PDA

View Full Version : Warforge AR Build - any feedback?



warwon101
01-09-2013, 04:50 PM
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Panda Thunder Hammer
Level 20 Neutral Good Warforged Male
(20 Artificer)
Hit Points: 232
Spell Points: 1282
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 10
Will: 14

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 14 19 19
Constitution 14 14 15
Intelligence 14 17 17
Wisdom 14 14 14
Charisma 10 10 10

Tomes Used
+3 Tome of Dexterity used at level 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 4 5
Bluff 0 0 1
Concentration 6 24 25
Diplomacy 0 0 1
Disable Device 6 26 27
Haggle 0 0 1
Heal 2 2 3
Hide 2 4 5
Intimidate 0 0 1
Jump 0 5 6
Listen 2 2 3
Move Silently 2 4 5
Open Lock 6 27 28
Perform n/a n/a n/a
Repair 2 3 4
Search 6 26 27
Spot 6 25 26
Swim 0 0.5 1.5
Tumble n/a n/a n/a
Use Magic Device 4 13 14

Level 1 (Artificer)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Augment Summoning
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Feat: (Automatic) Warforged Traits
Spell (1): Repair Light Damage
Spell (1): Enchant Weapons
Spell (1): Enchant Armor
Spell (1): Conjure Bolts


Level 2 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Grease


Level 3 (Artificer)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Repair Moderate Damage
Enhancement: Artificer Crossbow Damage I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I


Level 4 (Artificer)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Artificer Bonus) Point Blank Shot
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Trapmaking
Spell (2): Cat's Grace
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Flame Manipulation I


Level 5 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence
Spell (2): Elemental Weapons
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III


Level 6 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Rapid Shot
Spell (3): Flame Turret
Enhancement: Racial Toughness II


Level 7 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (3): Repair Serious Damage
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Combustive Spellcasting II
Enhancement: Deadly Flame II


Level 8 (Artificer)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Swim (+0.5)
Feat: (Artificer Bonus) Extend Spell
Spell (3): Blast Rod
Enhancement: Combustive Spellcasting III
Enhancement: Flame Manipulation IV
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV


Level 9 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Precise Shot
Spell (4): Thundering Armor


Level 10 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Armor of Speed
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation V
Enhancement: Warforged Healer's Friend II


Level 11 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Cold Iron Weapons
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI
Enhancement: Repair Manipulation VI
Enhancement: Artificer Energy of Creation II


Level 12 (Artificer)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Mental Toughness
Spell (5): Prismatic Stike
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Deadly Flame IV


Level 13 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Skill Mastery
Spell (5): Planar Weapons
Enhancement: Flame Manipulation VII
Enhancement: Repair Manipulation VII


Level 14 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Silver Weapons
Enhancement: Artificer Improved Rune Arm Use III


Level 15 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Precise Shot
Spell (6): Blade Barrier
Enhancement: Artificer Damage Boost III
Enhancement: Artificer Improved Rune Arm Use IV


Level 16 (Artificer)
Ability Raise: INT
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Artificer Bonus) Maximize Spell
Spell (6): Tactical Detonation
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Flame V


Level 17 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (6): Deadly Weapons


Level 18 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Quicken Spell
Spell (6): Deconstruct


Level 19 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Radiant Forcefield


Level 20 (Artificer)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Artificer Bonus) Improved Mental Toughness
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting VI
Enhancement: Deadly Flame VI
Enhancement: Artificer Energy of Creation III
Enhancement: Warforged Healer's Friend III




I did have more DEX at one point build this but went back and raise INT, as it seems to be a bigger deal.

It seems solid, I was told to avoid infusions!

Loriac
01-09-2013, 05:57 PM
Feedback provided on the New Players sub-forum, but copied below as you're more likely to get build feedback here.

For a 32pt WF artificer build, I would suggest the following stats:

Str 8
Dex 16
Con 16
Int 18
Wis 6
Cha 6

The Dex of 19 after +3 tome is sufficient for IPS at level 15.

