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Thozy
06-10-2013, 02:39 PM
Hi, I just started playing DDO again after being inactive for about 8 months. And I have a few toons and one of them is my lvl 15 Artificer which I decided to LR since the build is quite bad, with a lot of wasted feats. I was playing around on the Character Planner and came up with this. Since I haven't played any DDO in 8 months or so, I don't really know how effective this would be right now, so I would love to get some feedback on the build (and hadn't hurt with some gear tips either, I don't have much named items and there are probably better items now) OR redirecting me to another good arti build (pure arti, I have a barbarian I will lvl up to 20 and TR into a jugg). Also I only added 1 tome since I want the IPS and is there any other i should REALLY get, or is it just the basics (INT CON)?
My playstyle is pretty straigth forward I guess. But I focus on the repeater and rune arm and not many attack spells, mostly buffs.
Thank you


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Thoko
Level 25 Lawful Good Warforged Male
(20 Artificer \ 5 Epic)
Hit Points: 322
Spell Points: 1231
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 10
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 25)
Strength 8 8
Dexterity 16 19
Constitution 16 16
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Tomes Used
+3 Tome of Dexterity used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 3 19
Bluff -2 4
Concentration 7 17
Diplomacy -2 4
Disable Device 8 38
Haggle -2 4
Heal -2 4
Hide 3 8
Intimidate -2 4
Jump 0 13
Listen -2 4
Move Silently 3 8
Open Lock 7 33
Perform n/a 4
Repair 8 38
Search 8 38
Spot 2 27
Swim -1 1
Tumble 4 15
Use Magic Device 2 30

Level 1 (Artificer)
Feat: (Selected) Toughness
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Repair Manipulation I


Level 2 (Artificer)
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Intelligence I
Enhancement: Warforged Inscribed Armor I


Level 3 (Artificer)
Feat: (Selected) Point Blank Shot
Enhancement: Artificer Skill Boost I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I


Level 4 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Augment Summoning
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I


Level 5 (Artificer)
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III


Level 6 (Artificer)
Feat: (Selected) Quicken Spell
Enhancement: Artificer Battle Engineer I


Level 7 (Artificer)
Enhancement: Racial Toughness II
Enhancement: Reconstructive Spellcasting I
Enhancement: Mighty Reconstruction I


Level 8 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Precise Shot
Enhancement: Artificer Intelligence II


Level 9 (Artificer)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement: Artificer Skill Boost II
Enhancement: Artificer Crossbow Damage II


Level 10 (Artificer)
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V


Level 11 (Artificer)


Level 12 (Artificer)
Ability Raise: INT
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Artificer Bonus) Rapid Shot
Enhancement: Artificer Intelligence III


Level 13 (Artificer)
Enhancement: Artificer Improved Rune Arm Use III
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III


Level 14 (Artificer)
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Kinetics I
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V


Level 15 (Artificer)
Feat: (Selected) Precision
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation VI
Enhancement: Repair Manipulation VII


Level 16 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Improved Precise Shot
Enhancement: Artificer Improved Rune Arm Use IV


Level 17 (Artificer)
Enhancement: Artificer Rune Arm Overcharge II


Level 18 (Artificer)
Feat: (Selected) Power Critical


Level 19 (Artificer)
Enhancement: Artificer Wand and Scroll Mastery I
Enhancement: Artificer Wand and Scroll Mastery II
Enhancement: Artificer Wand and Scroll Mastery III


Level 20 (Artificer)
Ability Raise: INT
Feat: (Artificer Bonus) Skill Focus: Use Magic Device
Enhancement: Arcane Empowerment
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V


Level 21 (Artificer)
Feat: (Selected) Mithral Body


Level 22 (Artificer)


Level 23 (Artificer)


Level 24 (Artificer)
Feat: (Selected) Great Intelligence


Level 25 (Artificer)

Target-Practice100
06-12-2013, 01:30 AM
HI,


Your stats look OK, but I did not put so many points into DEX on my arti, while I put more into STR, 12 I think it was. I hate having a low STR as the toon easily becomes burdened as the inventory fills up, while I don't fine the lower DEX to be a problem at all in epics. Then again I do have +4 tomes on the main stats, including DEX so this does change things somewhat from your build.

