View Full Version : Advice on drow artificer build?
elvesunited
09-02-2011, 07:40 AM
I thought about designing a possible artificer character using information from DDOwiki. ( with some splashes ). The character below is designed to concentrate on magic, crossbow, rune arm (although my understanding of it is pretty weak) and a healthy pool of skills. I've pretty much abandoned the homunculus.
I'm mostly interested in any advice or learning of any mistakes I may have made. Outside of what I've read in DDOwiki I'm completely unfamiliar with this character class.
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Race: Drow
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Classes:
Artificer 17
Monk 2
Wizard 1
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Base Attributes:
Strength: 8
Dexterity: 16 -> 18 ( elf dex enh )*
Constitution: 12
Intelligence: 20 -> 28 ( art int enh + 5 level gain inc )
Wisdom: 8
charisma: 10
* If I choose the feat Improved Precise shot then I may need to get
dex up to 17 so a +2 Tome can get it to 19. Something would then
need to be lowered like constitution to 10.
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Estimated points at lvl 20
hit points : 304 (With enhanced con of 20)
spell points: 1442 (With enhanced int of 38)
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Base Saves at lvl 20:
8 fortitude ( + Con Bonus )
8 reflex ( + Int Bonus )
15 mental ( + Wis Bonus )
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Base Attack at lvl 20:
13 + ( dex bonus or int bonus )
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Relevant Class feats:
Monk
2 Evasion
Wizard
1 Inscribe Scroll, Disarm Charm
Artificer
1 Artificer Construct mastery, Rapid Reload, Trap finding
4 Trapmaking
5 Retain Essence
16 Artificer Skill Mastery
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14 selected feats: ( not in order )
Point Blank
Toughness ( Monk )
Toughness ( Monk )
Insightful Reflexes
Extend ( wizard )
Combat Casting
Rapid Shot ( Art )
Mobile Spellcasting
Maximize ( Art )
Improved Critical : Ranged
Precise Shot( Art )
Weapon Focus : Ranged
Improved Precise Shot ( Art )
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alternate feats: ( in case I don't like one of the above )
Empower magic
Spell pentration
Improved mental toughness
spell focus ( evocation )
heighten
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Enhancements:
Arificer Intelligence III 12
Battle Engineer prestige 4
Artificer Crossbow damage II 6
Artificer skill boost I 1
Artificer Damage Boost II 3
Artificer Crossbow Attack II 6
Elven Arcane Fluidity II 3* ( for light armor )
Elven Enchantment Resist III 6
Elven Dexterity II 6
Elven Racial Toughness II 3
Elven Keen Eyes III 3 ( because wis bad )
Improved Use Magic Device IV 4
Rune Arm Overcharge II 6
Rune Arm Use IV 10
Force manipulation I 1
Deadly Kinetics I 1
Kinetic Spellcasting I 1
Repair manipulation I 1
Mighty Reconstruction I 1
Reconstructive Spellcasting I 1
Way of the Clever Monkey 1
* depending on gear may be unneccessary. In any event combining with
Battlesmith will allow use of any light armor without fear of
spell failure.
--------------------------------------------
Skills:
Jump ( Str ) : 5
Balance ( Dex ) : 6
Open Lock (Dex) : 23
Tumble ( Dex ) : 5
concentration ( Con ) : 23
Disable Device (Int) : 23
Search (Int) : 23
Listen ( wis ) : 5
Spot ( Wis ) : 23
Diplomacy ( Cha ) : 23
Haggle (Cha) : 23
Use Magic Device (Cha): 23
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Spells:
Wiz Level 1: Nightshield, Charm person,
Expeditious Retreat
Art Level 1: Grease, Resist Energy, Ablative Armor
Static Shock, Enchant Weapons,
Inflict light Damage, Repair Light Damage
Art Level 2: Protection from energy, Insightful strikes,
Elemental prod, Lightning Sphere,
Repair Moderate Damage, Inflict moderate Damage
Art Level 3: shield of faith, mass, insightful damage,
flame turret, Curative Admixture: Cure Serious Wounds,
Repair Moderate Damage, Inflict moderate Damage
Art Level 4: Protection from elements, Armor of speed,
Lesser Globe of Invulnerability,
Inflict Critical Damage, Repair Critical Damage
Art Level 5: Radiant forcefield, Prismatic Strike,
Tenser Transformation
Art Level 6: Blade Barrier then Reconstruct or Deadly Weapons
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Equipment Notes:
Of course crossbow and light armor.
