LeLoric
09-08-2011, 11:53 AM
For those that don't know wrack construct will be getting a significant upgrade.
Artificer Wrack Construct I
Cost: 1 action point
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 7
Available to Artificer class level 3
Requires: Improved Disable Device I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 1d6 extra damage to constructs and living constructs.) Note: Artificer Wrack Construct and Rogue Wrack Construct now have a ranged subcomponent. Rogue Wrack Construct has gained the same modifications as the Artificer versions.
Artificer Wrack Construct II
Cost: 2 action points
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 22
Available to Artificer class level 7
Requires: Improved Disable Device II, Artificer Wrack Construct I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 3d6 extra damage to constructs and living constructs.)
Artificer Wrack Construct III
Cost: 3 action points
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 37
Available to Artificer class level 11
Requires: Improved Disable Device III, Artificer Wrack Construct II
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\\n\\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs.
So we are essentially looking at 2 ap for tier 1, 3 more for tier 2, and 4 more for tier 3.
Sure mechanics pay less as they already have to take disable device.
I think with two new high level raids with constructs prevalent in both that any end game rogue will at least take first tier for 2 ap. I am just curious as to how many will make the additinal ap expenditure for tiers 2 and 3.
Artificer Wrack Construct I
Cost: 1 action point
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 7
Available to Artificer class level 3
Requires: Improved Disable Device I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 1d6 extra damage to constructs and living constructs.) Note: Artificer Wrack Construct and Rogue Wrack Construct now have a ranged subcomponent. Rogue Wrack Construct has gained the same modifications as the Artificer versions.
Artificer Wrack Construct II
Cost: 2 action points
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 22
Available to Artificer class level 7
Requires: Improved Disable Device II, Artificer Wrack Construct I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 3d6 extra damage to constructs and living constructs.)
Artificer Wrack Construct III
Cost: 3 action points
Target: Foe, Directional, Breakable
Duration: 15 seconds
Action Points Spent Prerequisite: 37
Available to Artificer class level 11
Requires: Improved Disable Device III, Artificer Wrack Construct II
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\\n\\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs.
So we are essentially looking at 2 ap for tier 1, 3 more for tier 2, and 4 more for tier 3.
Sure mechanics pay less as they already have to take disable device.
I think with two new high level raids with constructs prevalent in both that any end game rogue will at least take first tier for 2 ap. I am just curious as to how many will make the additinal ap expenditure for tiers 2 and 3.