(Cross-post w/ Unbongwah - His arguments that "You don't go Arti to go pure ranged DPS" are strong. However, the "best" alternatives require other Premium classes - Monk, or Favored Soul for example.
However, I'm not sure I can fully agree with his dismissal of Evasion - especially on a 1st-life build that doesn't have Past Lives and MRR yet, it's a great survival tool.)
Quote:
Originally Posted by
HorusHorace
My primary build goal is solo survivability and sustainability considering I'm still learning the build and don't have any gear. In future TRs I would then shift over to favoring DPS for clear speed.
WF Arti should be able to achieve both np. Also, remember that, in a very real sense, DPS is survivability - kill them before they can touch you, done.
But what are you trying to achieve with this build? Heroic Reincarnation at 20, or go to 30, or park at one of those, or what? Diff goals will determine the vaule/importance of diff build decisions! For example, if only going to 20, your Level 20 Feat will only be enjoyed for a brief time, but if farming and/or going to 30 it will have a much bigger impact, etc.
~4 general comments/suggestions, which I'll try to tie in to your own post above...
Quote:
Originally Posted by
HorusHorace
...are Spell Focus/Greater Spell Focus: Evocation/Extend Spell a better choice than Dodge/Mobility/Shot on the Run?
Arguably (and depending on the exact build!), no.
1) Q: Is this a Ranged or Caster build? Decide which you are, and ignore Feats for the other. Very few builds can do both well, so might as well focus on one OR the other. Buffs don't rely on DC's, but combat/DPS does, and if your targets are saving for 1/2 damage (or for "nothing" with Evasion!), you're FAR better off sticking with your crossbow. (Hint: If you're already losing 4 Caster Levels to multi-classing, that only makes Evocation DC's worse!)
Or, here's another way to look at it: if you can kill a target with only one of A or B (and A/B have no overlap in power), why would you choose to pass on strengthening your best attack in favor of increasing your weaker attack? Why not be the best you can be in one OR the other? And when would you ever choose your lower DPS attack? :confused:
(Now, the counter-arguments are that "some CC is better than none" - and that's also true. But even with pure Arti and the +Evoc feats, I'm not sure a 1st-life can get anywhere close to no-fail DC's.)
Quote:
Originally Posted by
HorusHorace
... I heard that SotR is bugged and doesn't remove the to hit penalty and only applies the Ranged Power...
Not technically correct, but the result is the same.
With the current game mechanics, any decent build* will only miss on a "1", even when running. So, no, it's not bugged, but yes, the "to hit" bonus doesn't help (because you don't need the help!). Still, SotR is often the best Feat you can take late, as "a little more power" is never a bad thing. :cool:
(* i.e. anything with primary stat To Hit, and a decent focus on improving that stat)
Quote:
Originally Posted by
HorusHorace
I have concerns about the order of feats. but I'm not sure about the order of ranged feats after PBS.
Yeah, you always want to weigh "what you gain" vs. "what you could gain w/ something else"! And that in context of "Do I really need it yet?"
For instance...
Precision removes 25% of a targets Fort*, and few targets have very high Fort in low Heroics. So... that can wait imo!
(* It's not a flat "-25%" reduction!)
Quote:
Originally Posted by
HorusHorace
I feel like Mithral Body at 6 for AC and PRR and Insightful Reflexes at 12 for better Evasion are good choices,
MB is nice, as it mimics "chain mail", but PRR for armor gets better with BAB, so understand what the increase is for. (At Level 6 it's only ~+4 PRR.)
o https://ddowiki.com/page/Physical_Re...e_Rating#Items
IR is also nice, but certainly better once you actually HAVE Evasion! And that can be a literal life-saver, esp once you have Insightful Reflexes. So...
2) Rogue 2 for Evasion asap. I'd go R2 a bit earlier, as Evasion becomes useful as early as the Lightning Bolts in Harbor 2's. You don't have the AP to get the Arti 4 Enhancements that soon, and Arti spells are not really a gamechanger for a ranged build.
Beyond those comments...
3) Fighter 1 early. The Kensai Tier 1 +8 to hit/+8 damage boost on a Repeater is massive at early levels, a real crusher.
Also, Rogue has more Skill Points than Arti, and only loses a little on Concentration, so I'd go Rogue 1st, then Arti. (You can make it to Level 2 without your dog or a repeater. :cool:)
Lastly...
