It's time for some shadar kai lives. I have no rogue PLs and I like my first life on each class to be pure 20 levels, no splash. I'm looking for an int based build that can do traps very reliably and does respectable ranged DPS without needing specific gear to work (I can craft regular Cannith stuff but have no desire to farm specific dropped gear just to make a build work).
Here's what I do have: VIP, a smattering of mostly unhelpful past lives, +6 supreme tome, 36 point build. Some generally useful blue gear (e.g. treads of falling shadow) but nothing optimized for rogue per se.
Thanks in advance!
This is drow but SDK conversion is simple so: https://www.ddo.com/forums/showthrea...arper-Mechanic
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
Hi. I am looking for a Quaterstaff Build (monk focused) that also has enough skills to perform search/disable device/open lock, etc.
I am a first lifer and i have all the races (minus the Iconic).
Thanks.
It has been notably difficult for multiclass characters to do trapping effectively for newer players. That said, it is still possible.
My https://www.ddo.com/forums/showthrea...Stick-of-Truth should still work if you've got some low-tomes and are fine with waiting on trapping until late-heroics.
Otherwise you'll probably be looking for a 2 rogue/18 monk, or even 1 rogue/19 monk; which will play a bit more like a monk-henshin; but will be quite difficult to do traps with.
Selvera: Aasimar Fighter 20/Epic 10; Old and wise fighter.
Jen: Half Elf Fvs 4; Healer Archer on a TR with friends
Mayve: Drow Bard 14/Wizard 6/Epic 7; Vampire Enchantress
First Life Henshin Acrobat stick build
28 point human buys:
15 Str,
13 Dex,
13 Con,
14 Int,
10 Wis,
10 Char
We are gona take rogue at start and every 3rd level to get rogue skills. We will start by filling in some cleric divine healing, then do a mix of AP in Henshin/thief acrobat for offense and shintao/ninja spy/human hamp for defense as you see fit.
1 Rogue Power Attack, Cleave
2 Cleric Aureon Diety
3 Cleric Extra Turning 11 AP Radiant Servant (divine healingx3, extra turn undead charges) Chaos Domain
4 Rogue Level Strength
5 Monk (farm a jidz-tet'ka bracer, stay in fire stance) Dodge
6 Monk Two Handed Fighting Mobility
7 Rogue
8 Monk Level Strength
9 Monk ImprovedTwo Handed Fighting
10 Rogue
11 Monk
12 Monk Improved Critical: Bludgeoning, Spring Attack, Level Constitution
13 Rogue
14 Monk
15 Monk Greater Two Handed Fighting
16 Rogue Level Constitution
17 Monk
18 Monk Master of Forms
19 Rogue
20 Monk Level Constitution
Rogue level up skills in trap skills and UMD. Monk levels spot, balance, jump, concentration, and heal. Cleric levels heal and concentration.
Divine healing will give you 10 hp/sec. With healing amplification, especially from human 20% tier 1, ship buff 20%, bracer 50%, and shintao 30% from first few cores, that will more than double it. Heal skill gear will make it last longer, and charisma gear will give you more turn undead charges.
Keep yourself buffed with protection from evil and nightshield from cleric spells.
Last edited by Tilomere; 04-30-2018 at 01:58 PM.
Someone with an Elemental Bloom asked for a staff build which gets a barb past-life, so here it is.
