Hello! SteelStar here.
As Severlin mentioned in the Producer's Letter, one of the things we're working on is the third Artificer enhancement tree. Artificers are a particularly complex class, with a large variety of mechanics and features at their disposal; while working on the tree, we are cleaning a few of them up, as seen below. This is an early draft, so things are very much still subject to change, though the tree's implementation is in progress. Let us know what you think!
General Changes:
- Construct Essence remains the same.
- Improved Construct Essence now functions like Construct Exemplar does presently on Live, granting full Construct species typing. It's available with 12 Artificer levels, and as an Artificer class feat.
- Construct Exemplar is no longer part of the line with the other two. It now adds +20 Repair Amp and +10 MRR. It is available to any character level 20+.
- Combat Expertise is added to the Artificer Class Feat list.
- Empower Healing is now available to players with Artificer levels.
- You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).
Admixture Changes:
- Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
- Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
- Curative Admixture spells have had their Spell Point costs adjusted.
- Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
- Curative Admixture spells have had their tooltips corrected with accurate damage values.
- Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.
Arcanotechnician Changes:
- Palliative Admixture scales with Artificer level (exact numbers TBD, work in progress)
- Thaumaturgical Battery is replaced with new Admixture: Haste SLA (uses similar cooldown/SP costs to Haste, exact numbers TBD)
- Critical Admixture goes away (it's moving to the new tree), gets replaced with Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +2 Rune Arm DCs
- Uncaring Master will be replaced. (TBD, this is also a work in progress).
Artificer: Renegade Mastermaker Tree
Renegade Mastermaker is the third tree for Artificers. It focuses on improving your Repair spells, your Curative Admixture spells, personal Defense, and building things to buff you and your allies.
Cores:
- Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
- Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Shield bonus to AC and immunity to Magic Missiles.
- Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
- Core 4: +30 Repair Amplification. +50 Maximum Hit Points.
- Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
- Core 6: +2 CON, +2 INT. +10 PRR, +10 MRR, +3 Caster Levels with Admixture and Repair Wounds Spells. Active: Unbreakable Forcefield SLA: For 6 seconds, you take -95% damage from all sources (except Untyped damage). 3 minute cooldown.
Tier 1:
- Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
- Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
- Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
- Skills: Repair/Heal/Balance
- Toughness: +5/10/15 max hp
Tier 2:
- Power of Creation: +5/10/15 Repair and Positive Spell Power
- Converter: You create a small device that floats near an ally. Target player, hireling, or Druid Wolf pet at touch range takes 100% base healing from Repair spells for the next 3 minutes (or until target dies). This overrides their innate base healing from Repair spells for the duration. 3 minute cooldown.
- Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
- Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
- Action Boost: Defense
Tier 3:
- Conjure Component: 10 Spell Points:You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells. These expire on logout.
- Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
- Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
- Warding Construct: 5 Spell Points: You create a drone set to counter magical spells. Every 10 seconds for 1 minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. 3 minute cooldown.
- CON/INT
Tier 4:
- Power of Creation: +5/10/15 Repair and Positive Spell Power
- Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
- Embed Component: Construct Essence or Warforged Required. +5/10/15 MRR and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form. (Rank 3: In addition, you do not incur the Attack Bonus or Spell Point cost penalty from Combat Expertise.)
- Renewal Construct: 25 Spell Points: You create a drone set to disperse protective potions. Every 2 seconds for 20 seconds, you and nearby allies gain a Determination bonus to Temporary Hit Points equal to 25 hit points per Artificer level. Level 20+ characters receive twice as many hitpoints. 2 minute cooldown.
- CON/INT
Tier 5:
- Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
- Instant Fix: You perform nearly-instantaneous repairs, dispelling most forms of Crowd Control and taking the effects of a Greater Restoration spell. May be used while helpless. 3 minute cooldown.
- Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saves, +20% Racial bonus to maximum hit points, and are immune to most forms of knockdown.
- Regeneration Construct: You are surrounded by arcane energy capable of repairing damage and breaking down constructed materials. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. Enemies vulnerable to Rust damage take the same amount in Rust damage. This lasts for 3 minutes + 3 seconds per Caster Level. 50 Spell Points. (This is a Repair analogue to Positive Energy Aura, expect it to work almost identically.)
- Mastermaker: Your Repair Wounds spells have no maximum caster level.
FAQ:
Steel, what about fixes for Arti pets?
While we hope to make large-scale adjustments to Arti and Druid dogs in the future, that would be a large-scale project, and will not be a part of this pass.
Why doesn't this tree focus on (Weapon Imbues/Trapping/Pets/Armor Imbues/Turrets/Crafting/Wand Casting/Scroll Casting/Rune Arms/[Insert Other Feature Here])?
Artificers do a lot of different things. Some are covered in their other two trees fairly well. For this tree, we looked at what Artificers were sorely lacking, as well as what could be used in Artificer splashes and the overall economy of Class Enhancement Trees. In the case of Rune Arms specifically, we wanted some class options available that aren't tied to their use, so you could build a good defensive option without losing out on Shields or whatever else you wanted to use.
What about changes to Battle Engineer?
Battle Engineer just got updates, and we're of the mind that they'd be in pretty good shape if they could survive long enough to make use of their skills and weapons; this tree ought to help with that.
There's a distinct lack of Battlefists here...
True. We looked into a number of options, but in a system where we already have Rune Arms (...and 40 distinct kinds of weapons...), along with Ranged combat being a big element of Artificer, Battlefists didn't quite fit in a way we were happy with. We ultimately focused on the Self-Forged and other Making elements of the classic Renegade Mastermaker instead. Battlefists could still show up elsewhere in the future.![]()
Does Converter work on yourself? How does it work on allies?
We're still working on this one, but tentatively:
- It cannot be cast on yourself.
- It can be cast on other players, hirelings, and Wolf pets. As long as those things aren't constructs, anyway - It wouldn't do anything to anyone who already has a base 100% Repair healing factor.
- For things in that category without Construct Essence, it boosts their base Repair Healing to 100% for the duration.
- For things in that category with Construct Essence, it adds 50% to their existing base Repair Healing, bringing it to 100%.
- Repair Amp should influence the Repair Healing taken by people with the Converter effect.
- It does not affect Positive healing at all.
- There should be a little floating object on allies who have the buff, a visual indicator that they can be repaired. It'll look similar to the other Constructs in the tree.