View Full Version : Artificer looking for build critique
rynok86
11-07-2011, 02:54 PM
I'm pretty new to the game overall, kind of been mulling around an Artificer build, looking for suggestions/criticism. Let me know what you think:
Level 20 Lawful Neutral Dwarf Male (20 Artificer)
Starting
Abilities Base Stats
(32 Point) (Level 1)
Strength 8
Dexterity 16
Constitution 16
Intelligence 18
Wisdom 8
Charisma 6
Tomes Used
+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 whenever
+2 Tome of Charisma used at level whenever
Skills:
Open Lock (Dex) : 23
Disable Device (Int) : 23
Search (Int) : 23
Spot ( Wis ) : 23
Use Magic Device (Cha): 23
Diplomacy ( Cha ) : 32
concentration ( Con ) : 16
Haggle (Cha) : 18
Jump ( Str ) : 5
Balance ( Dex ) : 6
Tumble ( Dex ) : 5
Level 1 (Artificer)
Feat: (Selected) Augmented Summoning
Level 2 (Artificer)
Level 3 (Artificer)
Feat: (Selected) Point Blank Shot
Level 4 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Rapid Shot
Level 5 (Artificer)
Level 6 (Artificer)
Feat: (Selected) Shot on the Run
Level 7 (Artificer)
Level 8 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Empower Spell
Level 9 (Artificer)
Feat: (Selected) Precise Shot
Level 10 (Artificer)
Level 11 (Artificer)
Level 12 (Artificer)
Ability Raise: DEX
Feat: (Artificer Bonus) Improved Critical: Ranged
Feat: (Selected) Weapon Focus: Ranged
Level 13 (Artificer)
Level 14 (Artificer)
Level 15 (Artificer)
Feat: (Selected) Improved Precise Shot
Level 16 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Maximize Spell
Level 17 (Artificer)
Level 18 (Artificer)
Feat: (Selected) Spell Focus: Evocation
Level 19 (Artificer)
Level 20 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Heighten Spell
#Enhancement: Artificer Boost Damage I
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 Improved Rune Arm Use IV
Enhancement: Artificer Battle Engineer I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Uncaring Master
Enhancement: Arcane Empowerment
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
#Enhancement: Racial Toughness III
Enhancement: Dwarven Constitution 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: Charged Spellcasting I
Enhancement: Combustive Spellcasting I
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Shocks I
Enhancement: Deadly Flame I
Enhancement: Deadly Kinetics I
Enhancement: Storm Manipulation I
Enhancement: Storm Manipulation II
Enhancement: Storm Manipulation III
Enhancement: Flame Manipulation I
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
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: Artificer Wand and Scroll Mastery III
Enhancement: Artificer Wand and Scroll Mastery IV
wolfy42
11-07-2011, 04:49 PM
Well you can't take shot on the run without taking mobility and dodge first. Also unless your veteran status (starting at level 4) you'll want to take point blank shot right away. It makes a huge difference....way more then augment summon initially.
Also your crazy to go with an 18 starting int. Int is important for a Artificer...but other stats are as well. In order to get improved precise shot you'll need a 19 dex for instance which means either putting points into dex on level up, or a +3 tome.
Cha is actually quite useful for an artificer btw.....and you really don't get much from being a dwarf. Is there a reason you are playing a dwarf...or is it theme based? Almost any other race is better....with only the H-orc possibly being a worse choice for artificer.
In addition you probably don't want empower so early...you won't get a damage spell that is actually useful (and does more damage then your xbow) till much later. I would suggest holding off on empower till you get blade barrier at least....it's even arguable if it's worth it then.
There is a bunch more.....enhancements for instance that you might want to switch around etc. But that should get you started. Human is a really nice race to take for the possible great bonus to crafting later on, the bonus to int and con (more toughness and higher x-bow damage) along with healing bonuses etc. As a human you can end up with natural 50% healing from repairs and 95% healing from normal heals without investing a ton of AP. The bonus human feat lets you have that for free as well....but since you won't need it early on it lets you take augment summon and point blank shot at level 1, and rapid shot at level 3...for a nice boost in starting damage (if your a veteran at least).
