Zvdegor
Melee Artificer Freak
Hi everyone,
Currently, the Repair skill feels like a missed opportunity in DDO. Aside from giving Repair Spell Power and stabilizing iron defenders, it has almost no active gameplay value. In contrast, classes like Rogue (Arcane Trickster archetype) get to use Disable Device in highly creative ways.
As the ultimate magical engineers, Artificers should be able to weaponize their knowledge of structures and materials. Here are two concept abilities that scale directly with the Repair Skill to bring more tactical depth to the class. Also I would like to know about your ideas! Share it in the comment section!
1. New Tactical Feat / Enhancement: Expose Flaw
An active combat maneuver where the Artificer analyzes the target's armor, joints, or magical composition to find structural weaknesses.
2. New Spell / Enhancement: Salvage Shrapnel
The Artificer uses their telekinetic crafting skills to shred a broken mechanical enemy or spent ammunition into a deadly, explosive cloud of razor-sharp debris.
What do you think? Would this make investing in the Repair skill on an Artificer feel much more rewarding? Looking forward to your feedback!
Currently, the Repair skill feels like a missed opportunity in DDO. Aside from giving Repair Spell Power and stabilizing iron defenders, it has almost no active gameplay value. In contrast, classes like Rogue (Arcane Trickster archetype) get to use Disable Device in highly creative ways.
As the ultimate magical engineers, Artificers should be able to weaponize their knowledge of structures and materials. Here are two concept abilities that scale directly with the Repair Skill to bring more tactical depth to the class. Also I would like to know about your ideas! Share it in the comment section!
1. New Tactical Feat / Enhancement: Expose Flaw
An active combat maneuver where the Artificer analyzes the target's armor, joints, or magical composition to find structural weaknesses.
- Activation Cost: 10 Spell Points / Components
- Cooldown: 15 seconds
- Target: Single Enemy (Works on both living and construct targets)
- Mechanics:
- The Artificer performs a Repair Check against the target's Armor Class (AC) or Reflex Save (whichever is higher).
- On Success: The target's PRR (Physical Resistance Rating) and MRR (Magical Resistance Rating) are reduced by an amount equal to 10% of the Artificer's total Repair Skill for 12 seconds.
- On Critical Success (beating the DC by 20+): The target is also stripped of 25% of its Fortification, and its incoming healing/repair amplification is reduced by 20%.
Developer Note: This turns the Artificer into a premier debuffer, letting high-skill builds actively melt enemy defenses just by knowing how things are built (and how to break them).
2. New Spell / Enhancement: Salvage Shrapnel
The Artificer uses their telekinetic crafting skills to shred a broken mechanical enemy or spent ammunition into a deadly, explosive cloud of razor-sharp debris.
- Spell Level: Artificer Level 3 or Tier 3 Enhancement
- Cooldown: 12 seconds
- Target: Area of Effect (Ground targeted or centered on a fallen Construct body)
- Mechanics:
- Deals Piercing and Slash damage to all enemies in the area.
- Damage Scaling: Base damage is 1d6 per caster level (max caster level 15). Crucially, it gains a Damage Bonus equal to 100% of your Repair Skill value.
- Secondary Effect: Enemies caught in the blast must make a Reflex save or suffer a Bleed effect (or Rust damage over time if they are Constructs) that ticks every 2 seconds for 6 seconds. The DC for this save is 10 + Spell Level + Intelligence Modifier + (Repair Skill / 10).
Developer Note: This gives Artificers a thematic AoE tool that rewards them for investment in a non-traditional combat skill, blending the lines between crafting and combat.
What do you think? Would this make investing in the Repair skill on an Artificer feel much more rewarding? Looking forward to your feedback!
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