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Singular
09-25-2014, 10:32 AM
Since the other thread is entitled for the missing third artie enhancement tree, I thought it best to start a new thread for the ED. Here is the updated version of what was being discussed in the other thread. Please feel free to add idea-rich criticism. If something is too weak or too strong, please say so. If something should be in another tier, or you want to see something not on this list, post your ideas. Also, I'm terrible with naming things - so all of the names I've used are generic and lack description. Feel free to leave better names :)

Ok, let's build an artie ED.

Innate abilities. Rune Arm Feat granted at level 0.
Granted automatically as you level up in the destiny.
Passive Portion: You gain all of the following:
+1 enchantment bonus per level of Artificer ED including this one (up to +6 total at level 5).
+1 Artificer, Sorcerer, Wizard or Bard caster level per level of Artificer ED not including this one (up to +5 total at level 5).
Active Portion: (Cooldown 5 second): You now have 2 Analytical Strikes: +100 weapon power.
EDP Cost: 0
Ranks: Automatic Progression: 0

No requirements
Bodily Focus I : (Passive) Bonus: gain +25 maximum HP and 25 maximum SP.
EDP Cost: 0
Ranks: Automatic Progression: 4

Active Portion: (Cooldown: 5 seconds) You gain one more Analytical Strike and it increases to +200 weapon power.
EDP Cost: 0
Ranks: Automatic Progression: 8

Bodily Focus II: (Passive) Gain an additional 25 maximum HP and 25 maximum SP.
EDP Cost: 0
Ranks: Automatic Progression: 12

Active Portion: (Cooldown: 5 seconds) You gain one more Analytical strike and it increases to +300 weapon power.
EDP Cost: 0
Ranks: Automatic Progression: 16

Active Portion: (Cooldown: 5 seconds) You gain one more Analytical strike and it increases to +400 weapon power.
Additionally, you gain: (Cooldown: 120 seconds) Radiant Forcefield of 35% damage absorption for 20 seconds. [Edit: or decrease it back to 25 and make the duration twice as long as the spell or something, or put something else here – I’m having issues coming up with novel artificer actives]
EDP Cost: 0
Ranks: Automatic Progression: 20
No requirements


Tier One
Abilities in this tier can be purchased after taking the Artificer Destiny. All abilities below have 1 rank unless otherwise listed.

Rune Arm Focus I: Passive Bonus: Rune arms gains +1/2/3 DCs. [edit: tempted to write +1/3/6 here b/c, let’s be honest, rune arm DC’s are among the lowest dcs in the game]
EDP Cost: 1
Ranks: 3 Progression: 0
No requirements

Unstoppable Mechanics : You tinker a bit with your pets and hirelings, adding bits and pieces to them. Passive Bonus to pets and hirelings: +1/2/4 to all stats, saves, to hit, damage and levels.
EDP Cost: 1
Ranks: 3 Progression: 4
No requirements

Weapon Boost : Active Ability: (Cooldown 60 seconds) For the next 9/12/15 seconds attacks that you make are at [+1/2/3] and have a chance to knock targets prone against a a DC 15+Character Level+Str/Int (whichever is higher) Mod reflex check.
EDP Cost: 1
Ranks: 3 Progression: 0
No requirements

Action Boost Focus: Passive Bonus: Your action boosts gain 3/6/10% greater effectiveness. [edit: this might be too powerful. I am trying to think of some kind of bonus to action boosts that does not exist in other EDs]
EDP Cost: 1
Ranks: 3 Progression: 0
No requirements

Strength/Intelligence/Dexterity: Passive Bonus: +1 Strength/Intelligence/Dexterity.
EDP Cost: 2
Ranks: 1 Progression: 0
No requirements

Tier Two
After 4 points are spent, abilities in this tier can be purchased.

