Hi Everyone!
I decided to take a stab at making an Artificer archetype. As I was trying to create interesting ideas, I thought about how there aren't any builds that focus solely on buffing allies. Bards do buff allies with their songs, but that's just a one-and-done at the beginning of the quest. The closest thing to this in DDO is Beacon of Hope's 'Hope for XXX' abilities, but those are secondary to the healing that the character provides. As such, I decided to try and create an 'active buffer', or a character who is repeatedly casting strong buffs on their allies. The tree also ended up including some debuffs and a little AoE crowd control, to make the character feel a little more impactful for the player playing this tree.
Since this character would be devoting a significant portion of their casting time to these buffs, the buffs have to be very powerful. At the same time, we also have to make sure that the character is actually spending a lot of time casting these buffs, or else the buffs would be super powerful, yet the character could still do other things in the meantime, which is both against the idea of the tree, and most likely too powerful. Overall, this character is super hard to balance on paper, since it's unlike any other build DDO currently has. If this were to be added to the game, it would need a significant amount of playtesting and fine-tuning from the state I propose here. And maybe more than the numbers of the abilities have to change. It's hard to say without playing it. And more than that, if this tree became very good, it may become a requirement in high-skull raids, which could be detrimental to the variety of builds that players can play.
To prevent making this too long, I won't list off all the concerns that this tree could present. But, I think the tree is an interesting idea, so I'll put what I came up with here, and you guys can decide whether this could, in some form, be an interesting addition to DDO.
Artificer Archetype: Conduit Master
Class Changes
Added:
New Enhancement Tree: Conduit Master
I decided to take a stab at making an Artificer archetype. As I was trying to create interesting ideas, I thought about how there aren't any builds that focus solely on buffing allies. Bards do buff allies with their songs, but that's just a one-and-done at the beginning of the quest. The closest thing to this in DDO is Beacon of Hope's 'Hope for XXX' abilities, but those are secondary to the healing that the character provides. As such, I decided to try and create an 'active buffer', or a character who is repeatedly casting strong buffs on their allies. The tree also ended up including some debuffs and a little AoE crowd control, to make the character feel a little more impactful for the player playing this tree.
Since this character would be devoting a significant portion of their casting time to these buffs, the buffs have to be very powerful. At the same time, we also have to make sure that the character is actually spending a lot of time casting these buffs, or else the buffs would be super powerful, yet the character could still do other things in the meantime, which is both against the idea of the tree, and most likely too powerful. Overall, this character is super hard to balance on paper, since it's unlike any other build DDO currently has. If this were to be added to the game, it would need a significant amount of playtesting and fine-tuning from the state I propose here. And maybe more than the numbers of the abilities have to change. It's hard to say without playing it. And more than that, if this tree became very good, it may become a requirement in high-skull raids, which could be detrimental to the variety of builds that players can play.
To prevent making this too long, I won't list off all the concerns that this tree could present. But, I think the tree is an interesting idea, so I'll put what I came up with here, and you guys can decide whether this could, in some form, be an interesting addition to DDO.
Artificer Archetype: Conduit Master
Class Changes
Added:
- New Spells added to Spellbook
- Aid
- Aid, Mass, Prayer
- Freedom of Movement
- Spell Resistance, True Seeing
- Heroes Feast
- Spell Resistance, Mass, True Seeing Mass
- New Tree: Conduit Master
- Rapid Reload, and Proficiency with Great Crossbows, Repeating Light/Heavy Crossbows are no longer granted at level 1
- Any feats that increase weapon damage (Ex: Weapon Focus, Improved Critical) are not a part of the Conduit Master class feat pool
- Removed Tree: Battle Engineer
New Enhancement Tree: Conduit Master
- Cores
- Power of the Conduits: Gain 2 SLAs: Amplifying Conduit and Grounding Conduit. These abilities can only target allies (not yourself). Each ability has a separate cooldown. The effects of these abilities can be enhanced by other enhancements in the Conduit Master tree
- Amplifying Conduit: +5 Melee/Ranged Power. +10 universal spell power. 5 sec cooldown, 11 sec duration.
