View Full Version : Atrificers got a bit of a kick in the gears....
SiliconScout
08-24-2013, 09:58 PM
Looks like Arties took a decent kick in the greasy gears this time around. Lost my force line enhancements (not all that surprised really it's par for the course) but Fired off my lucid dreams only to have anywhere from 1 to all 5 of them be evaded. Only ran 5 quests but didn't have a single mob that took all 5 hits in any of them.
Really??? Really?
*sigh* Sure wish that had been in the release notes I would have LR'd him into a Rogue with Arty splash instead of using it to reallocate skill points. Darned waste of the LR +20 heart.
I bug reported it just in case but honestly I expect this is something that is actually working as intended just not documented.
edit ... dammit sorry for that mispelling, I can't edit the title alas.
droid327
08-24-2013, 11:15 PM
Looks like Arties took a decent kick in the greasy gears this time around. Lost my force line enhancements (not all that surprised really it's par for the course) but Fired off my lucid dreams only to have anywhere from 1 to all 5 of them be evaded. Only ran 5 quests but didn't have a single mob that took all 5 hits in any of them.
Really??? Really?
*sigh* Sure wish that had been in the release notes I would have LR'd him into a Rogue with Arty splash instead of using it to reallocate skill points. Darned waste of the LR +20 heart.
I bug reported it just in case but honestly I expect this is something that is actually working as intended just not documented.
edit ... dammit sorry for that mispelling, I can't edit the title alas.
1) The Evade thing is just a new display bug. Lucid Dreams isn't even a Reflex save that can be Evaded. They're just Will saving for half damage, same as they always have.
2) Artis are different, don't think that they're less powerful though - you just have to "relearn" some of their nuances. Like I've read several people say that BB now works with Force SP/crit. And since Lore now gives you a crazy pile of crit chance, its a buff for caster Artis. Plus your RA now gives you extra Spellpower. Plus SLAs, I mean ****...
The big difference is you need to decide, now more than before, if you want to focus as a melee arti, a repeater arti, or a caster arti. Melee arti is obviously going to look at melee class splashes. Caster arti will stay pure or go /2 Rogue for Evasion maybe (plus a little Mechanic). Repeater arti will splash some Ranger for active attacks.
I took my pure Arti into a 13 Arti/6 Rgr/1 Dru to buff up my repeater attacks...gave up my dog, which didnt scale into Epic anyway; top level spells, which burnt too much blue bar anyway; some runearm efficacy, which was situational anyway...but I gained a whole buttload of repeater DPS that more than makes up for it.
3) Yes, do your homework before you burn a +20 LR. We all had access to Lama to test out builds before it went Live :)
*sigh* Sure wish that had been in the release notes I would have LR'd him into a Rogue with Arty splash instead of using it to reallocate skill points. Darned waste of the LR +20 heart.
I bug reported it just in case but honestly I expect this is something that is actually working as intended just not documented.
FWIW, every one of my toons that did the LR still have the heart in inventory. Seems like it would be easy enough to do it again and get what you want. It took me 3 tried on one toon to get it right.
Maldorin
08-25-2013, 02:48 AM
I completely agree. My Artificer got nothing but nerfed and losing the SP line to BB was depressing. Rerolled my 25 arti into a Ranger.
Bilger
08-25-2013, 03:04 AM
FWIW, every one of my toons that did the LR still have the heart in inventory. Seems like it would be easy enough to do it again and get what you want. It took me 3 tried on one toon to get it right.
That's probably because didn't use lesser 20. There is two options when LR one is the free one all characters get and second is to use the heart in inventory. Made that mistake on Lama didn't on live and don't have hearts in inventory anymore. How did you do 3 tries in a week there is a week cooldown after each try? Curious not saying your lying just wonder how you did it?
As far as arti goes you get universal power now which is all spells BB included. I like how mine turned out as a caster arti lost a lil ranged but made out overall personally.