Rune Arm Focus II : Passive Bonus: Rune arms gain an increase of 10/20/30% to their spell power.
EDP Cost: 2
Ranks: 1 Progression: 4
No requirements

Unstoppable Mechanics II: You work diligently on your pet, adding bits and pieces to the big puppy. Passive Bonus to homunculus 3/6/10% dodge and 30/60/100 AC and Rank 3: 25% incorporeal.
EDP Cost: 1
Ranks: 3 Progression: 4
No requirements

Unstable Workings: Passive Bonus: Your electric, fire and force spells gain a 1/2/3% chance to critical [edit: too weak? Too powerful?]
EDP Cost: 1
Ranks: 3 Progression: 4
No requirements

Action Boost Focus II: Passive Bonus: Action boost durations are extended by 10/20/30%. [edit: trying to extend endless fusillade by a bit – max here is 2 seconds, which seems fair]
EDP Cost: 1
Ranks: 3 Progression: 4
No requirements

Strength/Intelligence/Dexterity : Passive Bonus: +1 Strength/Intelligence/Dexterity.
EDP Cost: 2
Ranks: 1 Progression: 4
No requirements

Tier Three
After 8 points are spent, abilities in this tier can be purchased.

Force Infusion : (Active) You hurtle a potion of bottled force at a single target. Tier 1: 3/6/10d100 force/untyped damage. Costs 20 sp, affected by force spellpower. Cooldown 15 Seconds.
EDP Cost: 2
Ranks: 1 Progression: 8
Requires:

Finely Honed Weapons : Passive Bonus: +[1/2/3]d6 bleeding damage is added to your weapons. [Edit: this might be stupid. feel free to change it to something else]
EDP Cost: 1
Ranks: 3 Progression: 8
No requirements

Automated Reflexes: Passive Bonus: +1/2/3 bonus to Reflex saves and +2/4/6 bonus to trap saves.
EDP Cost: 1
Ranks: 3 Progression: 8
No requirements

Infused Casting : Passive Bonus: 10/20/30 spell power to force, fire or electric. [Edit: just going off the class – I feel that we, and it, should pay homage to the arties who prefer acid lines, too]
EDP Cost: 1
Ranks: 3 Progression: 8
No requirements

Strength/Intelligence/Dexterity : +1 Strength/Intelligence/Dexterity.
EDP Cost: 2
Ranks: 1 Progression: 8
No requirements

Tier Four
After 12 points are spent, abilities in this tier can be purchased.

Detonation: (Active) Please choose electric, fire or force. You cause an explosion dealing 1d10+10 of the chosen damage per character level in a burst centered around you. All enemies affected must make a DC 15+Character Level+Int Mod reflex check to avoid being electric: stunned, fire: slowed or force: knocked prone. Successful saves negate the knockdown effect and take half damage. Cooldown 20 seconds. [Edit: I changed this one to be determined by which specialty the artificer has chosen]
EDP Cost: 2
Ranks: 2 Progression: 12
No requirements

Considered Attacks: Bastard Sword or Dwarven Axe: Passive Bonus: +[3/6/9]% glancing blow damage. Crossbows: Passive +[3/6/9]% double shot. [Edit: no idea for swf]
EDP Cost: 1
Ranks: 3 Progression: 12
Requires:

Construct Mastery: Passive Bonus: Increases your susceptibility with repair spells by 10/20/30% and healing magic by 5/10/15%.
EDP Cost: 1
Ranks: 3 Progression: 12
Requires:

Electrifying Blow: Active: Your next attack is filled with shocking electricity, is at +[3] weapon dice and has a chance to paralyze the target.
EDP Cost: 2
Ranks: 1 Progression: 12
No requirements

Strength/Intelligence/Dexterity: Passive Bonus: +1 Strength/Intelligence/Dexterity.
EDP Cost: 2
Ranks: 1 Progression: 12
No requirements

Tier Five
After 16 points are spent, abilities in this tier can be purchased.

