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Maxallu
09-19-2011, 09:04 AM
I plan on rolling up this build once I get around to TRing again. Did not see uncaring master in the planner but that would be in the final build. Obviously this would be a ranged arti using a LitII as main weapon and supplementing with buffs/infusions/dog. I fiddled around with the starting ability points and I think i am ok with this spread.

I took the adamantine body because I want my Blue dragonscale armor to look cool and the DR would not hurt. Now about that, does the ASF affect the infusions? It is my understanding that it does not. If this is a problem in the build, i can swap it out, maybe for another toughness or a weapon focus or something.

Please point out any glaring omissions or oversights. I would hate to gimp my sixth life.

Cliffs: 20 WF arty
312 hps
1246 sps
starting 8/17/16/18/6/7 (10/19/20/28/8/9)
+2s at 7
Feats:
Adamantine body, Augment Summoning, Point Blank Shot, Toughness, Precise Shot, Rapid Shot, Quicken, Maximize, Extend





Character Plan by DDO Character Planner Version 03.11.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

a a
Level 20 True Neutral Warforged Male
(20 Artificer)
Hit Points: 312
Spell Points: 1246
BAB: 15\15\20\25\25
Fortitude: 11
Reflex: 10
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 17 19
Constitution 16 20
Intelligence 18 28
Wisdom 6 8
Charisma 7 9

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 11
Bluff -2 0
Concentration 7 29
Diplomacy -2 0
Disable Device 8 33
Haggle -2 23
Heal -2 0
Hide 3 0
Intimidate -2 0
Jump 1 7
Listen -2 0
Move Silently 3 0
Open Lock 7 29
Perform n/a n/a
Repair 4 20
Search 8 34
Spot 2 23
Swim -1 -9
Tumble 4 2
Use Magic Device 2 23

Level 1 (Artificer)
Feat: (Selected) Adamantine Body
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue


Level 2 (Artificer)


Level 3 (Artificer)
Feat: (Selected) Augment Summoning


Level 4 (Artificer)
Feat: (Artificer Bonus) Point Blank Shot


Level 5 (Artificer)


Level 6 (Artificer)
Feat: (Selected) Toughness


Level 7 (Artificer)


Level 8 (Artificer)
Feat: (Artificer Bonus) Precise Shot


Level 9 (Artificer)
Feat: (Selected) Rapid Shot


Level 10 (Artificer)


Level 11 (Artificer)


Level 12 (Artificer)
Feat: (Artificer Bonus) Empower Spell
Feat: (Selected) Improved Critical: Ranged Weapons


Level 13 (Artificer)


Level 14 (Artificer)


Level 15 (Artificer)
Feat: (Selected) Improved Precise Shot


Level 16 (Artificer)
Feat: (Artificer Bonus) Quicken Spell


Level 17 (Artificer)


Level 18 (Artificer)
Feat: (Selected) Maximize Spell


Level 19 (Artificer)


Level 20 (Artificer)
Feat: (Artificer Bonus) Extend Spell
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I
Enhancement: Artificer Crossbow Attack II
Enhancement: Artificer Crossbow Damage I
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Artificer Improved Rune Arm Use III
Enhancement: Artificer Battle Engineer I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Arcane Empowerment
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Open Lock I
Enhancement: Improved Search I
Enhancement: Improved Use Magic Device I
Enhancement: Improved Use Magic Device II
Enhancement: Improved Use Magic Device III
Enhancement: Improved Use Magic Device IV
Enhancement: Reconstructive Spellcasting I
Enhancement: Reconstructive Spellcasting II
Enhancement: Mighty Reconstruction I
Enhancement: Mighty Reconstruction II
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Artificer Energy of Creation II
Enhancement: Artificer Energy of Creation III
Enhancement: Artificer Intelligence I
Enhancement: Artificer Intelligence II
Enhancement: Artificer Intelligence III
Enhancement: Artificer Wand and Scroll Mastery I
Enhancement: Artificer Wand and Scroll Mastery II
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Damage Reduction II

Machination
09-19-2011, 10:10 AM
I assume you want to be WF, so I will only put a couple of consideration points on the race here for you to reconsider. Sometimes players just want to be a race and I understand that, but Artificer really does mix nice with Human:

1. Look at human...you get more skill points, and you don't need to repair yourself (with starved spell points) you will get UMD and use any scroll/wand in the game by lvl 20.

2. Humans get more INT than a WF with enhancements, and are more flexible for the other stat enhancement.

3. Humans get boost enhancements, which go great with traps, saves, damage and to-hit.

4. You can get the Marks of Making....huge boost to crafting lvls which can make your build that much better (unless you are already lvl 80-90 in crafting in all schools)

Now, for the general points:

1. You do not need extend spell.

2. Toughness, you may need it, but only at lvl 20 if you really think so (for new content and epics). You can enhance with a large guild augment slot crafted item and other items.

3. I have yet to figure out if Maximize is needed. My gut feeling after playing Artificer (36 point build) is that it is extremely SP starved, and I'm not going to be wasting SP on Max or Empower...REGARDLESS you will NOT need both. You will blow through XP like mad using both. Pick one if you really want one. I would not bother you are not a DPS caster with the SP you will have at 20.

