View Full Version : Artificer Now that we have arti's at endgame, are they really just buffbots and WF clerics?
geoffhanna
10-04-2011, 01:42 PM
Cause that's how it looks from here. Very strong while leveling, tapering off to mainly a buffing/WF-healing support role in the end game.
I'm trying to work up an arti build of my own, this has me very curious.
Please advise!
gerardIII
10-04-2011, 01:46 PM
I encountered a first life Arty in Shroud: he was squishy and useless, from a Palemaster point of view.
maddmatt70
10-04-2011, 01:50 PM
I am not sure that I have seen an arti played extremely well yet at the end game. Had one arti in an epic lord of blades that did a good job. Still not sure what a well played artie is like yet for that matter.
Cam_Neely
10-04-2011, 01:54 PM
reading up on them before they reached cap, they were likened to a bard buff wise. I dont see this at all end game (as a bard). Their changing weapons metal is nice (silver LitII anyone?) but i rarely see it, as you need to request it, and its not an AoE buff. Besides that, they plink away with a repeater.
That being said, when you are running with toons that have had years of experience being built and gear built up, its hard to compare that to a brand new class, that has zero precedent on what to do in a raid, and what others should expect of them.
altrocks
10-04-2011, 01:58 PM
Well, I've run with some really good arties it seems. If they're built right, they can be awesome on buffs and DPS. Endless Fusilade, high level rune arms and tons of stacked damage enhancements from all their different sources make for a very powerful class, even at end game. The ability to search/disable is nice as well since they can easily get most traps straight through epic levels. Their anti-construct abilities are really nice in the new raids, too.
There will probably be a lot of toying around with builds for the class over the next few months as they continue to add to it and people become more familiar with it.
DeafeningWhisper
10-04-2011, 02:14 PM
Seen a few, well 2, and their Epic Hellfire allowed them to pull some impressive numbers. I think of them as Mechanic Rogues with self-healing, none situational mid-end damage and no evasion.
geoffhanna
10-04-2011, 02:15 PM
That is one of the things I am trying to determine. I do want an artificer, but I don't want a buffbot/WF cleric. I am hoping that some of the other artificer attributes are viable in the end game.
I am pretty sure a one-armed D6 HP class with partial BAB is not an ideal candidate for melee, but that still leaves possibilities.
For instance, how does the ranged DPS compare to a well-built arcane archer? How do the offensive spells stack up in comparison to other caster classes?
Another question: would you ever want two of them in your epic raid group? Even if it wasn't one of the U11 raids?
Bufo_Alvarius
10-04-2011, 02:23 PM
he was squishy and useless, from a Palemaster point of view.
Isnt this the palemaster view on every class but fvs? Kidding.. kinda.
smeggy1384
10-04-2011, 02:30 PM
That is one of the things I am trying to determine. I do want an artificer, but I don't want a buffbot/WF cleric. I am hoping that some of the other artificer attributes are viable in the end game.
I am pretty sure a one-armed D6 HP class with partial BAB is not an ideal candidate for melee, but that still leaves possibilities.
For instance, how does the ranged DPS compare to a well-built arcane archer? How do the offensive spells stack up in comparison to other caster classes?
Another question: would you ever want two of them in your epic raid group? Even if it wasn't one of the U11 raids?
For the one handed comment, it'd be one handed with glancing blows (d axe or B sword, plus THF feats) and a rune arm, plus spells.. Not sure how it competes at 20 spellwise.. i know at 16 i have about 1/2 to 2/3 of the SP of a wizard, much less compared to the few sorcs i have run with.
For ranged damage per hit it wont compete with a str based arcane archer(as far as i hear int will not stack up as high as str, so not as much +damage), but will land 3 hits in the time of 1 hit for the AA. Then you count in the weapon enhances, 1-6 elementals for the entire party or raid, or the DR breakers(how can one calculate that anyway?). Then Improved precise shot where luck lines the mobs up, rune arm shots and blade barriers where you get a minute or higher fight... overall it'll add up nicely, though no individual thing will be amazing.