CeltEireson
08-25-2013, 06:36 AM
Plus they removed any enhancements that buffed spot and search. Whilst they did leave in disable / open skill enhancements they're not much use unless you can spot and find the traps. Admittedly with high int search isn't an issue with decent gear but spot? Give me my spot enhancements back! :) And yes I know for most quests you usually know where the trap are anway, what can I say I have a terrible memory!
Ashlayna
08-25-2013, 10:46 AM
Plus they removed any enhancements that buffed spot and search. Whilst they did leave in disable / open skill enhancements they're not much use unless you can spot and find the traps. Admittedly with high int search isn't an issue with decent gear but spot? Give me my spot enhancements back! :) And yes I know for most quests you usually know where the trap are anway, what can I say I have a terrible memory!
The easy solution to the Spot dilemma is to add a + X Wisdom to an augment slot. I haven't run into any problems with Spot since the pass, and have plenty of augment slots to work with. In fact, I noticed yesterday that I have a clear spot open, guess I never found anything I needed to add to it before the pass. What I have noticed is a difference in the Spot range and actually being able to find it with Search, due to range. I get the "hey look, a trap" icon, hit Search and don't find it, take a couple of steps and then find it.
droid327
08-25-2013, 04:13 PM
The easy solution to the Spot dilemma is to add a + X Wisdom to an augment slot. I haven't run into any problems with Spot since the pass, and have plenty of augment slots to work with. In fact, I noticed yesterday that I have a clear spot open, guess I never found anything I needed to add to it before the pass. What I have noticed is a difference in the Spot range and actually being able to find it with Search, due to range. I get the "hey look, a trap" icon, hit Search and don't find it, take a couple of steps and then find it.
Or add a Spot +XX to the colorless slot, assuming you don't have something else with +Spot already. +11 Spot diamond will give you a lot more than a +6 Wisdom diamond...
Memnir
08-25-2013, 04:46 PM
My Artificer is the only character that I've yet to find a happy medium with, in regards to the way they used to be and the new system. One of my favorite characters is now probably just going to be relegated to being a crafting/bank mule.
Pity.
Maybe TRing (something I'm not really a fan of), or starting one from the ground up might help. But... yeah. Don't see that happening anytime soon.
voodoogroves
08-25-2013, 07:12 PM
My Artificer is the only character that I've yet to find a happy medium with, in regards to the way they used to be and the new system. One of my favorite characters is now probably just going to be relegated to being a crafting/bank mule.
Pity.
Maybe TRing (something I'm not really a fan of), or starting one from the ground up might help. But... yeah. Don't see that happening anytime soon.
My arti was an odd-ball - Jugg class split but a long-time bastard sword user. I'm not in a bad place necessarily.
That said, I did look to see how I could retool if I decided I wanted to - but couldn't find a good split and ability setup I liked. He's still swinging the bastard swords.
Chauncey1
08-25-2013, 10:45 PM
I dunno...
Looks like with a bit of tweakage, the new stuff might work pretty darn good on the arti.
Singular
08-26-2013, 12:21 AM
Artificers seem to be ok with the enhancement pass. I'm mostly annoyed that pure xbow arties can't have their old capstone anymore.
FlaviusMaximus
08-26-2013, 12:42 AM
Looks like Arties took a decent kick in the greasy gears this time around. Lost my force line enhancements...
Every point spent in the Arcanotechnician tree grants 1 universal spell power (including force).
RedHost
08-26-2013, 05:08 AM
2) Artis are different, don't think that they're less powerful though - you just have to "relearn" some of their nuances. Like I've read several people say that BB now works with Force SP/crit. And since Lore now gives you a crazy pile of crit chance, its a buff for caster Artis. Plus your RA now gives you extra Spellpower. Plus SLAs, I mean ****...
It is a nerf, not a buff. At least before Arcane Lore would boost your chance, and your damage. Now you can get fairly high crit chances, but their damage is rather anemic.
That said, Artificers made out better than most with the Enhancement pass. And hopefully the Evade bugginess will soon be sorted.
SiliconScout
08-26-2013, 05:13 AM
Yes but pre-pass my arty was full on battleengineer with a with a kick ass BB and force shot (lucid dreams).
