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savingsoul
04-22-2022, 01:56 AM
Work in progress . . .


Character name: Shock the Monkey
Classes: 18 Artificer, 10 Epic, 2 Sorcerer
Race: Gnome · · · · · · · ·Alignment: Neutral Good

· · ·Start Tome
Str:· · ·6· · 8
Dex:· · ·8· · 8
Con:· · 18· · 8
Int:· · 20· · 8
Wis:· · 12· · 8
Cha:· · ·8· · 8
DR:
Immunities: Fear, , Magic Missiles

Heroic Past Lives
------------------------------------------------------------------------------------------
Past Life: Sorcerer(2)


Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Sorcerer(1) · · ·Standard: Insightful Reflexes
2 · · Sorcerer(2) · · ·
3 · · Artificer(1)· · ·Standard: Spell Focus: Evocation
4 · · Artificer(2)· · ·Intelligence: +1 Level up
5 · · Artificer(3)· · ·
6 · · Artificer(4)· · ·Standard: Greater Spell Focus: Evocation
· · · · · · · · · · · ·Artificer Bonus: Maximize Spell
7 · · Artificer(5)· · ·
8 · · Artificer(6)· · ·Intelligence: +1 Level up
9 · · Artificer(7)· · ·Standard: Empower Spell
10· · Artificer(8)· · ·Artificer Bonus: Enlarge Spell
11· · Artificer(9)· · ·
12· · Artificer(10) · ·Standard: Empower Healing Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
13· · Artificer(11) · ·
14· · Artificer(12) · ·Artificer Bonus: Heighten Spell
15· · Artificer(13) · ·Standard: Accelerate Spell
16· · Artificer(14) · ·Intelligence: +1 Level up
17· · Artificer(15) · ·
18· · Artificer(16) · ·Standard: Quicken Spell
· · · · · · · · · · · ·Artificer Bonus: Augment Summoning
19· · Artificer(17) · ·
20· · Artificer(18) · ·Intelligence: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Epic Spell Focus: Evocation
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Electric
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Wellspring of Power
· · · · · · · · · · · ·Intelligence: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
28· · Epic(8) · · · · ·Epic Destiny Feat: Deific Warding
· · · · · · · · · · · ·Intelligence: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Improved Augment Summoning
· · · · · · · · · · · ·Legendary: Scion of the Plane of Air

Skills
------------------------------------------------------------------------------------------
Skill Points· · ·28 ·8 10 11 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 15
Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
------------------------------------------------------------------------------------------
Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 24.0
Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 41.0
Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Disable Device· · · · · 6 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 46.0
Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 15.0
Heal· · · · · · · 2 ·½· · · · · 1½· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 26.0
Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 17.0
Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
Jump· · · · · · · · ·½· · · · ½ · · · · · · · · 1 ·2· 2 ·2 1½ ·½· ½ ·½· ½ · · ·11.5 · 33.5
Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 17.0
Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Open Lock · · · · · · · · · · 5 ·3· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 2 ·1· 1 ·1· 1 ·1· ·23.0 · 36.0
Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 23.0
Search· · · · · · 2 ·½· 2 ·3· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 54.5
Spell Craft · · · 4 ·1· · · · · · · · · · 3 ·4· 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 46.0
Spot· · · · · · · 2 ·½· · · · · · · 3 ·5· 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 46.5
Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Use Magic Device· 2 ·½· · ·5· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 38.5
------------------------------------------------------------------------------------------
Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·4· 4 ·4· 4 ·8
------------------------------------------------------------------------------------------