Never been the leader of a raid, and only in a few.. but with the low SP, and weapon buffing up to 12 people.. you might want two artis, unless shrines are plentiful.
Jakarr
10-04-2011, 02:35 PM
I am pretty sure a one-armed D6 HP class with partial BAB is not an ideal candidate for melee, but that still leaves possibilities.
Its very possible, hell ever see the Tank Sorc Build in play? I'v had 2 lives of em 16 sorc/2pal/2monk and it destroys stuff(need that Divine Power Clickies) in melee and casting. I'm playing this http://forums.ddo.com/showthread.php?t=343273 atm solid melee and ranged I'v seen a few people with this build at 20 with 600+ hp(non wf).
For instance, how does the ranged DPS compare to a well-built arcane archer? How do the offensive spells stack up in comparison to other caster classes?
Ranged damage is great b/c you can add in your Int Mod to xbow damage(its a spell enchant) along with getto manyshot and other plus like added xbow damage and extra elemental damage with runearm. Also double chance to Proc with a LitII Repeater and Torvens Hammer(they do stack) its some pretty impressive numbers.
How do the offensive spells stack up in comparison to other caster classes?
Think SP between a Bard and Wizard but with a 1k+ Crit BB along with a nasty Cometfallish spell that does Force damage. They have other nice Offensive spells problem comes is they will always be 3 DC behind but as BB and Tactical Denation are Reflex saves its not to bad.
Another question: would you ever want two of them in your epic raid group? Even if it wasn't one of the U11 raids?
Damage damage damage, Self-Healing Damage Machine.
maddmatt70
10-04-2011, 02:39 PM
My biggest comments on the arti's I have run with in the end game raids is they do not know how to use their spell points (most have plenty of spell points left at the end of raids) and 2. they tend to be squishy - this is in part due to lacking gear, but its also a non evasion ranged toon with lowish hit points.
dmslasher
10-04-2011, 03:13 PM
My biggest comments on the arti's I have run with in the end game raids is they do not know how to use their spell points (most have plenty of spell points left at the end of raids) and 2. they tend to be squishy - this is in part due to lacking gear, but its also a non evasion ranged toon with lowish hit points.
Being such a new class its not a suprize from first hand exp useing your sp with this class can be hard if you not buffing the whole party and tossing heals left and right and as for the dmc spells they are great but again if its such a new class you want to learn how for your so will go before you can start casting at will knowing you'll have enough so to make it through so give them time to work into the sp usage and as for squishy well they deft not horoth tanks but im sure they can get the gear up enough to self heal sully with the right build
Bargol
10-04-2011, 03:20 PM
Before the cove event I was leveling a TR wiz. On my server it seemed like all anyone was playing was arties. The problem is there are so many poor players playing them its hard to know what a "good" artie is capable of doing.
It was bad enough where I just wasn't accepting an artie unless I recognized the guild name. I have yet to have an artie buff me on any toon. So from my perspective they are not as good as bards/arcanes.
I think its going to take awhile longer for the dust to settle and the well built/played arties to become the norm rather then the exception. Then we will have a solid handle on their effectiveness in high level content.
incineration
10-04-2011, 03:22 PM
I think its going to take awhile longer for the dust to settle and the well built/played arties to become the norm rather then the exception.
yup, just like when monks came out
MartinusWyllt
10-04-2011, 03:31 PM
In the level 25 cove mine was clearing skele patches without too much difficulty. Investment in force for blade barrier strafe kiting with a situation appropriate repeater is working quite well. First shroud with him was fine, silvered holy of eob repeater, cold weapon buffs to complement the water sorc debuffs...just another 1 rounder.