Human would have 2 more cha as well, along with the same amount of skill points per level as your 18 int dwarf....without having to waste all those points boosting int from 16 to 18.
One choice to take that could work is going with a 17 dex and 17 int....the 17 dex lets you reach 19 with a +2 tome (for improved precise shot). I do suggest having at least a 10 base strength unless you already have a +2 strength tome waiting to be used at level 7....otherwise you may run into problems from debuffs.
Anyway good luck!!
MsEricka
11-08-2011, 01:21 AM
Not speaking about any of the build other than UMD, I just want to make you aware of how easy it is to get it pretty high.
23 ranks
02 CHA bonus (6 base, +2 tome, +6 item)
04 GH
05 Greensteel
01 Artificer
35
You've spent points on Improved UMD, long term I think that's a waste since you can easily get another 5 points of UMD with some gear or epic slots. Think about resetting your enhancements later to get rid of the Improved UMD after you have your gear.
Other sources of UMD, not all of them stack with each other!
03 Spyglass (tier 1) (non-stacking)
03 Spyglass (tier 3) (stacking)
03 golden cartouche
02 good luck
02 command item
01 Yugoloth CHA pot
01 Ship CHA shrine
There's a lot more, but you get the point that you can make those 5 points somewhere else other than enhancements to hit a 40UMD.
wax_on_wax_off
11-08-2011, 01:51 AM
Well you can't take shot on the run without taking mobility and dodge first. Also unless your veteran status (starting at level 4) you'll want to take point blank shot right away. It makes a huge difference....way more then augment summon initially.
Also your crazy to go with an 18 starting int. Int is important for a Artificer...but other stats are as well. In order to get improved precise shot you'll need a 19 dex for instance which means either putting points into dex on level up, or a +3 tome.
Cha is actually quite useful for an artificer btw.....and you really don't get much from being a dwarf. Is there a reason you are playing a dwarf...or is it theme based? Almost any other race is better....with only the H-orc possibly being a worse choice for artificer.
In addition you probably don't want empower so early...you won't get a damage spell that is actually useful (and does more damage then your xbow) till much later. I would suggest holding off on empower till you get blade barrier at least....it's even arguable if it's worth it then.
There is a bunch more.....enhancements for instance that you might want to switch around etc. But that should get you started. Human is a really nice race to take for the possible great bonus to crafting later on, the bonus to int and con (more toughness and higher x-bow damage) along with healing bonuses etc. As a human you can end up with natural 50% healing from repairs and 95% healing from normal heals without investing a ton of AP. The bonus human feat lets you have that for free as well....but since you won't need it early on it lets you take augment summon and point blank shot at level 1, and rapid shot at level 3...for a nice boost in starting damage (if your a veteran at least).
Human would have 2 more cha as well, along with the same amount of skill points per level as your 18 int dwarf....without having to waste all those points boosting int from 16 to 18.
One choice to take that could work is going with a 17 dex and 17 int....the 17 dex lets you reach 19 with a +2 tome (for improved precise shot). I do suggest having at least a 10 base strength unless you already have a +2 strength tome waiting to be used at level 7....otherwise you may run into problems from debuffs.
Anyway good luck!!
Some good points here.
Regarding race: I'd only choose dwarf if I was going to start with a decent strength and go THF'ing feats. Dwarf is actually quite a nice choice for a melee artificer due to racial enhancements and easy use of dwarven axes with masters touch. However, for a ranged build, Warforged for soloability, half-elf for DPS or human for crafting.
Regarding stats: 18 intelligence is a fine starting int. It is superior to go 18 int, 16 dex and then put +1 dex at level 12 (to qualify for IPS at 15) as you end up with more skill points this way but the same ending stat scores. Minimum starting charisma is fine as you'll still get no-fail heal scrolls with no trouble. 8 starting strength is fine just remember to carry bulls wands for times that you encounter rays of enfeeblement and try to keep ship buffs up.
Regarding feats: Shot on the Run is not good for how expensive it is (with 2 other feats as requirements). Empower and Maximise are the only 2 metamagics that a fleshy artificer really needs (WF need quicken for reconstruct). Other than that you can go for ranged feats: PBS, RS, PS, IPS, IC:R. Toughness, Augment Summons and 2 more feats (I'd consider going mental toughness and improved mental toughness considering the low SP pool) and it's all rounded out quite nicely.