Rune arm enhancements - I don't bother putting points into this at all, I find rune arms are of little use in game, and too slow to be really effective.

At level 18 you took Power Critical - Now I have an issue with this feat for ranged toons. On both my Arti and on an AA Ranger I used to run I took this feat, but on both toons its actually reduced the number of critical hits I was getting from ranged weapons, and also reduced the size (in HP) of the critical hits. I know another player who also experienced this from the power critical feat. Others may not have experienced this however, but I did not take this feat on my recently TRed arti.

Your level 21 feat mithral body I would not take as I think it causes spell failure, and thus needs an enhancement to overcome.

Hope this helps.

Thozy
06-12-2013, 06:28 AM
HI,


Your stats look OK, but I did not put so many points into DEX on my arti, while I put more into STR, 12 I think it was. I hate having a low STR as the toon easily becomes burdened as the inventory fills up, while I don't fine the lower DEX to be a problem at all in epics. Then again I do have +4 tomes on the main stats, including DEX so this does change things somewhat from your build.

Rune arm enhancements - I don't bother putting points into this at all, I find rune arms are of little use in game, and too slow to be really effective.

At level 18 you took Power Critical - Now I have an issue with this feat for ranged toons. On both my Arti and on an AA Ranger I used to run I took this feat, but on both toons its actually reduced the number of critical hits I was getting from ranged weapons, and also reduced the size (in HP) of the critical hits. I know another player who also experienced this from the power critical feat. Others may not have experienced this however, but I did not take this feat on my recently TRed arti.

Your level 21 feat mithral body I would not take as I think it causes spell failure, and thus needs an enhancement to overcome.

Hope this helps.

The reason I have 16 DEX is because I want IPS which requires 19 DEX base. And on the build I have now, I have 12 STR, which I find was a bit of a waste, since I barely carry half of what I can, so I think it's better to just get a +2 Tome in STR, and if that's not enough I'll just get an STR item.

And I know the rune arm enhancements might be a bit of a waste, but I think I used to have my rune arm activated at all times during combat. And espeically late game it will be a lot more DPS with Lucid Dreams, so I think it might be a good investement, if not I can always reset my enhancements.

I took both Power Critical and Mithral Body mostly because I didn't find any other good feats. I might take Spell Focus: Evocation, but +1 DC doesn't seem to be much, so to me it's seems to be wasting a feat kind of. I guess I also can get Maximize/Empower Spell at 21 for end game, might not be a bad idea. And if I do get one of these, maybe I should get Mental Toughness at 18 to make up a bit for the extra SP cost (and maybe get some more from enhancements, I will have to see how much SP I have with gear first).

But other than that, are there any feats you would recommend/see fitting in my build?

And thank you for feedback. It have really helped me out.

Thozy
06-13-2013, 07:35 AM
I made a new one with a few tweaks from the first I posted. This one focused a bit more on spell casting and SP for late-end game.

EDIT: I will take Mental Toughness at 15, Improved Mental Toughness at 18 and Empower Spell at 20 if I choose to go for this build.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Thoko
Level 25 Lawful Good Warforged Male
(20 Artificer \ 5 Epic)
Hit Points: 322
Spell Points: 1691
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 10
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 25)
Strength 8 8
Dexterity 16 19
Constitution 16 16
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Tomes Used
+3 Tome of Dexterity used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 3 21
Bluff -2 4
Concentration 7 17
Diplomacy -2 4
Disable Device 8 37
Haggle -2 4
Heal -2 4
Hide 3 10
Intimidate -2 4
Jump 0 15
Listen -2 4
Move Silently 3 10
Open Lock 7 32
Perform n/a 4
Repair 8 37
Search 8 37
Spot 2 26
Swim -1 5
Tumble 4 15
Use Magic Device 2 26