I could've stuck with barb 18 / rog 2, which would've meant less feats but more skill pts and better healing from Blood Strength. But since Crit Rage will stack with Strike w/No Thought, I thought barb 12 / ftr 6 might be a fun alternative. This more than makes up for not having Staff Specialization. Regular staves become 17-20/x3 weapons; Elemental Bloom is 15-20/x4 (presuming you still use it at lvl 15-ish).Code:Sticks of Rage (U37) 12/6/2 Barbarian/Fighter/Rogue True Neutral Human Level Order 1. Rogue 6. Barbarian 11. Fighter 16. Barbarian 2. Barbarian 7. Fighter 12. Fighter 17. Barbarian 3. Barbarian 8. Rogue 13. Fighter 18. Barbarian 4. Barbarian 9. Barbarian 14. Fighter 19. Barbarian 5. Fighter 10. Barbarian 15. Barbarian 20. Barbarian Stats 36pt Tome Level Up ---- ---- -------- Strength 18 +6 4: STR Dexterity 8 +6 8: STR Constitution 16 +6 12: STR Intelligence 16 +6 16: STR Wisdom 8 +6 20: STR Charisma 8 +6 24: STR 28: STR Skills R B B B F B F R B B F F F F B B B B B B 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------ 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 7 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 UMD 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? 22 Balance 4 3 7 Jump 4 1 1 1 7 Repair 4 4 Intim 4 4 Swim 4 4 Tumble 4 4 Haggle 4 4 ------------------------------------------------------------ 48 9 9 9 7 9 8 14 10 10 8 8 8 8 11 11 11 11 11 11 Feats 1 : Power Attack 1 Human : Cleave 3 : Two Handed Fighting 5 Fighter: Great Cleave 6 : Stunning Blow 7 Fighter: Improved Two Handed Fighting 9 : Improved Critical: Bludgeoning 12 : Greater Two Handed Fighting 12 Fighter: Weapon Focus: Bludgeoning 14 Fighter: Weapon Specialization: Bludgeoning 15 : Insightful Reflexes 18 : Toughness 21 Epic : Overwhelming Critical 24 Epic : Epic Toughness 26 Destiny: Perfect Two Handed Fighting 27 Epic : Epic Damage Reduction 28 Destiny: Perfect Two Weapon Fighting 29 Destiny: Dire Charge OR Deific Warding 30 Epic : Epic Fortitude 30 Legend : Scion of: Arborea Enhancements (80+3 AP) Ravager (36 AP)Frenzied Berserker (14 AP)
- Furious Rage, Pain Touch, Demoralizing Success
- Do You Like Pain? III, Barbarian Power Attack III, Hardy Rage III
- I Like Pain III, Cruel Cut III, Melee Power Boost III
- Festering Wound III, Strength
- Dismember II, Strength
- Blood Strength, Critical Rage II
Kensei (11 AP)
- Die Hard, Frenzied Toughness, Frenzy
- Power Rage II
- Angry Arms I, Extra Action Boost III
- Supreme Cleave III
Thief-Acrobat (11 AP)
- Kensei Focus: Maces and Clubs, Spiritual Bond, Strike with No Thought
- Weapon Group Specialization, Haste Boost III
- Ascetic Training: Conditioning III
Harper Agent (8 AP)
- Staff Control
- Thief Acrobatics III, Sly Flourish I
- Quick Strike III
Human (3 AP)
- Agent of Good I
- Harper Enchantment, Traveler's Toughness II
- Know the Angles III
Leveling Guide
- Damage Boost
- Improved Recovery
Destiny (24 AP) Legendary Dreadnought
- Hum0 Damage Boost; Hum1 Improved Recovery; TA0 Staff Control; TA1 Thief Acrobatics I, II, III
- FB0 Die Hard; FB1 Power Rage I
- FB1 Power Rage II; FB2 Extra Action Boost I, II, III
- FB0 Frenzied Toughness; FB2 Angry Arms I; FB3 Supreme Cleave I, II
- FB3 Supreme Cleave III; Ken0 Kensei Focus: Maces and Clubs; Ken1 Weapon Group Specialization
- Ken1 Haste Boost I, II, III; Rav0 Furious Rage
- Rav1 Barbarian Power Attack I, II, III; TA1 Sly Flourish I
- TA2 Quick Strike I, II
- TA2 Quick Strike III; Rav1 Hardy Rage I; Rav0 Pain Touch