He's certainly weaker than he was pre-pas now. Not by a lot mind you but enough to notice.
he's the first toon I have re-done who was weaker for sure and honestly the capstone is so Bleh that had I to do it over again I would seriously be tempted to splash some arty into another build.
For now I will accept it though as he's my crafter with a mark of making. once I put some time into his crafting to get him up over 125 without the mark boosts and then I will just roll him into something else ... or park him. Haven't fully decided yet.
Ashlayna
08-26-2013, 05:36 AM
Or add a Spot +XX to the colorless slot, assuming you don't have something else with +Spot already. +11 Spot diamond will give you a lot more than a +6 Wisdom diamond...
Very true. When I posted this, I hadn't seen a +11 skill stone. Later that day, I dropped a +11 Swim. The ideal would be to add both, if possible, higher Spot and a bonus to Will saves.
TreknaQudane
08-26-2013, 07:09 AM
For the most part my Artificer is dead in the water. To rebuild him would require me to focus on a role I never wanted to get a small amount of my power back that I lost. I don't have it in me to do that. The only other option I've got available is to TR him or just LR him into a completely different class. Rogue is looking good at the moment.
Vargouille
08-26-2013, 08:44 AM
Artificers seem to be ok with the enhancement pass. I'm mostly annoyed that pure xbow arties can't have their old capstone anymore.
It's still possible for high level artificers to take the old capstone (now in Arcanotechnician) while taking crossbow enhancements, including Endless Fusillade, or even the new Tier 5 abilities in Battle Engineer.
We realize not everyone may want that versus other options, but it is still available.
Violith
08-26-2013, 09:09 AM
It's still possible for high level artificers to take the old capstone (now in Arcanotechnician) while taking crossbow enhancements, including Endless Fusillade, or even the new Tier 5 abilities in Battle Engineer.
We realize not everyone may want that versus other options, but it is still available.
this is the way I went, I put most of my points into the arcanotech tree to get the capstone, along with several nice SLA's, and then the rest went into the xbow enhancements and such. only thing im missing prior to the update is the dragonmarks (still got the least but the other two I didnt have enough points to spend on them in the enhancements).
Singular
08-26-2013, 09:28 AM
It's still possible for high level artificers to take the old capstone (now in Arcanotechnician) while taking crossbow enhancements, including Endless Fusillade, or even the new Tier 5 abilities in Battle Engineer.
We realize not everyone may want that versus other options, but it is still available.
Wow, really? I must not have been paying attention when I redid my enhancements - thank you for clarifying!
Woohooo!
Oh, and btw, I like how sorcerer works out now much better than previously. My sorc is truly fun to play and feels more versatile.
der_kluge
08-26-2013, 11:04 AM
Mine was mostly unchanged. I did manage to easily pick up wrack construct, which I didn't have before. So that was a bonus.
I noticed that my BB crit'd for over 500 last night against a bear in an Evingstar challenge. So that was new.
Certon
08-26-2013, 11:09 AM
The only problem I can see with what they've done by splitting up the Artificer, is that they've taken away the versatility that may have enticed buyers to purchase the class in the first place, and now the Artificer as they knew it is impossible to construct.
People bought Artificers in a certain form factor, and know that form factor has been changed, and from a certain point of view, crippled. In good faith, people purchased the Artificer class, thinking they'd have it throughout the lifetime of the game, and have had it switched out for three different classes, none of which is as versatile as the one originally designed.
Havok.cry
08-26-2013, 11:30 AM
The only problem I can see with what they've done by splitting up the Artificer, is that they've taken away the versatility that may have enticed buyers to purchase the class in the first place, and now the Artificer as they knew it is impossible to construct.
People bought Artificers in a certain form factor, and know that form factor has been changed, and from a certain point of view, crippled. In good faith, people purchased the Artificer class, thinking they'd have it throughout the lifetime of the game, and have had it switched out for three different classes, none of which is as versatile as the one originally designed.
I disagree. My artificer is even more versatile than before. This was not a bad change for artificers (once bugs are worked out anyway.). It might be true if you couldn't get stuff from every tree, but you can, so it is not true (from my point of view anyway).