4) Consider pushing to Fighter 4? Fighter 4 opens 2 nice Feats (and gives you one of them "for free"). If thinking about an 18-level build (for fast RR/TR*), you're only getting to Arti 14 anyway (Arti 14 + 2 + 2), and Arti 14 doesn't give you anything that you don't already have from Arti 12.
Fighter 4 also gives you more flexibility to drop a level of Fighter in where you can grab a critical feat early, and more BAB to achieve that, like for Improved Critical or IPS. See below, where those feats arrive earlier than in your approach. :cool:
(* Remember, if you are only going to 20 and then RR/TR, you'll go to 18 and hold there while you bank 20. This is so you can still join Quest-Level 16 quests (as few want a L19 character). Then you take 20, grab your 20 Tokens of the Twelve, and reincarnate asap.)
So, all that combined would give you something like...
- Alternate Arti-multi Build
14/4/2 Artificer/Fighter/Rogue
True Neutral Warforged
Level Order
1. Rogue . . . . . 6. Artificer . . .11. Fighter. . . . 16. Artificer
2. Artificer. . . .7. Fighter . . . .12. Artificer . . .17. Artificer
3. Fighter . . . . 8. Artificer . . .13. Artificer . . .18. Artificer
4. Rogue . . . . . 9. Fighter. . . . 14. Artificer. . . 19. Artificer
5. Artificer. . . 10. Artificer. . . 15. Artificer. . . 20. Artificer
Stats
. . . . . . . .28pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 11. . . . . . . . 4: INT
Dexterity . . . 14. . . .+7. . . .8: INT
Constitution. . 16. . . . . . . .12: INT
Intelligence. . 17. . . .+7. . . 16: INT
Wisdom. . . . . .6. . . . . . . .20: INT
Charisma. . . . .6. . . . . . . .
Skills
. . . . . R .A .F. R .A .A .F. 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
. . . . .------------------------------------------------------------
Concent . 2 .3 . . . .2 .2 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
Repair. . 4 . . 2 . . . . . 4 . . 2 . . 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Disable . 4 .1 . . 2 .1 .1 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4 .1 . . . .3 .1 . . . . . . . . . .4 .3 .2 .1 .1 .1 .1 .1 .23
Search. . 4 .1 . . 2 .1 .1 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4 .1 . . 2 .1 .1 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 .1 . . 2 .1 .1 . . 2. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
Jump. . . 1 . . 5 . . . . . 4 . . 2 . . 2 . . . . . . . . . . . . . . 14
Haggle. . 4 . . . .2. . .2 . . . . . . . . . . . . . . . . . . . . . . 8
Balance . 4 . . . .3. . . . . . . . . . . . . . . . . . . . . . . . . .7
Bluff . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .42 .8 .7 13. 9. 9. 8 10. 4 10. 4 11 10 .9 .8 .7 .7 .7 .7 .7
Max . . .44 .8 .7 13. 9. 9. 8 10. 8 10. 9 11 11 11 12 12 12 12 13 13
Feats
.1. . . . : Point Blank Shot
.3. . . . : Precise Shot
.3 Fighter: Rapid Shot
.6. . . . : Insightful Reflexes
.7 Fighter: Precision
.8 Arti . : Weapon Focus: Ranged
.9. . . . : Mithral Body
11 Fighter: Improved Critical: Ranged
12. . . . : Dodge
14 Arti . : Improved Precise Shot
15. . . . : Weapon Specialization: Ranged
18. . . . : Mobility
18 Arti . : Shot on the Run
I left a LOT of skill points on the table, 4 at the start and then a bunch starting ~Lvl 10. Be a Tumbling fool, max out Listen for those invisible enemies, go crazy.
And, as I said, that's only 1 possibility. You could take Unbongwah's excellent suggestion and just go pure Arti. You could dump Fighter and go Evasion Arti 18, or dump Rogue and go heavy-armor Arti w/ the Fighter boost. LOTS of ways to roll with this.
(Note re 17 Int: On any build without a Strength Tome, I hate suggesting a minimum Strength build, and especially if they have Evasion! (And it's only worse on Halflings/Gnomes! :rolleyes:) One suit of Plate Armor, a couple heavy weapons, and *poof* - you're Encumbered and a flat-footed mook, running slow and catching the next lightning bolt right in the teeth. NTY! :(
This build won't miss a few Skill Points, and w/ that +7 Int Tome the DPS/etc. won't suffer noticeably.)