Smokewolf
Well-known member
Artificers have an unusual combination of roles in DDO, fielding abilities that enable it to play as a Caster, Melee, or Ranged toon. Unfortunately, it excels at none of these to the extent that an Artificer really isn't desirable beyond Heroics. While the upcoming Epic Destiny for the Artificer (U60/61) will be a welcome addition, what's really needed is a complete update for the class.
Disclaimer: This post isn't meant to be all encompassing for every situation or possible build, but rather just the more common problems I've seen for the class / enhancement trees as a whole. Please feel free to add your own "constructive" comments / suggestions a it pertains to the original topic.
Other Notes
-Games such as WOW did a really good job with their Hunter class by allowing the player to redirect aggression (agro) towards a target Tank. Not only does the Hunter retain its ability to DPS, but aids the party in maintaining aggression control. Currently there is nothing in DDO even close to this ability, which is a missed opportunity.
Your constructive comments and suggestions are welcome.
-Smokewolf
Disclaimer: This post isn't meant to be all encompassing for every situation or possible build, but rather just the more common problems I've seen for the class / enhancement trees as a whole. Please feel free to add your own "constructive" comments / suggestions a it pertains to the original topic.
Spells
Biggest issue by far is that the Artificers list of spells is very limited with most have very poor utility / scaling as the game progresses into Epics. With the primary spell damage being Electric (lightning) and Tactical Detonation for some limited crowd control. Nowhere in the spell list is anything resembling “true” crowd-control, aggression manipulation or aggression redirection.
Suggestion
Broaden the Artificer spell list with some of the more common Wizard / Sorcerer spells up to spell level 6. After all, they’re arcane casters too, so why not open up the spell list some?
Temporary Weapon Enchants
Weapon enchantments that provide some form of damage reduction, take up critical spell slots for a character with limited spells to begin with.
Suggestion
Allow for the use of Scrolls to cast weapon enchants such that a player can self-cast on their own equipment. (Main hand) Alternatively, have these abilities fall under the Arcane Marksman enhancement tree in a similar fashion as to what was done for the Arcane Archer toggles.
Imbues
1) Currently players can gain imbues from various sources (toggles) but Artificers can also gain a non-stacking / non-togglable “Imbue” from the Rune Arm. This ends up being a bit confusing as the Dev’s have chosen to use the same terminology to describe two different systems. Both of which function independently from one another.
2) Imbues currently scale via Melee or Ranged power which makes no sense for an Arcane Weapon, especially when Artificers have a very difficult time acquiring Melee or Ranged power.
Suggestion
1) Rename the Rune Arms Imbue to something that clearly differentiates it from the toggled Imbues. Alternatively, allow for the Imbue provided to be based on the type of Rune Arm worn. Thus, a player could change their “toggled” imbue type by simply changing the Rune Arm to fit best the situation. The Imbue Dice should then apply to the primary weapon as per the norm. The advantage here being, that this would give Artificers a great deal of adaptability when it comes to breaking a targets Damage Resistance, that’s not currently available to any other class. (Not counting the upcoming changes in U60)
2) Base the imbue damage of the highest of Melee, Ranged or Spell power.
Repeaters
They should have never been given 3 shots per round starting from level one. Seriously, why was this not set to increase the number of shots as the players BAB increased?
Suggestion
One shot @ 1st level with an extra shot for every four BAB gained. Thus at 20th a Artificer with 15 BAB would have four shots. (Better than the 3 we currently have) Epics would provide for the 5th and 6th shot as the BAB continued to increase. I'd suggest a cap of 6 shots regardless of the potential class combination used to achieve the BAB. This way classes that gain BAB faster would just gain their shots earlier as the BAB advances quicker.
Example: With an Artificer BAB rate per level of 0.75, they'd gain 1 Shot at 1st level (BAB 0), 2nd shot at 6th (BAB 4), 3rd shot at 11th (BAB 8), 4th shot at 16th (BAB 12) and so on and so on...
Double Shot (DS)
The 1/3 DS nerf was and still is a bit extreme considering that the penetration, ranged power, threat and critical multipliers for a repeater user is significantly less than with a bow. Currently as things stand, repeater DPS is overly front loaded during early heroics, yet scales very poorly into Epics.
Suggestion
Assuming that the Double shot repeater penalty is fixed in stone, at least improve the Ranged-Power, Threat, and Critical Multipliers such that the DPS scaling is better past level ten.
Doggy
When was the last time you've seen someone use a pet for DPS past 4th level? I'm mean seriously, its a joke...
Suggestion
Just Sheet-Can the pet, its beyond fixing, and no one would miss it. Tis bloody useless so long as its hampered by a system that doesn't really support their proper use. Instead give us a dedicated melee tree without the Dog.
Other Notes
-Games such as WOW did a really good job with their Hunter class by allowing the player to redirect aggression (agro) towards a target Tank. Not only does the Hunter retain its ability to DPS, but aids the party in maintaining aggression control. Currently there is nothing in DDO even close to this ability, which is a missed opportunity.
Your constructive comments and suggestions are welcome.
-Smokewolf