Int is the primary artificer attribute, and all level ups should go to Int. Str may feel low at low levels, but buy a wand of bulls strength and equip +str items when you find them and you should be fine.

Con should get the points left after spending in Int and Dex; for a 32pt build, thats 6 points.

Wis and Cha are dump stats for the WF arti; Wis affects will save, but artis get a high will save and WF are resistant to many will-based effects.

Cha is nice for UMD, but as a WF you won't really need UMD til late game (its useful for scrolling heal in raids etc and for being able to use raise dead scrolls if a group you're in loses their cleric).

Skill points in heal are wasted, as are points in repair. Of hide and move silently, if you must take one, take move silently - you can scroll a level 1 ranger spell, camouflage, which gives you +10 to hide if you need to sneak. Listen is a waste (particularly if you dump wis as suggested), but definitely raise UMD, disable device, search to max ranks per level. I'd also recommend keeping concentration high (its actually not as needed for a WF, as evenutally you'll take quicken for reconstructs) as well as spot and open lock. Balance should have a few ranks, but your dex is high so it shouldn't be a huge issue. Jump doesn't need points invested; instead, look out for an item (on the AH or looting) that can be used to cast the jump spell (it gives you +30 jump by the time you're at level 20 and take the capstone).

Edit: stats edited; earlier I missed the fact that you have a +3 Dex tome available.

Edit 2: if you decide you want to play this character into epic levels rather than TR'ing him, you may want to decide up front if you want to build for combat archery. That requires 21 Dex, so if you go down that route you'll need to put 2 level ups into Dex instead of Int, allowing you to take combat archery at either level 21 or 24. Personally, I think you're better off with +1 to DCs and the higher Int, but this is my opinion only.

warwon101
01-09-2013, 06:50 PM
i like your feed back but it's also concerning trying to make this perfect as I can lol.

looks at the planner a bit more...

droid327
01-09-2013, 07:23 PM
Why'd you pick Extend? In my experience, none of the arti buffs you'd want to extend are compatible with Extend. And, with our lower SP pool compared to other Arcanes, I find that Empower and Maximize are much less useful in early and mid levels as well. I think you're probably better off with SF: Evoc (and GSF instead of Imp Mental Tough) to improve the DCs of the CC in your spells, and your runearm damage.


I'd also try to take the archery feats sooner rather than later - Augment Summoning you definitely dont need at L1.

CThruTheEgo
01-09-2013, 08:09 PM
I would agree with Loriac and droid327 regarding stats, skills, and feats. Here is the feat order I would recommend.

1 augment summoning (your dog can pretty much solo the lower levels for you with this feat)
3 toughness
4a point blank shot
6 rapid shot
8a precise shot
9 maximize
12 spell focus evocation
12a imp crit ranged
15 greater spell focus evocation
16a improved precise shot
18 quicken
20a empower

You don't need extend, mental toughhness, or imp mental toughness. But if you want to capitalize on the arti's casting capabilities (which blossom between levels 15-20) then you will want empower, maximize, spell focus evo, and gr spell focus evo. I would eventually swap augment summoning for insightful reflexes (if you invest heavily in int through gear) or precision.

If you're interested in an endgame arti build feel free to check out the link in my sig, it might give you some things to think about for your build.

warwon101
01-09-2013, 09:08 PM
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Panda Thunder Hammer
Level 20 Neutral Good Warforged Male
(20 Artificer)
Hit Points: 232
Spell Points: 1130
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 12
Will: 10

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 16 22 22
Constitution 14 14 15
Intelligence 18 21 21
Wisdom 6 6 6
Charisma 6 6 6

Tomes Used
+4 Tome of Dexterity used at level 15

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 5 17.5 18.5
Bluff -2 -2 -1
Concentration 6 25 26
Diplomacy -2 -2 -1
Disable Device 8 28 29
Haggle -2 -2 -1
Heal -2 -2 -1
Hide 3 6 7
Intimidate -2 -2 -1
Jump 0 7 8
Listen -2 -2 -1
Move Silently 3 6 7
Open Lock 7 29 30
Perform n/a n/a n/a
Repair 4 5 6
Search 8 28 29
Spot 2 21 22
Swim 2 7 8
Tumble n/a n/a n/a
Use Magic Device 2 21 22