Enhancements: 80 APs
------------------------------------------------------------------------------------------
Arcanotechnician - Points spent: 58
Core1 rcanotechnician
Tier1 Static Shock - 3 Ranks
Tier1 Spell Critical I
Tier2 Spell Critical II
Core2 Palliative Admixture
Tier2 Shocking Vulnerability - 3 Ranks
Tier2 Imbue Defender - 3 Ranks
Tier2 Efficient Metamagic: Efficient Empower - 3 Ranks
Core3 Thaumaturgical Battery
Tier3 Automated Repairs - 3 Ranks
Tier3 Spell Critical III
Tier3 Intelligence I
Tier3 Lightning Sphere - 3 Ranks
Tier4 Spell Critical IV
Core4 Lightning Bolt
Tier4 Intelligence II
Tier4 Blast Rod - 3 Ranks
Tier4 Arcane Engine - 3 Ranks
Core5 Runic Efficacy
Tier5 Lightning Motes - 3 Ranks
Tier5 Charged Recoil
Tier5 Master Defender - 3 Ranks
Tier5 Evocation Focus - 3 Ranks
Tier5 Arcane Mechanism - 3 Ranks
------------------------------------------------------------------------------------------
Air Savant - Points spent: 17
Core1 ir Savant
Tier1 Spell Critical: Electric I
Tier1 Electrocution - 3 Ranks
Tier2 Spell Critical: Electric II
Tier2 Alternating Current - 3 Ranks
Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
------------------------------------------------------------------------------------------
Battle Engineer - Points spent: 4
Core1 attle Engineer
Tier1 Thaumaturgical Conduits - 3 Ranks
------------------------------------------------------------------------------------------
Renegade Mastermaker - Points spent: 1
Core1 Renegade Defender
------------------------------------------------------------------------------------------
Epic Destinies: 40 APs + 12 permanent Destiny Points
------------------------------------------------------------------------------------------
Draconic Incarnation - Points spent: 38
Core1 Draconic Bloodline: Draconic Bloodline: Blue
Tier1 Attune the Arcane
Tier1 Draconic Perception - 3 Ranks
Tier2 Dragon Breath: Blue Dragon Breath - 3 Ranks
Tier2 Draconic Presence - 3 Ranks
Tier2 Coalescence - 3 Ranks
Core2 Draconic Heritage
Core3 Elemental Blood
Tier3 Inevitable
Tier3 Draconic Spell Focus: Evocation - 3 Ranks
Tier4 Pull from the Wellspring
Tier4 Dragonspeed
Tier4 Improve Dragon Breath: Gaping Maw
Tier4 Epic Improved Metamagic: Epic Improved Maximize - 3 Ranks
Tier5 Hellstorm
Tier5 Spread your Wings
Tier5 Enhanced Draconic Spell Focus - 3 Ranks
------------------------------------------------------------------------------------------
Shiradi Champion - Points spent: 11
Core1 Fey Favor
Tier1 Good Luck - 3 Ranks
Tier1 Fey Sight - 3 Ranks
Core2 Vision
Tier2 Healing Spring
Tier2 Empathetic Link - 3 Ranks
Core3 Audience with the Queen
------------------------------------------------------------------------------------------
Exalted Angel - Points spent: 2
Core1 Astral Touch
Tier1 Avenging Magic: Healing Pillar
------------------------------------------------------------------------------------------
Spell Like / Special Abilities
------------------------------------------------------------------------------------------
Dismiss Charm · · · · · · · · · · · · · · ·
Unleash Iron Defender · · · · · · · · · · ·
Static Shock· · · · · · · · · · · · · · · ·
Palliative Admixture· · · · · · · · · · · ·
Lightning Sphere· · · · · · · · · · · · · ·
Lightning Bolt· · · · · · · · · · · · · · ·
Blast Rod · · · · · · · · · · · · · · · · ·
Lightning Motes · · · · · · · · · · · · · ·
Healing Pillar· · · · · · · · · · · · · · ·
------------------------------------------------------------------------------------------

Arkat
04-22-2022, 08:56 AM
How is this build any different from any other Electricity-themed Artificer?

What's its draw? Why would anyone play it over any other "Electrificer"?

Just throwing the output of a character builder into a post on the DDO Forums isn't particularly useful nor interesting.

savingsoul
04-22-2022, 09:39 AM
How is this build any different from any other Electricity-themed Artificer?

What's its draw? Why would anyone play it over any other "Electrificer"?

Just throwing the output of a character builder into a post on the DDO Forums isn't particularly useful nor interesting.

I did a search on Arcanotechnician before posting this and was surprised not to find this build. I would be happy to find a post of this build with substantial feedback. I'm sure someone has played it.