Theolin
10-04-2011, 04:14 PM
I' seeing about 45 base damage (crits mostly around 85) with a GS lit 2 + (d6 adds)
with improved precise / improved crit
& if we ever get the deadly weapons 2d8 more for base
+ rune arm of 5x55 every 5-6 seconds
+ BB
+ fire tower(50ish for non fire things)
+ dog at about 50 / few seconds + stunning module + dancing guard
+ if you have aggro thundering armor and guard effects
+ prismatic strike (single target crowd control)
+ wiz past life MMs ... with force line these are tasty, also helps with DCs
and add in for mass damage time radiant forcefield to keep your weak (430@17HP rear up)
If you like to kite, you can tear up trash very nicely & very quickly
Boss fights are a bit different its 1/2 buffage for everyone & 1/2 damage a quick fight would be 2 maybe 3 Fusillades, long ones about 4. They can really steal a lot of aggro fast I think I'm seeing about 25 bolts in 6 seconds (quick math: about 1 lit strike, 4 other crits & 1 miss & 19 other hits +2 rune arms )
jsaving
10-04-2011, 04:36 PM
My biggest comments on the arti's I have run with in the end game raids is they do not know how to use their spell points (most have plenty of spell points left at the end of raids) and 2. they tend to be squishy - this is in part due to lacking gear, but its also a non evasion ranged toon with lowish hit points.
My experience is very much the same. Many of the arti players think their proper role is to shoot foes at point-blank range, which actually works pretty well at low to mid levels but isn't nearly as effective at endgame. And because artis are generally able to avoid taking sustained DPS from foes until fairly late in the game, they aren't forced to focus on hit points the way other "squishy" classes like bards are as they level, leading them to lag behind gear-wise. At least, that's my explanation for some of the issues we're currently seeing with endgame artis.
Don't get me wrong -- my arti is only at 15 so my hat is off to the guys who've managed to cap theirs already. But they're going through the same growing pains that monks did not so long ago, with some formerly successful strategies not working so well at endgame and uncertainty about exactly how they should change to more effectively contribute in raids and the like.
My guess is that artis will eventually settle on a couple of roles in which they can be at least moderately effective at endgame. The one that seems most viable to me at the moment is the buffbot/repairbot mentioned by the OP, but with enough incidental melee/runearm/turret damage to provide noticeable (though certainly not stellar) secondary DPS. The problem there is that many arti players a) aren't used to that role, b) haven't played that role before, and c) may not be especially interested in playing it. (This is analogous in some respects to more than a few "battle clerics" who despite dishing out only mediocre DPS resist taking on the passive/"boring" responsibility of healing at endgame.)
The question in my mind is whether the "Rambo" role so many artis seem to currently favor will also be viable at endgame. There are certainly pencil-and-paper classes like the swordmage that compensate for mediocre hit points with reasonable damage and strong buffs they can essentially maintain at all times, but the jury's still out on whether an arti can pull this off in DDO (though I look foward to seeing them try!).
goodspeed
10-05-2011, 10:47 AM
I see the class as mainly being the new splash class to create more unique melee builds.
Other then that mainly buffer. Manipulating weapons basically screams it. Hell for that reason alone if they were smart and had it ready to go, it's like a vip pass into raids.
FastTaco
10-05-2011, 10:52 AM
I played with a TR'ed arti level 20 in epic Devil's assault, he was saying how sick is dps was at lvl 20. His kill counts were ahead of all melee and even ahead of my palemaster.
Watching his attacks I could tell he wasn't just getting lucky kills either. He was using a epic Hellfire xbow.
biggin
10-05-2011, 10:57 AM
Couple with a FVS they make all my damage purple on Lit2's and break DR. Very powerful indeed.
FuzzyDuck81
10-05-2011, 11:00 AM
Was in a normal shroud last night, had a capped arty in it, they seemed perfectly fine to me - presumably were doing ok dps vs. portals & mobs etc, buffed a load of us with silver weapons & even the doggy was contributing well, able to hold its own against one of the named in part 5 while people recovered SP without any hassle.
One thing i did ask, which they hadnt apparantly thought of either, is how well does deconstruct work on portals? Anyone have any confirmed info?
