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  1. #1
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    Default Artificer 16/ Fighter 4 2HF build... Feedback requested

    Hi there! I kinda wanted to run a Two Hand Fighting arti, and knocked something up in the planner to get some feedback from you wonderful people.

    I wanted him to be versatile, able to melee, ranged, cast SLA's, buffs and heals and do traps. Now, i know that he's not gunna be top notch at any of those, but hopefully he's decent and fun to play from 1 to 28.

    Anyway, is there some glaring omission in here? it's still slightly work-in-progress, may consider shuffling some feats and AP's around (like dropping Awareness / Magical Endurance from Harper to put into Stalwart Defender if my Spot / Spell Points are good enough already) but this is the basic framework.

    Code:
    Character Plan by DDO Character Planner Version 04.23.01
    DDO Character Planner Home Page
    
    Level 28 True Neutral Warforged Male
    (4 Fighter \ 16 Artificer \ 8 Epic) 
    Hit Points: 404
    Spell Points: 1457 
    BAB: 16\16\21\26\26
    Fortitude: 13
    Reflex: 15
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 28)
    Strength             14                    16
    Dexterity             8                    10
    Constitution         16                    19
    Intelligence         18                    29
    Wisdom               12                    14
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 28)
    Balance              -1                    15
    Bluff                -2                     8
    Concentration         7                    25
    Diplomacy            -2                     8
    Disable Device        8                    41
    Haggle               -2                     9
    Heal                  1                    11
    Hide                 -1                     4
    Intimidate           -2                     8
    Jump                  4                    23
    Listen                1                    11
    Move Silently        -1                     4
    Open Lock             3                    32
    Perform              n/a                    n/a
    Repair                8                    41
    Search                8                    41
    Spellcraft            4                    41
    Spot                  5                    34
    Swim                  2                     2
    Tumble               n/a                    n/a
    Use Magic Device      2                    31
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+2)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Power Attack
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Master's Touch
    Spell (1): Resist Energy
    Spell (1): Repair Light Damage
    
    
    Level 2 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+3)
    Skill: Repair (+1)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 3 (Artificer)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Spot (+2)
    Feat: (Selected) Adamantine Body
    Spell (1): Ablative Armor
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    Spell (2): Repair Moderate Damage
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+3)
    Skill: Repair (+3)
    Feat: (Fighter Bonus) Great Cleave
    
    
    Level 6 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Spot (+2)
    Feat: (Selected) Insightful Reflexes
    Feat: (Artificer Bonus) Maximize Spell
    Spell (2): Elemental Weapons
    
    
    Level 7 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+2)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+3)
    Spell (2): Protection from Energy
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+3)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    Spell (3): Repair Serious Damage
    
    
    Level 9 (Fighter)
    Skill: Balance (+1.5)
    Skill: Jump (+4)
    Skill: Repair (+1)
    Feat: (Selected) Point Blank Shot
    
    
    Level 10 (Artificer)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+2)
    Spell (3): Stoneskin
    
    
    Level 11 (Fighter)
    Skill: Balance (+2)
    Skill: Jump (+2)
    Skill: Repair (+2)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Repair (+1)
    Skill: Search (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+2)
    Feat: (Artificer Bonus) Quicken Spell
    Feat: (Selected) Toughness
    Spell (3): Flame Turret
    
    
    Level 13 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Repair Critical Damage
    
    
    Level 14 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Protection from Elements
    
    
    Level 15 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+5)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Spell (4): Armor of Speed
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+4)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Spell (5): Tenser's Transformation
    
    
    Level 17 (Artificer)
    Skill: Balance (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Radiant Forcefield
    
    
    Level 18 (Artificer)
    Skill: Balance (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 19 (Artificer)
    Skill: Balance (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Reconstruct
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+2)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spellcraft (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Heighten Spell
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: INT
    Feat: (Selected) Epic: Bulwark of Defense
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Epic Spell Power: Electricity
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Epic Damage Reduction
    