Deathdefy
11-08-2011, 02:43 AM
My firm but definitely subjective opinions:
Stats:
Eh. You do need IPS. But a Dex level-up point which I think you're catering in isn't the end of the world. I like more than 8 strength, but others don't care. Seems fine.
Feats:
Drop Heighten. The only things you'd want to heighten are Blade Barriers and Tactical Detonations, which, conveniently, are already maxxed out at level 6.
I'd replace Heighten with GSF: Evocation (which will require a small feat-rejigging since you can't take it as a bonus feat). I think that SF: Evocation affects not only BB and TD, but the DC of your rune arm blasts since they're also listed as evocation, and I will be including it when possible on my Artificers in future.
I'm of the opinion that Contruct Essence as it stands is a trap after the early levels when you'll want to swap it out and rely on Heal scrolls and pots. (Not really the infusions - you need to max/emp them to get serious numbers, and that gets SP intensive fast if it's solely for your own benefit. They're also not that much faster to fire than a heal scroll. I still keep them mem'd for group healing though). Avoiding Construct Essence entirely is fine too.
I would definitely keep Maximize and Empower if solely for BB and emergency group infusion heals. There just aren't better feat options.
Shot on the Run is pretty trashy, but it's not bad. Ranged artificers have feat overkill and you could certainly do worse. More toughnesses isn't a bad alternative though. Actually, the Mental Toughness and Improved Mental Toughness Idea of Wax's is significantly better than either of those options if you want to be using your spells a lot.
Enhancements:
Uncaring Master is bad at cap, but fine until then. Your dog will eventually be a self-buffed 80AC beast (hot tip: Dragontouched Docent of: Whatever Tier 1 / +6 Dex / +4 insight with an alchemical dodge ritual on it) with over 600HP and improved evasion. This means it won't die without a lot of notice outside of epics. In epics they're useless, bug chests out, and are generally a no-no at the moment.
Short version: Your pet will never die unless you have really dropped the ball in endgame. Save the APs.
Force vs Lightning vs Fire.
1) I'd drop the fire point. I know it's just 1 point and will be nice for Tactical Detonation and Prismatic Spray damage, but I'd rather +5% force or lightning base damage or more crits, etc.
2) I'm definitely pro a 1/1/1 investment in force if you go lightning (it's a cheap but very noticeable boost), but if you go force I can't think of a single circumstance when you'd be using a damaging lightning spell (debuffing with Electric motes doesn't count). The extra Toven's dps from Lightning strike would be more than offset by the extra force damage blast you get with Lucid Dreams by being fully force specced meaning you would just never use Toven's.
To me the choice is: all force enhancements vs 1/1/1 force and all lightning enhancements.
3) I've had 4 UMD, 3 UMD, and now 2 UMD depending on my optimal gear setup. Playing with 0 UMD enhancements is fine, but it's nice to be able to throw no-fail heal scrolls despite having just died yourself meaning you're missing GH. It's also nice to not have to waste slots with Command / Cartouchiness.
4) Just play with them. I've respecced my artificer's enhancements more than any other class I've played. Just see what you like, dependant on your current rune arm choices. I think you could very viably max out fire in early levelling. I was acid specced (and doing fine but comparatively worse dps) while doing epics for a while using Glorious Obscenity until the better rune arms finally dropped for me. Eventually, I consider it a Lightning vs Force question, but I'm still open-minded about other final setup possibilities.
dunklezhan
11-08-2011, 02:55 AM
I'm a big fan of UMD, but I don't see the point of it only becoming useful in the upper levels. What MsErika says is absolutely correct when talking about building endgame, but for levelling they're just dead points till about L15.
If you want usable UMD from fairly early on for more than just the magic Heal scroll target number, then you may need to invest sooner. You have a lot to spread your enhancements and stats around with an arti however, so I would suggest - and others will disagree with me, probably with neg rep for 'misinformation' but it's still my opinion - dropping empower or Heighten for skill focus:UMD - whichever one you drop, take SF:UMD in your L8 feat slot - it'll make a big difference at that level for using healing and buff wands.