What is special about this build?
Alongside the the 6pt Empower metamagic sp cost reduction from Arcanotecnician, it uses the 9pt Maximize metamagic sp cost reduction from the Sorcerer Air Savant Tree, which is not available in the Arcanotechnician Tree. It also gets a +4% Crit Chance on Electric Spells, Alternating Current (30% chance to get 3 Temp SP per spell cast), and +35 Electric Spell Power from Air Savant. It includes the Fifth Core: Runic Efficacy (+1 Evocation DC, +2 to Caster Level and Max Caster Level of electric spells, +2 to Rune Arm DCs) of Arcanotechnician, which is really nice.

If you don't find it useful or interesting, then move on rather than blow some virtual air. It makes more sense to assume that an uncommented build is a reference post than to make a useless and uninteresting comment.

YUTANG75
04-22-2022, 11:17 AM
I'm not sure of the goals for this build but I have some feedback assuming you want to play a non-warforged and heal with the admixtures.

1. Take your first level as Artificer, that way you can get many more skill points to spend.
2. Consider dropping enlarge, most of the Artificer spells don't benefit from it.
3. Consider picking up Master of Artifice even though I only really use it for lightning motes I like the damage boost it gets (basically doubles it).
4. I can't speak for your preferences or experience but I haven't found the iron defender to be helpful in Epics so I don't pick up improved augment summoning.
5. Consider Mental toughness and improved mental toughness, they each give 1% spell crit in addition to widening your SP pool.

I've considered an adding some Sorc levels to a Casterficer before but I think I enjoy the 2 extra 6th level spell slots and the capstone to much to accept the trade for ~35 electric spellpower and 4% crit. Prefer to invest the AP into making my defences better.

For reference here is my build I've used with great success for levelling and epic lives, it is not an endgame build. I used to run deadly in my spell slot for party members and take the reconstruct SLA but switched over to taking the reconstruct spell and quickening that instead. The SLA is too AP expensive and doesn't give a good enough SP and cooldown discount to be worth it IMO.

Note: Feats are definitely not in the right order if you are levelling with this! It was designed for use after ERing.
Character name:
Classes: 20 Artificer, 10 Epic
Race: Warforged · · · · · ·Alignment: Neutral


· · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· · 0%
Str:· · ·8· · 8 · ·16 · · ·HP:· · · · 857 · · ·AC:· · 41
Dex:· · 12· · 8 · ·20 · · ·PRR: · · · ·56
Con:· · 20· · 8 · ·35 · · ·MRR: · · · ·25 · · ·+Healing Amp:· · 20
Int:· · 18· · 8 · ·43 · · ·Dodge: · ·4/29 · · ·-Healing Amp:· · ·0
Wis:· · ·6· · 8 · ·14 · · ·Fort:· · · 75% · · ·Repair Amp:· · ·140
Cha:· · ·6· · 8 · ·14 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
DR: 2\Adamantine
Immunities: Sleep, Energy Drain, Nausea, Sickness, Exhaustion, Paralysis, Magic Missiles




Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Artificer(1)· · ·Standard: Spell Focus: Evocation
2 · · Artificer(2)· · ·
3 · · Artificer(3)· · ·Standard: Greater Spell Focus: Evocation
4 · · Artificer(4)· · ·Artificer Bonus: Maximize Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
5 · · Artificer(5)· · ·
6 · · Artificer(6)· · ·Standard: Insightful Reflexes
7 · · Artificer(7)· · ·
8 · · Artificer(8)· · ·Artificer Bonus: Empower Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
9 · · Artificer(9)· · ·Standard: Mental Toughness
10· · Artificer(10) · ·
11· · Artificer(11) · ·
12· · Artificer(12) · ·Standard: Improved Mental Toughness
· · · · · · · · · · · ·Artificer Bonus: Quicken Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
13· · Artificer(13) · ·
14· · Artificer(14) · ·
15· · Artificer(15) · ·Standard: Adamantine Body
16· · Artificer(16) · ·Artificer Bonus: Heighten Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
17· · Artificer(17) · ·
18· · Artificer(18) · ·Standard: Toughness
19· · Artificer(19) · ·
20· · Artificer(20) · ·Artificer Bonus: Augment Summoning
· · · · · · · · · · · ·Intelligence: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Wellspring of Power
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Electric
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Master of Artifice
· · · · · · · · · · · ·Intelligence: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Burst of Glacial Wrath
28· · Epic(8) · · · · ·Epic Destiny Feat: Deific Warding
· · · · · · · · · · · ·Intelligence: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Intensify Spell
· · · · · · · · · · · ·Legendary: Scion of the Plane of Air