    
    Level 28 (Epic)
    Ability Raise: INT
    Feat: (Epic Destiny) Epic Destiny: Elusive Target
    Enhancement: Arcanotechnician (Art) - Arcanotechnician (Rank 1)
    Enhancement: Arcanotechnician (Art) - Static Shock (Rank 1)
    Enhancement: Arcanotechnician (Art) - Static Shock (Rank 2)
    Enhancement: Arcanotechnician (Art) - Static Shock (Rank 3)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 1)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 2)
    Enhancement: Arcanotechnician (Art) - Energy of Creation (Rank 3)
    Enhancement: Arcanotechnician (Art) - Spell Critical (Rank 1)
    Enhancement: Arcanotechnician (Art) - Efficient Quicken (Rank 1)
    Enhancement: Arcanotechnician (Art) - Efficient Quicken (Rank 2)
    Enhancement: Arcanotechnician (Art) - Efficient Quicken (Rank 3)
    Enhancement: Arcanotechnician (Art) - Lightning Sphere (Rank 1)
    Enhancement: Arcanotechnician (Art) - Lightning Sphere (Rank 2)
    Enhancement: Arcanotechnician (Art) - Lightning Sphere (Rank 3)
    Enhancement: Arcanotechnician (Art) - Intelligence (Rank 1)
    Enhancement: Arcanotechnician (Art) - Blast Rod (Rank 1)
    Enhancement: Arcanotechnician (Art) - Blast Rod (Rank 2)
    Enhancement: Arcanotechnician (Art) - Blast Rod (Rank 3)
    Enhancement: Arcanotechnician (Art) - Intelligence (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Toughness (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Stalwart Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Durable Defense (Rank 3)
    Enhancement: Stalwart Defender (Ftr) - Defense Boost (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Defense Boost (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 2)
    Enhancement: Stalwart Defender (Ftr) - Resilient Defense (Rank 3)
    Enhancement: Stalwart Defender (Ftr) - Hardy Defense (Rank 1)
    Enhancement: Stalwart Defender (Ftr) - Hardy Defense (Rank 2)
    And here are the Harper Enhancements;
    (1) Agent of Good I: +1 to hit vs. Evil, +1 Universal Spell Power.
    (2) +1 Intelligence
    (1) Agent of Good II: +2 to hit and damage vs. Evil, +5 Universal Spell Power.
    (2) +1 Intelligence
    (1) Agent of Good III +3 to hit and damage vs. Evil. +10 Universal Spell Power.

    (2) Harper Enchantment: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points.
    (2) Strategic Combat I: You can use your Intelligence modifier to hit with Melee and Missile weapons.
    (3) Awareness: +[1/2/3] to Listen, Search, and Spot. Rank 3: +1 save vs. traps.

    (3) Know the Angles:
    (3) Versatile Adept I [+1/+2/+3] Melee Power, Ranged Power, and Universal Spell Power.
    (3) Magical Endurance: [+30/+60/+100] maximum Spell Points.

    (3) Highly Skilled: [+1/+2/+3] to all skills.
    (2) Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
    (3) Versatile Adept II [+1/+2/+3] Melee Power, Ranged Power, and Universal Spell Power.
    (2) +1 Intelligence

    (3) Versatile Adept III: [+1/+2/+3] Melee Power, Ranged Power, and Universal Spell Power.
    (2) +1 Intelligence

    (2) Harper Enchantment of Righteousness: Your weapon gains stacking +3 Enhancement bonus to attack and damage, an additional +2 to attack and damage against evil creatures, your weapon is considered Good-aligned.
    (3) Versatile Adept IV: [+2/+4/+6] Melee Power, Ranged Power, and Universal Spell Power.

    43 Points total in Harper.

    Anyway, Thanks for taking the time to look at my build!

  2. #2
    Build Constructionist unbongwah's Avatar
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    You might want to use ED37's char builder instead, which has been updated for U25 already.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
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    Hey, thanks Ubongwah. I did, and here is the result;
    2HF Artificer
    16/4 Artificer/Fighter
    True Neutral Warforged

    2HF Artificer
    16/4 Artificer/Fighter
    True Neutral Warforged


    Level Order

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



    Stats
    . . . . . . . .34pt. . .Tome . . Level Up
    . . . . . . . .----. . .---- . . --------
    Strength. . . . 14 . . . +2. . . .4: INT
    Dexterity . . . .8 . . . +2. . . .8: INT
    Constitution. . 16 . . . +3. . . 12: INT
    Intelligence. . 18 . . . +3. . . 16: INT
    Wisdom. . . . . 12 . . . +2. . . 20: INT
    Charisma. . . . .6 . . . +2. . . 24: INT
    . . . . . . . . . . . . . . . . .28: INT


    Skills
    . . . . . A .F. A .A. F .A. A .A. F .A. F .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
    . . . . .------------------------------------------------------------
    Repair. . 4 .1. . .2. . .1. 2 . . . . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spellcr . . . . . . . . . . . . . . . . . . . 5 .5. 5 .4. 1 .1. 1 .1. 23
    Disable . 4 . . 2 .1. . .2. 1 .1. . .2. . .2. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Open Lo . 4 . . 2 .1. . .2. 1 .1. . .2. . .2. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Search. . 4 . . 2 .1. . .2. 1 .1. . .2. . .2. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spot. . . 4 . . 2 .1. . .2. 1 .1. . .2. . .2. 1 .1. 1 .1. 1 .1. 1 .1. 23
    UMD . . . 4 . . . . . . . . 3 .4. . .2. . .2. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Jump. . . . .5. . . . 3 . . . . . 4 . . 2 . . . . . . . . 2 .2. 2 .2. 22
    Concent . 4 . . . .3. . . . . . . . . . . . . . . . . . . . . . . . . .7
    Balance . 1 . . . . . 2 . . . .1. 2 . . 1 . . . . . . . . . . . . . . .7
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    Haggle. . . . . . . . . . . . . . . . . . . . . . . . .1. . . . . . . .1
    . . . . .------------------------------------------------------------
    . . . . .32 .6. 8 .9. 7 .9. 9 10. 8 10. 8 11 11 11 11 11 11 11 11 11
    . . . . .32 .6. 8 .9. 7 .9. 9 10. 8 10. 8 11 11 11 11 11 11 11 11 12