Also re the gear MsEricka mentioned - the Golden Cartouche, a Command or a Persuasion item are pretty easy to get. The cove stuff is only easy if cove runs again, and Yugo pots require Amrath (i.e. end game) favour. Even a ship Cha shrine is hard to come by if you don't happen to be in a guild with a high enough level ship and space for a Cha shrine. If you don't play or don't plan to play end game, you want to be aiming for the cartouche or a persuasion item, imho.
sacredguyver
11-08-2011, 03:41 AM
Regarding stats: 18 intelligence is a fine starting int. It is superior to go 18 int, 16 dex and then put +1 dex at level 12 (to qualify for IPS at 15) as you end up with more skill points this way but the same ending stat scores.
I'm seeing a lot of great advice here, especially since I'm planning my own Artificer build (http://forums.ddo.com/showthread.php?t=349345). *Makes notes*
DeafeningWhisper
11-08-2011, 10:17 AM
1st of all go true neutral, no need to take extra damage and your dog will still be true neutral regardless of your alignment.
2nd, go human/helf or WF, helf have the highest dps (versatility + rogue dili) and WF top survivability since they get full heals from repair spells and extra con, human's make great crafters and are a nice substitute to helf who are just so freaking ugly.
3rd shoot for 16 con (which U did), while 14 is fine on most other ranged builds those builds usually have Evasion, arty's do not.
For my human arty I went:
Str 8
Dex 17 + 2 tome + 7 item = 26
Con 15 +2 tome +1 adaptability +6 item = 24
Int 16 +5 lvls + 6 item + 2 exceptional + 2 tome +3 enhancement = 34
Wis 8
Cha 8
Feats:
1 Toughness
1 Point Blank Shot
3 Construct Essence (around lvl 11/12 it starts loosing it's luster, switch it out or keep for flavor)
4 Rapid Shot
6 Insightful Reflexes (high int and no Evasion, get this!)
8 Augment Summoning (get this earlier, in place of Construct if you don't plan on taking that)
9 Weapon Focus: Ranged
12 Quicken (if you take Construct or went WF)
12 Improved Critical: Ranged
15 Improved Precise Shot
16 Maximize
18 Toughness
20 Empower
Terminus-Est
11-08-2011, 10:38 AM
Agreed on the Uncaring Master; its a waste of AP and you have alot of things you want to spend AP on.
Lawful alignment sticks out to me as something a bit odd as well; what gear are you planning to wear?
Going true neutral gives you access to self-crafted _____ Stability items which are -really really- useful at propping up your ac (while it matters) and your saves (once it doesn't). Your UMD should advance quick enough to allow to use alignment-restricted gear anyways.
Stats:
Look good. 22 base int at level 20 isn't a slouch and with your planned progression you'd be able to pick up IPS.
Your biggest weakness that I'm seeing here is your enhancements.
For any general caster, hitting up 1x of each elemental line is usually the right idea, but Artificers are different. Most of your spells do force or -multiple- elemental types of damage. The good ones anyways. I would focus on force (which you did, gj) and splash of Fire for your turret. Don't bother with the other lines.
Regarding rune-arm enhancements; Artificers tend to boil down into two kinds of combat styles. Constantly moving pew-pewing archer builds who lay down BBs and kite things through them while their dog chews on ankles....
Or
Standing absolutely still on top of a turret, inside a BB, charging up a mega-doom cannon to unload on whatever is alive once you hit your charge cap.
These two styles really do not blend well into each-other. Spending your feats and enhancements to have both available to you is one option, but I think specializing in one or the other and then picking up a secondary strength is more viable. Even without the rune-arm line of enhancements, you can still nuke a boss pretty good in the rare times when you get to stand stock-still and aim at something. The reverse isn't exactly true though; you have to spec run-and-gun to be able to reliably kite and efficiently kill epic trash.
I'd honestly recommend switching to Warforged as your race if it is available and use some of the AP your saving to invest in the Repair line. Your self-sufficiency while leveling is drastically increased, you utility as an Epic-level support toon is drastically increased and your strengths as a dwarf (more hitpoints, resistance to various effects) are intact.
