Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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The biggest problem I have is with the changes to Thaumaturgical Battery. I already have Haste Armor *AND* a 1 minute long Haste from a potion, why do I need to be party hastebot™ now? At least Battery made SP consumption a fun thing to keep track of.
Also, no changes to Shocking Vulnerability again!?!?!? Seriously dude, that enhancement is *WAY* to expensive for what it does.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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Nice. Streamlining this Feat chain is a good thing. At the present cost of 3 Feats it was far too expensive for the benefit provided.
Hurray for both classes! No one should have to spend AP just to avoid a huge negative drawback of their unique class feature. That prior design mechanic only served to make the use of Iron Defenders and Wolves far less attractive to those classes, and making such a unique class ability mechanically punishing only served to homogenize the classes by reducing or eliminating the use of those class features.
Looks interesting, but I'll be honest - I'm disappointed there aren't any options or changes to Flame Turret. Seems like this would have been a great chance to add more turret options, even if they're included in the core abilities like certain Pact spells of Warlocks. Maybe put them in with some of the higher core abilities, to avoid casual dipping (if that'd even be a concern) This is something Artificers have been asking for since pretty much day-one of the class being introduced.
I have some reservations, but overall looks like a good third option for the class.
I have another question for Steel...
Can we have Runearm sounds back? Please? Pretty please? Pretty please with Globs of Elemental Grease sprinkled on top?
Even if there is a checkbox to turn them on/off so the folks who don't like them can still silence them? I love playing my Artificer - but it feels SO much lessened by the lack of any sound as my Runearm charges. The immersion is diluted, and I miss it literally every time I use the Runearm.
Yess! These are all great changes. Caster + Max Caster Level in particular just makes the tree net more viable for end game. Huge, huge fan.
2000 temp hp every 2 second is a lot; possibly too much. Then again maybe we could live through a Reaper Frost Lance inflicted Poison DoT!
Honestly, I don't know how much great feedback you'll get on the repair stuff since there just aren't that many WF around atm? Looks fine but can't imagine play testing.
The time taken during the arc on potion throwing is a barrier to artis being actual party healers even with these enhancements. Could an enhancement be... "potion chucker 2AP - you throw potions really **** fast." and it doesn't arc throw, it just goes in a straight line like a dart?
In complete seriousness I think I'd take this tree over Battle Engineer capstone though - despite losing the Crit Multiplier from the capstone. Caster/Support with debuff crossbow / rune arm... 8 harper (KTA), 24 arcanotech (blast rod/lightning bolt), 41 renegade master (capstone), 4 battle engineer (speedy rune arms), 3 into racial? Sad to lose faster running / implement bonus / crit multi though... yeah it's good I think. Dps and speed v PRR/party + self healing survivability is a non-trivial choice.
Arcano T5 and capstone are utterly untakeable relative to both alternatives as a side note, if you injected literally 10 evocation DC into the Capstone, and another real damage SLA like Tac Det (on same cooldown timer as spell even) in T5 so you could max empower it etc for free, it would be a real choice. Ooh and even more max caster levels if you're feeling nice. Oh and more rune arm DC boosts (whoever designed that core enhancement actually knows what's up).
Also as a stopgap please give stupid dogs +20-40 PRR per epic level, a bonus 1d40 damage per epic level, and an enhancement to stop them ever breathing fire in the meantime so I can justify summoning it outside of crucible lever pulling.
Thanks for reading - the tree genuinely looks interesting. Good job someone.
Khyber: Aggrim (Completionist!)
In Von 3 the breakables in the Troll Ambassador optional room are slow to get to and unnecessary for ransack.
Blind insta-kills floating eye balls.
Have you considered the disturbing combo of Mastermaker + Single-dagger Vistani, with SWF+runearm? You can be fleshy with immunity to energy drain, expanded crit on your dagger, and that would have you up in the front lines so your temp-hp aura or repair-pulse aura are on the melees against bosses. Toss in a runearm like Toven's Hammer for abusing devils and keeping your sp up...
Renegade Mastermaker is 100% defense and healing. It seems a little too much. How about putting a contrasting ability in it like all other trees? For example, replace Core 5 Radiant Forcefield SLA with:
Summon Improved Flame Turret
Thanks for reading!
QUOTE=Steelstar;6064551]Hello! SteelStar here.
Waves
First Impressions
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!
Good to see the Lost Tree Project progressing forward.
General Changes:
- Construct Essence remains the same.
Sounds good.- 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.
