it would then have to be changed to scale with Arti levels to prevent it, which kind of gets rid of the unique mechanic of their stuff scaling with the enhancement bonuses of their equipment
well, I guess it wouldn't need changed, because for a Mechanic to dip far enough to get the bonus to seeker, they would be giving up their bonus to their crit multiplier. that's a trade off one would have to consider.
Being a Tier 5, you would get this 3 levels before Deadly Weapons, so you would benefit from the Elemental Weapons spell from level 6-14, from 12-14 you would benefit from both, then at level 15 you could gain Deadly Weapons, lose Elemental Weapons but still benefit from Elemental Arms. Fair trade off I think. And Elemental Arms is a self targeting spell like ability, so the issue of OP by being able to cast on others is moot.
I made the change. No longer requires a shield to be equipped, but will still benefit those that choose to use a shield.
Anymore thoughts? Anything you would change, add, or subtract? Anyone else have opinions? If there is something about what I've done, that you would rather not be there, speak up. You won't hurt my feelings. Even if its an entire tree or everything. My biggest fear is that we don't make our voices heard before the time comes and they just throw whatever at us and say that's it, that's what you get for an enhancement pass. Also, a side note, I think the perfect time for an Artificer pass is when they update Cannith Crafting. Update all of Cannith with an Epic/Mythic Toven's Hammer!
Well since you're asking...
I would still like to see BE be the sapper-type tree. Traping, some support and turret-like stuff, and repeating crossbows. Arcanotech would be caster. And we could get a Runearm tree (for all that stuff), or a Self-forged tree. I personally like the 2 Runearms = something like warlock.
Ligraph, Andonar and Inos on Khyber.
Is my proposed changes to the Flame Turret spell not enough? I always gravitate to the engineer types in games. My original thread of this https://www.ddo.com/forums/showthrea...ent-Pass-Ideas was a little more to your liking?
I started over only because I thought the proposed changes pretty much required rebuilding the Artificer class from the ground up. I've heard Devs state that the Artificer class isn't in that bad of shape, therefor I assumed it wasn't in the cards for an entire reshuffle and rebuild. So I started this thread from the stand point of minimal changes needed to make them current.
As for the Battle Engineer tree being solely focused on repeating crossbows, I personally wouldn't like that. If it was focused mostly on them, that would be ok I guess, but as someone who has played repeating and melee artificer(not juggernaught) builds, I like the fact that BE is versatile, it can be built different ways for different folk. I tried to keep that and even expand on the artificer's versatility with the shield line and Self Forged tree, I tried to make the Self Forge offer something to ranged and melee guys, and to fleshies and warforged/construct essence guys almost equally. The BE may slightly lean to ranged guys more with the rune arm, while the Self Forged leans a little more to the melee guys. The Arconatechnician of course leans to the caster side.
Maybe that is why I always gravitate to the engineer types in games.![]()
I would love to make Battle Engineers into Sappers. Bangalores, satchel charges, breaching, shape, and cratering charges. The whole works. In the Army, the Sapper is thought of as a MacGyver type, but that is mostly because units don't know how to effectively utilize them as an asset, so they task them to do all kinds of stuff. From building out houses to route security. The main purpose of an Engineer is mobility, to hinder enemy movement, and assisting ally's mobility. whether that means blowing a bridge or constructing one, to breaching a mine field or laying one. Creating an obstacle or destroying it. But to do that in just the Battle Engineer's tree would require pretty much starting from scratch on it, and I didn't do that in this thread for the above reasons.
Last edited by Xiongrey; 02-07-2016 at 08:05 PM.
Nope, i just read a lot.
Yeah. I guess I meant repeater over GXBow for ranged, and 1 and a half handers for melee. I think BE can work just fine for Melees, regardless of SF. Cause Melee can still use Runearm after all.
Flame Turret scales horribly into epics and takes forever to cast. If that was fixed, it would be a lot better.Originally Posted by Xiongrey
But I would like a turret that shoots bolts, instead of sprays.
And a bomb-type trap would also be nice. Especially if it effected players too
!
Also maybe put the shoulder cannon into BE, it kinda fits there.
Also, a defensive shelter would be neat, like my Arcane Shield.
Ligraph, Andonar and Inos on Khyber.
Does the current Flame Turret scale at all? I thought I read somewhere that it is always CR12. I had the shoulder cannon in the BE tree on my previous thread, but someone suggested that it serves the same purpose as the rune arm, free spell damage, and I would have to agree. I had another turret idea in previous thread too, but took it out when someone mention the Devs stating that the trees would stay mostly how they are, and I think I had read that on the forums or heard it in their podcast too. I had several bomb/traps abilities in the previous thread also, but I had them in the arcano tree. As for Arcane Shield, Artificer's already have that as a spell, and Eldritch Knight has it as an ability. I didn't want to copy and paste too much from other trees, and I don't want to make more Artificer's spells useless , that why I haven't done anything like that. Now maybe if it was some kind of immobile force wall, that all party members could take cover behind, that would be pretty sweet.
Probably. I just know it isn't worth using in epics.
What's to stop a Self-Forged from using runearm and shoulder cannon? Or a BE for that matter? I just think it fits better.
Yeah, saw that. Idk how different the update will make Arty. Still hoping for a major update.
Yeah. Still, a stationary one that heals and maybe gave a bit more reduction would be nice. As well as an auto-activation (I know it's in EK, it'd still be nice for an artificer).
Yeah.
Ligraph, Andonar and Inos on Khyber.
What if we put all the rune arm stuff into Arcano? Then put traps, bombs, and turrets ideas into BE. Took the shield line out of Self Forged, and added in some new kind of line that fit with its theme better.?
EDIT: And what about the dog, where would he go? I don't think you can fit all the rune arm stuff into the Arcano tree with everything that exists there already. And if he stayed in Arcano, the Arcano tree would have power over both of the Artificer's unique class abilities and the BE would have lost a major source of it damage.
Edit #2: What if we put all the rune arm stuff into Arcano in place of the dog line? Then put traps, bombs, and turrets ideas into BE. Took the shield line out of Self Forged, and added in the dog line?
Last edited by Xiongrey; 02-07-2016 at 08:52 PM.