1st level are her primary mantles. Any other mantles she selects are secondary. An ardent cannot have more psionic powers in a secondary mantle than she has in either of her primary mantles. So, the two mantles you choose at 1st level have a big impact on how your character develops. You have a limited ability to change which of your mantles are primary and secondary as you advance through the class, but doing so leaves you strongly committed to your newly designated primary mantle.
    • Low Skill Points: At a mere two skill points per level, most ardents don't gain many skill ranks, even with quadruple skill points at 1st level.
    • Mediocre Weapon Selection: The ardent is proficient only with simple weaponry. The simple weapon category contains some decent weapons, but they're not the most deadly ones available.
    • Poor Fortitude and Reflex Saves: Ardents have the worst progression for Fortitude and Reflex (see Table 3-1 in the Player's Handbook). Ardents aren't likely to get out of the way when things get rough, nor can they easily shake off the effects of poisons and other things that attack their bodies.
    • Low Mobility: An ardent's reliance on heavy armor makes her a slow mover on the battlefield.
    Playing a Classy Ardent
    People who play great ardents usually keep the following in mind --
    Choose Your Mantles Carefully
    Don't pick a mantle lightly, especially when selecting your two primary mantles at 1st level. Start by deciding what sort of character you'd like to create. For example, if you plan to create a psionic powerhouse who can blast your party's foes, look for at least one mantle that provides you with offensive powers. Don't overlook the granted ability a mantle provides. These powers can give you an important edge when the going gets tough. A granted power also lends some depth to your character concept.
    Once you've chosen your first mantle, choose a second that supplements or complements the first in some way. You can also choose a second mantle based on what suits your character concept. For example, if you want to serve as mobile artillery for your group, your first mantle might be the energy mantle, which includes the powers energy ray, energy push, energy bolt, energy burst, energy wall, energy manipulation, and energy wave. You also gain a granted power that gives you some energy resistance (when you expend your psionic focus).These are potent combat powers, and the granted ability gives helps you to resist energy-based counterattacks. You can expand your offensive options with the destruction or mental power mantles. Alternatively, you might want a mantle that gives you useful options when you enter combat or maneuver before combat. Some excellent companions to your energy mantle include the element mantle (which includes offensive, defensive, and utilitarian powers) and the freedom mantle (which provides excellent mobility).
    You can use the methods described here to choose your secondary mantles when you gain them.
    Remember Your Friends
    No matter what kind of ardent you create, working well with your friends improves your chances for success and survival. The mantles you choose will determine how you get the most from your relationship with your comrades.
    The Party's Main Fighter: Whoever has to stand in the front line and handle most of the fighting acts as a bulwark against danger for the more vulnerable members of the party, and that includes you. You have a good Armor Class and a respectable hit point total, but a few rounds of spirited melee will ruin your day.
    If your selection of powers is primarily offensive, be ready to support those characters with your powers in case they get into trouble. When manifesting your powers, aim them so your friends aren't caught in their destructive effects. Nothing wears out your welcome faster than poorly aimed effects that hurt friends as well as (or instead of!) foes.
    If your mantles don't run to offense, look for other ways to support your party's fighting characters. If you can provide healing, be generous with it. Few, if any, powers you can manifest are as effective as a fighting peer. A fighting character also benefits from ability enhancements or effects that harass or hinder their foes.
    With the right selection of mantles, you might be able to handle some fighting yourself. If so, look for ways to share some of your psionic effects with your allies. If you can shorten a battle by enhancing your allies, you are more likely to survive the fight. Plan to work with fighting characters to identify dangerous foes and eliminate them quickly.
    The Party Scout: Stealthy characters such as rogues, rangers, and monks often get in over their heads, so expect to be part of the rescue party when necessary. These characters also are quite good at flushing out targets for your psionic effects.
    If you're serving as a scout, don't take unnecessary risks and try not to range too far ahead of your allies.
    Other Spellcasters and Manifesters: You probably have more hit points and a better Armor Class than any arcane spellcasters or psionic characters in your group. Try to stay close enough to these characters so that you can protect them if a foe breaks through the front line.
    Whenever possible, make spellcasters aware of what powers you have at your command and encourage those characters to choose daily spells that fill the gaps in your power selection and avoid too much duplication. When working with other manifesters (or with spellcasters who don't prepare spells in advance), work out a plan ahead of time for which character will use which power and when. For example, a massive volley of attack spells at the beginning of each fight probably is overkill and a waste of resources. It's more effective to divide up casting and manifesting tasks in some manner. A character with a high initiative bonus, for example, might loose an area attack. After that, other casters and manifesters can pick off the survivors.
    Some Key Equipment
    As an ardent, your gear is nearly as important as your spells, so don't neglect it. Here are some essentials --
    • Armor: Plan to buy the best armor you can afford, and carry a heavy shield as well -- you'll never regret having a formidable Armor Class. Don't overlook other defensive items such as rings of protection and amulets of natural armor. Keep in mind that several lesser items stacked together give you better protection at a cheaper price than one big item.