How is your's now lacking in versatility?
Ashlayna
08-26-2013, 11:31 AM
The only problem I can see with what they've done by splitting up the Artificer, is that they've taken away the versatility that may have enticed buyers to purchase the class in the first place, and now the Artificer as they knew it is impossible to construct.
People bought Artificers in a certain form factor, and know that form factor has been changed, and from a certain point of view, crippled. In good faith, people purchased the Artificer class, thinking they'd have it throughout the lifetime of the game, and have had it switched out for three different classes, none of which is as versatile as the one originally designed.
I'm really not having this issue. At 20/1, I'm not doing worse than I was at 19 and 20 before the pass. I bought it way back when it first came out, and frankly, it's still the goto class if I want to farm some easy favor on another server.
CThruTheEgo
08-26-2013, 02:24 PM
I have to disagree. My arti is as effective as ever. Other than crit damage, not much has really changed. The capstone was always just OK imo, not much of a loss.
Dubbell has been updated for U19. Have a look at the link in my sig if you're looking for ideas. I still have a few modifications to make, but it's mostly complete.
QuantumFX
08-26-2013, 07:36 PM
I don’t know what you people are doing so wrong on your artificers. I wound up with more Force spell power and the addition of Fire and Electrical spell power after u19 went live. (235 to 265 for anyone interested, and I didn't have the Spellcraft skill to boost it even more.) If they got kicked in the jimmies, it's the same jimmie kick that all the other caster classes in DDO took.
(Anyway, back to relevelling my Artificer, I took the +20 Heart as an invitation to get another Barbarian PL.)
Toro12
08-26-2013, 07:52 PM
Have to say I'm super happy with the arti changes in the updates.
Then again I'm way biased by it helping my specific build. An absolute metric Schinizet Ton.
Ya see I was going against the usual path and was going electric focus. So getting electric SLAs , sweet.
GeneralDiomedes
08-26-2013, 08:02 PM
I actually quite liked the addition of SLAs. Rune Arms are OK .. but when I want an AOE it's usually a sub-second requirement.
BlackSteel
08-26-2013, 08:35 PM
disappointed with the arti changes. its nice to gain spellpower in several schools. But lacking a boost to acid is disappointing. Not that the enhancements make up a huge % of the critical chance anyway after the feats starting at 5 and items going up to 16%.
for me, I gained some mobility with the rune arm. but the dc's are still crappy for EE content.
gains:
Rune arm mobility
higher spellpower
loss:
previous capstone
I find that a good trade off. I could still solo most EE's w/o much difficulty. The let down comes from how the build stacks up in comparison to other toys.
1) Previously an acid / force specced arti. The arcano tree has a ton of electric toys and even a fun debuff, but almost zero benefit if you don't care to use a lightning rune arm; and I could really care less for the SLA's. I seldom bothered to load them as real spells, even as cheap SLA's I wont use them; I'd rather pay attention to other things. (manual clicking attack speed, pin, whistler, rune arm, blade barrier, proper targeting for IPS)
2) cross-class comparison, or pure vs multiclass comparison. very little reason to go pure now unless you absolutely insist on keeping the old capstone. the benefit of the battle engineer capstone is easily replaced in a red socket, or 1d10 equivalent. For two class levels I can grab a whole lot more than 1d10 worth of elemental damage. the loss of caster levels isn't a huge deal with the state of end game saves. Even deeper splashes look more promising. Both deepwood and kensei have huge appeal
What Battle engineer needs is another desireable tier 5 ability. Rune arm mobility is cool, but by itself in the current endgame is not as desireable as +1 crit threat range along with a spammable high damage clicky or doubling or archers focus cap for tank and spanking.
I've gone ahead and used the +20 heart to pick up another PL, and will be tr'ing a few times before settling back into an arti again. Next one will play like an arti, but will likely have some other class symbol
droid327
08-26-2013, 11:48 PM
I'm confused what people are seeing as having lost compared to before...you can build an arti, under the current EP, that has exactly the same functionality as an old 20 arti with the capstone. You can get EF, the capstone, +2-4 Int, Runearm enhancers, and recoup the same spellpower through +Universal from Arcanotech and BE runearm bonus (and training Spellcraft, +Spellcraft items, etc.). Crits are way up from before.
