View Full Version : Artificer Ranged DPS, Healer, Nuker
Krinn83
10-18-2011, 05:36 AM
Hi everyone.
I'd like some advices about my artificer.
I'll TR my AA elf ranger 11 / rogue 7 / fighter 2 into a warforged artificer 20 as soon as I can afford it.
Warforged for extra constitution, self healing and immunities.
Stats will be:
STR 10
DEX 16 => +2 tome and levelup point at 12th level = 19 for improved precise shot
CON 16
INT 18 => +2 tome and levelup points at 4th, 8th, 16th and 20th
WIS 6
CHA 6
I'll have 12 feats, but have 13 that come up in my mind, so one has to go. Which one?
Toughness
Augment Summoning
Point Blank Shot, Precise Shot, Rapid Shot, Improved Precise Shot
Improved Critical (Ranged)
Weapon Focus (Ranged)
Extend Spell (for buffs)
Quicken Spell (quickened reconstruct alone is worth it)
Empower Spell, Maximize Spell (tactical detonation and blade barrier will benefit, and also curative admixtures)
Empower Healing Spell (curative admixtures will heal for more)
Currently leaning on dropping Weapon Focus, but Empower Healing might be another option, or Extend if it doesn't work on, say, armor of speed and radiant forcefield, or other less-than-20mins-duration buffs.
Skills will be plenty.
8 maxed right from the start:
Concentration, Spot, Search, Disable Device, Open Locks, UMD, Balance (11cc), Jump (11cc), Tumble (1cc)
As soon as higher INT allows me, I'll put extra points into Haggle (should be able to max it) and rest into Tumble.
Enhancements are cheap to toy around with, so I'll experiment during levelup.
redoubt
10-18-2011, 10:34 AM
This is pretty much what I'm planning as well, but I am considering 8 str and 17 con. Saves a few AP on WF con and this class seems to have a ton of good enhancements.
In geoffhanna's thread there is a guy suggesting 18 dex and 16 int as an alternative as well. I liked this thread because several people with high level arti's have talked about what they can do at level.
I also like you emp heal idea. I'm going to have to look into that and the thrown cure pots...
Deathdefy
10-18-2011, 10:48 AM
Playing a WF 20 Arti for a while now, and like the looks of 99% of your build. I made the mistake of picking up the shot-on-the-run line, but we won't talk about that.
Thoughts:
-Extend Spell flat out doesn't work for buffs unique to Artificer except for Positive Energy Infusion and some other weird ones... Thundering Armor I think. Not Radiant Forcefield or Armor of Speed anyhow. Broadly, it only affects the spells that arcanes and divines can also cast. Like you said, it's just not worth it.
-Empower Healing isn't actually available as a feat choice for Artificers to take despite it allegedly affecting our infusions. You'd need to splash cleric or something in order to take it. Obviously don't.
Your stats look fine to me. I started with 12 strength (36 pt) and haven't unmemorized Bull's Strength since I got it. It's embarrassing, but I need the +4 to get to 16 to not be encumbered. 10 will be fine - you might need to slot a +6 strength somewhere, but sounds doable. To my mind, 8 is just too low and I would make sacrifices to raise it.
For my next Artificer life... someday... I would replace those 2 feats with SF: Evocation and GSF: Evocation as I'm hoping/guessing/praying they would raise the DC of rune arm firings (as well as Blade Barrier and Tactical Detonation which really is evocation in-game despite ddowiki's listing of Transmutation).
EDIT: Didn't remember you needed to drop a feat. Given that I'd still recommend one tier of SF: Evocation.
Krinn83
10-19-2011, 02:35 AM
Playing a WF 20 Arti for a while now, and like the looks of 99% of your build. I made the mistake of picking up the shot-on-the-run line, but we won't talk about that.
Thoughts:
-Extend Spell flat out doesn't work for buffs unique to Artificer except for Positive Energy Infusion and some other weird ones... Thundering Armor I think. Not Radiant Forcefield or Armor of Speed anyhow. Broadly, it only affects the spells that arcanes and divines can also cast. Like you said, it's just not worth it.
-Empower Healing isn't actually available as a feat choice for Artificers to take despite it allegedly affecting our infusions. You'd need to splash cleric or something in order to take it. Obviously don't.
Your stats look fine to me. I started with 12 strength (36 pt) and haven't unmemorized Bull's Strength since I got it. It's embarrassing, but I need the +4 to get to 16 to not be encumbered. 10 will be fine - you might need to slot a +6 strength somewhere, but sounds doable. To my mind, 8 is just too low and I would make sacrifices to raise it.
For my next Artificer life... someday... I would replace those 2 feats with SF: Evocation and GSF: Evocation as I'm hoping/guessing/praying they would raise the DC of rune arm firings (as well as Blade Barrier and Tactical Detonation which really is evocation in-game despite ddowiki's listing of Transmutation).
EDIT: Didn't remember you needed to drop a feat. Given that I'd still recommend one tier of SF: Evocation.
Thanks!
That's exactly what I was looking for :)
Extend is useless, Empower Healing can't be taken. So for the last feat I'll take SF:Evocation indeed for BB and TD.
About strength, I know I'm comfortable with no less than 12 but can't afford to lose points elsewhere so I went with 10. Str enhancing items/spells are in order. Hey, I'll probably make good use of divine power clickies too.
About swapping DEX and INT, I'd rather have more skill points, +1 damage with crossbows, infusion DC and trap skills any day over +1 to hit, reflex saves and skills like balance and tumble.
I could start with 17 DEX and 17 INT so I only need a +2 DEX tome to afford IPS and all levelup into INT, but that only means I'll have fewer skill points at lower levels. Instead, I invest into INT early to have more skills, and raise that single point of DEX at 12 before I take IPS at about 15th level.
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