      You have access to defensive powers that can work almost as well as armor (at least for a short time). You can learn only a limited number of powers, however, and relying on defensive powers saps your daily allotment of psionic power points. You are better off treating your defensive powers as temporary augmentations to your defensive equipment.

      If you do a lot of wilderness adventuring, consider some backup armor, such as a suit of studded leather (or a mithral chain shirt if you can afford it) to wear at night. If you sleep in heavy armor, you'll suffer penalties the next day. If you sleep in your skivvies, you'll suffer bigger penalties if you're attacked in the night. On the other hand, protecting yourself overnight is a great use for any defensive powers you might have, and the cash you save by not buying extra armor might be worth a few extra power points now and then.

    • Melee Weapon: You're pretty good in combat, so be prepared to fight. A heavy mace or morningstar packs the most punch among the simple weapons you know how to use. A spear, however, is almost as effective and can prove useful for miscellaneous tasks, such as poking or probing surfaces. You also can throw a spear.

    • Ranged Weapon: A light crossbow can be as effective as a low-level attack power against some opponents. Use it when necessary to conserve your power points and when the opposition isn't threatening enough to require manifesting a power. You might also consider a heavy crossbow. It's deadly but slow to reload. That reload time might not bother you too much, however, because you might find that manifesting a power or entering melee is more worthwhile than a second shot.

    • Backup Powers: You never know when you'll run out of power points, and you never know when you'll need a particular power and need it very badly. It's hard to beat a cognizance crystal for keeping a few power points in reserve.




    Wiki gave very basic info on them.
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  7. #47
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    Ran across this on ddo wiki http://ddowiki.com/page/Category:Artificer_Infusions not sure if it accurate or updated though.
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  8. #48
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    Quote Originally Posted by richieelias27 View Post
    Starting to sound a lot more like Warlock then to me. They'd pretty much have to design an entire new spell system for them.

    But then on the flip side they would also have to add in new item effects with which they can boost their eldritch abilities. They would also have to add unique items and sets in every quest which gives unique items and sets designed for current classes or risk Warlocks having zero or limited options for gear....

    Probably too much work unless they let the current potency etc. effects work on eldritch abilities... but that seems very sloppy and lame.
    It's possible, but when I think warlock all I think is another spell blaster. That's actually the same thing I see with most psionic classes to of course but I think psionics fits the campaign setting better.

    Soulknife would be similar in design to a monk, or possible a psychic warrior. I wouldn't really be surprised (or unhappy) if we were limited to on psionic class that's just a psion, but soul knife wouldn't be too bad for a secondary more combat oriented psionic class.

    Too many classes would concern me. I think that can create issue balancing, makes completionist more difficult, and in some cases there's too much duplication. Too many choices doesn't help new players either.

    I like flavor but I would be more than satisfied with druid, artificier, psion, soulknife. I think a modified soulknife in the melee section, druid in caster section, artificer as a specialist, and modified psion as a specialist would complete thing more than adequately.

    But since Turbine obviously isn't looking for Aashrym's official seal of approval anything could happen.
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  9. #49
    Hero Aashrym's Avatar
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    Quote Originally Posted by baddax View Post
    Ran across this on ddo wiki http://ddowiki.com/page/Category:Artificer_Infusions not sure if it accurate or updated though.
    Here's another summary link. Level 5 infusions looks sparse.

    http://dnd.freeminded.org/tables/DnD...-Artificer.pdf

    I would expect weapon augmentation infusions to be broken out across various levels instead of running a few generic do what you want with them.
    Last edited by Aashrym; 07-01-2011 at 12:57 PM.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
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  10. #50
    Community Member gloopygloop's Avatar
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    Quote Originally Posted by Zachski View Post
    How will Artificier play on DDO if it gets released?
    I think it will play a lot like a Psychic Warrior or a Psion.