Level 1 (Artificer)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+2)
Skill: Use Magic Device (+4)
Feat: (Selected) Augment Summoning
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Feat: (Automatic) Warforged Traits
Spell (1): Enchant Weapons
Spell (1): Enchant Armor
Spell (1): Conjure Bolts
Spell (1): Repair Light Damage
Spell (1): Grease
Spell (1): Resist Energy


Level 2 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Static Shock


Level 3 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Repair Moderate Damage
Enhancement: Artificer Crossbow Damage I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I


Level 4 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Point Blank Shot
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Trapmaking
Spell (2): Cat's Grace
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Flame Manipulation I


Level 5 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence
Spell (2): Elemental Weapons
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III


Level 6 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Precise Shot
Spell (3): Flame Turret
Enhancement: Racial Toughness II


Level 7 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (3): Repair Serious Damage
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Combustive Spellcasting II
Enhancement: Deadly Flame II


Level 8 (Artificer)
Ability Raise: DEX
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Extend Spell
Spell (3): Blast Rod
Enhancement: Combustive Spellcasting III
Enhancement: Flame Manipulation IV
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV


Level 9 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Maximize Spell
Spell (4): Thundering Armor


Level 10 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Armor of Speed
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation V
Enhancement: Warforged Healer's Friend II


Level 11 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (4): Cold Iron Weapons
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI
Enhancement: Repair Manipulation VI
Enhancement: Artificer Energy of Creation II


Level 12 (Artificer)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Spell Focus: Evocation
Spell (5): Prismatic Stike
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Deadly Flame IV


Level 13 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Automatic) Skill Mastery
Spell (5): Planar Weapons
Enhancement: Flame Manipulation VII
Enhancement: Repair Manipulation VII


Level 14 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (5): Silver Weapons
Enhancement: Artificer Improved Rune Arm Use III


Level 15 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Focus: Evocation
Spell (6): Blade Barrier
Enhancement: Artificer Damage Boost III
Enhancement: Artificer Improved Rune Arm Use IV


Level 16 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Precise Shot
Spell (6): Tactical Detonation
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Flame V


Level 17 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (6): Deadly Weapons


Level 18 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Quicken Spell
Spell (6): Deconstruct


Level 19 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (5): Radiant Forcefield


Level 20 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Empower Spell
Spell (6): Reconstruct
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting VI
Enhancement: Deadly Flame VI
Enhancement: Artificer Energy of Creation III
Enhancement: Warforged Healer's Friend III




Managed to crave this out after all the suggestions, looks good eh?

Loriac
01-09-2013, 09:29 PM
The 2 points into str will help your build out only at very low levels; assuming that you end up eating a +2 tome on str, you'll have 16-18 str easily with gear etc by the time you hit 20. I'd strongly recommend going with 16 in con, as 20 hp difference at level 20 will help make up for lack of extensive gear (I'm assuming here that you don't have e.g. shroud hp gear, and nor will you have the best docents at level such as unsuppressed quorforged docent of battle).

As to feats, I broadly agree with CThru's list, with a couple of differences:

i. Empower is no longer a must have feat for anyone other than a sorc
i. Some people swear by augment summons, but it really depends how much you use your dog. I almost never use mine, so for me its a wasted feat from level 1 onward. As CThru mentions, you should definitely look to swap this out as you get into your teens if you haven't done so earlier.

Insightful reflexes is an excellent feat. On a WF arti, I also quite like mithral body as a feat, but I don't think many builders share my opinion on that one. Precision is also very nice, and if you want 'mainstream' advice, then I'd say its to replace empower and augment with Insightful reflexes and precision.