Enhancements: 80 APs
------------------------------------------------------------------------------------------
Warforged - Points spent: 7
Core1 Improved Fortification I
Tier1 Repair Systems: Mechanist - 3 Ranks
Tier1 Inscribed Armor - 3 Ranks
------------------------------------------------------------------------------------------
Arcanotechnician - Points spent: 44
Core1 rcanotechnician
Tier1 Static Shock - 3 Ranks
Tier1 Spell Critical I
Core2 Palliative Admixture
Tier2 Imbue Defender - 3 Ranks
Tier2 Efficient Metamagic: Efficient Quicken - 3 Ranks
Core3 Thaumaturgical Battery
Tier3 Lightning Sphere - 3 Ranks
Tier3 Intelligence I
Core4 Lightning Bolt
Tier4 Blast Rod - 3 Ranks
Tier4 Arcane Engine - 3 Ranks
Tier4 Intelligence II
Tier5 Lightning Motes - 3 Ranks
Core5 Runic Efficacy
Tier5 Charged Recoil
Tier5 Evocation Focus - 3 Ranks
Tier5 Arcane Mechanism - 3 Ranks
Core6 Arcane Empowerment
------------------------------------------------------------------------------------------
Battle Engineer - Points spent: 6
Core1 attle Engineer
Tier1 Thaumaturgical Conduits - 3 Ranks
Tier1 Field Engineer - 3 Ranks
Core2 Infused Weapons I
------------------------------------------------------------------------------------------
Renegade Mastermaker - Points spent: 24
Core1 Renegade Defender
Tier1 Easily Fixed
Tier1 Supporting Construction - 3 Ranks
Tier1 Toughness - 3 Ranks
Core2 Alchemical Shield
Tier2 Armor Mastery - 3 Ranks
Tier2 Converter
Core3 Curative Admixture: Cure Serious Wounds
Tier3 Reinforced Armor - 3 Ranks
Tier3 Ability I: Renegade Mastermaker: +1 Intelligence
Tier3 Shielding Construct
Core4 Constructive Conduit
Tier4 Embed Component - 3 Ranks
------------------------------------------------------------------------------------------
Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
------------------------------------------------------------------------------------------
Artificer Spells
L1: Inflict Light Damage· · · · · · · · · · Transmutation · 28
L1: Repair Light Damage · · · · · · · · · · Transmutation · 28
L2: Inflict Moderate Damage · · · · · · · · Transmutation · 29
L2: Repair Moderate Damage· · · · · · · · · Transmutation · 29
L3: Inflict Serious Damage· · · · · · · · · Transmutation · 30
L3: Repair Serious Damage · · · · · · · · · Transmutation · 30
L4: Inflict Critical Damage · · · · · · · · Transmutation · 31
L4: Repair Critical Damage· · · · · · · · · Transmutation · 31
L6: Arcane Tempest· · · · · · · · · · · · · Unknown · · · · ·0
L6: Chain Lightning · · · · · · · · · · · · Evocation · · · 42
L6: Reconstruct · · · · · · · · · · · · · · Transmutation · 33
L6: Tactical Detonation · · · · · · · · · · Evocation · · · 42
------------------------------------------------------------------------------------------

savingsoul
04-22-2022, 12:32 PM
I'm not sure of the goals for this build but I have some feedback assuming you want to play a non-warforged and heal with the admixtures.

I think this build will be for reaching 30 and some epic past lives.

I was thinking more toward epics and maybe endgame, and I'm used to prototyping builds with iconics. I didn't think about the class order or feat order. I already started to level this one though, and I did start with artificer. I will probably take the sorc levels on the tail end.

Beyond that, I am more preoccupied with managing spell points than with the %35 and %4. So it is more about the sp cost discount and temporary sp's.

I will drop enlarge for mental toughness. I'll find a way to get improved mental toughness.

It makes sense, being preoccupied with spell points, to take the mental toughtness feats. So, yeah.