I think this guy screams for Deathblock and Proof from poison
enchantments to cover his Fortitude weak spots.
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Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
DevHead
09-02-2011, 07:44 AM
The squishiness worries me.
elvesunited
09-02-2011, 08:09 AM
I'm not sure there is much I can do to improve the squishiness factor.
It's a Drow ( -2 Con ) Artificer ( 6 hp / level ) with limited AC potential.
The most I can say is that with maxed diplomacy, evasion and a strike from a distance theme he's designed not to avoid getting into damaging melee fights and kill from a safe distance.
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
EustaceTrevelyan
09-02-2011, 08:59 AM
Go 17/14/18 on the DEX/CON/INT, dump the rest. That puts you at Imp Precise shot with a +2 tome. If you have 32 pt builds, you can also take half elf for the rog dilletante SA 3d6, and have 17/14/17. Not ideal, but eventually you can TR/find +3 tome.
Don't put con any lower than 14 on a lower HP type toon like this (and never go 10 con. I know some people may be able to hack it, after a fashion, and if you click Create on a 10 con toon your computer will actually NOT explode, but just don't), unless you really know what you're doing (have a lot of -threat gear, and experience with aggro management. even then, better off with the buffer, esp if an Imp precise shot gets all the aggro.)
Others may disagree, but one of the main things about drow ppl hate is the squishiness.
EDIT: Why not 20 INT? IMHO you shouldn't treat it as a pure caster, unless you're totally going to forget about damage feats on teh xbows and just focus on metamagic.
elvesunited
09-02-2011, 09:34 PM
Aside from losing spell points and DC by dropping int. I'd also lose a considerable number of skill points and wouldn't be able to pull off at 8 skills at 23.
12 to 14 Con gives me +20 hp. I could alternatively just dump Deflect Arrow ( a feat I'm unsure of ) and take a second feat of Toughness for my second Monk feat. ( I can't take a distance weapon or metamagic as a martial arts feat ) That would raise me from a topped off level 20 hp ( not counting any false life items ) of 326 with a tome and item boosted con of 20.
Question though. Is Improved precise shot really that good? I was thinking worse comes to worse I could always try for a +3 Dex tome and use Fred if need be to trade up.
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
Aashrym
09-02-2011, 09:46 PM
Why the wizard level?
elvesunited
09-02-2011, 10:03 PM
Why the wizard level?
Magic Training feat that adds 80 sp
free Metamagic feat
also the sp bonus for high int is determined by the following equation
(9 + artificer level) * int bonus + ( 9 + wizard level ) * int bonus
effectively providing the build with a ( 9 * int bonus ) sp bonus.
( and I'm looking at a +14 or +15 int bonus at level 20 so that bonus is substantial )
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
Aashrym
09-02-2011, 10:27 PM
Magic Training feat that adds 80 sp
free Metamagic feat
also the sp bonus for high int is determined by the following equation
(9 + artificer level) * int bonus + ( 9 + wizard level ) * int bonus
effectively providing the build with a ( 9 * int bonus ) sp bonus.
( and I'm looking at a +14 or +15 int bonus at level 20 so that bonus is substantial )
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
Artificers already have magical training as a first level artificer.
I would dump mobile casting for something for another feat if you really need it, or you could take fighter to grab a feat and use the bonus fighter feat for something you took a bonus arti feat in so you can take the meta.
I would be inclined to just go Arti 18 Monk 2. Just a couple quick thoughts.
elvesunited
09-03-2011, 02:55 AM
Artificers already have magical training as a first level artificer
According to ddowiki, Artificers are like bards. They start with spell points, but not with Magic Training. It's quite possible that ddowiki is wrong. From my calculation the spell point difference between going 18 artificer compared to taking a level of wizard would be at level 20....
50 (starting wizard)+ 80 ( magic training) + 9*14 ( additional int bonus due to multiclassing )
60 ( base sp difference between 17 and 18 )
256 compared to 60.
Mobile spellcasting strikes me as kind of a poor man's quicken and allows the spellcaster to avoid melee attackers long enough to cast a spell. In some cases it may be preferable to quicken.
