I llove Alchemist.. but. It has issues. broken bad? Nah, but it doesn't quite fit in with the 5E's dynamics IMO. I think they can make a pretty good Off Healer. But I would not look to them as a Main Healer--at least not without a few short alterations anyway. (Or if you pick up Healer feat). Main issue is it has class features tht conflict itself. 1 spell slot for 1 elixir-but elixir aren't worth a full spell slot generally. Limited bonusues to damage types--but really does not have access to spells or cantrips that suit that. (for instance NEcrotic gets a bonus--but you only get blight, a level 4 spell).
I do find using one cantrip over and over (Firestrike most likely) to be kind of painful boring but does do pretty good damage overall. Just not much variety to it. I've ended up making a list of changes that I'll likely petition for in future versions of it. (Mainly dealing with level 3, and Cantrip choices)
All of that said. I still enjoy it, but I think it is better as a versatile extra, not the main healer. Does a lot of things decently but doesn't have enough to do it enough. I'd enjoy it a lot more with a few short changes. I want produce flame and primal savagery cantrips on the spell list. I want the Elixir count to improve--free random per amount follows Profiency bonus progression (effctively double what it si currently). 1 spell slot remakes the free amount. Bonus action to consume Elixirs. Those 3 changes changes the class completely, affording them extra utilty. and actually meaning their elixirs can be used in battle. And gives them scaling bonus for that 1 spell slot--like the other subclasses get. I'd actually also prefer they gain the ability to use Alchemical Items as a bonus action-which improves their fluidity in batttle and make them more interesting. (also profiency in said items).
SO TLDR: my favorite class/subclass in the game. But I think it has issues in cantrips. Elxiir amount/opportunity cost, and action economy.
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Armour is fun to me. Though, as others said it can have some damage output issues. its highly defensive and amusing though. Most folks find it a bother that the Punch version can't pick up much damage boosters though (no great weapon master-would need Duel Wielder feat in order to punch with both etc). I had a lot of fun with the Stealth version though, they also had dipped Rogue 3 though. So that helped some stuff.
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Artilriist is pretty solid. Consistent damage output, and can be a major supporitve due to the Temp HP turret version. I used that more than the attack by far. having it near the melee group or the squishes (Depending on situation) meant that they were recieving far less damage. Arguablly my Artilirist has prevented far mroe damage than my Alchemist has actually healed. The artilirist also gets the benefit that they can apply their damage boost to any cantrip they have. Which means fun stuff like THorn Whip and Ray of Frost to move enemies or debuff enemies.
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Thinking about making an artificer for my backup but I have no experience with it hearing only vague feelings of positive opinions.
So to start how fun is the armorer? Is it any good or does it feel lacking?
Is the alchemist fun? does it scratch the itch for a fun healer and not another cleric?
Is the battle smith really a better beast master like I heard? How is it's front line capabilities?
Artillerist seems odd not sure how to feel so I want to know the opinions of others on it who have played it!
I llove Alchemist.. but. It has issues. broken bad? Nah, but it doesn't quite fit in with the 5E's dynamics IMO. I think they can make a pretty good Off Healer. But I would not look to them as a Main Healer--at least not without a few short alterations anyway. (Or if you pick up Healer feat). Main issue is it has class features tht conflict itself. 1 spell slot for 1 elixir-but elixir aren't worth a full spell slot generally. Limited bonusues to damage types--but really does not have access to spells or cantrips that suit that. (for instance NEcrotic gets a bonus--but you only get blight, a level 4 spell).
I do find using one cantrip over and over (Firestrike most likely) to be kind of painful boring but does do pretty good damage overall. Just not much variety to it. I've ended up making a list of changes that I'll likely petition for in future versions of it. (Mainly dealing with level 3, and Cantrip choices)
All of that said. I still enjoy it, but I think it is better as a versatile extra, not the main healer. Does a lot of things decently but doesn't have enough to do it enough. I'd enjoy it a lot more with a few short changes. I want produce flame and primal savagery cantrips on the spell list. I want the Elixir count to improve--free random per amount follows Profiency bonus progression (effctively double what it si currently). 1 spell slot remakes the free amount. Bonus action to consume Elixirs. Those 3 changes changes the class completely, affording them extra utilty. and actually meaning their elixirs can be used in battle. And gives them scaling bonus for that 1 spell slot--like the other subclasses get.
I'd actually also prefer they gain the ability to use Alchemical Items as a bonus action-which improves their fluidity in batttle and make them more interesting. (also profiency in said items).
SO TLDR: my favorite class/subclass in the game. But I think it has issues in cantrips. Elxiir amount/opportunity cost, and action economy.
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Armour is fun to me. Though, as others said it can have some damage output issues. its highly defensive and amusing though. Most folks find it a bother that the Punch version can't pick up much damage boosters though (no great weapon master-would need Duel Wielder feat in order to punch with both etc). I had a lot of fun with the Stealth version though, they also had dipped Rogue 3 though. So that helped some stuff.
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Artilriist is pretty solid. Consistent damage output, and can be a major supporitve due to the Temp HP turret version. I used that more than the attack by far. having it near the melee group or the squishes (Depending on situation) meant that they were recieving far less damage. Arguablly my Artilirist has prevented far mroe damage than my Alchemist has actually healed. The artilirist also gets the benefit that they can apply their damage boost to any cantrip they have. Which means fun stuff like THorn Whip and Ray of Frost to move enemies or debuff enemies.