This is a good change, reducing feat chain by one plus allowing it to become a bonus feat choice. Artificiers often puzzle about what to take later on.- 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+.
Hmm...more Epic choices at level 21 is a good thing.
Might I also suggest you tackle the problematic:
Improved Fortification
Usage: Passive
Prerequisite: Warforged, Base Attack Bonus of +6.
Description
Improves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the positive energy sub-school, such as Cure Light Wounds.
At this same time as it is a related situation.
As a fan of Cleric/Druid/Favored Soul, its always been a negative experience that dealing with any party member that has this feat.
I could suggest that the feat tax itself is more than enough penalty for the additional 75% fortification.
So, please remove the healing immunity, thank you.
Thematically, one would assume a being made of wood and metal could be harder to hurt anyway.
I seriously doubt this feat would become more popular, but any build that is using it would not be nerfed.- Combat Expertise is added to the Artificer Class Feat list.
As I mentioned above, adding a few more feats to the Arty bonus feat list is a good thing.- Empower Healing is now available to players with Artificer levels.
A smart change since you are trying to classify the thrown pots as true healing spells, therefore automatically making this happen.- You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).
Yahoo!!! This is a great change. I cannot tell you how many times a pet dying has also killed my toon. Losing 20% or so of your total sp+hp is a terribly big thing.
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.
An Excellent Addition. This creates a situation much more like the divine spellcasters minus the Mass Heal extra.
By the way, Mass Heal takes way too long to cast, please reduce is animation/casting time by halfish.- Curative Admixture spells have had their Spell Point costs adjusted.
Well since you have yet to list the adjustment, we cannot comment on thus.
I am assuming its a reduction in cost, unless you feel the spell power is upgraded therefore the cost is increased?- Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
This is a good thing. The current Khyber environment at end game still does not have enough toons able to heal. I like this, it might even make me reconsider Artificiers as one of my favorite classes.- 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.
Nicely done.
Arcanotechnician Changes:
Good to see some changes here. This was a good tree, made much better by elimating the slow effect while rune arms charge up.
- Palliative Admixture scales with Artificer level (exact numbers TBD, work in progress)
Hmm...being able to provide temporary spell points especially during a long duration raid could be very useful.- Thaumaturgical Battery is replaced with new Admixture: Haste SLA (uses similar cooldown/SP costs to Haste, exact numbers TBD)
Considering Thaumaturigical Batter was a single tempory spell point, its effect was neglegible to begin with. Adding to that is that the potentialy much larger increase of Palliative Admixture will more than offset this ability being removed.
Granting a Haste SLA is great thing for Artificiers, because one of the biggest complaints of true artificer fans is the large amount of single target spells that the entire party desires. Being able to cast Haste once is much better than casting Armor of Speed six times (or twelve in a raid) while the party waits for this time tax.
Long ago, a Player asked me to ask the Devs (while I was on the PC) to make one improvement to Artificiers:
"Please create a Mass Deady spell."
That is how much better a mass spell is.
Oddly enough thus might make a nice Epic Destiny Spell (requirement Artificier level 15).
In fact, one of my complaints about Druids is the lack of Mass Deathward.
{Not sure if you could work that into the 3rd tree?}
{Would also be nice to actually use Reincarnation as a spell during raids and quest by having the casting time reduced.}- 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
Sounds good, and makes this tree more thematic.- Uncaring Master will be replaced. (TBD, this is also a work in progress).
Nods happily.
+1/2/3 Disable Device/Search/Repair theme might be nice?
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.
Sounds like a good theme.
Cores:
- Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
So +60 hit points, +30 psp +30 repair
Not bad, compares well to +1 spell power per point spent in tree.- 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.
Reaper has made Shield/Nightshield for Magic Missle guard pretty much essential to have.
There is a feat tax here along with arcane spell failure, so this has drawbacks.
But its low hanging fruit, so its fine.- Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
Very good to see this as an SLA.- Core 4: +30 Repair Amplification. +50 Maximum Hit Points.
Hmm...repair amplification is nice.- Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
The ever popular Radiant Forcefield is good to be here.- 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.
The bonus to two nice stat is very welcome.
The PRR & MRR is very welcome.
I really like increases in Caster Levels.
At first glance, the six second buff is unwelcome, but then I pause and realize that capstone is already fairly heavy loaded, and perhaps you only wanted it to be a fluff piece.
One could move the math around on this six second buff to become a 30 second buff?
Typical of the Arcane Insight / Wellspring of Power variety?