One feat I'm thinking of dropping is "construct essense". I'm thinking that gaining 50% heal from repair spells for -25% reduction from cure spells just isn't a good deal. I can stick with deadly weapons and blade barrier for sixth level spells ( deciding against Reconstruct ) and rely on potions, magic items(UMD), hirelings and friendlies for healing.
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
Dawnsfire
09-03-2011, 03:28 AM
According to ddowiki, Artificers are like bards. They start with spell points, but not with Magic Training. It's quite possible that ddowiki is wrong.
I can not speak for the Wiki or for when the update goes live but my two level 20 Artis on Lam both have magical training.
Aashrym
09-03-2011, 04:21 AM
According to ddowiki, Artificers are like bards. They start with spell points, but not with Magic Training. It's quite possible that ddowiki is wrong. From my calculation the spell point difference between going 18 artificer compared to taking a level of wizard would be at level 20....
50 (starting wizard)+ 80 ( magic training) + 9*14 ( additional int bonus due to multiclassing )
60 ( base sp difference between 17 and 18 )
256 compared to 60.
Mobile spellcasting strikes me as kind of a poor man's quicken and allows the spellcaster to avoid melee attackers long enough to cast a spell. In some cases it may be preferable to quicken.
One feat I'm thinking of dropping is "construct essense". I'm thinking that gaining 50% heal from repair spells for -25% reduction from cure spells just isn't a good deal. I can stick with deadly weapons and blade barrier for sixth level spells ( deciding against Reconstruct ) and rely on potions, magic items(UMD), hirelings and friendlies for healing.
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
Arti's definitely have magical training. ;)
elvesunited
09-04-2011, 08:58 PM
I made some changes to the feats after some consideration.
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Shot on the Run, it turns out has too many prereqs. ( Dodge, Mobility )
Construct Essense, just doesn't seem worth it
The forum's opinion which I suspected on Deflect Arrows is that's its useless.
Combat Casting turns out to be a requirement of Mobile spellcasting
Point Blank
Toughness ( Monk )
Toughness ( Monk )
Insightful Reflexes
Extend ( Wizard )
Combat Casting
Rapid Shot ( Art )
Mobile Spellcasting
Maximize ( Art )
Improved Critical : Ranged
Precise Shot (Art )
Weapon Focus : Ranged
Improved Precise Shot ( Art )
Elves United!
Knalon Nightseeker Elf ( 18 Ranger / 1 Rogue / 1 Monk )
Kcharas Dayfinder Elf ( 10 Cleric / 2 Ranger / 1 Wizard )
Kluap Dawntreader Drow ( 3 Ranger / 2 Monk )
Ksemaj Soulforge Drow ( 4 Sorceror )
drantiathedestroyer
09-15-2011, 07:39 PM
I have played the artificer on lamannia for about a month. The evasion spalsh may be useful, but if ur just slashing wizzy for the inscribe, dont, its class granted.
elvesunited
09-16-2011, 05:25 PM
Updating my drow artificer build. Made several changes. Some due to advice gotten on this thread. Thanks.
Race: Drow
Classes: Artificer 18 / Monk 2
Str: 8
Dex: 16 -> 17 ( +1 lvl gain bonus ) -> 19 ( elf enhancements )
Con: 12
Int: 20 -> 24 ( +4 lvl gain bonus ) -> 27 ( artificer enhancements )
Wis: 8
Chr: 10
Estimated hit points at lvl 20: 308 (With enhanced con of 20)
Estimated spell points at level 20: 1149 (With enhanced int of 35)
Base Fortitude Save at lvl 20: 9 + Con Bonus
Base Reflex Save at lvl 20: 9 + Int Bonus
Base Will Save at level 20: 14 + wis Bonus
Base Attack Bonus at level 20: 14
Automatic Class feats
-----------------------------
Mnk 2 Evasion
Art 1 Magic Training
Art 1 Artificer Construct mastery
Art 1 Rapid Reload
Art 1 Trap Finding
Art 4 Trap Making
Art 5 Retain Essense
Art 16 Artificer Skill Mastery
Various Artificer Item Masteries
Selected Feats ( 13 Feats )
---------------------------
Lvl 01 Mnk 01 Toughness
Lvl 01 ______ Point Blank shot
Lvl 03 ______ Insightful Reflexes
Lvl 04 Mnk 02 Toughness ( again )
Lvl 06 Art 04 Rapid Shot
Lvl 06 ______ Weapon Focus ( Ranged )
Lvl 09 ______ Power Critical
Lvl 10 Art 08 Quicken
Lvl 12 ______ Improved Critical: Ranged
Lvl 14 Art 12 Precise Shot
Lvl 15 ______ Mental Toughness
Lvl 18 Art 16 Improved Precise Shot
Lvl 18 ______ Maximize