Ultimate Infusion: Passive Bonus of +3 to evocation DCs. [edit – this looks powerful, but arties struggle greatly to have high DCs. Since it’s tier 5, it cannot be twisted.]
EDP Cost: 2
Ranks: 1 Progression: 16
No requirements

Improved Mechanics: Passive Bonus adding 1 extra bolt to non-repeating crossbows.
EDP Cost: 2
Ranks: 1 Progression: 16
No requirements

Energized Rune Arm: Passive Bonus to rune arms: Attacks have a 1/3/7% chance to overwhelm the target’s nervous system and cause temporary paralysis.
EDP Cost: 1
Ranks: 3 Progression: 16
No requirements

Endless Thought: Your Analytical Strike now regenerate on vorpal strikes.
EDP Cost: 2
Ranks: 1 Progression: 16
No requirements

Endless Calm: Your Analytical Strikes cannot be used for weapons, but instead add 30 spell power for 20 seconds.
EDP Cost: 2
Ranks: 1 Progression: 16
No requirements

Strength/Intelligence : Passive Bonus: +1 Strength/Intelligence.
EDP Cost: 2
Ranks: 1 Progression: 16

Tier Six
After 20 points are spent, abilities in this tier can be purchased.

Unbridled Artificer ED Epic Moment : Active Ability: (Cooldown 5mins). After 20 vorpal hits, this ability can be activated. If crossbow, then a 10 second endless fulisade with +[2] weapon die and +4 to critical hit. If melee, then a 20 second +40% haste boost with +[2] weapon die and +4 to critical hit. If this ability is taken, Overpowered cannot be taken.
EDP Cost: 2
Ranks: 1 Progression: 20

Overpowered: Active Ability: (Cooldown 5mins). After 20 spell crits, this ability can be activated. You release massive stored energy into your spells for a brief time. For 20 seconds, your spell power is increased by 200. If this ability is taken, Unbridled Artificer cannot be taken.
EDP Cost: 2
Ranks: 1 Progression: 20

Strength/Intelligence/Dexterity: Passive Bonus: +1 Strength/Intelligence/Dexterity.
EDP Cost: 2s
Ranks: 1 Progression: 20

Singular
09-25-2014, 10:35 AM
The original thread is here:

https://www.ddo.com/forums/showthread.php/448055-Third-Artificier-Tree-Lost-Trees-Project-along-with-an-ED-for-Artificer-types/page6

Additionally, SillyWallaby suggested:


Just had an idea for another possible capstone/T6 effect, single shot xbows shoot 2 extra bolts, so they shoot 3 like repeaters. I miss using greatcrossbows :(

Don't artificers gain an extra shot from non-repeaters or is that something I'm just thinking up? If so, it would only have to add one extra shot and we'd be getting 3. The thing is...wouldn't that make great crossbows the clear dps leader over repeaters? Tbh, I'd prefer them both very close in damage with something else being the deciding factor, like the knockback from great xbows.

Anyways, comments? What are we missing, what could be better, what do you like and not like?

SillyWallaby
09-25-2014, 11:22 AM
Don't artificers gain an extra shot from non-repeaters or is that something I'm just thinking up? If so, it would only have to add one extra shot and we'd be getting 3. The thing is...wouldn't that make great crossbows the clear dps leader over repeaters? Tbh, I'd prefer them both very close in damage with something else being the deciding factor, like the knockback from great xbows.


There's nothing currently that gives non-repeaters any extra bolts, and 2 extra probably would be too much. An extra bolt would probably even it out considering great crossbows have higher [W] and crit range. It has always annoyed me that they gave arti great crossbow proficiency and only added the one named xbow from collaborator and never added new ones (instead they made some repeaters that looked like great crossbows >.>)

Singular
09-28-2014, 04:53 AM
Ok, I updated the ED based on recent suggestions:

1. added Rune Arm feat to level 0 of this ED
2. added a Tier 5 skill that increases non-repeater bolt fire by one/burst
3. changed "sonic" to "fire" as per the description in artificer enhancements - no idea why I thought it was sonic!

Holybird
09-28-2014, 08:39 AM
Maxed+ Empowered Ruin while under Arcane Supremacy and Overpowered? Sounds pretty powerful. Anyway keep up the good work

Singular
09-28-2014, 08:47 AM
Maxed+ Empowered Ruin while under Arcane Supremacy and Overpowered? Sounds pretty powerful. Anyway keep up the good work

If this is in question, we should have a discussion about it. Thank you for pointing that out.

EDIT: Ah, this is what you're talking about!

"Arcane Supremacy: Your offensive spells gain a 10% chance to trigger Arcane Supremacy.

Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 seconds duration. This effect may trigger only once every 90 seconds."

