View Full Version : Artificer Rune Arm Enhancements Questions
AZgreentea
10-26-2011, 09:32 AM
There dosent seem to be much info available yet, so I was hoping to get some opinions. How useful are the following feats to an artificer? I find myself wanting to take more enhancements than I have points for. I am going for a typical ranged pure artie.
1. Improved rune Arm Use
2. Rune Arm Overcharge
3. Uncaring master (which I hear may or may not work currently)
4. Energy of Creation
5. Wand enhancements past the first tier
Also, Should I take construct essence as a non-WF for minor self healing? Which metamagic feats should I take if it means not being able to grab all the ranged enhancements I want (which ones are must haves)?
brinclhof
10-26-2011, 09:50 AM
There dosent seem to be much info available yet, so I was hoping to get some opinions. How useful are the following feats to an artificer? I find myself wanting to take more enhancements than I have points for. I am going for a typical ranged pure artie.
1. Improved rune Arm Use
2. Rune Arm Overcharge
3. Uncaring master (which I hear may or may not work currently)
4. Energy of Creation
5. Wand enhancements past the first tier
Also, Should I take construct essence as a non-WF for minor self healing? Which metamagic feats should I take if it means not being able to grab all the ranged enhancements I want (which ones are must haves)?
if you want to do any significant amount of casting beyond buffs then probably need energy of creation just to boost the SP pool. I'm lvl 13 right now with 3 tiers of energy of creation and sitting at 889 sp.
Constuct essence is a good feat in my opinion for fleshie arties cause with repair critical and taking repair damage spell line you are still healing yourself pretty decently.
If you are going to use wands or scrolls for anything other than buffing...then yes the wand and scroll line is good to take.
not sure about the improved rune arm use yet... Just took second tier of that and haven't had much of a chance to try it out yet.
same with overcharge.
Pet dying doesn't hurt that much so I would say that is one you can skip.
Just my opinion though.
djsonar919
10-26-2011, 03:17 PM
Quick responses to your questions:
1. Totally worth it end game if you want to use your rune arm all the time. I've taken it and never looked back.
2. Totally worth it, it takes a little more than 5 seconds to charge a Tier 5 rune arm. If you can run around with more 3/5ths of it fully charged, you just increased your damage output.
3. Worthless, pets death doesn't hurt too bad.
4. This one is debateable. I haven't taken a single one of the creation line because I have several sp giving items, have a torq, and con-op item. Rarely have I ran out of sp.
5. Wand and scroll enhancements are amazing! Nothing like being able to be an effective healer for the shroud or healing a single raid tank without using a single spell point. Also too, if you have a wand of blasting, full wand & scroll mastery, and have the capstone, you have some pretty high damage numbers.
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