Edit: you still have extend spell in your feat list. As mentioned above by droid, don't do it - extend is a wasted feat on an arti.

warwon101
01-09-2013, 09:36 PM
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Panda Thunder Hammer
Level 20 Neutral Good Warforged Male
(20 Artificer)
Hit Points: 252
Spell Points: 1130
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 12
Will: 10

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 8 8 8
Dexterity 16 22 22
Constitution 16 16 17
Intelligence 18 21 21
Wisdom 6 6 6
Charisma 6 6 6

Tomes Used
+4 Tome of Dexterity used at level 15

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 5 17.5 18.5
Bluff -2 -2 -1
Concentration 7 26 27
Diplomacy -2 -2 -1
Disable Device 8 28 29
Haggle -2 -2 -1
Heal -2 -2 -1
Hide 3 6 7
Intimidate -2 -2 -1
Jump -1 6 7
Listen -2 -2 -1
Move Silently 3 6 7
Open Lock 7 29 30
Perform n/a n/a n/a
Repair 4 5 6
Search 8 28 29
Spot 2 21 22
Swim 1 6 7
Tumble n/a n/a n/a
Use Magic Device 2 21 22

Level 1 (Artificer)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+2)
Skill: Use Magic Device (+4)
Feat: (Selected) Augment Summoning
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Feat: (Automatic) Warforged Traits
Spell (1): Enchant Weapons
Spell (1): Enchant Armor
Spell (1): Repair Light Damage
Spell (1): Grease
Spell (1): Conjure Bolts
Spell (1): Curative Admixture: Cure Light Wounds


Level 2 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Static Shock


Level 3 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Repair Moderate Damage
Enhancement: Artificer Crossbow Damage I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I


Level 4 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Point Blank Shot
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Trapmaking
Spell (2): Cat's Grace
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Flame Manipulation I


Level 5 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence
Spell (2): Elemental Weapons
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III


Level 6 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Rapid Shot
Spell (3): Flame Turret
Enhancement: Racial Toughness II


Level 7 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (3): Repair Serious Damage
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Combustive Spellcasting II
Enhancement: Deadly Flame II


Level 8 (Artificer)
Ability Raise: DEX
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Precise Shot
Spell (3): Blast Rod
Enhancement: Combustive Spellcasting III
Enhancement: Flame Manipulation IV
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV


Level 9 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Maximize Spell
Spell (4): Thundering Armor


Level 10 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Armor of Speed
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation V
Enhancement: Warforged Healer's Friend II


Level 11 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (4): Cold Iron Weapons
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI
Enhancement: Repair Manipulation VI
Enhancement: Artificer Energy of Creation II


Level 12 (Artificer)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Spell Focus: Evocation
Spell (5): Prismatic Stike
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Deadly Flame IV


Level 13 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Automatic) Skill Mastery
Spell (5): Planar Weapons
Enhancement: Flame Manipulation VII
Enhancement: Repair Manipulation VII


Level 14 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (5): Silver Weapons
Enhancement: Artificer Improved Rune Arm Use III


Level 15 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Focus: Evocation
Spell (6): Blade Barrier
Enhancement: Artificer Damage Boost III
Enhancement: Artificer Improved Rune Arm Use IV


Level 16 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Precise Shot
Spell (6): Tactical Detonation
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Flame V


Level 17 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (6): Deadly Weapons


Level 18 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Quicken Spell
Spell (6): Deconstruct


Level 19 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (5): Radiant Forcefield


Level 20 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Empower Spell
Spell (6): Reconstruct
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting VI
Enhancement: Deadly Flame VI
Enhancement: Artificer Energy of Creation III
Enhancement: Warforged Healer's Friend III




Okay so I fixed the str issue, I do agree.

Not sure how that stupid extend spell got left.

So everything has been fixed.

Lvl 20, doesn't let me pick anything but class feats in the character builder?

Loriac
01-09-2013, 09:55 PM
One thing that may be worth mentioning - if you ever intend to work your way round to the shiradi's champion ED, you may want to put some skill points in diplomacy to help with the Tea with the Queen ability. Its not strictly required, but it will help you get critical successes more easily. On my (final life) arti build, I'm putting 10 ranks into diplomacy so that I can pretty much get no-fail critical successes if I ever do use that ED.

