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    Default Renegade Mastermaker Early Preview v2

    Hey, folks. Here's where Renegade Mastermaker's at after feedback, initial implementation, and an initial balance pass. A lot's stayed the same, a few things are new, and a few things were removed for technical and/or balance purposes. The below is a full list of the planned changes as of now. The tree looks essentially as it did before, with the two former slots of Power of Creation replaced with Kinetic Charge and Kinetic Discharge.

    General Arti Changes/Other

    • 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.
    • 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+.
    • Added Combat Expertise to the Arti feat list, because despite being an INT feat, and the fact that Fighters and Monks get it, they don't.
    • Added Empower Healing as an available Artificer metamagic
    • You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).


    Arcanotechnician:


    • (UPDATED): Uncaring Master gets replaced with Arcane Skills: +1/2/3 Spellcraft and UMD
    • (UPDATED): Palliative Admixture now scales at (20 temp hp + 1 per arti level, 10 temp sp + 1 for every 2 arti levels)
    • (UPDATED): Critical Admixture goes away (to Mastermaker), gets replaced with Runic Efficacy: Passive: +1 Evocation dc, +2 to Caster Level and Max Caster Level of Electric Spells, +2 to Rune Arm DCs.


    Curative Admixtures:

    • 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.
    • Curative Admixture spells have had their Spell Point costs adjusted.
    • Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
    • 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.


    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.

    Cores:
    Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
    Core 2: (UPDATED): While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to AC and immunity to Magic Missiles.
    Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
    Core 4: (UPDATED): +30 Repair Amplification. +50 Maximum Hit Points. +2 Max Dex Bonus while in Medium Armor, Heavy Armor, or Adamantine Body
    Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
    Core 6: (UPDATED): +2 CON, +2 INT. +10 PRR, +10 MRR, +3 to Max Dex Bonus while in Medium Armor, Heavy Armor, or Adamantine Body. Active: Unbreakable Forcefield SLA: For 6 seconds, you take -95% damage from all sources (except Untyped damage). 3 minute cooldown.

    Tier 1:

    • Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
    • Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
    • Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
    • Skills: Repair/Heal/Balance
    • Toughness: +5/10/15 max hp


    Tier 2:

    • Kinetic Discharge: (NEW): Active Melee Cleave Attack: On hit, +1/2/3[w] and 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
    • 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.
    • Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
    • Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
    • Action Boost: (UPDATED): Action Boost: Defense OR Action Boost: Saving Throws


    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.
    • Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
    • Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
    • 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.
    • CON/INT


    Tier 4:

    • Kinetic Charge: (NEW): Passive: Any time you hit an opponent in Melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants a +1 Shield Bonus to AC for every 3 Artificer Levels you have. This stacks up to five times (for a potential total of +30). Stacks decrement by 1 every 15 seconds, and gaining a new stack resets the duration. Toggle: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow (both movement and attack speed) all affected (non-boss) enemies by 10% per stack cleared for 10 seconds.
    • Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
    • Embed Component: (UPDATED): 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.
    • Bolstering Construct: (NEW): 5 Spell Points. You create a drone set to disperse protective potions. Every 10 seconds for 60 seconds, you and nearby allies gain a +5 Determination bonus to PRR and MRR. 3 minute cooldown.
    • CON/INT


    Tier 5:

    • Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
    • 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.
    • Paragon Body: (UPDATED): You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saves and +20% Racial bonus to maximum hit points.
    • 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.)
    • Mastermaker: Your Repair Wounds spells have no maximum caster level.
    Last edited by Steelstar; 02-27-2018 at 12:52 PM. Reason: Kinetic Charge's Slow does not affect Bosses/Raid Bosses. Updated note.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  2. #2
    Community Member Hephaestas's Avatar
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    Quote Originally Posted by Steelstar;6071066[*
    Bolstering Construct: (NEW): 5 Spell Points. You create a drone set to disperse protective potions. Every 10 seconds for 60 seconds, you and nearby allies gain a +5 Determination bonus to PRR and MRR. 3 minute cooldown..[/LIST]
    Incredible..Instead of finding a workaround set of numbers you just changed it to something I and many people won't even take now? +5 sheltering in comparison seems like hardly a consolation prize. Not even a scaling effect. Man. This is what we get when people cry for a class to stay unexciting.
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  3. #3

