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  1. #1
    Community Member archest's Avatar
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    Default Artificer Starting spells

    Static Shock

    Weak barely dazes when strikes

    Lightning Sphere

    Weak barely dazes when strikes ( would be much more suitable than the party killing fun hating next spell

    Grease

    level 5 and these are the mob control offered to Artificer .

    Static Shock timer is too long between shots should be more in line with sonic blast
    limited to level 10 ( I guess heighten will raise that for a sp cost if the spell actually was useful enough to use )
    Lightning Sphere if it didn't hit 4' in front of you when you want to toss the sphere at the mob charging at you 50' away. it might be viable for crowd control.
    Its duration is faster than Static Shock and suitable.
    Grease while it works relatively well to delay and separate the mob , it's on par with Sleet Storm when it comes to party fun.
    as well it tends to fall in late after the mob behind most of them and doesn't hit the target before they run past the target point or
    your party runs out to meet the mob and gets caught in the grease trap with the mob and screams about it.

    though still trying to get the light grease on fire sorted with equipment swaps and finding a solution to quick light on fire so it does the additional damage to mobs.
    wonder if it damages party members while on fire as well?

    note: level 4 quests at level 6 elite and r1

    looking forward to higher level casting as spells of higher level are better suited for mob damage.
    Last edited by archest; 10-21-2022 at 05:02 AM.

  2. #2
    Founder Tyrande's Avatar
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    How about flame turret? I think artificers get them at level 6.

    At such low levels, artificers really need to use the repeater weapon with elemental imbue.

    No, don't do sleet storm. Your party members will hate you.

    Quote Originally Posted by archest View Post
    [...]
    Grease while it works relatively well to delay and separate the mob , it's on par with Sleet Storm when it comes to party fun.

    your party runs out to meet the mob and gets caught in the grease trap with the mob and screams about it.

    .
    Preferably don't do grease with fire either. They will hurt party members.
    Last edited by Tyrande; 10-21-2022 at 07:55 AM.

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  3. #3
    Staggering
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    Sleet Storm is far superior to Grease when it comes to party fun.

  4. #4
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    Quote Originally Posted by archest View Post
    Static Shock

    Weak barely dazes when strikes

    Lightning Sphere

    Weak barely dazes when strikes ( would be much more suitable than the party killing fun hating next spell

    Grease

    level 5 and these are the mob control offered to Artificer .

    Static Shock timer is too long between shots should be more in line with sonic blast
    limited to level 10 ( I guess heighten will raise that for a sp cost if the spell actually was useful enough to use )
    Lightning Sphere if it didn't hit 4' in front of you when you want to toss the sphere at the mob charging at you 50' away. it might be viable for crowd control.
    Its duration is faster than Static Shock and suitable.
    Grease while it works relatively well to delay and separate the mob , it's on par with Sleet Storm when it comes to party fun.
    as well it tends to fall in late after the mob behind most of them and doesn't hit the target before they run past the target point or
    your party runs out to meet the mob and gets caught in the grease trap with the mob and screams about it.

    though still trying to get the light grease on fire sorted with equipment swaps and finding a solution to quick light on fire so it does the additional damage to mobs.
    wonder if it damages party members while on fire as well?

    note: level 4 quests at level 6 elite and r1

    looking forward to higher level casting as spells of higher level are better suited for mob damage.
    Starting spell is conjure bolts for your repeater and hand cannon. Flame Turret is handy, real handy for HCL Hounds, other than that I just cast buffs until Tactical Detonation.

  5. #5
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Sylvado View Post
    Starting spell is conjure bolts for your repeater and hand cannon. Flame Turret is handy, real handy for HCL Hounds, other than that I just cast buffs until Tactical Detonation.
    Yeah this is a problem with Arti

    It’s a hybrid so it’s not strong at one this at different levels

    Repeater is strong at low levels then falls off

    Caster becomes strong later on

    It would be better if Artificer could focus on one or the other at all levels more reliably

  6. #6
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    Quote Originally Posted by Oxarhamar View Post
    Yeah this is a problem with Arti

    It’s a hybrid so it’s not strong at one this at different levels

    Repeater is strong at low levels then falls off

    Caster becomes strong later on

    It would be better if Artificer could focus on one or the other at all levels more reliably
    Repeater falls off later but that's not as much to do with Arti itself as it is with all the penalties they slathered onto RXBs themselves. Dshot, IPS, attack speed, etc. Also, Inqui kinda robbed a lot of their rolespace, so an Arti Inqui is basically what a RXB Arti should be.