Skill points can't be changed unless you LR or TR, so I'd build it in early if theres a possibility you may want it on this life. I'd also put a rank into tumble (i.e. 2 skill points) so that you can use the tumble animation should you ever wish to do so. Personally, I like my toons to tumble around like crazy acrobats once they hit epic levels, but ymmv.

warwon101
01-09-2013, 09:57 PM
i have a lot of spare points so tumble is easy, as i filled jump/swim with my extra points. thanks for all the help by the way you been very nice

droid327
01-10-2013, 09:23 AM
Also in the category of "unorthodox" advice...if you solo a lot, as I do, rather than group, you might want to keep Augment Summons as its +4 to your entire party - ie, your pup and hireling :)

You might consider dropping IPS instead for Insightful Reflexes - it saves you from having to meet the 19 dex requirement, and IME its not as useful in solo play as regular Precise Shot, at least as long as Archer's Focus continues not to break on movement. In solo content, I'd rather have continuous 30% bonus damage against a single target (and be able to choose my target, like casters/healers/etc.), rather than a chance at double-hitting multiple monsters, if another happens to get in between (which doesnt happen all that often, in my experience), or having to deliberately position myself to target two monsters in a row regardless of whether I want to kill them first or not. Also, its usually single targets (ie bosses) that take most of your time in solo content and give you the most trouble, so you'll be dropping into Precise Shot for them anyway.

But thats a pretty unpopular logic, from what I gather from others :)

warwon101
01-10-2013, 09:32 AM
My current stats at lvl 4. with the character I created later in the post has rather high stats as number of the items I have already have decent stats.

So far he is doing much better than my soc, I cleared out several dungeons/quests last night in half the time my soc did just a few days before..

Also haven't died, thanks to everyone's advice and on the other thread I have a better idea on spell selection now too :)

This community is one of the better ones!

warwon101
01-10-2013, 09:36 AM
http://my.ddo.com/character/khyber/blasterclaw/

Thanks for the info, he was created last night. I wasn't able to setup all my Enhancements at lvl 3, and 4 which was odd. But nothing that has me to worried :P

unbongwah
01-10-2013, 11:49 AM
You might consider dropping IPS
No. No no. Nononononononononono. NO.

Do not drop IPS on any ranged-focused toon. Period.

[IMHO ofc. :p]

warwon101
01-10-2013, 12:08 PM
Everyone I spoken with agree the ass in pants dex 19 for IPS is worth the trouble.

So IPS stays ;)

MartinusWyllt
01-10-2013, 12:16 PM
Everyone I spoken with agree the ass in pants dex 19 for IPS is worth the trouble.

So IPS stays ;)

Good call.

droid327
01-10-2013, 01:54 PM
No. No no. Nononononononononono. NO.

Do not drop IPS on any ranged-focused toon. Period.

[IMHO ofc. :p]


Not to derail, but...why? The most common arguments I hear for IPS are "Everyone says I should keep it" and "Dont do it"...but no one's yet explained to me mechanically or mathematically how its preferable to Archers Focus, the way it currently behaves, for the situation I described (solo).

I have both on my arti, mostly because I was told I need IPS. I've tried to use IPS, but I always end up switching back because its more trouble than its worth to try and keep at least 2 targets in my line of fire, I spend so much time strafing around trying to maintain LOF that I cant be as effective with fully charging and targeting my runearm, healing me and my pet, CCing, etc. My intended target gets too close, everyone's spinning around me in melee range, moving where I could achieve a LOF would draw more aggro, having to keep switching to the "rear" target rather than finishing one target, or there's only one target left...all those situations preclude IPS being effective.

Its the DDO equivalent of the guy with one bullet who asks his opponents to all please stand in a line for him :)

To make up for the 30% constant DPS bonus from AF, you'd have to doublestrike at least 30% of the time (treating procs as largely negligible next to base damage for simplicitys sake). That includes taking out the last mob in a pack, where you naturally cant doublestrike...so, assuming an average of 3 mobs in a pack, that means you have to doublestrike 50% of the time when there are at least two mobs. That seems unrealistic in real-game situations. Plus, forgoing IPS means you can dump DEX from the common base 16 (19 with +3 tome) to base 10. That probably means 2 more points of INT, so +1 damage from Insightful Damage, plus spell/runearm DC, Insightful Reflexes, etc. etc.