Skills:
I'd move some points (all) from haggle into Jump and Balance.
rynok86
11-08-2011, 12:32 PM
So I've taken a lot of what y'all have said and incorporated a bunch of it into my build. I'm kind of heart set on Dwarf/ranged for thematic reasons, but realized the True Neutral is definitively better. 18 int does help compensate for not being human, and I still get my +1 dex before 15 plus the tome (that I'll likely buy from DDO store to help support). I think I have given my feats a better chance, with a few "or"s for how I'm feeling at those levels. I do have Veteran access (though I don't remember purchasing) so I will be level 4 to start and will have all 3 starting feats. As far as Enhancements are concerned, I made several changes to match the most consistent info from everyone, however I still may be confused on how all Artificer spells work and later-game play-styles. I very much want to take advantage of the rune arm, it feels very different and enjoyable addition. As well as the turret looks to be fun. I am slightly confused on the electric vs Force options. I know BB is qualified under force, but I know the electric spells are good as well. But I guess I don't know which will be used more later and how it will need to be enhanced. I found a thread saying the turret is unaffected by the Flame Enhancements, so I was thinking of dropping them. I guess, really now I need to refine my feats and really work out my Enhancements
Level 20 True Neutral Dwarf Male
(20 Artificer)
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 16 19
Constitution 16 19
Intelligence 18 27
Wisdom 8 10
Charisma 6 8
Tomes Used
+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 whenever
+2 Tome of Charisma used at level whenever
Skills: 197
Open Lock (Dex) : 23
Disable Device (Int) : 23
Search (Int) : 23
Spot ( Wis ) : 23
Use Magic Device (Cha): 23
Diplomacy ( Cha ) : 18
concentration ( Con ) : 23
Balance ( Dex ) : 22
Jump ( Str ) : 8
Tumble ( Dex ) : 10
Feats:
1 (Selected) Augmented Summoning
3 (Selected) Point Blank Shot
4 (Artificer Bonus) Rapid Shot
6 (Selected) Toughness or Insightful Reflexes
8 (Artificer Bonus) Precise Shot
9 (Selected) Empower Spell
12 (Artificer Bonus) Improved Critical: Ranged
12 (Selected) Maximize Spell
15 (Selected) Improved Precise Shot
16 (Artificer Bonus) Mental Toughness
18 (Selected) Spell Focus: Evocationor or Toughness or Imp Mental
20 (Artificer Bonus) Weapon Focus: Ranged
Level 4 (Artificer)
Ability Raise: INT
Level 8 (Artificer)
Ability Raise: INT
Level 12 (Artificer)
Ability Raise: DEX
Level 16 (Artificer)
Ability Raise: INT
Level 20 (Artificer)
Ability Raise: INT
Enhancement: Artificer Boost Damage I
Enhancement: Artificer Boost Damage 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 Improved Rune Arm Use IV
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: Dwarven Constitution 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: Charged Spellcasting I
Enhancement: Combustive Spellcasting I
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Shocks I
Enhancement: Deadly Flame I
Enhancement: Deadly Kinetics I
Enhancement: Storm Manipulation I
Enhancement: Storm Manipulation II
Enhancement: Storm Manipulation III
Enhancement: Flame Manipulation I
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation I
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: Artificer Wand and Scroll Mastery III
Enhancement: Artificer Wand and Scroll Mastery IV
rynok86
11-08-2011, 12:33 PM
Of note, the UMD Enhancements I figure I can take and use until I feel I've got the gear and can start dropping them.
wax_on_wax_off
11-08-2011, 04:00 PM
Of note, the UMD Enhancements I figure I can take and use until I feel I've got the gear and can start dropping them.
You'll want to keep the UMD enhancements until you can comfortably hit a 39 UMD score which is what you need for heal scrolls.
Insightful reflexes will probably not equate to a huge difference in reflex save due to your dexterity already being quite high. I'd definitely take toughness in that level 6 slot.
With spell damage enhancements the spell critical lines give less bonus damage than the damage ones so only consider getting the first rank in spell criticals if you've got all 7 ranks in spell damage first. The usual strategy for AP efficiency is to go 7/1/1 in your primary lines (which you've done) and then just 1 in damage for your minor lines.
The best thing about enhancements is that they can be reset every 3 days. Artificers have a lot of really good options for enhancements so try different combinations and see what works best for you :)
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