OliviaCrowley
10-05-2011, 11:25 AM
I have a 20 first life Artificer, I capped it about a week ago I believe. I haven't seen many others in raids and such at 20. I've done multiple runs VoD/HoX/Shroud, and one of MA and feel I contribute to the raid rather nicely. I really have yet to feel like a drag on a party, except when I was in Epic House P and the wizard was soloing it for us. But hey, that's how everyone feels. :rolleyes:
When I go into a raid, I say the following (using VoD as an example) when the group is full:
If you need Silver or Good to break DR, let me know. This means you can use your Lit2s on Suulomades! Otherwise I'll assume you have DR breaking and I'll give you Elec.
Then I note down people and buff appropriately. They last 20 minutes, and next update they will persist through death. Obviously, change the wording a bit for different content. Cold/Silver/Good for shroud, etc.
I'm not really seeing the 'low sp' complaint either, I feel quite comfortable with my roughly 1400 sp. And I have no GS items, a Wiz 6 neck and the Mindsunder runearm. I use my SPs to: Buff weapons, drop max/emp/eardweller BBs as appropriate, maintain motes on boss as appropriate (Stacks with Air savant to my understanding), drop new mass prot from ele, mass remove curse, radiant forcefield, deconstruct/reconstruct, various other buffs, etc.
My repeater damage is okay, but the meat of my attacks comes from my runearm. I'm 7/6/6 Force using the Mindsunder arm. It hits for about 200-250 on a failed save at max charge, crits for about 550. That's with 5 shots, so the damage range would be about 1000 to 2700 depending on saves and crit. The pet is set up as a sneak dog and I have numerous modules for it. Currently the pet is using a Holy Burst of Backstabbing, but I also have Metalline of Backstabbing, Paralyze, Cursespew and Smiting modules.
Another advantage is rocking out the 60% boost to scrolls/wands and having a high UMD. While I'm not wearing UMD gear yet (need conc opp goggles for example), I can no-fail heal scrolls with buffs.
Overall I feel the class is solid, although I could definitely use my gear on my character.
Drona
10-05-2011, 11:37 AM
I encountered a first life Arty in Shroud: he was squishy and useless, from a Palemaster point of view.
Amen.
fasteddie8989
10-05-2011, 11:47 AM
It was bad enough where I just wasn't accepting an artie unless I recognized the guild name. I have yet to have an artie buff me on any toon. So from my perspective they are not as good as bards/arcanes.
Just so you know Arty buffs do not show up on the buff bar for some reason :(
Terminus-Est
10-05-2011, 12:10 PM
Just so you know Arty buffs do not show up on the buff bar for some reason :(
A few of them do, but until your level 12 or so, the only things you'll be seeing out of an arti are resists (nevermind, you have ship buffs eh?), ablative armor (extremely long CD on this spell... I generally don't bother to buff other people with it, unless I'm not getting hit AND I notice it is off-timer) and stoneskin (You know how many times I've been hit w/ stoneskin by someone else before level 17 on any toon? Yeah, thats right.)
Their other, more freely given and more efficacious buffs don't show up on the bar, like <blah> weapons, <blah> armor, etc.
Carpone
10-05-2011, 04:30 PM
I've played arcane, healer, THF and unarmed roles for 1300 raids and have a level 18 Artificer. It's easy to justify bringing one Artificer to a raid:
* Positive Energy Infusion for the tank is pretty useful post U11.
* If the majority of the raid is undergeared, then the metallic bypassing spells are very much welcomed. If geared, then another 1d6 elemental damage for melee is solid.
The problem is that multiple Artificers don't stack well in a raid. There's nothing unique or needed that the second and subsequent Artificers can offer. You're better off bringing another wizard, sorcerer or melee for DPS.
If you're looking for a class to solo farm epics at level 20, play a Warforged Artificer. It's the ultimate kiting class between the repeater and 1k crit Blade Barriers.