Level 1 (Artificer)
Feat: (Selected) Toughness
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Repair Manipulation I


Level 2 (Artificer)
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Intelligence I
Enhancement: Warforged Inscribed Armor I


Level 3 (Artificer)
Feat: (Selected) Point Blank Shot
Enhancement: Artificer Skill Boost I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I


Level 4 (Artificer)
Feat: (Artificer Bonus) Augment Summoning
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I


Level 5 (Artificer)
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III


Level 6 (Artificer)
Feat: (Selected) Quicken Spell
Enhancement: Artificer Battle Engineer I


Level 7 (Artificer)
Enhancement: Racial Toughness II
Enhancement: Reconstructive Spellcasting I
Enhancement: Mighty Reconstruction I


Level 8 (Artificer)
Feat: (Artificer Bonus) Precise Shot
Enhancement: Artificer Intelligence II


Level 9 (Artificer)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement: Artificer Skill Boost II
Enhancement: Artificer Crossbow Damage II


Level 10 (Artificer)
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V


Level 11 (Artificer)


Level 12 (Artificer)
Feat: (Selected) Improved Critical: Ranged Weapons
Feat: (Artificer Bonus) Rapid Shot
Enhancement: Artificer Intelligence III


Level 13 (Artificer)
Enhancement: Artificer Improved Rune Arm Use III
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III


Level 14 (Artificer)
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Kinetics I
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V


Level 15 (Artificer)
Feat: (Selected) Empower Spell
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation VI
Enhancement: Repair Manipulation VII


Level 16 (Artificer)
Feat: (Artificer Bonus) Improved Precise Shot
Enhancement: Artificer Improved Rune Arm Use IV


Level 17 (Artificer)
Enhancement: Artificer Rune Arm Overcharge II


Level 18 (Artificer)
Feat: (Selected) Mental Toughness
Enhancement: Artificer Wand and Scroll Mastery I
Enhancement: Artificer Wand and Scroll Mastery II


Level 19 (Artificer)
Enhancement: Mighty Reconstruction II
Enhancement: Mighty Reconstruction III
Enhancement: Mighty Reconstruction IV
Enhancement: Mighty Reconstruction V
Enhancement: Mighty Reconstruction VI


Level 20 (Artificer)
Feat: (Artificer Bonus) Improved Mental Toughness
Enhancement: Deadly Kinetics II
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Deadly Kinetics V


Level 21 (Artificer)
Feat: (Selected) Epic Mental Toughness


Level 22 (Artificer)


Level 23 (Artificer)


Level 24 (Artificer)
Feat: (Selected) Great Intelligence


Level 25 (Artificer)

Soulfurnace
06-13-2013, 08:04 AM
My mind's completely out of whack due to a family crises (the forums, and attempting to help people are my distraction, so bare with me), but I'd personally avoid Augment Summons. The dog is useless. I'm sorry, but.. it is. Mine exists to pull levers, sit, and dance for friends. And my flying kitty does the latter two, while wearing a top hat. Dog is obsolete!

Thozy
06-13-2013, 08:10 AM
My mind's completely out of whack due to a family crises (the forums, and attempting to help people are my distraction, so bare with me), but I'd personally avoid Augment Summons. The dog is useless. I'm sorry, but.. it is. Mine exists to pull levers, sit, and dance for friends. And my flying kitty does the latter two, while wearing a top hat. Dog is obsolete!

Ok, thanks for telling me. It was quite usefull when I played my Arti 8 months ago. Any suggestion on what feat I should get instead then?

Soulfurnace
06-13-2013, 08:22 AM
Ok, thanks for telling me. It was quite usefull when I played my Arti 8 months ago. Any suggestion on what feat I should get instead then?

