PDA

View Full Version : Deadly Spell Needs to be Melee/Ranged Power and not +1W - AKA Artificers Suck



G_Lich
08-22-2014, 01:07 AM
Now that we're on the Power train and not looking back. Developers please make Deadly a reason to be 16+ Artificer (Repeaters and Runearms definitely aren't worth it compared to alternatives like Slayer/Fury and Pure Casting... and YES I have a mortal fear repeater, earned)

Artificers have been getting, and now have gotten royally shafted here. The enhancement pass only served to nerf their force spellpower and give the same exact stuff they had before basically.

Edit: My main has been Arti for a very long time, every version of 16+ Artificer worth playing, and there is no point now, without having to pick out scraps. No one with a decent reflex cares about traps anymore, and/or open lock.

If anyone would like to counter my statements about artificer, please give me a reason to play my main and not want to immediately switch to my other 4 better, less-lived toons.

ReaperAlexEU
08-22-2014, 05:30 AM
Now that we're on the Power train and not looking back. Developers please make Deadly a reason to be 16+ Artificer (Repeaters and Runearms definitely aren't worth it compared to alternatives like Slayer/Fury and Pure Casting... and YES I have a mortal fear repeater, earned)

Artificers have been getting, and now have gotten royally shafted here. The enhancement pass only served to nerf their force spellpower and give the same exact stuff they had before basically.

Edit: My main has been Arti for a very long time, every version of 16+ Artificer worth playing, and there is no point now, without having to pick out scraps. No one with a decent reflex cares about traps anymore, and/or open lock.

If anyone would like to counter my statements about artificer, please give me a reason to play my main and not want to immediately switch to my other 4 better, less-lived toons.

not sure how arties fair as i've only every played a mechanic rogue, but there is a silver lining to the part i bolded. now when we disable traps the exp bonus is 10/20/30, so parties will love having a trapper in group :)

can't comment on the pewpew though as i know my rogue gets his dps from the fist full of sneak attack damage

droid327
08-22-2014, 08:32 AM
Pure Arti has always been more suited to a caster than a pure repeater build. But that's not endemic to Arti, any caster class can say the same. Hybrid specialists of any class for weapon fighting are always superior to pure or near-pure classes.

I don't think changing Deadly Weapons to +20 Ranged/Melee power would be enough to make me want to drop /6 Ranger for Sniper Shot and/or /2 Rogue for Evasion.

Besides, 1W is worth even *more* with Ranged Power since it multiplies with all the Ranged Power we'll eventually get. If you changed it to a RP buff, then you're only adding, not multiplying.

G_Lich
08-22-2014, 11:20 AM
Good point on the trap XP bonus - definitely a valid point - but that's what Rog splashes are for.

Livmo
08-22-2014, 11:44 AM
Now that we're on the Power train and not looking back. Developers please make Deadly a reason to be 16+ Artificer (Repeaters and Runearms definitely aren't worth it compared to alternatives like Slayer/Fury and Pure Casting... and YES I have a mortal fear repeater, earned)

Artificers have been getting, and now have gotten royally shafted here. The enhancement pass only served to nerf their force spellpower and give the same exact stuff they had before basically.

Edit: My main has been Arti for a very long time, every version of 16+ Artificer worth playing, and there is no point now, without having to pick out scraps. No one with a decent reflex cares about traps anymore, and/or open lock.

If anyone would like to counter my statements about artificer, please give me a reason to play my main and not want to immediately switch to my other 4 better, less-lived toons.

Yes, pure arties have been powered drained since the enhancement pass, and with all the other changes since.

The new epic 3BC rune arm St. Mu'Ray's Fire is a laugher. Try using it in Bargain of Blood, which is part of the saga or in some of the other The Pirates of the Thunder Sea saga quests:

Requirements

The Black Loch
Storm the Beaches
Bargain of Blood
The Tide Turns
Spies in the House
A Legend Revisited
Old Tomb, New Tenants
Prove Your Worth (Epic)
Ghost of a Chance (Epic)
Precious Cargo

G_Lich
08-22-2014, 03:05 PM
The effect range on the lightning storm type arms is such that a short artificer must actually jump to keep the spheres from hitting the ground prior to landing on their intended target most of the time. Tovens and murays are pointless because the damage is minimal vs constant saves.

When oh when will we get a beam-style (sunbeam/blue dragon bolt mechanic that penetrates) runearm that actually has an EE VIABLE saving throw.

jalont
08-22-2014, 03:25 PM
There is a problem with arties. While they work fine in EE (as in, I can easily complete EE with an artie), they aren't up to snuff when compared to optimal builds. But honestly, that can be said about most classes in this game, including pretty much anyone that plays a melee. I'm not sure buffing everything up so that they compete with the optimal builds is good for the game.

The only real buff I think arties need is a way for their runearms to hit EE level DCs. To be honest, I don't even know what effects the DCs of a runearm, and I'm not sure the devs actually do either. Perhaps this is something they should look into during their cycle of massively buffing toons and breaking the game.

Oxarhamar
08-22-2014, 04:58 PM
There is a problem with arties. While they work fine in EE (as in, I can easily complete EE with an artie), they aren't up to snuff when compared to optimal builds. But honestly, that can be said about most classes in this game, including pretty much anyone that plays a melee. I'm not sure buffing everything up so that they compete with the optimal builds is good for the game.

The only real buff I think arties need is a way for their runearms to hit EE level DCs. To be honest, I don't even know what effects the DCs of a runearm, and I'm not sure the devs actually do either. Perhaps this is something they should look into during their cycle of massively buffing toons and breaking the game.

When compared to variants of Monkchers cycling Manyshot & 10 stars

Runearms are useless even If they hit in EE 100% of the time it's probably easier to get more damage directing from your repeater by splashing classes that have true Ranged trees Artificer gets very little enhancement wise.

The best ranged ability Arti has is EF and with the limited action boost uses, slow animation delay on activate, and the short duration it's nothing in comparison to the 10k many shot cycle.

Oxarhamar
08-22-2014, 05:02 PM
Now that we're on the Power train and not looking back. Developers please make Deadly a reason to be 16+ Artificer (Repeaters and Runearms definitely aren't worth it compared to alternatives like Slayer/Fury and Pure Casting... and YES I have a mortal fear repeater, earned)

Artificers have been getting, and now have gotten royally shafted here. The enhancement pass only served to nerf their force spellpower and give the same exact stuff they had before basically.

Edit: My main has been Arti for a very long time, every version of 16+ Artificer worth playing, and there is no point now, without having to pick out scraps. No one with a decent reflex cares about traps anymore, and/or open lock.

If anyone would like to counter my statements about artificer, please give me a reason to play my main and not want to immediately switch to my other 4 better, less-lived toons.

If be interested in seeing how much DPS your Mortal fear TF does on a pure.

vengfarga
08-22-2014, 06:10 PM
Hey OP,

Not sure if it's gonna make you feel any better but at least you Arties can take heart in the fact that anything that nerfs you kicks us Rog Mechs in the teeth just as hard - and we had less teeth to begin with! There's always someone worse off than you ... if you're not sure who, come find us and the pure rangers - we'll make you feel all UBER again ;p

droid327
08-22-2014, 06:21 PM
The best ranged ability Arti has is EF and with the limited action boost uses, slow animation delay on activate, and the short duration it's nothing in comparison to the 10k many shot cycle.

Side note...mathematically, EF = 20% Damage Boost. So the best ranged ability Arti has is actually 30% Damage Boost :)