Dubbell O'Seven - casting/ranged focused artificer
Updated for U36.
If you need info from the pre-U36 version, see post #366 for a copy of the OP prior to U36 changes.
This is a casting/ranged/survivability focused artificer.
Dubbell O'Seven
Artificer 20
True Neutral Warforged
In-game name: Dubbell O'Seven on Sarlona
Stats
. . . . . . . .28pt. . .32pt. . .34pt. . .36pt . . Tome . . Level Up
. . . . . . . .----. . .----. . .----. . .---- . . ---- . . --------
Strength. . . . .8 . . . .8 . . . .8 . . . .8. . . . . . . . 4: INT
Dexterity . . . 16 . . . 16 . . . 16 . . . 16. . . .+3. . . .8: INT
Constitution. . 15 . . . 16 . . . 17 . . . 18. . . . . . . .12: INT
Intelligence. . 17 . . . 18 . . . 18 . . . 18. . . . . . . .16: INT
Wisdom. . . . . .6 . . . .6 . . . .6 . . . .6. . . . . . . .20: INT
Charisma. . . . .6 . . . .6 . . . .6 . . . .6. . . . . . . .24: INT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28: INT
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Repair. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Disable . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Search. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Balance . . . . . . . . . . . .½ .½ .½ .½ .½ .½ .½ .½ .1 .1 .1 .1 .1 . 9
. . . . .------------------------------------------------------------
. . . . .32. 8. 8. 8. 8. 8. 8. 9. 9. 9. 9. 9. 9. 9. 9 10 10 10 10 10
Feats
.1. . . . : Point Blank Shot
.3. . . . : Rapid Shot
.4 Arti . : Precise Shot
.6. . . . : Empower Spell
.8 Arti . : Maximize Spell
.9. . . . : Spell Focus: Evocation
12. . . . : Greater Spell Focus: Evocation
12 Arti . : Improved Critical: Ranged
15. . . . : Improved Precise Shot
16 Arti . : Adamantine Body
18. . . . : Insightful Reflexes
20 Arti . : Quicken Spell
21 Epic . : Overwhelming Critical
24 Epic . : Intensify Spell
26 Destiny: Epic Spell Power: Force
27 Epic . : Ruin
28 Destiny: Hellball
29 Destiny: Arcane Pulse
30 Epic . : Greater Ruin
30 Legend : Scion of: Plane of Earth
Spells
- Repair Light Damage, Inflict Light Damage, Conjure Bolts, Enchant Weapons, Admixture: Cure Light Wounds, Resist Energy, Grease
- Repair Moderate Damage, Inflict Moderate Damage, Elemental Weapons, Admixture: Cure Moderate Wounds, Byeshk Weapons, Toughen Construct, Reinforce Construct
- Repair Serious Damage, Inflict Serious Damage, Flame Turret, Admixture: Cure Serious Wounds, Insightful Damage, Adamantine Weapons, Stoneskin
- Repair Critical Damage, Inflict Critical Damage, Armor of Speed, Cold Iron Weapons, Lesser Globe of Invulnerability, Protection from Elements, Thundering Armor
- Prismatic Strike, Align Weapons, Silver Weapons, Radiant Forcefield
- Blade Barrier, Tactical Detonation, Deadly Weapons, Reconstruct
Enhancements (80 AP)
Battle Engineer (41 AP)- Battle Engineer, Infused Weapons, Infused Armor, Infused Weapons II, Infused Armor II, Master Engineer
- Crossbow Training, Field Scrapper III, Thaumaturgical Conduits III
- Crossbow Training, Caustic Shot I, Extra Action Boost III
- Crossbow Training, Intelligence
- Crossbow Training, Endless Fusilade, Shatter Defenses I, Agility Engine I, Intelligence
- Reconstructed Crossbows, Weapon Attachment, Thunder-Shock Weapon, Unlock Potential, Tactical Mobility
Harper Agent (23 AP)- Agent of Good I, Intelligence, Agent of Good II, Intelligence
- Harper Enchantment, Traveler's Toughness I, Strategic Combat
- Versatile Adept III, Know the Angles III
- Versatile Adept III, Intelligence
- Versatile Adept I
Warforged (16 AP)- Improved Fortification, Warforged Constitution
- Mechanist III, Construct Toughness
- Warforged Tactics III
- Adamantine Durability III, Memories of the Last War: Arcane Slinger
- Memories of the Last War: Front Lines
Destiny (24 AP)
Legendary Dreadnought- Legendary Tactics III, Extra Action Boost III, Attack Boost I, Constitution
- Damage Boost III
- Critical Damage III, Haste Boost III
- (none)
- Advancing Blows, Devastating Critical
- Master's Blitz
Twists of Fate (36 fate points)- Energy Burst: Acid (Tier 4 Draconic)
- School Specialist: Evocation (Tier 2 Magister)
- Precise: Evocation (Tier 2 Draconic)
- Fey Form (Tier 2 Shiradi)
- Stay Frosty (Tier 1 Shiradi)
Due to gear becoming outdated so quickly as well as the minimizing of power difference between named gear, lootgen, cannith crafted, and special crafting systems (e.g. slaver's), and me spending very little time playing at cap these days, I am no longer going to devise optimal final gear sets for any of my builds. I'll leave that work to others who are more familiar with final gear sets.