Uh.. I'd take pretty much anything instead... Another DC? Even a second toughness... My doggy is just.. bleh.
Precision perhaps? More useful for a cbow, but.. Who knows.
Also, I believe battle engineer requires Point Blank OR weapon focus: [something], and seeming you have point blank, why take WF:Ranged? I'm probly missing something, which is very, very possible. Either way, it's a solid build, just a few changes I'd consider. Namely, shoot the dog. c:

Thozy
06-13-2013, 08:55 AM
Uh.. I'd take pretty much anything instead... Another DC? Even a second toughness... My doggy is just.. bleh.
Precision perhaps? More useful for a cbow, but.. Who knows.
Also, I believe battle engineer requires Point Blank OR weapon focus: [something], and seeming you have point blank, why take WF:Ranged? I'm probly missing something, which is very, very possible. Either way, it's a solid build, just a few changes I'd consider. Namely, shoot the dog. c:

Ok. Thank you.

Thozy
06-13-2013, 08:56 AM
I just remembered that I got 32pt build after I made my arti, so it's only a 28pt build. I made a new one with 28pt build with a few minor changes. The build is still 90% the same, I just start with a bit less INT.

EDIT: I LRed into this one.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Thoko
Level 25 Lawful Good Warforged Male
(20 Artificer \ 5 Epic)
Hit Points: 322
Spell Points: 1657
BAB: 15\15\20\25\25
Fortitude: 9
Reflex: 10
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 25)
Strength 10 10
Dexterity 16 19
Constitution 16 16
Intelligence 16 26
Wisdom 6 6
Charisma 6 6

Tomes Used
+3 Tome of Dexterity used at level 12

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 3 20.5
Bluff -2 4
Concentration 3 9
Diplomacy -2 4
Disable Device 7 37
Haggle -2 4
Heal -2 4
Hide 3 10
Intimidate -2 4
Jump 1 15
Listen -2 4
Move Silently 3 10
Open Lock 7 33
Perform n/a 4
Repair 7 37
Search 7 37
Spot 2 27
Swim 0 6
Tumble 4 11
Use Magic Device 2 27

Level 1 (Artificer)
Feat: (Selected) Toughness
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Repair Manipulation I


Level 2 (Artificer)
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Intelligence I
Enhancement: Warforged Inscribed Armor I


Level 3 (Artificer)
Feat: (Selected) Point Blank Shot
Enhancement: Artificer Skill Boost I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I


Level 4 (Artificer)
Feat: (Artificer Bonus) Rapid Shot
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I


Level 5 (Artificer)
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Repair Manipulation II
Enhancement: Repair Manipulation III


Level 6 (Artificer)
Feat: (Selected) Quicken Spell
Enhancement: Artificer Battle Engineer I


Level 7 (Artificer)
Enhancement: Racial Toughness II
Enhancement: Reconstructive Spellcasting I
Enhancement: Mighty Reconstruction I


Level 8 (Artificer)
Feat: (Artificer Bonus) Precise Shot
Enhancement: Artificer Intelligence II


Level 9 (Artificer)
Feat: (Selected) Precision
Enhancement: Artificer Skill Boost II
Enhancement: Artificer Crossbow Damage II


Level 10 (Artificer)
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V


Level 11 (Artificer)


Level 12 (Artificer)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Spell Focus: Evocation
Enhancement: Artificer Intelligence III


Level 13 (Artificer)
Enhancement: Artificer Improved Rune Arm Use III
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III


Level 14 (Artificer)
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Kinetics I
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V


Level 15 (Artificer)
Feat: (Selected) Mental Toughness
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Repair Manipulation VI
Enhancement: Repair Manipulation VII


Level 16 (Artificer)
Feat: (Artificer Bonus) Improved Precise Shot
Enhancement: Artificer Improved Rune Arm Use IV


Level 17 (Artificer)
Enhancement: Artificer Rune Arm Overcharge II


Level 18 (Artificer)
Feat: (Selected) Improved Mental Toughness
Enhancement: Deadly Kinetics II
Enhancement: Mighty Reconstruction II
Enhancement: Artificer Wand and Scroll Mastery I