    Caster Arti starts slow...but so do all casters, thats why the Sonic Blast nerf was such an unpopular decision - it was the one thing low level casters had that wasnt a total molasses fest. The issue with caster Arti is more that they dont have a true capstone spell to anchor their rotation in Epic. And that Electric only has two destinies that support it.

  7. #7
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by droid327 View Post
    Repeater falls off later but that's not as much to do with Arti itself as it is with all the penalties they slathered onto RXBs themselves. Dshot, IPS, attack speed, etc. Also, Inqui kinda robbed a lot of their rolespace, so an Arti Inqui is basically what a RXB Arti should be.

    Caster Arti starts slow...but so do all casters, thats why the Sonic Blast nerf was such an unpopular decision - it was the one thing low level casters had that wasnt a total molasses fest. The issue with caster Arti is more that they dont have a true capstone spell to anchor their rotation in Epic. And that Electric only has two destinies that support it.
    I agree that the penalty to RXB is a big problem for Arti blanket nerfs to ranged hit repeater harder because it is already behind and still left the over performing things in game

    Arti could make up for this with its trees

    Repeater Arti get 9 doubleshot it it’s tree but effectively gets 3 same with past life double shot and repeater memento strikes

    Extended clip is nice but it’s a feat tax to bring repeater closer to what it would be if the double shot penalty was removed

    Arti destiny would be great if it had 2 paths either boost repeater or casting choose one

    Arti not only gets double shot penalty but is limited with the amount of doubleshot that they can get


    I don’t agree that Arti inquis is what Arti should be Arti should shine on its own & differently than inquis

  8. #8
    Community Member C-Dog's Avatar
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    Quote Originally Posted by archest View Post
    Static Shock

    Weak barely dazes when strikes

    Lightning Sphere

    Weak barely dazes when strikes ( would be much more suitable than the party killing fun hating next spell
    Nothing wrong with Static Shock - when it lands!

    As with any caster, unless your DC's are top-notch, you're not going to land your spells reliably. That's starting Int 20, +Int gear, and +Evoc items (and some Sorcerer PL's wouldn't hurt!).

    But it's not an Electric Loop, and you can't expect it to be - that's a Level 2 spell, not a "starting" spell.


    And to light Grease on fire, try Dragon Keeper, the lowbie fire-blast rune arm from Borderlands, that should(?) do the trick.
    o https://ddowiki.com/page/Rune_Arm#Named_Rune_Arms

  9. #9
    Community Member archest's Avatar
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    level 6

    just got lighting bolt .
    I've got some 45 magnetism < I've had it and lightning lore since level 2,
    understanding 6%

    The daze (fortitude save) for Static Shock fails more than succeeds but hits fine.(normal)

    The Daze for Lightning Sphere succeeds more than it fails but aiming an underhanded shot ( this guy has a very high dexterity higher than intel.)
    Base 18 nope to IPS.

    2 ap points from endless fuselage.

    12 fire beetles in fey at level 3 elite quest.
    could not stop them .

  10. #10
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    Quote Originally Posted by archest View Post
    level 6

    just got lighting bolt .
    I've got some 45 magnetism < I've had it and lightning lore since level 2,
    understanding 6%

    The daze (fortitude save) for Static Shock fails more than succeeds but hits fine.(normal)

    The Daze for Lightning Sphere succeeds more than it fails but aiming an underhanded shot ( this guy has a very high dexterity higher than intel.)
    Base 18 nope to IPS.

    2 ap points from endless fuselage.

    12 fire beetles in fey at level 3 elite quest.
    could not stop them .
    try duel blast rods. tons o fun

  11. 10-21-2022, 11:06 PM


  12. #11
    Community Member archest's Avatar
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    the description of the blast rod and the lighting strike are the same.

    A blast of electricity bursts from your outstretched hand, dealing 1d6+3 electrical damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
    Cooldown: 3 seconds

    You release a powerful bolt of electrical energy that deals 1d6+3 points of electricity damage per caster level (Maximum damage 10d6+30.) to each target in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can happen once or twice. This spell is a bolt and has double range.

    Cooldown: 4 seconds (Art), 3 seconds (Wiz), 2 seconds (Sor)

    well the cool down for the blast rod is 1 second faster.

    real problem is targeting the Lightning Sphere . it fails most of the time to reach the target it's more like a touch range spell which is not good for crowd control.
    and grease the Pariah of spells is very slow to effect an area so usually it lands behind the group after the crowd has argo and is running at you, failing to accomplish its desired task.

    looking forward to chain lightning .
    Last edited by archest; 10-22-2022 at 06:38 AM.

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