I think people are mostly complaining because they cant have all the functionality they used to have, AND take all the shiny new toys like SLAs. There may be some isolated examples of things that are really gone (like Improved UMD, maybe), but nothing that's changing your basic functionality that radically.
BlackSteel
08-27-2013, 05:03 AM
I'm confused what people are seeing as having lost compared to before...you can build an arti, under the current EP, that has exactly the same functionality as an old 20 arti with the capstone. You can get EF, the capstone, +2-4 Int, Runearm enhancers, and recoup the same spellpower through +Universal from Arcanotech and BE runearm bonus (and training Spellcraft, +Spellcraft items, etc.). Crits are way up from before.
I think people are mostly complaining because they cant have all the functionality they used to have, AND take all the shiny new toys like SLAs. There may be some isolated examples of things that are really gone (like Improved UMD, maybe), but nothing that's changing your basic functionality that radically.
no acid line, but several end game acid rune arms
loss of crit multiplier, which helped increase burst DPS potential in EE, as most of the time the mob is saving on the blast, but atleast you could get a crit for decent damage
For all intents and purposes they took a tier 1 PrE and spread it over five tiers. The only truly new abilities plop down at tier 5 or lvl 20. The arcano tree is mostly new enhancements; but those SLA's are **** unless you want to use lightning rune arms.
Havok.cry
08-27-2013, 12:28 PM
For all intents and purposes they took a tier 1 PrE and spread it over five tiers. The only truly new abilities plop down at tier 5 or lvl 20. The arcano tree is mostly new enhancements; but those SLA's are **** unless you want to use lightning rune arms.
Lightning sphere stuns. That makes it useful whether it does lots of damage or not. Especially for melee arties.
It does suck that they took out acid enhancements, but to me it was no great loss, as I preferred using rune arms that were the same elements as the spells I might use, and I had no acid spells. The synergy just wasn't there for me.
I was pretty disappointed with what they did for the battle engineer tree, and I mostly agree with your assessment of it.
Certon
08-27-2013, 12:56 PM
I disagree. My artificer is even more versatile than before. This was not a bad change for artificers (once bugs are worked out anyway.). It might be true if you couldn't get stuff from every tree, but you can, so it is not true (from my point of view anyway).
How is your's now lacking in versatility?
Actually, I take back what I said. You can rebuild the Arty almost exactly as it was previously. I just took the capstone from the wrong Prestige class, an ability the Artificer did not have previously.
Violith
08-27-2013, 01:11 PM
no acid line, but several end game acid rune arms
loss of crit multiplier, which helped increase burst DPS potential in EE, as most of the time the mob is saving on the blast, but atleast you could get a crit for decent damage
For all intents and purposes they took a tier 1 PrE and spread it over five tiers. The only truly new abilities plop down at tier 5 or lvl 20. The arcano tree is mostly new enhancements; but those SLA's are **** unless you want to use lightning rune arms.
hmm, you may have lost the spell lines, but if your going for the old capstone your going to be spending atleast 41 pts in arcanotech (thus getting 41 Universal spell power), plus spell craft is an arti class skill (so 23(+8epic)ranks, plus your intel mod which is probably above 30 (so atleast 20mod) for 92 right there, more then likely you'll have a higher intel,
(+11 intel gloves, +3 insightful, +1 exceptional, 4-5 for trees, makes about 19-20 just from trees/items. then you got your base, which should be above 10) so obviously it shouldnt be too hard to get the same spell power. if your building to get the old capstone, plus you gain the spellpower of all the other lines so you can swap out rune arms more effectively now then you could before.