Level 19 (Artificer)
Enhancement: Deadly Kinetics III
Enhancement: Deadly Kinetics IV
Enhancement: Mighty Reconstruction III
Enhancement: Mighty Reconstruction IV


Level 20 (Artificer)
Feat: (Artificer Bonus) Empower Spell
Enhancement: Arcane Empowerment
Enhancement: Deadly Kinetics V
Enhancement: Deadly Kinetics VI
Enhancement: Mighty Reconstruction V


Level 21 (Artificer)
Feat: (Selected) Epic Mental Toughness


Level 22 (Artificer)


Level 23 (Artificer)


Level 24 (Artificer)
Feat: (Selected) Great Intelligence


Level 25 (Artificer)

Sogrin
06-13-2013, 07:13 PM
just a couple of things.

Repair is useless (or next to anyway). swap those points over to concentration. you'll need concentration if you want good casting rate from wands/scrolls.

Try to slot precise shot earlier. repeating Xbows decimate early levels so rapid shot can be delayed. Toughness doesnt need to be taken at level one, so maybe look at Point blank lvl 1, Precise shot lvl 3, take quicken spell at lvl 4 for bonus feat, Toughness at lvl 6 and finally rapid shot at lvl 8 for bonus feat.

Thozy
06-14-2013, 04:12 AM
just a couple of things.

Repair is useless (or next to anyway). swap those points over to concentration. you'll need concentration if you want good casting rate from wands/scrolls.

Try to slot precise shot earlier. repeating Xbows decimate early levels so rapid shot can be delayed. Toughness doesnt need to be taken at level one, so maybe look at Point blank lvl 1, Precise shot lvl 3, take quicken spell at lvl 4 for bonus feat, Toughness at lvl 6 and finally rapid shot at lvl 8 for bonus feat.

I don't need concentration since I've taken Quicken Spell. And the scrolls I'll use doesn't really require concentration since it will not be needed to cast during combat 90% of the time.

And in what order I take the feats in doesn't matter up to lvl 15. Since I LRed my lvl 15 Artificer. I didn't start at 1.

Todkaninchen
07-02-2013, 04:50 PM
My mind's completely out of whack due to a family crises (the forums, and attempting to help people are my distraction, so bare with me), but I'd personally avoid Augment Summons. The dog is useless. I'm sorry, but.. it is. Mine exists to pull levers, sit, and dance for friends. And my flying kitty does the latter two, while wearing a top hat. Dog is obsolete!

Really, really depends on the build.

Mine went and is going (second life Arti on one character and a 3rd life coming over from rogue on another) the evasion/bluff route. With augment summons and a decent focus on bluff and DR, they are often survivable and take aggro off me. I usually--while they're effective--through on paralyzing collars or others that mess with enemy aggro and--once they can fit one--use a white dragon docent. This usually means a mid-70's or higher AC plus evasion with just my buffs at level 14+

There are some other interesting docents and--with the new augment slots--combos are probably a lot better now for putting gear on a dog that both does damage (or keeps the enemy from doing damage) and keeps the dog alive.

If you expect a simple sit-there-and-take-it-tank, Soul's right, don't bother. If you want a bird-dog that can keep the enemy turned around while you lay into them (and not have to heal yourself or others), it can really work.

Additionally, Augment Summons toughens up your hires, your summons (like your Flame Turret, scrolled summons, or the oozes from a Ooze II bow), and anything you happen to charm somehow...

Todkaninchen
07-02-2013, 04:59 PM
I don't need concentration since I've taken Quicken Spell. And the scrolls I'll use doesn't really require concentration since it will not be needed to cast during combat 90% of the time.

And in what order I take the feats in doesn't matter up to lvl 15. Since I LRed my lvl 15 Artificer. I didn't start at 1.