  11. #51
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    Oppenheimer was an artificer, he was a physicist primarily but he was also an artificer.

    Just saying.
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  12. #52
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    Quote Originally Posted by gloopygloop View Post
    I think it will play a lot like a Psychic Warrior or a Psion.
    makes no sense since we dont have those classes and so they cant be a valid compairison since they have no game play at all right now and in pnp they play nothing alike


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  13. #53
    Community Member Zachski's Avatar
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    Quote Originally Posted by gloopygloop View Post
    I think it will play a lot like a Psychic Warrior or a Psion.
    I don't really even see how.
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  14. #54
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    Quote Originally Posted by gloopygloop View Post
    I think it will play a lot like a Psychic Warrior or a Psion.
    Psion and Artificer are two entirely different ways of playing. In current game terms (not PnP) the Artificer is like a bard spellsinger with a rogue splash with naturally high crafting skills, while a Psion is like a wizard archmage specced heavily into enchantment with some force abilities. One deals with infusions given to others, the other deals with augments given to themselves. One deals with the physical and the other deals with the metaphysical; the two classes can't be more different.


    On a side note, if they add Psions, then you know Wilders will soon follow as a class, later on. Psions and Wilders are like Wizards and Sorcerers or Cleric and Favored Souls. You can't have one without the other.

    In fact, this makes me think even more that the new class is psionic-based. I mean, we have three main categories; melee (Fighter, Barbarian, Paladin, Monk), spellcasters (Wizard, Sorcerer, Cleric, Favored Soul), and specialists (Rogue, Ranger, Bard, and anything like an Artificer, Druid, or Hexblade would fit into this spot). Now, in D&D terms, there is a 4th type of class; the psionic. This would include:

    - Psions (similar in function to wizard enchantment-based archmage with several untyped/force abilities)
    - Wilders (like psions, but specced more for untyped/force damage than CC)
    - Psychic Warrior (similar to a paladin, but with 'powers' instead of 'divine spells')
    - Psychic Blade (similar to a rogue assassin that can conjure a force burst short sword and minor powers)

    Psions would be just as difficult to implement into the game as Monks were, if not more so because both powers and power resistance would need to be added to the game. In some versions of D&D, Monks are considered a psionic class because of their ki abilities, which makes me further believe that Psion will be the new class.

  15. #55
    Community Member Rakian_Knight's Avatar
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    Quote Originally Posted by HastyPudding View Post
    Psion and Artificer are two entirely different ways of playing. In current game terms (not PnP) the Artificer is like a bard spellsinger with a rogue splash with naturally high crafting skills, while a Psion is like a wizard archmage specced heavily into enchantment with some force abilities. One deals with infusions given to others, the other deals with augments given to themselves. One deals with the physical and the other deals with the metaphysical; the two classes can't be more different.


    On a side note, if they add Psions, then you know Wilders will soon follow as a class, later on. Psions and Wilders are like Wizards and Sorcerers or Cleric and Favored Souls. You can't have one without the other.

    In fact, this makes me think even more that the new class is psionic-based. I mean, we have three main categories; melee (Fighter, Barbarian, Paladin, Monk), spellcasters (Wizard, Sorcerer, Cleric, Favored Soul), and specialists (Rogue, Ranger, Bard, and anything like an Artificer, Druid, or Hexblade would fit into this spot). Now, in D&D terms, there is a 4th type of class; the psionic. This would include:

    - Psions (similar in function to wizard enchantment-based archmage with several untyped/force abilities)
    - Wilders (like psions, but specced more for untyped/force damage than CC)
    - Psychic Warrior (similar to a paladin, but with 'powers' instead of 'divine spells')
    - Psychic Blade (similar to a rogue assassin that can conjure a force burst short sword and minor powers)

    Psions would be just as difficult to implement into the game as Monks were, if not more so because both powers and power resistance would need to be added to the game. In some versions of D&D, Monks are considered a psionic class because of their ki abilities, which makes me further believe that Psion will be the new class.
    I do have to agree with you on the psionics being a forth category in the character creation screen and I hope they would expand on the "inspired" and "quori" (spelling?) before introducing them. However, the next class looks to be more of a specialist (giving each of the three categories, four choices.)
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  16. #56
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    I think you're all wrong.