Must have Enhancements: ( 48 points )
--------------------------
Arificer Intelligence I - III
Battle Engineer prestige
Artificer Crossbow Attack I - II
Artificer Crossbow damage I- II
Improved Use Magic Device I - IV
Force manipulation I
Deadly Kinetics I
Kinetic Spellcasting I
Racial Toughness I - II
Artificer Damage Boost I - II
Elven Dexterity I - II
Wand And Scroll Mastery I
Enhancements to Choose From
-------------------------------
Artificer skill boost I - II
Elven Enchantment Resist I - III
Elven Keen Eyes I - IV
Rune Arm Overcharge I - II
Rune Arm Use I - IV
Kinetic spellcasting II-VI
Force Manipulation II-VI
Uncaring Master
Wand and Scroll Mastery II
Skills
-----------------------------
Jump, Balance, Tumble, Listen : 6
Open Lock, Disable Device, Search, Spot : 23
concentration, Haggle, Diplomacy, Use Magic Device : 23
Notes
------------------
My original design involved a level of wizard for an extra feat and a spell point boost. But I've soured to the idea. It would have negatively impacted my saves, attack bonus, hit points.
I went double toughness with the free monk feats. Turns out for a light armor wearing, crossbow wielding spellcaster 95% of martial arts feats are completely useless. I briefly considered Lightning Reflexes or Deflect Arrow, but decided against them.
I dropped Mobile spellcasting and Combat Casting for Quicken. This was a gamplay decision based off early adventuring. Surrounded by enemies I lit off a shock sphere ( an excellent low level crowd control spell ) to daze them so I could pick them off one by one. Even though it worked and I won the battle, it would have been hurt a lot less if I had Quicken. With the freed up feat I'm adding Power Critical because one can never have too many critical hits.
I dropped Extend. It would appear that Extend doesn't apply to infusions with fixed durations. That drastically drops the number of spells affected by it including the really good ones, Deadly Weapons and Insightful Damage.
I'm going for Improved Precise Shot. The two immediate effects are this. First my level 16 attribute gain will have to go to dex and second a +2 dex tome will need to be applied before becoming 18th level. ( unless I get really lucky and find a +3 dex tome )
Construct Essense seems to me to be the first step in a Artificer prestige line that hasn't been implemented. I'm going to instead rely on potions and later wands for healing abilities. Artificers have excellent wand boosting abilities and with a high haggle score and a high Use Magic Device skill ( given bound by account equipment I already have it should get to about 42 before guild ship or skill boosting ) I should be able to swing the expense.
Artificers do get magic training automatically.
Homonculus seems like a dead end to me. Sure you can equip them to be tougher. But in the later quests can these guys really hold their own against a giant, beholder, elder elemental, tough demon, etc? Or will they get recycled? If in the end their main value is simply as a decoy, is there any value in putting APs in them? ( Aside from uncaring master ) One thing of note is the homonculus command set seems to have object manipulation. How many dungeons have undisarmable "pull that lever, turn that wheel" traps?
Arcane fluidity enhancement is no longer a must have. Turns out infusions aren't affected by armor worn ( only arcane spells ) so basically only arcane spells cast from scrolls. That's a pretty narrow usefulness and a non-issue until the character gets much higher level and depending on equipment perhaps a non-issue forever.
Rune arm use enhancements have also gone to questionable. With the starting rune arm, I'm better off not charging it so I can keep my movement speed up. ( mediocre damage and horribly inaccurate. ) Enhancements in this area will have to wait to see if I can find a rune arm worthy of them.
Elves United
Knalon Nightseeker --> Elven Zen Tempest Rogue ( 1 Monk / 18 Ranger / 1 Rogue )
Kcharas Dayfinder --> Elven Radiant Arcane Archer ( 10 cleric / 1 Wizard / 2 Ranger )
Kluap Dawntreader --> Drow Ninja Tempest Avenger ( 6 Monk / 3 Ranger )
Keltsen Eveningbane --> Drow Battlesmith Disciple ( 3 Artificer / Monk 2 )
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