One thing I noticed was that almost none of the current classes allow for a passive playstyle, so why not create an interesting class that is based around placing and commanding turret weaponry and other constructs to distract mobs Weapon type: Wrench Wrenches have incredibly low DPS, as they are meant to be a last resort when your nodes have all been destroyed. Hitting an arcane node with this weapon heals the node by 75% of the damage the wrench would deal to an enemy mob. The Artificer would have extremely low hp stats (They only receive 1/3 the max hp boost from armor, etc.) and primarily focus on Intelligence and Dexterity, as those are the primary damages they deal Ideas for spells Arcane Node Spawns a stationary end crystal ally mob. This mob's hp is precisely half of the Artificer's max HP and deals a consistent 10*combat level DPS in the form of Neutral Damage (or 20%/20%/20%/40% Neutral/Water/Thunder/Fire damage at level 2 and up) to the closest hostile mob. Artificers can place up to x turrets at once, where x is the level of their spell. Turrets disappear after 30 seconds or being defeated. When upgraded to level three, you can set a single mob that the nodes will target by punching it with your weapon, to make most of the previous upgrade. This will also make the spell somewhat more distinct from Shaman's totem. Human Cannon This requires a preexisting Node, and upon activation will launch the Artificer 20 blocks directly away from the Node. The Artificer deals damage while in the air, but will take fall damage. Higher levels add more distance traveled, and boost damage slightly Overdrive Doubles/Triples/Quadruples the DPS of any arcane node within 10 blocks of the player for 3 seconds, and this effect does not stack. Golemancy Summons an allied Iron Golem with 150% of the Artificer's HP, and 200% the DPS of the Wrench the Artificer was using to cast this spell. This mob will disappear after 5/10/15 seconds, or upon dying.