Since this would last five times as long, the damage taken might be multiplied by __?
Hence, it could become:
For 30 seconds, you take -25% damage from all sources (except Untyped damage). 3 minute cooldown.
Stacks with Radiant Forcefield?
The longer duration would make it more desirable to me as a player.
Tier 1:
- Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
I am a big fan of SLAs, since one can apply metamagics for free and they cost less spell points.- Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
More SLAs![]()
- Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
Interesting, encouraging players to consider Improved Construct Essence or Adamantine Body feats.
This is sort of a reverse version of Heavy Armor Combatant.- Skills: Repair/Heal/Balance
Typically nice skill values for this tree.
Consider adding a bonus for the third tier such as found elsewhere?- Toughness: +5/10/15 max hp
Ever popular hit points bonus at tier one.
Tier 2:
- Power of Creation: +5/10/15 Repair and Positive Spell Power
Nice and certainlly fits the thematics.- 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.
Interesting.
The first thing noticed is that there is no duration increases for caster levels.
Might be difficult to keep active during a raid.
I think you should take into consideration either scaling by Artificer Caster Levels
or
Going with the blanket change made to spells such as Shield wands which last a minmum of five minutes.
I would prefer this be changed to Duration: 1 minute per caster level
Overwise, you will be increasing single target caster frustration that you actively tried to reduce with the Arcanotechnician tree.
Variation ~ make this a mass spell that lasts 3 minutes?- Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
Nice bonus.
Artificers as a whole tend to have poor AC.- Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
I like this.
Artificer potion/scroll/wand powers are Classic D&D lore.
I recall a big battle where an Artificer start burning thru several wand as the evil minons tried to take over the docks....
- Action Boost: Defense
More Defensive Options...hmm...might even see a Arty/Pally/Fighter build?
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.
Thank Goodness!
Fawngate sure went thru stacks of those csw+cmw pots during raids.- Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
I love SLAs!- Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
Now you have really caught the tank interest.
Does this stack with other AC bonuses?
Shall I start planning a Pally 13 Arty 3 Fighter 4 Tank?
or
Pally 13 ARty 4 Wizard 4 Tank?- 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.
Nicely thematic and interesting.- CON/INT
Typically expected for this tree.
Tier 4:
- Power of Creation: +5/10/15 Repair and Positive Spell Power
Nice. Remember we were a bit shy of the 1 spell power per point spent in tree so this works fine.- Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
This will be a very popular SLA.- 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.)
Hmm...the rise of the Warforged Tank, hardly seen since the days of VoD/ToD raids.- 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.
You need to examine the math on this one, at first glance it looks like you are granting ((20*25)+(10*50)) = 1000 temporary hit points p?
But rereading thus the math is actually ((20*25)*2) = 1000 which seems to be the same number?
Either way these numbers seems on the high side, but the 20 second duration will help limit thus.
Overall, its a nice concept, but I would reduce thus from 25 to 10 per arty level, keeping the double bonus for epics.- CON/INT
Typically expected for this tree.
Tier 5:
- Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
Very nice, and in a secure tier five slot.- 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.
Interesting.- 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.
Well that certainly fixes any concerns for wearing heavy armor while arcane spellcasting.
Nicely done.
Love the knockdown immunity.- 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.)
Woot!
This is excellently genius!- Mastermaker: Your Repair Wounds spells have no maximum caster level.
Nods.
Waves hand ~ Increase Epic Destiny Levels to 10 so level 30 spellcasters get thirty levels caster levels...
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.
Given the complexity of thus, I am willing to wait till after the rest of the Lost Tree Project is finished.
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.
It is a very interesting tree especially with the repair aura.
You do have a huge problem with the tree, in that your main feature is single target and short duration.
I would fix to thus:
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 1 minute per caster level (or until target dies). This overrides their innate base healing from Repair spells for the duration. 6 second cooldown.
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.
Nods
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.![]()
Nods
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.
Sounds great.
But you are being too hesitant on this new feature.
Make it worthwhile with a Mass Version that lasts a longer time or a single target extendable version that lasts between shrines.
You are also being too generous with the temporary hit points.
All in all, an interesting tree.
I hope Druids/Favored Souls receive the kind of insightful attention you have given Artys.
Thumbs Up!
[/QUOTe
Last edited by Silverleafeon; 02-06-2018 at 02:06 AM.
My Thoughts:
General Changes:
NO OPINION Construct Essence remains the same.
NICE 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.
NICE 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+.