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    Quote Originally Posted by Hephaestas View Post
    Incredible..Instead of finding a workaround set of numbers you just changed it to something I and many people won't even take now? +5 sheltering in comparison seems like hardly a consolation prize. Not even a scaling effect. Man. This is what we get when people cry for a class to stay unexciting.
    Player feedback was a factor in how we approached this ability, but at least as large a factor was internal playtesting showing that the tree was holding up very well across all difficulties on its own even without that ability. We're not even to Lamannia yet, still a good chance it could change.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  4. #4
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by Steelstar View Post
    Player feedback was a factor in how we approached this ability, but at least as large a factor was internal playtesting showing that the tree was holding up very well across all difficulties on its own even without that ability. We're not even to Lamannia yet, still a good chance it could change.
    Sorry, but 5 PRR/MRR aura for 60 seconds on a 3 minute cooldown is rather silly, especially compared to other supportive aura classes. Paladins can give comparable benefits with a few standard enhancements and it's permanent so long as the paladin is nearby. Protection domain clerics can give a whopping +40 PRR/MRR for 20 seconds and on an extended duration if they have a lot of turn undead uses. Spirit warlocks can give a hefty amount of temporary HP every few seconds, as well as a near permanent +3 PRR/MRR/AC boost.

    Counter proposal: lower the PRR/MRR bonus to +1, but decrease the tick counter to every 2 seconds instead of 10, and allow the PRR/MRR bonus to stack (each stack lasting 5 seconds or so, each new stack refreshing the duration), granting an ever-increasing defensive bonus that gives up to 30 PRR/MRR at maximum duration. The balance is that if you move away from the artificer, the stacks don't refresh and you lose that ever-increasing bonus. This also encourages people to stay near the artificer, making it easier for you to heal, use buffs, protect others, etc.
    Last edited by HastyPudding; 02-27-2018 at 10:29 AM.
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    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    I'm going to also have to say nay on the Bolstering Construct
    Especially if it's Determination bonus that doesn't stack with an Enlightened Spirit Warlock's Eldritch Aura buff.
    Last edited by ForgettableNPC; 02-27-2018 at 11:09 AM.
    Just a random, forgettable NPC doing things an NPC does
    Things that NPCs do include, but are not limited to:

    Having a gold goblet over my head to indicate availability of a quest
    Having a catchphrase that never really catches on
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    Repeating the same lines over and over again

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    Wow Bolstering Construct went from amazing to garbage. Huge knee jerk.

    At least make it do something. It is a tier 4 ability.

  7. #7
    Community Member Hephaestas's Avatar
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    Quote Originally Posted by Steelstar View Post
    holding up very well across all difficulties on its own even without that ability.
    Ah, well cool. Glad it's been changed to a completely extra buff that in your words, should never need be cast. Excellent. *sarcasm* Heaven knows +5 PRR won't do anything in R5+ lol. Or Legendary.... anything. In Heroic Normal difficulties if youre playing without any Sheltering items at all.... I guess it could be useful to such a player. Especially if playing melee as the tree is now suggesting.

    EDIT: Seriously, if it's even worth putting something in that slot of the tree at this point - change it ENTIRELY because +5 Sheltering for 1minute is NOT going to save an Artificer running into Traps. It is NOT going to save party members from dying. It is NOT worth the AP when Battle Engineer is *Battle Engineer* and IF someone does go the suggested way of playing in this tree, while solo, +5 PRR will at best be what? -3% damage? Come on now...
    Last edited by Hephaestas; 02-27-2018 at 11:45 AM.
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    Quote Originally Posted by Hephaestas View Post
    Ah, well cool. Glad it's been changed to a completely extra buff that in your words, should never need be cast. Excellent. *sarcasm* Heaven knows +5 PRR won't do anything in R5+ lol. Or Legendary.... anything. In Heroic Normal difficulties if youre playing without any Sheltering items at all.... I guess it could be useful to such a player. Especially if playing melee as the tree is now suggesting.

    EDIT: Seriously, if it's even worth putting something in that slot of the tree at this point - change it ENTIRELY because +5 Sheltering for 1minute is NOT going to save an Artificer running into Traps. It is NOT going to save party members from dying. It is NOT worth the AP when Battle Engineer is *Battle Engineer* and IF someone does go the suggested way of playing in this tree, while solo, +5 PRR will at best be what? -3% damage? Come on now...
    5 PRR barely does anything in heroic elite, let alone R1. Same with +3 saves against magic + traps.

    Please don't make drones into worse generic warlock auras.