I'm not fond of being a construct b/c the self-healing and received healing suffers in higher reapers.

Regarding the dog, I'll have to see how it goes. I might have to drop it toward endgame. I otherwise liked the benefits of the dog on a similar build.

Thanks. These are great suggestions.

Arkat
04-22-2022, 12:49 PM
Beyond that, I am more preoccupied with managing spell points than with the %35 and %4. So it is more about the sp cost discount and temporary sp's.



Probably would have been better to call this build "The Spellpoint Manager," then.

Don't get me wrong, you have fun the way you want to. Spellpoint management is important.

savingsoul
04-22-2022, 03:28 PM
Probably would have been better to call this build "The Spellpoint Manager," then.

Don't get me wrong, you have fun the way you want to. Spellpoint management is important.

Heh.

You know, in addition to a 9pt reduction in the cost of Maximized spells and a %30 chance of 3 temporary spell points per cast,
it gets +35 Electric Spell Power and +%4 crits. :P

And that's just the two levels of Sorcerer.

Shock the Monkey.

C-Dog
04-22-2022, 05:29 PM
For critique, with a starting 20 Int, there's no need to panic and chase Spell Focus immediately - with anything like decent gear, your DC's will be no-fail to start and for many levels after.

You want to work on your DPS - Maximize, and (imo, see below) Enlarge, or the more traditional Max + Empower.

Save your Spell Focus feats for mid-Heroics, when DC's start to get more challenging.


And similar w Insightful Reflexes - you don't see Lightning Bolts until base Level 2 spells at the earliest (The Harbor), so that can wait until Level 3-5.


· · · · · · · · · · · ·Artificer Bonus: Augment Summoning
You're taking something with the strength of wet cardboard and "augmenting" it all the way up to paper mache - yeah, don't bother. ;)


15· · Artificer(13) · ·Standard: Accelerate Spell
I always saw this as more of an Alchemist spell - how many Arti spells does it help?



Race: Gnome

Str:· · ·6...
Just pro forma, I have to say I absolutely HATE minimal Str characters, and doubly so with Gnomes or Halflings who have an even lower Carrying Capacity. Can't pick up a suit of a chainmail out of a chest without becoming Encumbered - sheesh.

Now, you have +8 tomes, which helps a lot - but not right away. Any player who does this should be fully aware of exactly what they're signing up for, and GL. ;)

(Me, I would strongly consider dropping Con and having a 9 or 12(!) starting Str - it doesn't hurt that much, and it's a real quality of life boost. But that's me, and I still collect droploot to melt for crafting for alts.)


Alignment: Neutral Good
Specific plans for this?


1. Take your first level as Artificer, that way you can get many more skill points to spend.
Hells yes. It also means you can trap and get that bonus XP out of the gate.

You can do Korthos/Keep with the starting Ember repeater, swap over to casting once you have your SLA's at Level 2-3.


2. Consider dropping enlarge, most of the Artificer spells don't benefit from it.
Enlarge makes Shocking Grasp a ranged spell, and a lowbie caster having their best two Level 1 effects (a spell and an SLA) at "touch" so they must be a "front row" combatant is not a great thing. Similarly later with moving Electric Loop (and its Daze effect) out to long range - really handy.

If you're a fan of multiple SLA's at starting levels and back up SG with Flaming Hands or Acid Spray, Enlarge likewise makes those a far more serious threat (even if you'll drop a 2nd SLA quickly).

Now, at higher levels SG probably drops out of the rotation, and you'll def want to swap Enlarge for something else (about time for Extend? or Mental Toughness here), but to start with, if only for Shocking Grasp - yes please.


I think this build will be for reaching 30 and some epic past lives...
Huh, I saw it as exactly the opposite, good for fast/fun Heroic leveling only. As stated above, the loss of the last 2 Arti levels plus the capstone (+4 Int, +5 spellpower) makes for a weaker end character, but the Sorcie levels (and 3 additional lowbie utility spell slots) proly will make getting up toward 20 faster.

savingsoul
04-22-2022, 06:44 PM
For critique, with a starting 20 Int, there's no need to panic and chase Spell Focus immediately - with anything like decent gear, your DC's will be no-fail to start and for many levels after.

