Artificer Renegade Mastermaker Enhancement V2 (2024)

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 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.

Artificer Renegade Mastermaker Enhancement V2 (2024)

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