- Grounding Conduit: +5 to PRR and MRR. 5 sec cooldown, 11 sec duration.
- Enhanced Conduits: Your Amplifying Conduit grants an additional +5 Melee/Ranged Power and +10 universal spell power. Your Grounding Conduit grants an additional +5 to PRR and MRR.
- Optimized Conductors: Your Amplifying Conduit grants +5% attack speed, +5% spell cast speed, and -5% spell cooldowns, in addition to its previous effects. Your Grounding Conduit grants +3% uncapped dodge bonus, in addition to its previous effects.
- Surge in Potential: Double the effects of your conduit abilities (from all cores prior to this one). Each Conduit ability also grants +5% movement speed, in addition to their previous effects.
- Overpowering Current: Your Amplifying Conduit grants +1 Critical Threat Range, +8% spell critical chance, and +15% spell critical multiplier, in addition to its previous effects. Your Grounding Conduit grants +5% maximum hit points, in addition to its previous effects.
- Potential, Actualized: +2 intelligence, +2 constitution. Double the effects of your conduit abilities (from all cores prior to this one). Gain the Augment Reality SLA.
- Augment Reality (40sp, 2 minute cooldown): For a split second, rewrite the fabric of reality to save your team from a dire situation. Stun all enemies in your line of sight for 2 seconds, no save, and cast Amplifying Conduit and Grounding Conduit on all allies (Bosses are immune to the stun)
- Power of the Conduits: Gain 2 SLAs: Amplifying Conduit and Grounding Conduit. These abilities can only target allies (not yourself). Each ability has a separate cooldown. The effects of these abilities can be enhanced by other enhancements in the Conduit Master tree
- Tier 1
- (AP: 1, Ranks: 3) SLA: Resistance. (Cost: 8/4/2 Spell points, Cooldown: 15/10/5 seconds)
- (AP: 1, Ranks: 3) One with the Elements: +2/4/6 to all elemental resistances
- (AP: 1, Ranks: 3) Arcane Apprentice: +2/4/6 MRR
- (AP: 1, Ranks: 3) Thaumaturgical Conduits: You have made improvements to the efficiency of your rune arms. Your rune arms build charge 10/20/33% faster
- (AP: 1, Ranks: 3) Unassuming Presence: +1/2/3 Hide and Move Silently
- Tier 2
- EMPTY
- (AP: 1, Ranks: 3) Electrical Overcharge: The power of your conduits passively courses through allies affected by your Grounding Conduit, shocking any enemies who make contact. Whenever an enemy hits a friendly character affected by Grounding Conduit with a melee attack, that enemy takes 1d3/1d4/1d6 electric damage per Conduit Master level.
- (AP: 1, Ranks: 3) Improved Dodge: +1/2/3% dodge
- (AP: 1, Ranks: 3, Requires Thaumaturgical Conduits) Efficient Heatsinks: You have made further improvements to the efficiency of your rune arms. Your rune arm's cooldown is decreased by 10/20/33%
- (AP: 1, Ranks: 3) Heroic Companion: Action Boost: Grants an ally +0.25/+0.5/+1[W], +2/+4/+6 to hit and saving throws, 0/+2%/+4% Dodge and 0/0/+10 Physical Resistance Rating. (Cooldown: 30 seconds)
- Tier 3
- (AP: 1, Ranks: 1) Exemption: SLA: Stun an enemy for 3 seconds, no save. Reduce your threat with all nearby enemies by 500. Spell points: 20. Cooldown: 45 seconds
- (AP: 1, Ranks: 3) Superconductor: Any time you cast a non-healing spell on an ally, gain 1 stack of Superconductor.