    Witchalok is definitely the new class. No question in my mind.

    http://www.wizards.com/dnd/files/preview_witchalok.pdf
    Last edited by TehBeWop; 07-16-2011 at 03:54 PM.
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    Ok, if its just speculation then....

    1) Artificer creates a trinket. Equpping it on other player will transfer 50% of damage recieved by artificer to other player, but rest 50% is coveted to positive energy which heals the other play with delay. However there are limited charges before trinket breaks.

    2) Artificer can give proficiencies... armor and weapons. All sorcerers become swordmages without multiclassing.

    3) Everyone gives artificer a scroll, divine or arcane. Artificer learns it consuming scroll, but forgets it after he dies or completes the quest. So a raise dead with firewall.

    4) Artificer makes can give +2 exceptional bonus to hit which stacks with all other bonuses.

    5) Artificer can change skin of armor for duration of a login session in game.

    6) Artificer can create a ethereal shrine every 15 in game minutes(somewhat like soveriegn host heal) which remains for 5 minutes.

    People now post on forums saying artificer is OP.
    Everyone starts to play artificer.
    Before game breaks, artificer is nerfed to rogue with bard songs.

  18. #58
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    Actually, I had an idea for how Artificer could work in a unique way that brings something new to the game.

    Basically, creating constructs that do situational things, but don't act like pets. More like something you toss down for one battle and then scrap to regain most of the materials used to make it.

    Assuming that materials is a new bar used by artificers instead of spell points.

    Like, for example...

    Watcher - Slap down a stationary construct that automatically casts offensive spells at enemies or beneficial spells at allies that approach. Casting spells utilizes the Watcher's material strength and decreases it, meaning that the longer you have the construct out, the less materials you regain from deconstructing it. Metamagics increase the material cost to make this construct.

    Lamp - An advanced version of the watcher that follows the Artificer, but costs more materials to make. Works similarly to the Archon that AoV gets. Can also provide beneficial effects to allies. Metamagics increase the material cost to make this construct.

    Stalker - Once again, similar to the Archon that AoV gets, except it attaches to the enemy instead, and targets the enemy and its allies, or if it's a positive benefit, any of you or your allies that are standing near. Stacks with the Lamp when the two intermingle. It can be targeted and destroyed by the enemy, however. Killing the enemy its attached to should probably auto-scrap it, returning the materials to the Artificer. Metamagics increase the material cost to make this construct.

    Spell Gun - Creates a weapon that functions much like a wand, auto-equipping it to the Artificer's right hand. Said gun is affected by metamagics, which consume its charges faster. Is the only one whose creation cost does not increase with active metamagics, since those affect the charges instead.

    Artificer starts out knowing how to make a spell gun. Artificer has to remake the gun to change the spell in it, which has a discount based on how many charges you have left. Next the Artificer learns how to make the Watcher. Then the Lamp. Then the Stalker. There can be one of each construct per Artificer at a time.

    Types of enhancements that the Artificer gets involve increasing elemental damage for the various stuff the artificer uses, all of the wand/scroll enhancements INCLUDING a new one that raises the spell level of the wands and scrolls being used.

    Other enhancements include stuff that increases the health of the watcher, makes the lamp act slightly more often, and makes the stalker gain less aggro.
    Last edited by Zachski; 07-21-2011 at 11:00 PM.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  19. #59
    Community Member wemery73's Avatar
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    It all sounds good.. with u11 around the corner we will see..
    Ghallanda Guild Keepers of the Asylum & Plague -[ Beowulfs 14 fighter/3 pal / 3rog Drow]


  20. #60
    Founder Aesop's Avatar
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    http://www.gamasutra.com/view/pressr...nlinetrade.php

    A blend of Rogue and Arcane classes, the Artificer uses specially created weapons and mechanical pets to challenge their foes
    BOOM!!!

    did I call it or what Post #6
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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