Maxallu
09-19-2011, 10:40 AM
The toon will be a WF.

I had the same thoughts regarding max/emp. Extend is not a must have either. I plan on keeping toughness. That gives me 2 feats. Another toughness seems like a throughaway and weapon focus seems like could be better used by something else, that is why extend is in there.

Still at least one feat spot in there and not sure what to put in there. Pastlife feat maybe? (ftr/barb/rog/bard/ranger available) except I don't love them.

Cesious
09-19-2011, 08:32 PM
Why he mentioned the Extend isn't needed is because people on Lama found that only 1-3 of the infusions are extendable. Plus most of the buffs already get a long duration as is.

Fetchi
09-20-2011, 11:08 AM
Since you want a primarily ranged toon, consider Improved Critical: Ranged?

nvm I see it at lvl 12.

grausherra
09-20-2011, 11:16 AM
I've noticed 2 things that may apply to you:
1.) Point blank shot is SO GOOD you want it at lvl 1.
2.) You can take adamantine body at lvl 4 when you get your artificer bonus feat.


So I'd go with a different order just to make leveling easier:
Level 1 Point Blank Shot
Level 3 Rapid Shot
Level 4 Adamantine Body
Level 6 Past life:Barbarian (This is strictly better in every sense to Toughness)
Level 8 Augment Summoning
Level 9 Precise Shot
Level 12 Empower Spell
Level 12 Improved Critical: Ranged Weapons
Level 15 Improved Precise Shot
Level 16 Quicken Spell
Level 18 Maximize Spell
Level 20 Extend Spell

Extra hint people forget:
Your dog is TN, get him a docet of Superior Stability crafted for lvl 5, it greatly increases his survivability. (Get yourself one too! :P)

Deathdefy
09-20-2011, 11:37 AM
I feel weird even suggesting this, but int based Artificer to-hit with bare minimum dex for IPS is pretty (very) iffy. Even with 3 fighter PLs, GH, a medium guild crystal of +3 accuracy, battle-engineer, a base +2 crossbow, and active Pally PL going, I'm struggling at level 10.

DP clickies do help, but if you have a feat/feats to burn, WF: Ranged - to my mind - isn't a waste. I'm even seriously considering *shudder* the Shot on the Run line.

I saw someone post a break-down showing arties were fine even if you max out INT, but before epic gear and long lasting DPs all the time at 20, it's not easy going.

tinyelvis
09-20-2011, 11:38 AM
What are your PL's. Please tell me two sorc and one wiz. If not, you at least have +10 intelligence item buff and + 3 focus items.

Take a minute and calculate your spell DC's end game. If you don't hit 35 minimum, you might want to consider dropping offensive spell use as a waste of time and resources. This will free up feats for what you do well. That or don't take him epic questing.

Gorbadoc
09-20-2011, 01:34 PM
I feel weird even suggesting this, but int based Artificer to-hit with bare minimum dex for IPS is pretty (very) iffy. Even with 3 fighter PLs, GH, a medium guild crystal of +3 accuracy, battle-engineer, a base +2 crossbow, and active Pally PL going, I'm struggling at level 10.

DP clickies do help, but if you have a feat/feats to burn, WF: Ranged - to my mind - isn't a waste. I'm even seriously considering *shudder* the Shot on the Run line.

I saw someone post a break-down showing arties were fine even if you max out INT, but before epic gear and long lasting DPs all the time at 20, it's not easy going.

Is it safe to assume you're using Inspired Attack against high AC mobs (and Inspired Damage against low AC mobs)?

Gorbadoc
09-20-2011, 01:35 PM
I feel weird even suggesting this, but int based Artificer to-hit with bare minimum dex for IPS is pretty (very) iffy. Even with 3 fighter PLs, GH, a medium guild crystal of +3 accuracy, battle-engineer, a base +2 crossbow, and active Pally PL going, I'm struggling at level 10.

DP clickies do help, but if you have a feat/feats to burn, WF: Ranged - to my mind - isn't a waste. I'm even seriously considering *shudder* the Shot on the Run line.

I saw someone post a break-down showing arties were fine even if you max out INT, but before epic gear and long lasting DPs all the time at 20, it's not easy going.

Is it safe to assume you're using Inspired Attack against high AC mobs (and Inspired Damage against low AC mobs)?


Regarding OP: I see no problems with the build.

Maxallu
09-20-2011, 01:43 PM
Past lives are ranger, bard, rogue, fighter, and barb.

Will drop toughness for pl barb and then swap out extend for another ranged feat maybe.

Will redo in planner after work.

Deathdefy
09-20-2011, 03:04 PM
Is it safe to assume you're using Inspired Attack against high AC mobs (and Inspired Damage against low AC mobs)?


Nope. Keeping inspired damage up constantly; swapping between the two is far too SP intensive relative to what my blue bar looks like. That said - with the dex for IPS I figured it would be fine. I've even been using +4 dex from cat's grace since I could cast it.

Maybe it's just that I'm new to this always running on elite thing, but there's no way the vast majority of artificers aren't having serious to-hit problems on elite content, which is a problem that I have little doubt will continue into epics.