- Superconductor: +1% class bonus to movement speed. This stacks up to 3/5/10 times. All stacks are lost after 10 seconds (spells that buff multiple allies only give 1 stack)
- (AP: 2, Ranks: 1) Electrocution: Toggle: Turn your main-hand attack into a ranged spellcast. This spellcast is a guaranteed hit when it comes into contact with an enemy. This deals no damage, but instead inflicts enemies in a small radius with 1-3 stacks of vulnerability.
- (AP: 1, Ranks: 1, Requires Efficient Heatsinks) Increase Resistance: Having maximized the efficiency of your rune arm, you find a way to reduce the efficiency of your adversaries. Your rune arm shots apply 1 stack of Hindrance.
- Hindrance: -3% movement speed. Stacks up to 5 times. Duration of 10 seconds per stack. Bosses are immune
- (AP: 2, Ranks: 1) Intelligence or Constitution
- Tier 4
- (AP: 1, Ranks: 3) SLA: Lightning Quick: Grant all nearby allies +5/10/15% attack speed and -5/10/15% spell cooldowns for 6 seconds. Spell point cost: 5. Cooldown: 5 seconds
- (AP: 1, Ranks: 3) Insulation: +10/20/30 Hit Points
- (AP: 2, Ranks: 1) Closed Loop: Whenever you cast Grounding Conduit on an ally, also cast it on yourself
- (AP: 2, Ranks: 1) Short Circuit: Whenever an ally affected by Amplifying Conduit kills an enemy, you gain a stack of Lightning Rod. When you hit 10 stacks of Lightning Rod, all stacks are consumed, and all enemies in your line of sight are stunned for 2 seconds, and lose 10% of their maximum health as electric damage (Bosses instead take 5d50 electric damage per Conduit Master level, and are not stunned).
- (AP: 2, Ranks: 1) Intelligence or Constitution
- Tier 5
- (AP: 1, Ranks: 1) SLA: Surge Protector: Grant an Ally temporary hit points equal to 50% of their maximum hit points for 5 seconds. Spell point cost: 10. Cooldown: 15 seconds
- (AP: 2, Ranks: 1) SLA: Intensify Enchantments: All the enchantments that you have given to your allies' weapons begin to burn brightly. The effects of all weapon enchantments you have granted to your allies is increased dramatically for 10 seconds. (Cost: 20 SP. Cooldown: 15 seconds)
- Enchant Weapon: +5 to enhancement bonus. +1% spell critical chance per 4 enhancement bonus on the weapon
- Lesser/Greater Elemental Weapon: Triple the granted number of imbue dice
- Deadly Weapon: Grant +3W
- Any enchantment that grants a form of DR bypass: This weapon now bypasses all types of damage reduction
- (AP: 2, Ranks: 1) Animalistic Reconstruction: Grant 6 SLAs. These SLAs can target yourself and allies. A player can only be affected by 1 of these 6 SLAs at a time. (Cost: 20 Spell Points. Duration: 1 Minute/Caster Level. Cooldown: 1 second)
- Bull's Brawn: Grants a +4 Alchemical bonus to Strength
- Cat's Prowess: Grants a +4 Alchemical bonus to Dexterity
- Bear's Perseverance: Grants a +4 Alchemical bonus to Constitution
- Fox's Guile: Grants a +4 Alchemical bonus to Intelligence
- Owl's Insight: Grants a +4 Alchemical bonus to Wisdom
- Eagle's Grandeur: Grants a +4 Alchemical bonus to Charisma
- (AP: 2, Ranks: 1) Debilitating Voltage: You apply the Debilitating Voltage debuff to any enemies hit by your rune arm shots. If you have the Short-Circuit enhancement, whenever an ally affected by your Amplifying Conduit kills an enemy affected by Debilitating Voltage, you gain 2 stacks of Lightning Rod instead of 1
- Debilitating Voltage: -10 AC, PRR, MRR. -3 to all saves. Duration: 10 seconds
- (AP: 2, Ranks: 1) High-Durability Electronics: +15% Competence bonus to HP, +10 PRR, MRR and MRR cap
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