To answer the OP: Yes, I think Artificers are just (de)buff bots and WF healers. Ranged DPS got a needed overhaul with U11, but it's a far cry of where it needs to be in order to be competitive with melee DPS.
xxScoobyDooxx
10-05-2011, 04:40 PM
Had one with us in Evon6 the other day.
Dragons, fire, raws, Barbarians with huge axes raging, true epic combat, epic atmosphere .......... and through it all you hear ........ tink tink tink
cracks me up.
geoffhanna
10-05-2011, 04:44 PM
Thank you all for the responses.
Still not sure how I want to proceed.
Carpone
10-05-2011, 04:58 PM
Thank you all for the responses.
Still not sure how I want to proceed.
They're very fun to level. I haven't broken my elite streak since I created the character. They're very capable in leveling quests, and become insane once you get Blade Barrier.
As for the squishiness, I went with a 2 monk splash. It's only net +1 feat over a 20 Artificer, but the Evasion with Insightful Reflexes does help with a first life toon. Once I craft Greensteel, I'll LR/TR into a pure Artificer.
Chimeran
10-05-2011, 10:27 PM
It took me a little over 3 days to cap my Arti running with some friends making the most out of the exp bonuses.
I am a WF with 504hp, 524 with construct buff ( cause of being Warforge )
I have no Green Steel gear currently.
#1: You do not need evasion, splashing for 2 levels of whatever is a total waste of time.
Artificers already have enough feats to do whatever you want. You will have 3 minute divine power clickies at level 20~ Stay pure and go warforge is my only advice.
#2: Warforge ~ starting stats 18dex, 16con, 16 intel level ups in intel.
I use an Epic Hellfire crossbow fitted with a good augment gem.
I have Lucid Dreams arm and also Tovern's hammer
I have the Epic Blademark's Docent.
Full force spec + your choice of other... I would recommend fire ~ there is no other way to build an Arti, its full force or go gimp.
Force works on your blade barriers and Lucid Dreams Arm.
Warforge for the win. Plain and simple ~ lots hit points and immunities. Fleshie Arti's are the big suck.
So:
Blade Barrier crits of 450-1000 damage, very often 750-950 damage.
Xbow with bard buffs etc crits 120-160 damage + a massive stream of extra dps types.
Xbow procs 260 + depending on mob, + 300-640 if using Tovern's Hammer + 40-60 sonic from Wind Howlers Bracers.
Tactical detonation i have had fire procs of over 800 on epic, very often I crit for over 1000 damage when they both go off.
End game:
Silver buff/acid for shroud, then your ranged dps Lucid dreams FTW. You can easily tank and kill Orthon boss/Earth elemental in a few fully charged shots.
Learn to move and shoot, take every chance to Rune arm any helpless mob.
Epic deeps: Tovern's Hammer = massive proc damage ( purple procs of over 1000 ) is great.
Ranged inside ~ Lucid dreams on prone mobs.
Any Epic, any raid will be no problem.
What is end game for an Artificer? Its bloody awesome is what it is.
To all the Artificer haters, we are not over powered. We serve a special purpose and when built right are Epic viable. Our dps is not as high as a sorc and we can not kill as fast as a wizard, we do however pack the best Blade Barrier in game, Arti's are probably the best ranged class and kiters currently in game.
ElbionTcob
10-17-2011, 10:18 PM
Just like anything else they can be good and be bad.
We have all seen the terrible toons out there that cant stay alive in Korthos.
And then we see the toons that solo epics.
Its all about the person behind the toon and the thought that was put into the gear and build.
MartinusWyllt
10-18-2011, 07:03 AM
What is end game for an Artificer? Its bloody awesome is what it is.
To all the Artificer haters, we are not over powered. We serve a special purpose and when built right are Epic viable. Our dps is not as high as a sorc and we can not kill as fast as a wizard, we do however pack the best Blade Barrier in game, Arti's are probably the best ranged class and kiters currently in game.