    Feats

    .1. . . . : Power Attack
    .2 Fighter: Cleave
    .3. . . . : Adamantine Body
    .5 Fighter: Great Cleave
    .6. . . . : Insightful Reflexes
    .6 Arti . : Maximize Spell
    .9. . . . : Quicken Spell
    11 Fighter: Improved Critical: Slashing
    12. . . . : Toughness
    12 Arti . : Point Blank Shot
    15. . . . : Mental Toughness
    16 Arti . : Improved Critical: Ranged
    18. . . . : Two Handed Fighting
    20 Arti . : Heighten Spell
    21 Epic . : Overwhelming Critical
    24 Epic . : Bulwark of Defense
    26 Destiny: Epic Spell Power: Electricity
    27 Epic . : Epic Damage Reduction
    28 Destiny: Elusive Target


    Spells

    1. Repair Light Damage, Conjure Bolts, Enchant Weapons, Resist Energy, Shield of Faith
    2. Repair Moderate Damage, Elemental Weapons, Protection from Energy, Lucky Cape, Toughen Construct
    3. Repair Serious Damage, Stoneskin, Flame Turret, Lightning Bolt, Blast Rod
    4. Repair Critical Damage, Armor of Speed, Protection from Elements, Cold Iron Weapons
    5. Radiant Forcefield, Tenser's Transformation
    6. Reconstruct, Deadly Weapons


    Enhancements (80 AP)

    Warforged (3 AP)
    • Improved Fortification, Warforged Constitution

    Harper Agent (37 AP)
    • Agent of Good I, Intelligence, Agent of Good II, Intelligence, Agent of Good III
      1. Harper Enchantment, Strategic Combat
      2. Versatile Adept III, Know the Angles III
      3. Highly Skilled III, Versatile Adept III, Strategic Combat, Intelligence
      4. Versatile Adept III, Intelligence
      5. Harper Enchantment: Righteousness, Versatile Adept III

    Arcanotechnician (25 AP)
    • Arcanotechnician
      1. Static Shock III, Energy of Creation III, Spell Critical
      2. Efficient Quicken III
      3. Lightning Sphere III, Intelligence
      4. Blast Rod III, Intelligence

    Stalwart Defender (15 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Defense Boost II
      2. Resilient Defense III
      3. Hardy Defense III, Constitution




    Very similar, but swapped Point blank shot and Quicken spell around (Quicken to 9, PBS to 12). And less points in Harper to get 4 more CON and 25% more innate Fort.

    I'll see how it goes and will post here my own feedback upon playing the build.

  4. #4
    Build Constructionist unbongwah's Avatar
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    TBH, I think you're spreading yourself too thin here:
    • W/out ITHF & GTHF, you're giving up +4 Melee Power and fair bit of glancing blows. EDIT: also the arty lvls don't do much to boost your melee DPS apart from Deadly Weapons.
    • W/out Precision, Prec Shot, and IPS, your ranged DPS is lackluster and lacking AoE option.
    • I'm underwhelmed by the AT SLAs at higher lvls even on a pure arty (largely b/c of low max caster lvl); so I'm presuming on a heavily-MCed build such as this, they become even less useful.


    I think rather than trying to do ranged+melee+caster DPS, it would be better to focus on two outta three and build accordingly. If you decide melee+ranged is your focus, you may also want to consider switching to SWF; that would let you dump STR so you could bump up DEX, which in turn would let you add the feats I mentioned.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member wildbynature's Avatar
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    Looking at doing a similar build to this on my next life. 16 arti/ 4 pally 2hf bladeforged robot queen. I'm curious about how this build played and anything you would to do change it if you built and played around with it.
    --Pealea, Peawee, worldpeas, givepeas achance, and whoopea on Khyber

  6. #6
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    I have leveled a melee artificer SLA spammer recently (1-20). It's pretty decent until late heroics. I've used two-handed weapons until lvl ~15, at that point I switched to SWF. I was human, used PL:Cleric for healing, I wanted to fit in Tira's Splendor for more healing amplification.

    If I had to do it again, I'd probably include bard 3 for swashbuckling. Which is probably hard to fit in for you if you want reconstruct.

    Only 10 artificer levels are needed to max Blast Rod SLA though. Blast Rod is great while leveling. Also Lightning Sphere is nice, given that there's no save vs the daze. Blast Rod, Cleave 2x, Daze, wait for cooldowns, rinse/repeat. Also scroll/wand healing is easy, since you can essentially pause combat.

    Consider fitting in Empower (perhaps instead of Toughness). If you had access to U28 content, you could use heroic Fatal Flaw as backup ranged weapon to save on IC:Ranged. I never felt I needed Mental Toughness, I had more than enough SP for all the SLAs.

    Regarding enhancements, in Arcanotechnician, I'd ditch Eff.Quicken and Energy of Creation in favor of more spell crit.

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