droid327
08-27-2013, 03:50 PM
hmm, you may have lost the spell lines, but if your going for the old capstone your going to be spending atleast 41 pts in arcanotech (thus getting 41 Universal spell power), plus spell craft is an arti class skill (so 23(+8epic)ranks, plus your intel mod which is probably above 30 (so atleast 20mod) for 92 right there, more then likely you'll have a higher intel,
One might argue you shouldn't count Spellcraft from spent skill points, as you didn't have to spend any skill points in the old system. But even if you take 23 Spellcraft out of the equation, you still have :
-At least 41 Universal from AT
-Your INT bonus from free Spellcraft (plus you can add a +11 Spellcraft diamond which stacks with Spellpower from gear, but I'll ignore that too),
-8 free Epic Spellcraft levels
-40 Universal from a fully charged Runearm, which if you're firing your acid-based runearm will always apply to your acid runearm damage - and since there's no penalty for charging your runearm now, there's no reason to not always have auto-charge toggled on.
-5 Spellcraft from the new AT capstone, which you're already taking
So if you had, what was it, 100 spellpower from maxing an elemental line with the old enhancements, you only need an INT score of 22 (+6 bonus) to hit that now, assuming you spend zero in Spellcraft and don't spend more than 41 in AT.
As far as crit...yes, you cant invest directly in Acid or other "non-arti" elements crits now, but since Lore items (including Universal) now give roughly double the old crit, and you get 5% base universal crit, I don't think you could have less crit than before if you tried.
Maldorin
08-27-2013, 05:22 PM
The issue for me is it was relatively cheap before the EP to be a repeater based DPS arty trapper and I mostly ignored the (few) damage spells except for BB and the force line to boost it (highest level spell being 6 is a killer for DCs IMO and can't waste SP on mobs saving when you have to self heal). What- was it 9 AP bought 90 force power and then also you could increase the crit chance and damage (not to mention splash a few points into acid for the acid runearms). Currently to rebuild what I had, I would not be spending many points outside of battle engineer and also in order to get fusillade there is a lot of points required to be spent to get to that. So, it appears there is a funneling of builds into one or the other.
I am definitely not going to spend points in arcano on things I don't want in order to increase spell power just to kite through a more effective BB. Many of the replies are citing how to boost it back from the arcano tree. Problem is that it is even required now. Granted, if you max your SP skill, with very high int and slot a diamond and take the lvl 20 capstone and run with a +7 weapon, you are maybe close to what was available before in the enhancements by simply spending 9 points,
If they provided a high level runearm(s) or repeater with a red slot for impulse this would make me much happier. Much. I guess there is Needle upgrade tier four, guess I better hit CITW.
Additionally
One of the previous features of Artificer before was boosting UMD through enhancements. Those four points made a difference. Why are they no longer there? Did they boost the UMD somewhere else that I am missing? And where is Artificer skill boost? Am I just not seeing it? Before, you could get up to +5 for all those useful rogue-ish skills.
Also, as a warforged there are skill points needed now to be spent in both repair (along with spellpower) where before those weren't needed.
With a high INT is seems like points to spare but not so much when you take all the necessary conc/search/spot/dd/ol/tumble/sp/repair/UMD. It's enough but forget about convenience skills like jump or balance.
So, it wasn't completely broken but (IMO) nerfed a bit unnecessarily. And when I can adreneline/many shot/slaying arrow for thousands of HP in damage as a Ranger I wonder why they nerfed my poor little Arty.
So for me, kicked in the gears is accurate.
BlackSteel
08-27-2013, 10:11 PM
hmm, you may have lost the spell lines, but if your going for the old capstone your going to be spending atleast 41 pts in arcanotech (thus getting 41 Universal spell power), plus spell craft is an arti class skill (so 23(+8epic)ranks, plus your intel mod which is probably above 30 (so atleast 20mod) for 92 right there, more then likely you'll have a higher intel,
(+11 intel gloves, +3 insightful, +1 exceptional, 4-5 for trees, makes about 19-20 just from trees/items. then you got your base, which should be above 10) so obviously it shouldnt be too hard to get the same spell power. if your building to get the old capstone, plus you gain the spellpower of all the other lines so you can swap out rune arms more effectively now then you could before.
