So here is what I would propose. It removes a lot of the bloat, adds some more versatility/uniqueness, keeps the focus on tanking/healing -but- makes it more along the lines of the 'Renegade Mastermaker' and less 'Here's 9 healing SLA's'. Feels more cyborgy to me and allows for it to be a melee augment tree as well to make melee artificers possibly more of a thing.
Numbers obviously can be tweaked so ignore them mostly in favor of what the abilities offer.
SLA modify T5 |
Melee Passive |
Embed Comp 5 |
Construct 4 |
Mastermaker |
Reconstitute SLA |
Melee Activated |
Embed Comp 4 |
Construct 3 |
Stat |
SLA modify 2 |
Melee Activated |
Embed Comp 3 |
Construct 2 |
Stat |
SLA modify 1 |
Melee Activated |
Embed Comp 2 |
Construct 1 |
Action Boost |
Cure/Repair SLA |
Melee Passive |
Embed Comp 1 |
Skills |
Toughness |
Core 1 |
Core 2 |
Core 3 |
Core 4 |
Core 5 |
Cap |
Cores
Core 1 - (Renegade Defender) While in med/heavy/adamintine every core grants 10 hp, 7 repair amp, 1 max dex bonus and 10 repair spellpower
Core 2 - (Alchemical Shield) +4 alc AC bonus, immunity to magic missiles
Core 3 - (Flesh integration) +15 heal amp, +5 mrr, +5 prr, +15 positive spell power
Core 4 - (Reactive Conduit) Every time you are attacked (hit, dodge, miss, etc...) applies a stacking buff. +1% attack speed, +1 AC, +1 PRR. Max 10 stacks, lose 1 stack every 15 seconds.
Core 5 - (Auto Repair Systems) When you would take fatal damage you are instead instantly healed to full and rendered helpless for 4 seconds. This effect cannot occur more than once every 3 minutes. In addition, you now gain the die hard feat and your unconscious range is extended by 50.
Core 6 - (Unbreakable Forcefield) Activate to reduce damage taken by 95% (except force/untyped) for 6 seconds. 3 minute cooldown. Can be used while helpless.
Passive: grants +2 int, 2 con, 10 prr, 10 mrr, +2 dodge, +2 dodge cap, +2 max dex bonus
Column 1 (Healer column)
T1 - Grants Cure Wounds Admixture (2d6+2 plus 1 per CL, no CL limit) and repair wounds (repair 2d6+1 plus 1 per CL, no CL limit) SLA's. 12/10/8 second cooldown, 15/10/5 sp cost.
T2 - Admixture now has 'quickened' animation and travel speed increased by 20%. Repair wounds now also scales at +2 per CL.
T3 - Admixture now casts cure curse/disease/poison when it hits. Repair wounds also grants 10% elemental absorb for 20 seconds.
T4 - Reconstitute SLA. Heals target for 15xCL (max 150) regardless of type (negative, positive, repair). 15/13/10 second cooldown, 25/20/15 sp cost. Only quicken meta.
T5 - Admixture now heals for 4d6+8 plus 1 per CL and casts restoration when it hits. Repair wounds has a small chance to restore 1d8+1 spell points on target. Reconstitute applies a buff on the target that grants +20 hamp/ramp/namp for 1 minute.
Column 2 (Combat column)
T1 - (Combat Upgrade) - You are able to upgrade your combat arm with your knowledge of arcane crafting. +3 Melee Power per rank of Artificer Craft Mastery.
T2 - (Kinetic Discharge) - Cleave attack, deals +3[W] and 1d6 force damage per rank of Artificer Craft Mastery. Scales with 200% melee power.
T3 - (Potential Charge) - Attacks grant +1 per 3 arti levels to shield bonus (max 5 stacks). Lose 1 stack per 15 seconds. Equipping a ranged weapon clears stacks.
Can be activated to stun all targets for 1 second per stack. 20 second cooldown. Save is (insert standard stun DC saves).
T4 - (Slam) - Upgrade your left arm to be able to deliver a quick, powerful blow. Deals 1d6 bludgeon per rank of Artificer Craft Mastery + greater of str or int bonus. Scales with melee power. Knocks target down on failed reflex save for 4 seconds. Targets immune to this effect (Bosses) instead deal 10% less damage for duration. 10 second cooldown.
T5 - (Combat Optics) - Replace one of your eyes with enhanced waforged components. Grants True Sight, Ghost Touch, 20% fort bypass and your attacks no longer miss on a 1.
Column 3 (Embed Column)
T1 - (Cyber Agility) - Replace part of your leg with enhanced warforged components. Grants +10 jump, +10 jump cap, 2% run speed per rank of Artificer Crafting Mastery, +5 balance and +2 max dex bonus.
T2 - (Reinforce Structure) - While in heavy/medium/admantine, grants +6 PRR and +15% shield AC. Auto-grants construct essence feat. If you have/take construct essence feat at level up or are warforged, gain +20 repair amp and +5 AC.
T3 - (Magitech Armor) - Infuse your armor with magical components and integrate it with your construct frame. Gain 50% AC from armor and +6 MRR.
T4 - (Embed Components) - Fully integrate your warforged components. Auto-grants Improved Construct Essence. You can no longer use druid forms, tree form or evasion. +1 prr, +1 mrr per rank of Artificer Craft Mastery. If you are warforged or take improved construct feat, gain an additional +6 con.
T5 - (Paragon Body) - Grants 20% racial HP bonus and +4 fort saves. No longer suffer ASF. Can be activated to clear crowd control effects and cast grater restoration on self. 1 minute cooldown. While on cooldown, do not benefit from 20% HP bonus.
Column 4 (Construct Column)
T1 - Grants 1/2/3 Heal, Repair and Intimidate
T2 - Select One of the following:
Warding Construct - Grants you and your allies +7 alchemical bonus to PRR/MRR, +3 alchemical bonus to saves and +4 alchemical bonus to elemental absorb. 10 second cooldown. Only one drone can be active at a time. 20sp cast cost.
Support Construct - Grants you and your allies 1xArtificer level DR/- and 10 hamp/ramp/namp. 10 second cooldown. Only one drone can be active at a time. 20sp cast cost.
Offensive Construct - Grants you and your allies 10% fort bypass, +5 hit, +2 dmg. Also every 30 seconds it will attempt to cast a web trap, launch a lightning grenade or drop an acid mine. DC/damage based on Artificer disable device level. 10 second cooldown. Only one drone can be active at a time. 20sp cast cost.
T3 - Pick another
T4 - Pick another
T5 - Regeneration Construct - Active drone will now also repair nearby targets for 1 hp per 4 artificer levels.
Column 5 (Mastermaker)
T1 - Toughness. +5/10/15 HP.
T2 - Action Boost - Pick from Defense (+5/10/15 AC and PRR) or Saves (+2/4/6 to saves, don't fail on a 1)
T3 - Stat, Con or Int
T4 - Stat, Con or INt
T5 - (Mastermaker) - Pick one of 3
Aggression Matrix - Infuses your combat abilities to their maximum potential. Your attacks have a chance to apply vulnerability
Reaction Coil - Upgrades your defensive abilities to their maximum potential. If an attack would do more than 10% of your health in damage, reduce its damage to 10% of your health. This effect has a 40 second cooldown.
Alteration Engine - Augments your support abilities to their maximum potential. Your heals also grant 10% of their value in temp hp. Lasts 6 seconds.