So after leveling a naked Artificer to Level 20, I've become rather underwhelmed with the class at a first glance. Despite the interesting novelties, some incredibly good and some incredibly bad, the appeal has went from a roller-coastering* "10" to a flat "3" on the "OMG Scale".
The average player, with solid end-game gear, can expect 1800ish SP. These Spell Points are quickly diminished by the amount of buffing one will be doing (for yourself, others, pet and hireling), the lackluster AOEs you will throw (likely pretending they are useful), the amount of healing required to keep a hireling (your pet) alive, and of course, healing yourself or others.
Most players can expect an Intelligence score of 38-40 on a Warforged Artificer. (10base + 6spell level + 15mod + 2Evocation Item = A whopping 33 Blade Barrier D/C. This can obviously be pushed to a 39ish with Greater Spell Focus: Evocation, Wizard Past Life and three Sorcerer past lives, but for most players, their Blade Barrier will be incredibly limited. While the Blade Barrier route would prove worthy with an overly competent player behind the wheel, the Artificer will still be lacking in the SP department due to the excessive buffage and the god forsaken hireling. Anyone who goes this route should probably throw a bucket of iced water down their pants, and immediately reincarnate into a Divine-type class. Do you want to take advantage of the Direct Damage / AoE spells? Lightning Sphere? Lightning Motes? Tactical Detonation? Well don't bother, because that's SP that can be used much more effective and efficiently.
Pros:
Flame Turret: Awesome.
Incredibly high Blade Barrier damage if you can afford to use it.
Deadly Weapons.
Damage Reduction buffs that can be cast on others. (Probably the only thing making this class truly viable at end-game)
Capstone: The Capstone is amazing. Don't talk back.
+11 Crafting Levels for those who need a little shove to get off their bums. Oh, and a bonus for new players!
Traps. You can do traps! Personally, I could care less, but that's just me.
The pet is cute.... Initially..
Pew Pew!
Cons:
The Pet. Words cannot describe how much I hate this hireling. I've grouped with a fairshare of griefers back on my home server, and I'm fairly certain this pet puts them to shame. I'm convinced it's out to get me killed most of the time. If you EVER need it to be useful, it will defy you EVERY time. It simply cannot be trusted.
Lack of SP: I cringe at the thought of buffing raid groups, let alone buffing a small group of six. Sorry in advance for not buffing you when this class goes live!
The Pet: I hate that thing.
Potential to be a solid 'nuking' class, but pushed aside from the lack of Spell Points and Spell Levels, which is to be expected of course.
Pew Pew
A couple things I didn't get involved with would include Rune Arms, Wondrous Items and Potions. Granted I never got my hands on an amazing Rune Arm (haven't seen one I liked yet), I can't imagine it being more effective than your Repeater. They are essentially a bonus while your Pew Pew is equipped as far as I'm concerned. My biggest hope is that Viles' Caster Level increases, making the strain on Spell Points more bearable.
Though my post might seem negative towards the Artificer, I still have only been able to play a naked one to level 20. I plan to immediately TR my Bard into one because this class is slightly more fun than playing a lame Bard. Heck, the Artificer is basically a fun Bard with a hireling that gives you an extra challenge when you need it.
So, does anyone else feel similar about the class? It's probably just a matter of time before their most useful spells get nerfed, making the Artificer very "Meh" and forcing Monks to suddenly become more broken, somehow.. Oh, and sorry for the typos and walls o' text. Perhaps a Developer could reassure me that the Pets will be looked at? Don't you lie to me, either. I know where you live!