The construct essence changes seem pretty reasonable. Considering the abilities in this tree, I might even consider taking the feats on some builds.
NICE Combat Expertise is added to the Artificer Class Feat list.
NICE Empower Healing is now available to players with Artificer levels.
This makes sense, and is great considering the proposed changes.
NICE You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).
Great quality of life change (though pets are essentially useless at this point, this helps a bit for those who still use them).
Admixture Changes:
AWESOME Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
NO OPINION Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
NICE Curative Admixture spells have had their Spell Point costs adjusted.
NICE Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
NO OPINION Curative Admixture spells have had their tooltips corrected with accurate damage values.
NICE Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.
The addition of Cure Critical Admixture to the artificer spell list is an awesome change that, along with other proposed changes, should allow them to heal better in higher level content. I agree with others, however, that quicken is an essential spell for a healer and will be the main thing holding arti healers back with these changes.
Arcanotechnician Changes:
NICE Palliative Admixture scales with Artificer level (exact numbers TBD, work in progress)
MEH Thaumaturgical Battery is replaced with new Admixture: Haste SLA (uses similar cooldown/SP costs to Haste, exact numbers TBD)
Some others have voiced their complaints about this change, and I feel somewhat the same way. Adding a haste ability to the tier 3, for most characters at most levels, is essentially a wasted action point. There is already so much access to haste in the game that arcano artificers shouldn't lose out on having a legitimate T3 to gain a haste SLA. Please consider at the very least adding some kind of passive alongside this change.
NICE 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
NICE Uncaring Master will be replaced. (TBD, this is also a work in progress).
Artificer: Renegade Mastermaker Tree
Cores:
NICE Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
AWESOME 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.
I consider this a great addition because despite what some have said, scrolling shield is a real pain in the butt. A permanent, non-dispellable shield is more reliable and a major boon considering that the spell is crucial in higher difficulties.
OVERPOWERED? Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
I labeled this as overpowered because of the level you get it and the difference in power from other healing SLAs in the game. This is pretty much the spell, "Cure Serious Wounds, Mass" from Clr/Fvs spell level 7 (received at level 13/14) but without quicken. Furthermore, this is an SLA with miniscule spell point cost and free metamagics. Comparing it to similar abilites: EA Core 2 gets Mass Cure Mod SLA, a weaker spell and only available in epic levels. Cleric gets Positive Energy Burst, one of its core healing abilities which it receives at the same level as this one, except it can't be used at range and has (I believe) a lower healing cap - admittedly the ability has some nice side effects as well so it's actually quite comparable to the arti SLA. In any case, I see this as being maybe a bit much at the level it's given. For the rest of the curative SLAs in the tree, I rated them only as "Awesome", however my opinion here still largely stands for those as well.
AWESOME Core 4: +30 Repair Amplification. +50 Maximum Hit Points.
A strong defensive passive for the mid cores of the tree is a great choice.
MEH Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
I've always been underwhelmed by this spell. It reduces 25% of incoming damage, which is very nice, but it has a very small uptime which, for me, pretty much leaves it exclusively for boss fights. The SLA listed here has identical stats to the standard spell in both cost and cooldown, so I assume the only benefit is that they are on different timers (and I guess you could quicken it...). This is not an appealing core, especially for level 18. Please consider adding at least some kind of interesting passive if you aren't willing to replace this SLA with a better active. This would be a great spot to really highlight this tree's focus on group support - something like a mass version of this spell, or a temporary aura around the Artificer which would grant defensive benefits.
NICE 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.
Not overwhelming, but I think it's interesting enough and powerful enough to consider taking the capstone of this tree. Moreso if the core 18 is changed to something different from this capstone. Also, 6 seconds feels very short in-game, so I personally doubt I would get much use out of this ability - it absorbs maybe 2 or 3 hits from each enemy attacking you. No doubt it would be great in the right hands, but probably not for me.
Tier 1:
AWESOME Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
Very cheap, very powerful healing at level 1. Awesome, but see above comments.
NICE Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
Well-suited to the tree, and not overpowered due to the fact it's single-target (and most people aren't warforged).
NICE Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
NO OPINION Skills: Repair/Heal/Balance
NICE Toughness: +5/10/15 max hp
Tier 2:
NICE Power of Creation: +5/10/15 Repair and Positive Spell Power
AWESOME 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.
This is probably my favourite ability in the tree. It combines novelty with something unique and powerful, without going too far. Complemented very well by the repair SLAs in the tree, I can see this being popular especially in duo groups. Seeing this type of content being put out there is what keeps me excited about this game. Keep it up.