- Rav2 Melee Power Boost I, II, III; Rav1 Hardy Rage II
- Reset Kensei
- Ravager: Demoralizing Success
- Do You Like Pain? III, Hardy Rage III
- I Like Pain III
- Strength
- Reset Frenzied Berserker
- Ravager
- (none)
- Cruel Cut III
- Festering Wound III
- Dismember II, Strength
- Blood Strength, Critical Rage II
- Kensei: Kensei Focus: Maces and Clubs
- Ken1 Weapon Group Specialization; Ken1 Haste Boost I, II
- Ken1 Haste Boost III; Ken0 Spiritual Bond; Ken2 Ascetic Training: Conditioning I, II
- Ken2 Ascetic Training: Conditioning III; Ken0 Strike with No Thought; FB0 Die Hard
- FB1 Power Rage I, II; FB0 Frenzied Toughness
- FB2 Angry Arms I; FB2 Extra Action Boost I, II, III
- FB0 Frenzy; FB3 Supreme Cleave I, II, III
- Hrp0 Agent of Good I; Hrp1 Harper Enchantment; Hrp1 Traveler's Toughness I
- Hrp1 Traveler's Toughness II; Hrp2 Know the Angles I, II, III
Twists of Fate (36 fate points)
- Legendary Tactics III, Extra Action Boost III
- Momentum Swing III, Imp. Power Attack
- Lay Waste, Critical Damage III
- (none)
- Advancing Blows, Devastating Critical
- Master's Blitz, Pulverizer
- Grim Precision (Tier 3 Shadowdancer)
- Sacred Ground (Tier 3 Crusader)
- Consecration (Tier 2 Crusader)
- Hail of Blows (Tier 2 Flowers)
- Primal Scream (Tier 1 Fury)
Toughness+eToughness are just filler feats; I couldn't think of anything better to take. Since this is ostensibly a build for someone on their way to Completionist, that feat isn't an option.
Also the racial APs were just so I could take human Damage Boost+heal amp for free; neither is necessary.
Last edited by unbongwah; 04-01-2018 at 03:30 PM.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I'm looking to make an Iconic Swash (Short Sword) for an Arty life, not PDK as I already have all 3 of those done.
Primary focus on War/Swash trees preferred, as I have Fighter PLs to bump the DCs for Spinning Ice funitimes.
My problem is this build (not being PDK) wants to go Int-based for hit/dmg, but Ice is CHA based
Once of my possible thoughts was to go Str-based cleave route with DGnome for the extra cleave, but this seems...poor
Last edited by Dielzen; 04-01-2018 at 04:40 PM.
Playing (and dying) since Open Beta...
Looking for a Warlock Level 10 build for TR (the remaining 10 levels will be whatever you are TRing into). Complete with gear.
Morning'ish, all,
Looking for ideas/direction for a FvS with counter lock capabilities (No chest left behind).
I have two variations I built on Planner Lite- and they look great on paper, so to speak- but I'd like input on either a 14/6 FvS rogue or 18/2.
My goal is Charisma heavy (for grace in battle) based FvS of Onatar for paired Ban Hammers and the ability to disarm/open most of what I come across. I'm about to wrap up my Cannith Crafting so I can make what I can't find to support the mission (Decent open locks/ disarm). (Sparehand, stat boosts, etc). Mostly, I'm looking for a solo build centered around TWF with divine spell support.
4th life/ human (For eventual Racial pastlife)
Tomes are:
Str: +3
Dex: +2
Con: +2
Int: +2
Wis: +4
Cha: +3
I couldn't find the method of inserting a clipped view and I don't want to clutter so I won't post my builds; fresh thinking/input would be valued.
Thanks,
Magnifique
Ice is also based on 1/2 bard levels, so we will pack as many even bard levels in as possible and as early as we can while still having arti pl and room for evasion. We will pick SDK because it has evasion.