You want to work on your DPS - Maximize, and (imo, see next) Enlarge, or the more traditional Max + Empower.

Save your Spell Focus feats for mid-Heroics, when DC's start to get more challenging.


And similar w Insightful Reflexes - you don't see Lightning Bolts until base Level 2 spells at the earliest (The Harbor), so that can wait until Level 3-5.

Your comment is all solid advice. Thank you. I didn't think about the feat order or class order though, because I tend to prototype with iconics and also had epics in mind. I will definitely follow your advice during leveling.

Regarding STR, I've rarely had an issue with it. I have got in the habit of picking up things other than armor though when running gnomes. :)

Regarding the two sorc levels, it seems like few people appreciate, for example, the benefits of a 9pt reduction in the cost of Maximized spells.

C-Dog
04-22-2022, 07:14 PM
(Edit - I edited my post above a couple times as additional things popped to mind, might have been a crosspost on some of them - check again if you want.)


If I were to do this build, here's my spin... (notes at bottom)...



Sharpen the Monkey
18/2 Artificer/Sorcerer
Neutral Good Gnome


Level Order

1. Artificer. . . .6. Artificer. . . 11. Artificer. . . 16. Artificer
2. Sorcerer. . . . 7. Artificer . . .12. Artificer . . .17. Artificer
3. Artificer. . . .8. Artificer. . . 13. Artificer. . . 18. Artificer
4. Sorcerer. . . . 9. Artificer . . .14. Artificer . . .19. Artificer
5. Artificer. . . 10. Artificer. . . 15. Artificer. . . 20. Artificer


Stats
. . . . . . . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 10. . . .+8. . . .4: INT
Dexterity . . . .8. . . .+8. . . .8: INT
Constitution. . 16. . . .+8. . . 12: INT
Intelligence. . 20. . . .+8. . . 16: INT
Wisdom. . . . . 14. . . .+8. . . 20: INT
Charisma. . . . .8. . . .+8. . .


Skills
. . . . . A. S .A .S. A. A. A. A. A. A. A. A. A. A. A. A. A. A. A. A
. . . . . 1. 2 .3 .4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 4. 1 . . 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Spellcr . 4. 1 . . 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Disable . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4. . .2 . . . . . 1. . .2 .4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Search. . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Haggle. . 4. . . . . . . . . . . . . . .1 .4 . . 6. . .4 .1 .1 .1 .1 .23
UMD . . . 3. . . . . . . 6. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . . .1. . .1. . . . . .3 . . 1. . .1 .1 . . 1. . .1 . . 1. . .11
Balance . . .2. . .1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
Jump. . . 2. . .1 .½. ½. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
Swim. . . . . . . . . . . . . . . . . . . . . . . . . .1½. . 3. . .3½. 8
Tumble. . ½. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ½
. . . . .------------------------------------------------------------
. . . . .36. 8 10. 9 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 15


Feats

.1. . . . : Maximize Spell
.3. . . . : Enlarge Spell
.6. . . . : Insightful Reflexes
.6 Arti . : Empower Spell
.9. . . . : Spell Focus: Evocation
10 Arti . : Empower Healing Spell
12. . . . : Greater Spell Focus: Evocation
13 Swap. .: Mental Toughness replaces Enlarge Spell
14 Arti . : Heighten Spell
15. . . . : Quicken Spell
18. . . . : Improved Mental Toughness
18 Arti . : Extend Spell


Spells

Artificer Inflict Light Damage (1), Repair Light Damage (1), Static Shock (1), Admixture: Cure Light Wounds (1), Resist Energy (3), <Any>, <Any>
<Any>, <Any>, <Any>, <Any>, <Any>
<Any>, <Any>, <Any>, <Any>
<Any>, <Any>, <Any>, <Any>
<Any>, <Any>, <Any>
<Any>, <Any>
Sorcerer Shocking Grasp (2), Jump (2), Shield (4)