While I can't speak to epics I can speak to comparing gameplay around level 19 between a rog/wiz and an artificer.
I find that I can do more damage faster with the wizard, but need shrining a lot sooner.
The artificer can run around longer but does less damage and takes a bit more finesse to kite effectively.
The BB is certainly better than my RS cleric's while it feels about on-par with my FvS...but crits more.
Zion_Halcyon
11-04-2011, 10:24 AM
Not capped yet, but I can verify that going full force is the way to go for an arti.
I'm level 18, maxed out crossbow, runearm, and full force/deadly kinetics/kinetic spell casting. I can tell you I do feel a little behind on damage, yet at the same time, I end up pulling agro sometimes because I end up spamming BBs that hit decent.
The one thing I will say, is that there is a very, VERY nifty spell that works well on trash mobs, and that is prismatic strike. I took it on a whim because I wanted an offensive spell and other than the turret there weren't many back when I was lover level, and I have been VERY pleasantly surprised. I end up critting for 400-500 of force damage on the thing, with the bonus of occasionally stunning or knocking down a mob. Works great on trash, but I can confirm its really bad against Pit Fiends, at least Harry on Elite Shroud :p
As far as tactical detonation goes, haven't tried it yet other than to switch out blade barrier for the Mabar event (can't cast). I'd love to be able to have 4 spell slots at 20 so I can fit in that and deconstruct, but right now at 18, all I got are 2 slots, and I need those for BB and reconstruct (I'm a WF Arti).
All in all, a fun class. A little squishy, for my tastes (at 312 HP currently with a little over 1100 SP), but the frills make up for it, and I really want to see how Toven's Hammer and Lucid Dreams play out - other than Kyber's Fury at lower levels, I admit to being very underwhelmed by the rune arms so far, but hearing about those 2 gives me some hope.
FuzzyDuck81
11-04-2011, 10:59 AM
My arty is now at 17th & have started shroud flagging.. lotsa fun :D dps is pretty decent still especially while soloing & having those 3-round bursts on a WoP repeater are great.. if you're lucky with crits you can make enemies helpless within a single volley & follow up with a rune arm blast for some significant damage, add in IPS with that & it means some nice long-distance crowd control ability. Currently the best arm i have is glorious obscentity so naturally have invested points in the acid lines as well as force/kinetic, really need to work on getting hold of lucid dreams.
Overall, i find them in some ways similar to monks - if you play them in a fairly basic way theyre ok but nothing amazing (although still with some nice spells), but once you've mastered making use of all of your range of abilities they can be very effective.
now i just need to carry on levelling mine so i can make use of my bossbeater repeater.. +5 holy burst heavy repeater of GEOB - cast silver or cold iron on it, load it with holy bolts (+1s are relatively cheap & easy to craft) & ready to rock :) a decent rune arm on top is just delicious gravy.
Dark-Star
11-04-2011, 12:12 PM
I have a capped pure level 20 and relatively well gear end game Artificer now (Cleen). He is specced for ranged and evocation DC, Warforged with maxed int, enough dex to get improved precise shot, the rest in constitution.
Gear is pretty much exactly what I want, pre-U12, outside of an unfinished Toven's Hammer (a key piece is not dropping currently).
7/1/1 in force and electric, as I swap between Toven's Hammer and Lucid Dreams, depending on resistances and whether or not the mob has evasion. Full Rune Arm enhancements.
So far I have found the build to be competitive in DPS in epics. In pugs I will lead in kills, channel/guild groups mixed. Learning to properly use my Rune Arm has made a massive difference.
Great survivability. Great utility. Can fill many roles in groups and raids.
No other class can take down the training dummy faster.
Maybe most importantly of all, it is a very fun class to play. I look forward to Turbine finishing Artificers' spells and PrEs.
BlackSteel
11-04-2011, 01:15 PM
Gear is pretty much exactly what I want, pre-U12, outside of an unfinished Toven's Hammer (a key piece is not dropping currently).