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Adding the following quote here for safe-keeping in case the Lamannia forums aren't available when it's needed.
Quote:
Originally Posted by
Steelstar
The DC of Rune Arm spells is suppsed to be 10 + (Charge Tier + 1) + (INT modifier) + (Max Charge Tier - 1) + (Evocation Feat Bonuses). The Evocation Bonuses were not applying.
With this fix, bonuses from abilities like the Spell Focus: Evocation feat, Arcanotechnician's Evocation Focus enhancement, and the Evocation Specialist ability from the Magister destiny should all contribute to a Rune Arm's DC.
At the moment, item/augment based sources of Evocation DC bonuses do not affect the DC of Rune Arm shots.
As of U29, per the release notes:
Quote:
Artificer Rune Arm DC's now include all sources of Evocation DC Boosts.
How would you adapt/modify for 1st Lifer doing EEs ?
I followed your previous thread and this one with interest.
Before they expired, I used a stone on another server to quickly get a level 16 WF (32point build with a full set of +3 tomes) to join some friends. My friends on this server run EE type content and zerg through quests (expecting everyone to be self-sufficent).
I am curious how would you adapt/modify for 1st Lifer (32point with all +3s) doing EEs & Raids with a group of experienced Zergers? In particular what stats would you adjust down?
I see from your Evo DCs that I would lose 1 DC for no Sorc past life. Without past lives will my DCs suffer too much to not be viable in EE?
In the end I like the idea of having Evasion via Shadowdancer without splashing.
Any thoughts/advice on gear differences and smart roles to play with a 1st lifer version of this build in a zerg group would be appreciated.
Toven's Hammer is disappointing
So I got a Toven's Hammer a couple weeks ago, thanks to a generous pug group, and swapped enhancements to 7/2/1 force and 7/1/1 electric to try it out. Unfortunately, I'm not at all impressed. Trash does not seem to die any faster now that I have it. In fact, I feel less effective because of weakened blade barriers and Lucid Dreams. I see way too many saves with Toven's, a lot more than I see for tactical detonations and blade barriers. The difference makes me wonder what is not being added to rune arm save DC's. Wiki reports that evocation items are not added to the rune arm, but it does not mention epic destiny enhancements. The high rate of saves makes me think they are not added, but I will probably not be able to test this anytime soon to know for sure.
It does not work well with blade barrier kiting since you can only get a max charge of tier 3 while moving, which means less damage per shot and lower DC's (which means more saves and less damage). This is unfortunate as it would be great to have two AoE effects at once. Wax has mentioned the tactic of kiting trash, running into a corner, dropping a flame turret, and blasting away with lightning motes and Toven's. I didn't find this very effective as the turret is destroyed in seconds by endgame mobs and they save too often against Toven's. I find it a lot simpler and more effective to just kite them through a max force enhancement blade barrier a few times.
It is useful when fighting in narrow corridors where several shots from a force rune arm would normally just hit the walls. That is about the only place I have found it to be more effective than other available options. So I will be swapping enhancements again to 7/6/6 force and 1/0/0 electric for the occasional times that I swap to Toven's when in narrow spaces or need the sp proc (which I have yet to obtain). I never have a problem with my UMD score, even with multiple deaths, so I will drop improved UMD IV to get the 1 point for the electric line. If I get around to testing whether or not epic destiny enhancements are added to rune arm DC's I will post the results here, but real life issues will probably prevent me from doing so for quite some time.
EDIT: I still don't have a Corruption of Nature, but will post an update if/when i get one.
32point w +4 tomes variant?
Quote:
Originally Posted by
CThruTheEgo
... Now onto 32 pt build considerations [with +3 Tomes]. ...
str8
dex16
con16
int18
wis6
cha6
With these starting stats you will actually end up with 25 more HP than the build in the OP, so you will have slightly better survivability. ... You could put two level up points into dex and take combat archery but lose a total of 2 DC's (one from sorc PL and one from two level up points). ... your casting ability suffers. But since I'm not entirely content with the casting ability in EE content as it is, and this is what you will be primarily running, I would probably go with the second option for your build. Your casting ability with the second option will still be sufficient for EH content if you ever run that. ...
I hit level 20 & I ended up upgrading to a full set of +4 tomes & now I am looking to reincarnate before I start on my EDs. For a 32 pointer with all +4 Tomes (instead of +3's), with the recommended gear, would the following stats be optimal?:
str9+4t+7e=20
dex16+1u+4t+8e+3i=32
con17+4t+6e+2i+1n=30
int17+5u+4t+8e+3i+1x+3n+5d=46
wis6+4t+6e=16
cha6+4t=10
note: u=level Ups; t=Tome; e=Enhancement; i=Insightful; x=eXceptional; h=eNhancements; d=Destiny;
My thought was that this stat distribution should hopefully allow access to either (the still broken) Combat Archery or Epic Toughness with still only the loss of 2 DCs (sorc PL + one less int level up & 1 less int from the Destiny). Until they fix Combat Archery, my thought would be to take Epic Toughness and feat swap later (instead of reincarnating with ED risk) if/when they fix Combat Archery.
The net gains of the above (in addition to unlocking both CA & ET) is even overall stats & +1 str (while making str even) & it frees up 2 ED points to take something within Shadow Dancer. That being said, gear changes and I am not sure making my starting stats uneven like that is a good trade off for those gains...