  9. #9
    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    Maybe it'd be more desirable if the constructs did something like

    Warding Construct: Bonus to AC, MRR/PRR, Saves.
    Bolstering Construct: Bonus to Attack speed and Melee/Ranged/Spell Power

    Also not sure how I feel about the melee active.
    It's nice to have SOME offensive option, yes, but I feel like the Mastermaker is more of a backline support caster instead of support melee.
    Especially if none of the other enhancements give any melee power to boost it properly.

    I'd still prefer something like ability to deal rust damage to non-construct units at a penalty.
    Would get good use out of the repair spellpower.
    Just a random, forgettable NPC doing things an NPC does
    Things that NPCs do include, but are not limited to:

    Having a gold goblet over my head to indicate availability of a quest
    Having a catchphrase that never really catches on
    Having various rewards that are generally not worth the trouble
    Wandering around randomly
    Giving out obvious information if it wasn't obvious enough
    Repeating the same lines over and over again
    Repeating the same lines over and over again

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    Okay, both construct things are bad.

    Kinetic Discharge is fairly similar to Eldritch Strike. Maybe ditch the +1/2/3 [W] and force damage; instead deal rune arm blast damage as if charged to tier 1/2/3 to all targets?

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    Quote Originally Posted by Steelstar View Post
    Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
    Is this going to require CCW potions? Which don't exist (or maybe exist in the store only).

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    Community Member Hephaestas's Avatar
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    Also, why was the Immunity to Knockdown taken out of the Tier 5? Are we trying to make this quasi-healer/defense playing Arty more likely to die and more reason to just go Tier 5's in Battle Engineer? If it's the latter it sure makes my decision making way easier. +20 MP/RP and +10% Movement Speed ANY day tyvm
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    Community Member jakeelala's Avatar
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    Quote Originally Posted by Steelstar View Post
    Player feedback was a factor in how we approached this ability, but at least as large a factor was internal playtesting showing that the tree was holding up very well across all difficulties on its own even without that ability. We're not even to Lamannia yet, still a good chance it could change.
    broken record here but maybe instead of worrying about how big this effect is, just make it something interesting and unique.

    How about FoM and Mass Shield? Or Resists that scale (+1 per Arty level of caster)?

    Just make it interesting and unique, it doesn't have to be OP.

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    Community Member Wh070aa's Avatar
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    The tree is absolute trash. Sure you now have radiant servant for warforged. Woopty do, everyone is playing bladforged and can heal themselves anyway. Having 4 more healing SLA's does nothing worth the point investment.

    Like it's still better to splash rogue and get mechanic trees trap enchantment instead of anything from this tree.

    Like sure it be really powerful for all warforged guilds I guess.

    [Edit]Wait, I understand now. This is meant to be Radiant servant for Bladforged paladin. Now I get it. You do the 15/5 Paladin/artificer, and use all that repair amp and paladin stuff.
    Last edited by Wh070aa; 02-27-2018 at 01:28 PM.

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    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Steelstar View Post
    Player feedback was a factor in how we approached this ability, but at least as large a factor was internal playtesting showing that the tree was holding up very well across all difficulties on its own even without that ability. We're not even to Lamannia yet, still a good chance it could change.
    All the more reason to have more Lamannia builds running...

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    Community Member edrein's Avatar
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    Quote Originally Posted by Steelstar View Post
    [B]General Arti Changes/Other...
    1. Still no rune arm use for Half Elf Artificer Dilettante eh?
    2. What about allowing druids to not break their oath with certain runearms that meet either material or thematic prerequisites? (I'm looking at you Corruption of Nature.)
    3. I'd still love to see a certain spot that allows Renegade Mastermaker's to splash Swashbuckler in medium armor (as they give up the option to evade in the first place), as frankly other than the small snippet in Swashbuckler you've yet to really make that splash work or be attractive.

    Overall, I'm a fan of the changes save the elephant in the room that everyone's a bit miffed about.

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    This looks much better.

    There are going to be actual tanks with utility after this patch.
    Last edited by Tilomere; 02-27-2018 at 01:54 PM.

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    Community Member multipro's Avatar
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    I see some interesting stuff developing in this tree regarding arty actually being a useful class to have in a party for reaper. Clearly everyone else is missing this. LoL

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    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by cru121 View Post
    Is this going to require CCW potions? Which don't exist (or maybe exist in the store only).
    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.

  20. #20
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    Quote Originally Posted by Lonnbeimnech View Post
    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.
    Being required to take a tier 3 enhancement in order to cast a 5th level spell doesn't seem much better.

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