NO OPINION Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
AWESOME Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
That's a lot of max caster level. That said, you might have to work pretty hard to actually make use of all of it.
NO OPINION Action Boost: Defense
Tier 3:
AWESOME 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.
Oh, glorious.
NICE Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
AWESOME Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
I like how this tree both pulls from other classes' trees and creates it own playstyle. I am also curious about the nature of stacking of this ability with the abilities in Stalwart/Sacred Defender. There's a lot of similarity between this tree and those, but I don't think that takes away from either one.
NICE 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.
It's unique, though perhaps not too useful. At least the buff lasts for a minute, so it won't only be of use to help the trapper jump through a trap to get a control box, it might also be useful for general combat.
NO OPINION CON/INT
Tier 4:
NICE Power of Creation: +5/10/15 Repair and Positive Spell Power
AWESOME Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
The only reason I didn't place this as "Over-powered" is because it exists in similar places, specifically the Bladeforged tree. That said, the idea that the repair equivalent to Heal would be given in T4 as an SLA is pretty ridiculous if you consider doing the same for Heal in a different tree. It's extremely strong, and with Converter means that the Artificer will have furthered it's position as the best low-level healer in the game to the point where the class will be pretty much unbeatable until higher heroics for both group and single-target healing.
NICE 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.)
Since the penalties wouldn't really affect most heavy armour users anyway, this ability feels like a beefed up Hardy Defense from Stalwart/Sacred Defender. I would find it unoriginal, but I really like the change to Combat Expertise it gives - I can definitely see amazing tank splits using Arti as the main class coming out after the release of this tree.
OVERPOWERED? 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.
Is there really any need for the question mark in overpowered here? The numbers on this ability are insanely high. That said, the duration and cooldown make me think of this as a defensive Manyshot in terms of power. It could use some tweaking, but I like the idea of a boost like this that can really feel like your character has gone into beast-mode. I mean, if Fury-shotters can do what they do in terms of burst damage, why shouldn't a support-focused Arti be able to do burst defense?
NO OPINION CON/INT
Tier 5:
AWESOME Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
This is super powerful healing - I'm not aware of any other healing SLA in the game that comes close. See above comments.
NICE 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.
It's decent, but I would rarely use it. I guess it's ok to get rid of the odd energy drain (if not warforged) or to get out of a bad roll.
AWESOME 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.
That is a lot in one. Immune to knockdown on it's own is like a 2 AP investment in Ravager. No Arcane Spell Failure? I guess that's pretty cool, though arcane splashes would benefit most which makes it too bad this is a T5 (though it makes sense). I'm lost on why this is a racial bonus, but I like the intent of making it stack with other forms of HP boost.
AWESOME 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.)
A fun and powerful addition which really gives this tree the full image of a healer-support type.
NICE Mastermaker: Your Repair Wounds spells have no maximum caster level.
A lot of caster level caps are being tossed away in this tree. I guess we'll need to see how far people can actually get their caster level to go to understand how big of a deal this is.
Summary:
I really, really like the idea of a support tree that isn't just healing. Lots of the abilities in this tree are cool and powerful, but I'd like to see more focus on not just heals, but party-support in other ways - Renewal Construct is a sweet idea, and some other type of group defensive ability like the Paladin's aura would be cool too (not necessarily passive, but something group-focused that isn't healing). Overall, good work, and I'm looking forward to seeing the fine-tuning to this tree as well as the upcoming changes for the rest of the year that should include my favourite class, Druid!![]()
This coming from someone who's really only played pure artificer for the past few years.
The tree is really weak. It has some wow in it to splash 10-15 points but it's very, very weak. Especially the tier 5s look 'pointless'? It really requires you to be in a party exclusively of warforged or bladeforged so you can assume some sort of a 'healer' role. The good bits in it are the defenses it gives. All artificers will splash 6 points for core 2.
Although it's possible you can make a super self-healing tank, I don't know. With your aura healing your dog and your dog healing you?
Now mind, I have been dreaming of a party of wf artificers with 6 artificer puppies healing everyone. With this tree and 6 auras as well it would be a sight to see haha.
The changes in construct exemplar and arcanotechnitian are awesome, totally agree with all of them. Assuming the +1 evocation DC from the core doesn't get lost in the change.
Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers
Regarding the capstone ability, I suspect people are overlooking a couple big uses for it.
Telegraphed mega-hit from a raidboss? Hit your forcefield and only take 5% damage. Take it right in the face, and where everyone else dropped dead, you calmly pull out the ressurection scrolls, still with plenty of HP left.