spell power over all elements is higher on my arti in the new system w/o even trying. and yes you can swap rune arms more easily. but my point was that theres no crit enhancements for acid. no crit multi for anyone, thus taking your rune arm crits in EE from some pretty good damage to below mediocre. b/c EE mobs will save against your rune arm, crit hunting was really the only good damage you got out of it, and acid RA's had the highest dice.
all the new int and DC gear has increased our max DC, but still not enough to really matter. I can build for a rune arm DC in the 50s, or break 60 with twists. but 50s still isn't worth it unless your debuff, and 60s with twist isn't worth giving up things like energy burst or sense weakness.
same thing with the arti SLA's, they still have a save attached, unless you just want a small DoT from motes with vulnerability. I could see it working better if your main destiny is magister or draconic for the penalty to saves % of spells. shoot SLA's till you debuff the mob then use your rune arm. Personally I'd rather just use pin/whistler while in shiradi and put everything into a semi stunned state then blast them for +50%++ more damage with bolts and the rune arm.
Arcano tree would be VASTLY improved if instead of +spellpower per point spent you got +1 evocation DC for every core tier.
currently the only way to get a decent DC is to invest everything into it, at the expense xbow damage, self healing, no save perma CC abilities, saves, HP, resistance/absorbtion. All to gain more damage on the rune arm and blade barrier. Which is also funny b/c while you get an actually damaging rune arm, you lose the mobility from the engineer tree. You also lose the 50% stunned state damage on demand from shiradi b/c now you're in draconic or magister.
I see the synergy in the arcano tree, I just don't like it. Its great for lvling, or for EN or EH. But I see no appeal for it in EE. The saves are generally too high, and even if you do manage to get full effect, you're now standing to charge up to tier 5, putting yourself in danger, losing mobility, while also missing out on a long list of other options.
Maldorin
08-27-2013, 11:17 PM
Arcano tree would be VASTLY improved if instead of +spellpower per point spent you got +1 evocation DC for every core tier.
This is a good idea. Also would like to see at least one option in arcono tree to boost DCs for evocation.
Seneca_Windforge
08-28-2013, 01:34 AM
I'm pretty happy with the new artificer stuff. Blast Rod and Lightning Sphere as SLAs make up (to me) anything I lost before.
CoasterHops
08-28-2013, 03:16 AM
I much prefer my pure arti now than as it was before update.
It is a multilived evo caster with needle, evo Dcs are up a huge amount compared to before update and are definitely far more useful now in EE content than previously.
One of the best things is that Tact Det is now really quite useful in EE content, but of course the key is to target the right kind of mobs with it, Giants and Giant Skeles in EE tor don't save very often anymore. It still isn't great against ranged type mobs or the occasional rogue mob but that's where other tactics come into play.
The SLAs are a cheap way of spamming some aoe damage both before and after your Tact DET and they are so so cheap, its easy enough now to get a respectable electric damage that its not something that you have to spec too hard for.
Although Crit damage is down a bit, crit chance is way way up so this more than makes up for it imo.
Just my thoughts, Arti's aren't for everyone, but I think mine is superior post pass in almost everyway (and this would appear to go for splashed type builds too) and I haven't found that it has lost any potency/versatility or fun factor.
QuantumFX
08-29-2013, 01:09 AM
If they provided a high level runearm(s) or repeater with a red slot for impulse this would make me much happier. Much. I guess there is Needle upgrade tier four, guess I better hit CITW.
They do have a Force SP boosting runearm: LINK (http://ddowiki.com/page/Treasure_of_Crystal_Cove_loot#Glass_Cannon) And they gave us 3 weeks of Crystal Cove just this month. (Oh, and since you're playing a Warforged, the fortification debuff is a joke.)
Maldorin
08-29-2013, 11:17 PM
They do have a Force SP boosting runearm: LINK (http://ddowiki.com/page/Treasure_of_Crystal_Cove_loot#Glass_Cannon) And they gave us 3 weeks of Crystal Cove just this month. (Oh, and since you're playing a Warforged, the fortification debuff is a joke.)
Hmmm yes, I forgot about that one. And by the time decicded to jump into the cove rather then skip it, and I tiered out my Spyglass -the event ended. Ah well. Catch it next time.
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