Again, I'll stress for SOLO play. When you have a tank locking the mobs in one spot for you instead of having them flanking you at melee range, naturally it becomes much easier to doublestrike them with reliability.

MartinusWyllt
01-10-2013, 03:28 PM
Not to derail, but...why? The most common arguments I hear for IPS are "Everyone says I should keep it" and "Dont do it"...but no one's yet explained to me mechanically or mathematically how its preferable to Archers Focus, the way it currently behaves, for the situation I described (solo)....

If you're talking a Lit II with Toven's Hammer the procs are hardly negligible.

If you're soloing and have something like a paralyzing repeater making a paralyzed conga line has been useful to me, at least, or in a group for that matter.

I've found that IPS doesn't require targeting a mob further back..I can target any of them and strafe/circle strafe and score a good number of multiple hits.

I don't always IPS but when I do a lot of mobs fall down a lot faster than if I wasn't.

unbongwah
01-10-2013, 03:59 PM
Not to derail, but...why?
Simple: because it's the only ranged feat which gives you a way of hitting more than one target at a time. Are you always going to use it? No. Are there times when it's really, really useful, even when soloing? Definitely. Telling a ranged build not to take IPS is like, say, telling an Air Savant not to take Lightning Bolt because, hey, how often do enemies stand in a line for you? A: Often enough to make it worthwhile! :D

Now Combat Archery, there's a feat I'm a bit iffier on whether it's worth the investment to take (base DEX 21), assuming it's finally been fixed and now WAI (haven't checked recently). But the OP has several levels to go before that becomes an issue. :cool:

droid327
01-12-2013, 08:55 PM
If you're soloing and have something like a paralyzing repeater making a paralyzed conga line has been useful to me, at least, or in a group for that matter.

I've found that IPS doesn't require targeting a mob further back..I can target any of them and strafe/circle strafe and score a good number of multiple hits.



Paralyzers are great, but I find the save DC (at least on Cormyrians) quickly falls to unreliable in L20 and up content

And does IPS turn your shots into "unlimited penetration" line AOEs? I thought it was only a line-to-target AOE, and then it "stopped". Ie, you could hit another target in front of your intended target, but not behind.

Maybe I'll give it another go. I really want it to be better than PS...I just havent seen it yet :)

Glenalth
01-12-2013, 09:11 PM
Paralyzers are great, but I find the save DC (at least on Cormyrians) quickly falls to unreliable in L20 and up content

And does IPS turn your shots into "unlimited penetration" line AOEs? I thought it was only a line-to-target AOE, and then it "stopped". Ie, you could hit another target in front of your intended target, but not behind.

Maybe I'll give it another go. I really want it to be better than PS...I just havent seen it yet :)

It keeps going until it hits a wall or skybox and will damage any mob that it passes through until then. If you target a mob in front of a group you can often have issues hitting those behind due to height differences. There are a few threads around showing how it works.

Loriac
01-12-2013, 10:50 PM
IPS afaik has to be used by target the rearmost mob in the line you're hoping to hit.

I find that binding 'last target' to a convenient key, I can hit that and usually hard target one of the mobs at the back of a pack.

I've never seen IPS shots carry on through their intended target on to ones behind.

Edit: I have to say, with the change to precise shot and archer's focus, I do have some sympathy for the view that IPS is not as important as its made out to be. 30% damage increase is very nice, and lining up mobs for IPS can be a pain. Overall, whilst IPS really shines in some situations, archer's focus is likely to be better sustained dps most of the time.

That said, theres no feat I'd replace IPS with that is better for an artificer. Additionally, the dex requirement of 19 is something you'd want to be hitting anyway in order to maintain a decent ranged AB. So its a very good feat with no real opportunity cost to the ranged arti, and as such should be taken for those situations where it shines.