.
curious what this is, i'll try to hook up with u in game to compare my list with urs.
I view arti as a bard that have less time to pike.
Instead of 3 song then pike
Arti need 9x elemental/metal weapon + 9x armor of haste + constant positive infusion + shield
Oh, sometimes people may ask you to kite stuff around.
Yea, dun expect to pike as a arti .
mutantbee
11-04-2011, 08:38 PM
+5 holy burst heavy repeater of GEOB - cast silver or cold iron on it, load it with holy bolts (+1s are relatively cheap & easy to craft) & ready to rock :) a decent rune arm on top is just delicious gravy.
Why do you put holy bolts in a holy repeater? I use a Holy repeater with silver bolts, and I cast cold iron on top of that. So far that breaks all the DR I have come across as far as devils and demons?
sacredguyver
11-04-2011, 09:47 PM
Why do you put holy bolts in a holy repeater? I use a Holy repeater with silver bolts, and I cast cold iron on top of that. So far that breaks all the DR I have come across as far as devils and demons?
The repeater is Holy Burst, not just Holy. It's the same as Monks crafting Holy Burst on a ToD ring, then wearing a pair of Holy handwraps, Holy stacks with Holy Burst. :D
FuzzyDuck81
11-05-2011, 09:19 AM
Why do you put holy bolts in a holy repeater? I use a Holy repeater with silver bolts, and I cast cold iron on top of that. So far that breaks all the DR I have come across as far as devils and demons?
The repeater is Holy Burst, not just Holy. It's the same as Monks crafting Holy Burst on a ToD ring, then wearing a pair of Holy handwraps, Holy stacks with Holy Burst. :D
this :) plain +1 holy bolts r pretty cheap to craft (dont need a higher + thanks to the repeater being a +5... well +7 with battle engineer) & the 2d6 from holy with correct metal imbue is better than the 1d6 shock damage i'd otherwise imbue if using the specific material bolts
azrael4h
11-05-2011, 10:19 AM
Before the cove event I was leveling a TR wiz. On my server it seemed like all anyone was playing was arties. The problem is there are so many poor players playing them its hard to know what a "good" artie is capable of doing.
It was bad enough where I just wasn't accepting an artie unless I recognized the guild name. I have yet to have an artie buff me on any toon. So from my perspective they are not as good as bards/arcanes.
I think its going to take awhile longer for the dust to settle and the well built/played arties to become the norm rather then the exception. Then we will have a solid handle on their effectiveness in high level content.
I have seen One Arty offer to buff people with Silver Weapons in the Shroud. Nothing else. Granted, I pretty much only pug raids and quests that require more than 1+hireling so I've not experienced them much at all.
So they seem to be pretty self sufficient to me, a class that you can generally ignore while playing since they can self-heal and buff. But not something I would hold up a raid waiting for, even for DR-breaking LitIIs.
mutantbee
11-05-2011, 12:16 PM
OK, let me make sure I have this right please?
If I make a Holy BURST rptr, and put in holy bolts, will I get 2d6 from each, a total of 4d6 damage?
I want to be sure before I go crafting, I have always made holy rptrs since it didn't seem that big of a deal.
I am new to crafting, and I have never taken a monk to a level where rings are involved.
Thanks!
sacredguyver
11-05-2011, 01:12 PM
OK, let me make sure I have this right please?
If I make a Holy BURST rptr, and put in holy bolts, will I get 2d6 from each, a total of 4d6 damage?
I want to be sure before I go crafting, I have always made holy rptrs since it didn't seem that big of a deal.
I am new to crafting, and I have never taken a monk to a level where rings are involved.
Thanks!
Yes. You have have 2d6 from Holy + 2d6 from Holy Burst + an extra 3d6 on a critical for weapons with x2 critical multiplier, 4d6 for a x3 multiplier or 5d6 for a x4 multiplier.
AndyD47
11-06-2011, 03:17 AM
... 9x armor of haste...
You'd be better off using haste scrolls.
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