Enhancements (20 of 80 AP) Errors

Arcanotechnician (8 AP) Arcanotechnician Static Shock III, Spell Critical
Spell Critical
Air Savant (8 AP) Air Savant, Error Shocking Grasp III, Spell Critical
Spell Critical
Fire Savant (4 AP) Fire Savant Burning Hands III
Leveling Guide Arc0 Arcanotechnician; Arc1 Static Shock I, II, III
Air0 Air Savant; Air1 Shocking Grasp I, II, III
Fir0 Fire Savant; Fir1 Burning Hands I, II, III
Air1 Spell Critical; Arc1 Spell Critical

Notes:
o Level 1 & 2 - Hard to kill stuff as a 1st level caster, even in Korthos, so just use the best repeater you can get for now (at worst, buy a generic one in the Ball and Chain, NW Harbor). And get a lvl 1 beserker hire for added DPS - Byron (Korthos) (and/or Grommisk (The Harbor) if you're in a small party and Byron is already there).

o re Stats: -2 to Con gives you +4 to Str and +2 to Wis - that's -1 Fort ST for +Carrying Capacity, + Str ST (vs. Webs etc), +1 Will ST and +1 Spot/etc. A good trade imo, but ymmv. (Drop Str back to 8 and split the diff, if you want - unless you have your +Con gear all planned out, a starting 17 Con will be at even cutpoints as often as a starting 18 will be.)

o re Class order - Taking Arti first and then staggering Sorcie gets you a LOT more Skill Points, and a LOT earlier. A LOT.

o Only showing spells to L4, which gets you through The Harbor - Shield @ L4 in time for Harbor Reaper. While the DC's of SLA's are based on Character Level, Sorcerer spells are based on Sorcie level - swap out the spell Shocking Grasp (for a non-combat, non-DC, Utility spell) as soon as you have something to replace it in your rotation, as its DC's will fall behind quickly. (Proly swap for Prot from Evil or Merfolks' Blessing.)

o Fire Savant/Burning Hands SLA could as easily be Earth/Acid Spray (it's Evocation, so doesn't have the problems some other Earth spells do). It gets you a 3rd SLA and a full combat rotation - dump it once you have another spell to fill your rotation.

o Feat swap (Enlarge -> Mental Toughness) at L13 is an arbitrary point - swap it out when you decide to lose Shocking Grasp from your rotation, or when you need the +DC from MT.

savingsoul
04-22-2022, 08:16 PM
If I were to do this build, here's my spin... (notes at bottom)...

Sharpen the Monkey
18/2 Artificer/Sorcerer
Neutral Good Gnome


This is great. The leveling and feat order make a lot of sense.

I zipped through level one using a repeater. I will switch to spells at level 3.

savingsoul
04-22-2022, 11:08 PM
Enhancements: 80 APs
------------------------------------------------------------------------------------------
Arcanotechnician - Points spent: 46
Core1 rcanotechnician
Tier1 Static Shock - 3 Ranks
Tier1 Spell Critical I
Tier2 Spell Critical II
Tier2 Shocking Vulnerability - 3 Ranks
Core2 Palliative Admixture
Tier2 Efficient Metamagic: Efficient Empower - 3 Ranks
Core3 Thaumaturgical Battery
Tier3 Lightning Sphere - 3 Ranks
Tier3 Spell Critical III
Tier3 Intelligence I
Tier4 Intelligence II
Core4 Lightning Bolt
Tier4 Blast Rod - 3 Ranks
Tier4 Spell Critical IV
Tier5 Lightning Motes - 3 Ranks
Tier5 Charged Recoil
Tier5 Evocation Focus - 3 Ranks
Tier5 Arcane Mechanism - 3 Ranks
Core5 Runic Efficacy
------------------------------------------------------------------------------------------
Renegade Mastermaker - Points spent: 13
Core1 Renegade Defender
Tier1 Supporting Construction - 3 Ranks
Tier1 Easily Fixed
Tier1 Well-Rounded Maker - 3 Ranks
Tier2 Armor Mastery - 3 Ranks
Core2 Alchemical Shield
Tier3 Reinforced Armor - 3 Ranks
------------------------------------------------------------------------------------------
Air Savant - Points spent: 17
Core1 ir Savant
Tier1 Spell Critical: Electric I
Tier1 Electrocution - 3 Ranks
Tier2 Spell Critical: Electric II
Tier2 Alternating Current - 3 Ranks
Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
------------------------------------------------------------------------------------------
Battle Engineer - Points spent: 4
Core1 attle Engineer
Tier1 Thaumaturgical Conduits - 3 Ranks
------------------------------------------------------------------------------------------

jskinner937
04-23-2022, 12:52 AM
If you are really interested in spell point management, consider 16A/4W. Archmage will give you some extras over Air Savant, especially with force (10% more chance to crit and 4% all others). Or even better 15A/5W so you can grab arcane blast and chain missles.