It's just me--and I know it's a warforged so Quicken -> no fail repair/reconstruct--but are you really going to tack on a 10SP tax to every combat spell?

I mean, no-fail heals are a major priority--but making every toss of a Blast Rod cost almost double or a Tactical Detonation cost 25% more SP is sort of pushing it...

While you're at it, take a look at the Path of Inspiration Chain for: http://ddowiki.com/page/Item:Gloves_of_Titan%27s_Grip and get them unsuppressed. Repair Systems and the repair lore stuff probably makes good use of your build plus getting +12 to STR 60-seconds at a time helps with soloing when you hit STR levers. (Assuming you didn't put Augment Summons on the dog).

Singular
07-07-2013, 01:33 PM
If you go xbow, use the rune arm and get the enhancements. The rune arm will be about 30-50% of your damage - I cannot imagine not using it. Until lvl 11 or something, you can run and charge it to the max you're able to use - tier 3, so you can run around while using it. From lvls 1-12, I usually have double the kill count of the entire group of whatever pug I'm in (that changes when I run with guild-players). I could see them not being so useful if you're going the melee route, as many of them can't hit targets at close range (you'd want to pick the close combat lightning rune arms for that).

Construct essence - can be useful if you're soloing, but I'd prefer to put a Spell Focus there, since that increases the likelihood of rune arm and spell damage getting past the saves.

Pets - can be quite useful. As said above, spec them for evasion, put debuff/paralyzing collars on them. They'll pull agro from you so that you can kill distracted opponents. I recently ran a 10 artie/10 rogue and was able to use the doggie right up until around lvl 15 or so (w/augment summoning and watching its hp).

Uidolon
07-07-2013, 03:43 PM
currently running around with a lvl25 arti that was never meant to stay at 20+ and each time i see his feats and build i cry little inside but just so much stuff i need before TR again its gona be awhile.

anyhow it did teach me alittle on "big nonos"

-maximize? just erased a very rude sentence on this but i feel strongly about this bladebarrier is your friend and should be spoiled rotten so she doesnt walk away and stand in a corner refusing to do anyting.

-you plan on becoming shiradi i assume? couple points into diplomacy means your tea with the queen give you a bigger boost you sure notice the diffrence betwen with a +15item and without. made this mistake myself and sure wish id sunk just couple of points into it. 75% electric/fire/cold absorption is lot better then 25% for 5mins or 10to all stats instead of +4 for 5mins makes a diffrence in that endfight. its not uncommon for you to be the last man standing in that endfight even with 500ish hp why becuase you had 100PRR or 75% elemental resisntance from queen buff.
not quite sure were the sweet spot is for how much diplomacy but just couple of point can make a diffrence

-drop mental toughness all of them, now i see lot of wellequiped artis that run around with 600 more SP then myself and i dont care in the lest i got more then i need at 1,4k without trying. you should grind for the bauble though a extra clickie with 200-500sp makes a diffrence but this only takes couple of boring hours to get for such a large boost.
and this is coming from someone that heals with repair serious/critical max-emp-quickened since im multi dont have lot of lvl6spells so no room for reconstruct.

-+1int as a feat gives you very very very very little as your dc is going to be horrible anyhow epic its like a barbarian getting 61str instead of 60 sure it looks like it should be useful but it really isnt even if you should reach a even +2 id say not worth it. its a shame you dont qualify for either of the epic feats combat mastery or epic toughness without a +5tome and dont have access to the past life wizard those are the kickass feats to take but you have several options of much more useful feats:
-insightful reflexes: allows you to use INT instead of DEX for how much reflex saves you have, hello +10ref saves pretty **** sweet even without evasion this gets number 1 of my list
-maximize: already touched upon this think its needed over the MT feats also
-quick draw: this is what you take when you dont have anything more cruicial to take its one of those quality of life never heard of anyone regretting taking this ever, makes the arti a comfortable car to drive instead of a cheap on gas but a painful driving experince.