Trap box on the other side of a lethal trapfield? Well, you aren't using Evasion if you're taking advantage of the Medium/Heavy/Adamantine Body perks in this tree. So turn on your forcefield and just walk right through and disarm the trap, letting your party proceed safely.
Carnage Reaper right in your face? Drop the damage down to 5%, and then nail it to the wall.
Got a stupid pile of DoTs dropped on you? 6 seconds of 5% damage could easily be enough to let you pull through without sweating it.
arcanotechnician T1 suggestion
Harmonics. Toggle:
* Your artificer electric spells and SLAs deal sonic damage instead.
* Casting in this way is particularly taxing. Add a cost here (for example, reduce damage by 10% OR -50 penalty to spell power OR spell point upkeep).
Basically, option for arcanotechnician to harm targets immune to / healed by electricity. But there should be a cost for doing that.
This is a genuinely good looking tree. I actually love the theme and ideas; but I have a massive issue with it.
It's almost too good in a vacuum of looking solely at it. The supposed issues with survivability for battle engineers (in particular melee battle engineers) is not going to be solved with this tree. The reason for that is solely due to the fact that the best parts of this tree's survival bonuses are slapped into the T5 slots, which in turn means battle engineers are going to have to sacrifice the best portions of their DPS gains for necessary survivability.
I think this is why Battlefists would have been a great addition. And they still could; as Psychoblonde previously suggested making something as 'simple' as a stance/proc chance for runearms to function as shield bashes would help greatly.
Normally; I'd be glad with the situation of creating alternate and viable T5 solutions for a tree, or having alternatives like Vistani available. But for a pure artificer I don't feel like sacrificing: 20 melee/ranged power, +1 crit range, +0.5W damage, and a solid CC + damage attack can truly outweigh having a strong self-repairing aura and 20% maximum HP (racial bonus mind you, so this stacks with both defender stances). Artificer as a whole needs survivability bonuses.
I'd suggest that the self repair aura be swapped out from a T5 (and thus level 12) and instead rolled into the level 18 core. Swap the radiant forcefield SLA into a T5 ability (or reuses the EK's proc on HP version). This means that all near pure artificers would have access, or perhaps even make it the 12 core for the same effect but large usage without forcing a no-brainer quality decision on players. Those who want to remain DPS focused can do such while retaining the same 30AP spent in tree cost (or 20 if dropped to core 12). The opportunity cost remains constant but the benefits are more universal.
Other than that; my only complaint with the tree is the CDs on the SLAs for Radiant Forcefield and the capstone. 3 minutes is completely unattractive, a minute at the minimum and 2 minutes at the maximum for being appealing.
a) It gives a bunch of Con, PRR, MRR, +20%hp, Repair SLA's including Reconstruct...what more did you want?
b) Agree that would be cool
c) Battle Engineers *do* have that change active. T5 gives the range, and the 6th core (sucks it's L20 req, but meh) gives the multiplier.
d) Yes
e) Seems more like a burst version of Shining Through tbh. Aura of temp hp, Shining Through gives less but every 2 seconds always while Mastermaker does it for a small amount of time with a longer cooldown. Still agree it'll get nerfed, but comparing apples to apples![]()
Last edited by Tom116; 02-06-2018 at 05:45 AM.
can we add something?
add a med body feat?
also can we add a special feat at first level letting us pick our body feat for wf/bf?
up to a 100 dodge?
This feat grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16, and 20.
Also, you can activate this ability to gain a temporary 50% dodge bonus and a +6 reflex save bonus.
rogues maybe but barbs? not commonly.
100% dodge still gets you turned into dust by dots, force aoe's, reapers&champ abilities
then again, fighters get this:
Last Stand: Passive: You gain +2 Strength +6 Constitution +10 Physical and Magical Resist Ratings and +2 to the DCs of all Tactical Feats. Shield Action Boost: Your gain +100% Maximum hit points, +50 Physical and Magical Resistance Rating, and On Attacked: You are healed for 1d10 positive energy healing. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.)
also:
'Undying Vanguard' Epic Moment: Active Ability: (Cooldown 2 minutes, usable once per rest) Heal yourself for 1000 HP. For 20 seconds, you gain 10,000 temporary HP.
and:
Shining Through: Gain a Sacred bonus to Temporary Hitpoints equal to 8x your Constitution Score that lasts for up to 10 minutes. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 sec. SP Cost: 8).