View Full Version : Rogue A thought about Artificers...
Masadique
08-24-2011, 07:12 AM
The majority of Artificer enhancements seem to stop around 13-14. I was thinking that 14 Artificer would be a great addition to a 6 Rogue build with Mech I. The big toss up will be what an Artificer gets after level 14, obviously. I'm just envisioning a machine gun toter pumpin' bolts into bosses, while smoking a cigar I think, at mach 5. Will the damage be amazing? I highly doubt it. Will this be a really fun build? I have no idea. Am I going to try something like it? Of course, it's DDO, not some elitist game. Oh, right...
karl_k0ch
08-24-2011, 08:03 AM
This might work. The ddowiki contains some lammania info on Artis: http://ddowiki.com/page/Artificer
While most enhancements stop at 14, the class feats do not.
If you want to make that character a crafter, going 14 arti is a good choice. (A better choice would be going pure, though.)
If not, you could settle for 13 arti, either going 6 Rogue and 1 Monk/Fighter/Wiz for the feat, or going 7 Rogue for better Action Boosts and 1d6+3 SA damage.
dkyle
08-24-2011, 08:27 AM
If you want to make that character a crafter, going 14 arti is a good choice. (A better choice would be going pure, though.)
The best choice is making a pure DMarked Artificer that never gets played except to craft with.
Then making a real Artificer to actually quest with. That way you don't have to give up the questing abilities you want to get the crafting bonuses.
A 14Arti/6Rogue multi will depend on whether Insightful Damage and Mechanic I stack. Currently, they don't, but Eladrin said they should.
Without that, giving up Blade Barrier and Deadly Weapons is a huge loss.
Masadique
08-24-2011, 04:07 PM
I had not seen insightful strike. It would really allow this build to pump out plenty of damage. I do not think that Deadly Damage, or whatever the +1[W] is called, will be needed on this build. Assuming 30 int, that is +10, with Mech, damage as opposed to +15 - Great Xbow GS - from the +1[W]. Yes, that right there is winning by 5, but without +1[W] you are free to pick up any of the other infusions. This would allow DR breaking or just 1-6 ele damage - unless they make insightful work at which point it gives another +10. Then you throw in the haste boosts from rogue and giggle.
I do not crunch numbers for a living. I just think that Mech would be interesting.
Doganpc
08-24-2011, 05:18 PM
Check out 13/7 ;)
The split at 16 looks pretty good too with 2 high level infusions, crafting bonus, +4 Caster Level on clothing/jewlery/trinket clickies. Thats 4 levels to play with, easy... 3 Rogue for Evasion and Sneak Attack break point, 1 Fighter for combat feat & HP.
Currently, my TR plans hinge on if Mechanic I stacks.
Dogan
7 if Y, 3 if N
Masadique
08-26-2011, 12:42 AM
Check out 13/7 ;)
The split at 16 looks pretty good too with 2 high level infusions, crafting bonus, +4 Caster Level on clothing/jewlery/trinket clickies. Thats 4 levels to play with, easy... 3 Rogue for Evasion and Sneak Attack break point, 1 Fighter for combat feat & HP.
Currently, my TR plans hinge on if Mechanic I stacks.
Dogan
7 if Y, 3 if N
Do we know if Mech is SUPPOSED to stack?
SaneDitto
08-26-2011, 12:52 AM
I believe there is mention that Mech 1 and Insightful Damage don't stack.
Dark-Star
08-26-2011, 12:54 AM
The best choice is making a pure DMarked Artificer that never gets played except to craft with.
Then making a real Artificer to actually quest with. That way you don't have to give up the questing abilities you want to get the crafting bonuses.
That's my plan.
Memnir
08-26-2011, 01:20 AM
One of the best enhancements of the Artificer is the capstone.
Just sayin'. :)
Doganpc
08-26-2011, 01:35 AM
Do we know if Mech is SUPPOSED to stack?Much like wings... its under review. Apparently at one point it did stack, on Llamaland it doesn't, question is which is, "Working as Intended." Since we don't know, I'm keeping my options. :)
One of the best enhancements of the Artificer is the capstone.
Just sayin'. :)Very true, it seems mild at first glance but read it again and go look at the wand, scroll, potion, clicky list. That CL:1 Expeditous retreat wand... yeah its now CL:20 same goes for that Rage & Haste clicky. Wand of Blasting.. CL:20 and the saves are now based off your DC not the wands.
Dogan
Artificer will be great for favor runs!
Masadique
08-26-2011, 06:35 AM
Where do you see that it ups clickies to level 20?
Doganpc
08-26-2011, 08:02 AM
The wiki of course... where everyone dumps what they find on Llamaland. None of this is final of course, but its the general direction.
Capstone Enhancements
A character can train only in one Artificer Capstone at a time.
Artificer Arcane Empowerment: The patterns of the most complex magical formulae are like children's drawings to you. You treat any equipped item that casts spells (such as scrolls, wands, rods, or other activated items) as if they were staves, using your caster level as well as determining Save DC's using your Intelligence if it would be better than the base item's.
AP Cost: 2
Level: 20
Progression: 74
No requirementsLike I said earlier, the first time you read it you kinda go.. Meh, hardly use wands anyway. Then if you re-read it and give it some time to sink in. You realize how many things you could do with this especially on a character with full UMD.
*Edit* Now reading that the capstone no longer works with scrolls. So yeah, it changes :D
Dogan
Combine with retain essence (Class+INT% to not lose a charge) too.
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