10 Arti, 8 Bard, 2 rogue, Shadar-kai
10 Str
16 Dex
14 Con
14 Int
8 Wis
16 + lvls charisma
1 RogueSWF
2-4 Bard Power Attack (requires strength 13, tomes +3 assumed, if not start higher strength lower dex)
5 Rogue Evasion
6-7 Arti Cleave, Runearms
8-12 Bard Weapon Finesse SWF#2
13-15 Arti Quicken Arti bonus feat: IC:P
16-20 Arti SWF#3 Arti bonus feat: EmpH
Enhancements:
Swashbuckling for runearms, charisma to damage
Warchanter for ice attacks
Spell singer for W&S mastery and suggestion sla
ED: LD, twisting consecrate, sacred ground, cocoon,
21 OC, 24 BoGW?, 26 PSWF, 27 haste, 28 tactics, 29 dire charge 30 reincarnate
Last edited by Tilomere; 04-05-2018 at 03:58 PM.
Community Member
(@ Til - Then why post at all? Really.)
Start w/ a basic blaster lock. I like GOO for Acid (and Open Lock), but Fey works too (esp if you can get Perform at high ranks). (Some swear by Fiend, but I find Fire-resistant mobs much more common, and a headache - ymmv. In the end, they're all very similar, esp if you aren't taking the Cores above 6).
o https://www.ddo.com/forums/showthrea...=1#post5759371
(Don't forget enough Str to carry loot.)
Enhancements start w/ Tainted Scholar for Evil Damage and Chain Shape, and all the damage boost you can get. Then Soul Eater for Cone plus the cores for survivability. If your future "dominant class" starts bringing melee combat in, you can switch to Burst (but that shares cooldown w/ Cleaves, so be aware), and if a Caster you may want to respec to more of a DC build, but a blaster can just keep chaining/coning all the way to 18.
Skills are Spellcraft (and Perform if Fey), Jump - and whatever.
Gear is one item to boost Pact Damage (Acid/Corrosive or Sonic/Resonance, or Fire/Combustion) and one for Evil (Radiance), and a +Evocation ("Blasting") item. The rest as you'd expect (+Cha, Fort, HP's, saves, etc. etc.)
Ain't rocket science.![]()
If all you're looking for is Open Lock, that's very doable on a 2-skill-point/level 2nd class, esp when you throw an Int tome in there. (Challenge arises when you try to add Spot, Search and Disable Device into the mix... )
And Pick Lock is great, b/c you don't need full ranks if you're willing to reroll lower rolls. Ymmv, but so you need to roll a 7, so what? You still get the job done, and save some Skill Points.
Obviously start w/ Rog @ 1, but then the question becomes when to take Rogue 2? Evasion starts being handy in the Harbor when Lightning Bolts start flying, so I'd say asap...
Heal is a 6th Lvl spell for FS, which means FS 12, which means delaying Evasion until Character Level 14 - and I have to ask, by then, what's the point? (Even Rangers get it at 9, and that always feels so late...)
Agreed, it all depends on what arbitrary spell cut-point you want to set. CMW (or an equiv 2nd Lvl spell)? Then character Level 6. Lvl 3/CSW would be 8, Lvl 4/CCW would be 10. If you want a healing spell plus something else, add 1 level.
Generally speaking, I like to grab Evasion no later than around 7-9, so let's say (for example) you're happy 'nuff w/ one Level 3 spell @ FS 6 (which is also when you get your "active Deity feat", plus Core 6 enhancements), then levels/stats/skills might look something like this...
FS w Open Lock
18/2 Favored Soul/Rogue
True Neutral Human
Level Order
1. Rogue . . . . . 6. Favored Soul. .11. Favored Soul. .16. Favored Soul
2. Favored Soul . .7. Favored Soul . 12. Favored Soul . 17. Favored Soul
3. Favored Soul . .8. Rogue . . . . .13. Favored Soul. .18. Favored Soul
4. Favored Soul . .9. Favored Soul . 14. Favored Soul . 19. Favored Soul
5. Favored Soul . 10. Favored Soul . 15. Favored Soul . 20. Favored Soul
Stats
. . . . . . . .36pt . . Tome
. . . . . . . .---- . . ----
Intelligence. . 14. . . .+2
Charisma. . . . 18 . . . . . . . .
