Hey, folks. Thanks for all of the feedback in Round 1 of Lamannia. There was a lot of varied feedback, but a few specifics appeared frequently:
- Too many SLAs
- Some abilities not feeling like they're worth taking, especially the Constructs
- Battlefist being an important part of the P&P Prestige Class
- Not having enough to do outside of healing
- Not enough in the low tiers to make the tree worth splashing into
We've tried to address a lot of this where possible - The following should be close to what you see in Round Two of Lamannia, though we have a bit of time left to make adjustments if feedback gets in fast enough. I've highlighted changes in Yellow.
(Left out the General/Arcanotechnician/Admixture changes. These haven't changed since last time.)
Artificer: Renegade Mastermaker Tree
Renegade Mastermaker is the third tree for Artificers. It focuses on improving your Healing, personal Defense, some Melee, and building things to buff you and your allies.
Removed from previous preview:
- Stronger Admixtures (worked into Cores)
- Repair Light Damage SLA
- Repair Moderate Damage SLA
- Instant Fix
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: 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. Passive: Your Admixture spells gain +4 to their Maximum Caster Level.
Core 4: +30 Repair Amplification. +50 Maximum Hit Points. +2 Max Dex Bonus while in Medium Armor, Heavy Armor, or Adamantine Body Passive: Your Admixture spells gain +6 to their Maximum Caster Level.
Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
Core 6: +2 CON, +2 INT. +10 PRR, +10 MRR, +3 to Max Dex Bonus while in Medium Armor, Heavy Armor, or Adamantine Body. Active: Mass Unbreakable Forcefield: For 6 seconds, your entire party takes -95% damage from all sources (except Untyped damage). 3 minute cooldown. (This is a separate cooldown from the non-Mass version).
Tier 1:
- Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
- Easily Fixed: +10 Healing Amp, +20 Repair Amp
- 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: Active Melee Cleave Attack: On hit, +1/2/3[w] and 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
- Mighty Slam: Single Target Melee Attack: +1/2/3[w]. You may stun the target for 6 seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. (DC: 10 + INT modifier + Sunder Modifiers). Requires an equipped Rune Arm to use.
- Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
- 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.
- Action Boost: 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.
- Battlefist: You empower your Rune Arm to devastate a target with a powerful strike. Single Target Melee Attack: +3[w], if the target is under the effect of Mighty Slam's Stun, it takes 1d3 Sonic Damage per Artificer level, 1d3 Force Damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Requires an equipped Rune Arm to use. (This is also gettng a cool new animation.)
- Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
- Shielding Construct: 30 sp: You create a construct that shields you and your allies. You and nearby allies (at the time of activation) gain the effects of the Shield spell for 2 minutes. Cooldown: 2 minutes. This effect is dispelled by Antimagic.
- CON/INT
Tier 4:
- Kinetic Charge: 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: 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.
- Warding Construct: You create a drone set to counter magical spells. Every 10 seconds, 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. 4sp Activation. This construct (and its effects) last indefinitely until dispelled by relogging, Death, or Antimagic.
- CON/INT
Tier 5:
- Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
- Multiselector: Forcefield
- Unbreakable Forcefield: For 6 seconds, your target takes -95% damage from all sources (except Untyped damage). 3 minute cooldown. (This is a separate cooldown from the Mass version).
- Reactive Forcefield: When you drop below 50% hitpoints, gain the effects of Unbreakable Forcefield for 6 seconds automatically. 90 second cooldown. (This is a separate cooldown from the non-Mass version).
- Paragon Body: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. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. This construct (and its effects) last indefinitely until dispelled by relogging, Death, or Antimagic. 30sp Activation.
- Mastermaker: Your Repair Wounds spells have no maximum caster level.