So that would give a Wiz close to 50% crit chance w/force (if I'm not mistaken) and 3X the damage + the overpowered 200 sp. So it would be doing a lot of damage - just guessing here, but around 9-21k crit? Maybe a bit higher? Yeah, maybe that shouldn't synergize. On the other hand, they'd basically be building for that one power (by ignoring Draconic and Magister) - and they'd have to not use Ruin until Arcane Surpremacy went off, so there would be some drawbacks happening.

Any suggestions on rewording Overpowered?

We could make it a non-stacking crit chance instead, or a non-stacking spell power boost.

Irongutz2000
09-28-2014, 01:00 PM
Ok, I updated the ED based on recent suggestions:

1. added Rune Arm feat to level 0 of this ED
2. added a Tier 5 skill that increases non-repeater bolt fire by one/burst
3. changed "sonic" to "fire" as per the description in artificer enhancements - no idea why I thought it was sonic!

The ED needs to add evasion. They r trappers and unless ur one of the best ddo players ever some traps u *need* evasion for. Other then that it looks like a good start. Good job.

Holybird
09-28-2014, 01:35 PM
If this is in question, we should have a discussion about it. Thank you for pointing that out.

EDIT: Ah, this is what you're talking about!

"Arcane Supremacy: Your offensive spells gain a 10% chance to trigger Arcane Supremacy.

Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 seconds duration. This effect may trigger only once every 90 seconds."

So that would give a Wiz close to 50% crit chance w/force (if I'm not mistaken) and 3X the damage + the overpowered 200 sp. So it would be doing a lot of damage - just guessing here, but around 9-21k crit? Maybe a bit higher? Yeah, maybe that shouldn't synergize. On the other hand, they'd basically be building for that one power (by ignoring Draconic and Magister) - and they'd have to not use Ruin until Arcane Surpremacy went off, so there would be some drawbacks happening.

Any suggestions on rewording Overpowered?

We could make it a non-stacking crit chance instead, or a non-stacking spell power boost.

I think its fine with its drawbacks, but as this is Artificer destiny, wouldn't it be logical that Overpowered would also build charges from ranged crits and Arm cannon crits?

Singular
09-28-2014, 10:14 PM
The ED needs to add evasion. They r trappers and unless ur one of the best ddo players ever some traps u *need* evasion for. Other then that it looks like a good start. Good job.

A lot of people have asked for evasion in whatever artificer ED they put out, yet I have to wonder if that's truly balanced. Of course I'd love evasion on my artie! It's just that we get so much other stuff that rogues don't have, like spells, rune arms and...a pet, that it might not be fair to include it. Also, it's already in another ED.

So is it fair, balanced, etc., to include evasion? If so, sure, let's toss it in.


I think its fine with its drawbacks, but as this is Artificer destiny, wouldn't it be logical that Overpowered would also build charges from ranged crits and Arm cannon crits?

Arties have two enhancement paths - Battle Engineer and Arcanotech. The later is largely a spell casting tree, relying mostly on SLAs. Hence, I was trying to make something just for casting - but I'm sure they use their rune arms, too. We could easily add that, but then we'd likely have to increase the number of crits they need to start attain the epic moment b/c if you're using a force rune arm you produce a crit or two every shot.

SillyWallaby
09-28-2014, 11:22 PM
A lot of people have asked for evasion in whatever artificer ED they put out, yet I have to wonder if that's truly balanced. Of course I'd love evasion on my artie! It's just that we get so much other stuff that rogues don't have, like spells, rune arms and...a pet, that it might not be fair to include it. Also, it's already in another ED.

So is it fair, balanced, etc., to include evasion? If so, sure, let's toss it in.


I don't think we need evasion. Almost every trap can be dealt with without evasion ( I think the only one I want evasion for is the horizontal blades in VoN5). I'm pretty sure the reason most people splash for evasion is that they take no damage on saving vs spells, the benefit vs traps is probably a bonus. Since arties are smart tinkerers of all things magical, why not instead of evasion give a bonus to MRR and maybe PRR? I like this because arties are proficient in medium armor, so why not beef up defense instead of avoidance?

Silverleafeon
09-29-2014, 09:56 AM
now featured on post 3 of the other thread

GREAT JOB, KEEP UP THE GOOD WORK!

