I haven't finished downloading the update yet and haven't checked it out on Lammania, but I was looking at the PDF file someone had put up earlier, and I'm curious what other Artificer lovers might have to say so far.
I haven't finished downloading the update yet and haven't checked it out on Lammania, but I was looking at the PDF file someone had put up earlier, and I'm curious what other Artificer lovers might have to say so far.
Lost the capstone....
(edit)
n/m I stand corrected
Last edited by Vangal; 08-19-2013 at 04:34 PM.
I believe the old capstone got moved over the ArcanoTechnician. It hasn't disappeared, just 99% of Artificers will never use it.
The main thing I see missing is the removal of Artificer Skill boost. I'm sure the +3 Concentration, Disable Device and Open Locks makes up for it...somehow?!
Sadly the UMD skill enhancements are gone, without them it's hard to scroll heal a 1st life fleshie in combat gear.
The damage output for my 18/2 arti/rogue repeater build is now way higher. (no LR, just an AP redistribution)
The crit damage became aprox. 50 hp higher with a nice addition, stacking 1d8 poison stance.
Runearm damage unchanged.
Overall it feels like a great power boost.
I am annoyed by the loss of Artificer Skills.
I am also dissatisfied by the fact that I cannot seem to have half of the spellpower/critical enhancements I used to have and still get the Endless Fusillade.
Endless Fusillade used to be obtainable at level 6, with enough pts left over to invest in a few other things, and is now at the top of the Battle Engineer side. That's really annoying. If they were going to split it into two prestige classes, they should have kept Fusillade accessible and added something else to the high tier. This is too dramatic a change tot he class.
Last edited by Phaeton_Seraph; 08-20-2013 at 04:49 PM.
Characters on Argonessen: Frotgar Stonefoot (Badass heal-daddy) - Dwarf Cleric 20 | Baerin Arkenett (hagglebard) - Drow Bard 9 | Duplolas Duilthran (Intimitank) - Drow Fighter 6 | Kempe Knive ("Exploiter" ranger) - Human Ranger 18 / Rogue 1 / Monk 1 | Pewny Mortals - WF Barbarian 7 (Frenzied Cratesmasher)
My arcanotechnician experiment is in pretty good shape. Playing her like a sorcerer, relying on 4 electric SLAs, fully metamagicked (empower, maximize, heighten, quicken), with Greater Evo Focus. At level 12 she pretty much at the apex of her powers. I have recently discovered in the middle of a quest that I have not summoned any bolts yet - SLAs are enough. Can actually skip shrines because the SLAs are very cheap as well.
Enhancements:
Halfling: dex, saves, dragonmarks
Arcanotechnician: SLAs, crits, Int, moderate investment into dog line
Battle engineer: nothing
Repeater focused Artis can get a lot more DPS than they used to, by going 6 Rgr. Repeater + Sniper Shot = Adrenaline for Heroic. And it still works pretty good with actual Adrenaline itself in Epic, too.
"the way to go" is arcanotechnician, feels like a sorceror...
i do 1 SLA, then unload xbow, 2nd SLA, then unload xbow.... pretty much this routine.
it is cheap, dont need shrines.
only bad sides i found in arcanotechnician:
1) the temporary hp and sp potion cooldown is too high, you can't target yourself, and you need to hard target your ally or it misses :/
they should lower cooldown and make it apply easier... it is much more buggy then the fireball,acidball at least with those spells you could avoid them going into ceiling just aiming your feets.
2) the lightning bolt spell not a SLA ... feels just much better to skip core abilities 2 3 4 5... and just use the 3 SLA for damage costing 4 6 6 sp aoe dmg... instead of a too much high cost normal spell.
3) the last tier of pet buff is cool for the pet, the 3% dodge is meh... could give something more, or more interesting...
i am fine for example with the 10spellpower while nearby.
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now to battle engineer: it is basically utter xxxxxxx
1) your runearm gets +x spellpower while charged, but you can only keep a stable charge 3... feels too low... at this point better to not spend anything...
the idea would be you can move freely with a charged tier v and use the boosted spell power while sacrifice potential damage from runearm.
crappy: your rune arm decay 25% and 50% slower should be cut and instead having this:
tier1: stable charge 2
tier2: stable charge 3
tier3: stable charge 4
tier4:stable charge 5 --> you no longer slowed while moving with a charging or charged runearm
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tier1) -x% cooldown on rune arm firing
tier2) -x% cooldown on runearm charging
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tier1) +1attack and damage with ALL repeaters
tier2) +1attack and damage with ALL repeaters
tier3) +1attack and damage with ALL repeaters
tier4) +1attack and damage with ALL repeaters
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endless fusillade: the starting animation it takes too much time, like the old bluff skill... should be lowered at least as fast as manyshot starting animation.
the duration should be boosted and comparable to manyshot... if i recall correctly manyshot has a 20sec duration and fires 4 arrow per shot... the duration of fusillade should be able to shoot as many bolts, as the number of arrows shoot during manyshot.
endless fusillade shouldn't be on the same cooldown of the damage boost :/
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why spending points, many points, to get a laughing +4 damage...
when you can just get 2d6sneak + 1d8 poison ? also if you take just 1 level of ranger you get 2d6 sneak (deepwood)
more levels of rangers gives up to manyshot (for who wanna switch bow and xbow) , snipershot, rapidshot feat with just 2 levels.
if you do not take 2 levels of rogue, 2 levels of monk still give 2d6 sneak...
so... why spending 7ap to get +1 dmg when you can spend 3ap to get 1d6sneak ?
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general artificier problem: the level 1 conjure bolt summon 1000 bolts...
the summon flame arrow summons only 100 bolts, and they do not stack :/ just change that spell to 1000 bolts...
wasting 10 inv slots seems a poor dev choice.
in a nutshell:
Endless Fusillade still suck
PS: Greensteel RUINED the game! and you all know it!
less buffing, more nerfing!!!
to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"
You can stand on top of your flame turret , surrounded by a blade barrier with endless fusillade running blasting off decent runearm damage. Now you get to add cheap SLAs with higher boosted xbow damage.
And if your a WF your get repair amp , full fort and skill boosted repair plus toughness Enh that almost everyone lost
I'd say artis made out pretty darn good. My WF arti made out quite nicely with the pass.