I lean towards 16/4 split because arcane tempest is really good. Then in epics you can grab arcane pulse as well. Unfortunately, you lose out on tactical detonate, unless you give up tempest for it.

YUTANG75
04-23-2022, 03:58 AM
Enlarge makes Shocking Grasp a ranged spell, and a lowbie caster having their best two Level 1 effects (a spell and an SLA) at "touch" so they must be a "front row" combatant is not a great thing. Similarly later with moving Electric Loop (and its Daze effect) out to long range - really handy.

If you're a fan of multiple SLA's at starting levels and back up SG with Flaming Hands or Acid Spray, Enlarge likewise makes those a far more serious threat (even if you'll drop a 2nd SLA quickly).

Now, at higher levels SG probably drops out of the rotation, and you'll def want to swap Enlarge for something else (about time for Extend? or Mental Toughness here), but to start with, if only for Shocking Grasp - yes please.


Ooh, I have heard good things about this before, I'll have to keep it in mind when I get round to my sorc lives, thanks.

C-Dog
04-23-2022, 12:41 PM
Ooh, I have heard good things about this before...
Not everyone agrees, but I'm a big fan of this approach. Ker-zap!

(The usual alternative is early Quicken, but I find that speeding early rotations does not support the few spells you have. I prefer a distance attack over a machine gun that I have to wait on every rotation. ymmv.)

Grab an alt slot (on a diff server? DP are always useful), run it up thru Korthos and give it a try in the Harbor. Even with just starter gear & droploot, you'll know if it's for you by the time you're done with 3's, and have 50-100 DP just that fast.

Alrik_Fassbauer
04-24-2022, 09:32 AM
Character name: Shock the Monkey

Oh, a fan of the music of Peter Gabriel ... ;)

savingsoul
04-25-2022, 10:02 PM
So this is a build request.

The idea is a pure Sorcerer w/ primarily the Air Savant capstone and enough Eldritch Knight for medium armor.

The medium armor would be Artificer armor e.g. the Legendary Mark IV alongside the Legendary Arcsteel Brim and Legendary Attunement Gauntlets.

I'm sure this has been done before, but my searches haven't found it yet.

I would appreciate any suggestions or a build along these lines.

EDIT: So it looks like Blessed Vestments on a fire sorc is one way to go. However, the other items in the set don't seem to be as beneficial to a sorc as the Arcsteel Battlemage.

Adamantine Body does not require Heavy Armor Proficiency, so a build could go with Bladeforged or Warforged (w/ Plasma Core). It would still need to go into Eldritch Knight to overcome the 35% in Arcane Spell Failure. Also, there is the feat requirement. The Beacon of Magic set looks pretty good though, and going that route using a docent would not require Artificer equipment. It doesn't even have to be Electric, which is not the best anyway. Maybe Beacon of Magic w/ docent is the way to go.

C-Dog
04-26-2022, 08:03 AM
The idea is a pure Sorcerer w/ primarily the Air Savant capstone and enough Eldritch Knight for medium armor.
Any Sorcie is ~41-42 in element of choice, and as much EK as you want, with the rest into Racial/Falconry/etc.

There is no single cutpoint in EK, all depends what you are chasing. Med armor is Tier 4, so would be at least 22 AP. Here's a discussion re the various "just a couple more points" attractions in EK: https://forums.ddo.com/forums/showthread.php/514654-Sorc-capstone-any-point-to-having-other-elemental-damage?p=6320307&viewfull=1#post6320307

Note that "Medium Armor" provides only Proficiency - Arcane Spell Failure is another issue. You can get -20 from EK Cores, and Elfs/Drow have a cheap racial to add on to that. If you're using a shield (some builds do, but you usually need to Cannith Craft them), you'll need more than the -20 from cores.