Singular
09-30-2014, 10:14 PM
I don't think we need evasion. Almost every trap can be dealt with without evasion ( I think the only one I want evasion for is the horizontal blades in VoN5). I'm pretty sure the reason most people splash for evasion is that they take no damage on saving vs spells, the benefit vs traps is probably a bonus. Since arties are smart tinkerers of all things magical, why not instead of evasion give a bonus to MRR and maybe PRR? I like this because arties are proficient in medium armor, so why not beef up defense instead of avoidance?

I like that idea. Where would you suggest we put it?


now featured on post 3 of the other thread

GREAT JOB, KEEP UP THE GOOD WORK!

Thanks, you too for mobilizing the artie community :)

Uhm...what other thread? Can you link to it? Thanks!

Silverleafeon
10-01-2014, 03:39 AM
https://www.ddo.com/forums/showthread.php/448055-Third-Artificier-Tree-Lost-Trees-Project-along-with-an-ED-for-Artificer-types?p=5421547&viewfull=1#post5421547

The project one.

Satyriasys
10-01-2014, 05:02 AM
The ED needs to add evasion. They r trappers and unless ur one of the best ddo players ever some traps u *need* evasion for. Other then that it looks like a good start. Good job.

Evasion has nothing to do with Artificers. Sure it is nice to have but doesn't belong in a destiny based on an Artificer. An Artificer is someone who tinkers with machinery and alchemy.

Irongutz2000
10-01-2014, 04:30 PM
Evasion has nothing to do with Artificers. Sure it is nice to have but doesn't belong in a destiny based on an Artificer. An Artificer is someone who tinkers with machinery and alchemy.

Maybe now with the MRR and PRR changes I could stomach playing an arite without evasion. It would have to be an awesome destiny for me to switch from shadowdancer though.

Irongutz2000
10-01-2014, 04:33 PM
If ur not going evasion route then I think extra reflex vs traps should be thrown in somewhere.

Singular
10-01-2014, 11:06 PM
If ur not going evasion route then I think extra reflex vs traps should be thrown in somewhere.

Great idea! Will toss it in :)

EDIT: added in at tier 3 b/c that's the only place that had a slot available. Unless we want to remove one of the other ones to fit it into tier 1.

Singular
10-01-2014, 11:12 PM
Ok, so we haven't criticized the above - does anything need removing? What are we missing?

(and...are the devs reading this???)

Silverleafeon
10-02-2014, 05:26 PM
Ok, so we haven't criticized the above - does anything need removing? What are we missing?

(and...are the devs reading this???)

I'm linking this with my project, so yes I will make sure its obviously available for the Devs to read.

However expect them to lurk not post most likely.

Just watch the Dev tracker, Varg posts in the most unusual places, Cordovan's job is player thinking, and Sev seems to be a speed reader going thru tons of things quickly...etc..

Singular
10-20-2014, 11:13 AM
I'm linking this with my project, so yes I will make sure its obviously available for the Devs to read.

However expect them to lurk not post most likely.

Just watch the Dev tracker, Varg posts in the most unusual places, Cordovan's job is player thinking, and Sev seems to be a speed reader going thru tons of things quickly...etc..

Cool. Well, I hope people chime in - it would be great if we could community build an artificer ED!

Khatzhas
10-28-2014, 09:43 PM
In Eberron, Artificers are experts in creation and use of magical items. I'd suggest that something along the lines of the artificer-unique abilities be included in the tree since they would be of use to both Artificers and other classes.

UMD increases.
Boosts to caster levels and the DCs of spells cast from items. Even applying metamagics to them.
Chance to not use up a charge or daily use of a clicky when activated.

Giving additional bonuses to magical Armour and weapons; increasing bonuses or even adding new abilities. Possibly including affecting nearby/entire party's weapons and armour.

Abilities to stun, control, repair and summon constructs.

There are existing trees that already give boosts to shooting stuff up with weapons, or throwing spells around. Any class, including artificers can use those EDs if they want to improve that. An ED based on artificers shouldn't try to copy a bunch of other EDs, but instead concentrate on what is unique or special about the class.