. . . . . . .(= 14 build points to spend)
Skills
. . . . . R .F .F .F .F .F .F .R. F. F. F. F. F. F. F. F. F. F. F. F
. . . . . 1 .2 .3 .4 .5 .6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 2 .2 .2 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . 2 .1 .1 .2 .2 .1 .1 . . 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 2 .1 .1 .1 .1 .2 .2 . . 1. 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 . . . . . . . . . .7. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4 .½ .½ .½ .½ .½ .½ .4. . . . . .½ .½ .½ .½ .½ .½ .½ .½ . . 15
Jump. . . 4 .1 .1 .1 .1 .1 .1 .1. . . . . . . . . . . . . . . . . .1 .12
Disable . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Search. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Balance . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .44 .6 .6 .6 .6 .6 .6 12 .6 .6 .6 .6 .6 .6 .6 .6 .6 .6 .6 .6
I figured w/ a Cha build, UMD is just too good to pass up, even on a healer - but ymmv. Open Lock is 8 points down by Lvl 20 - meh, so maybe it's closer to a 50/50 roll? I only assumed you also wanted all of Concentration, Heal, Spellcraft, and 11(12) Jump - any 1 of those could add points to OL, and dropping 2 would allow a starting 12 Int.
4 DD will add that 30% thru early quests, and 4 Search will be useful for finding Secrets Doors thru late game. The rest of the 4's are "not totally useless".
C-Dog,
Thanks for the help; I was looking at level 10 for the second rogue level but 9 looks like the better decision and the added skill break-down helps significantly.
V/r
Magni
Ah, +70 Hit Points (plus a 2nd Lvl 3 spell, plus a 3rd Lvl 2) - yeah, I can see that as an attractive place to set the bar.
For what it's worth (altho' you're pro'ly way ahead of me), since you're going w/ Evasion, I'd want to "maximize" Dex - which imo (given the 14 points remaining) means a 14 (& will also help w/ OL). That means "only" a 14 Con, and then only(!) a 10 Str - encumbrance will be an issue, as even Medium Enc. negates Evasion. Your tomes (Str: +3, Dex: +2, Con: +2) will help w/ all 3 of these.
Also, since the Rogue's Lvl 1 skill mix spills 4 ranks into Spot, Search and DD, you could keep full trapping skills viable until maybe Level 10 (for that +30% xp boost) w/ good gear, 7 AP in the Mechanic Tree (Mech * Aware), plus Human Skill boost for +7 to trapping skills. Then just respec back out for < 100 plat, done.
Skills
. . . . . R .F .F .F .F .F .F .F .R. F. F. F. F. F. F. F. F. F. F. F
. . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 2 .2 .2 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . 2 .1 .1 .2 .2 .1 .1 .1 . . 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 2 .1 .1 .1 .1 .2 .2 .1 . . 1. 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 . . . . . . . . . .1 .7. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4 .½ .½ .½ .½ .½ .½ . . 5 . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 16
Jump. . . 4 .1 .1 .1 .1 .1 .1 .1 . . . . . . . . . . . . . . . . . . .11
Disable . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Search. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Balance . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .44 .6 .6 .6 .6 .6 .6 .6 12 .6 .6 .6 .6 .6 .6 .6 .6 .6 .6 .6
This is going to take someone with much more exp than I on this. I am trying to get through a Sorc life. I need to be able to survive lol. I would prefer to use casting for buffs and if I dont have to hit 10 different clickies then I can cast. So I was wondering if there is a way I can be ranged. I have a few bows under my wing. Can a Sorc be an Arcane Archer? I would love that.
OR
My other idea is a melee'ish/tankiness build that I can use or can someone point me too that build? I have ASF items as well if shields are involved.
If someone can whip me up a build to level 30 with twists that would be awesome too.
Race does not matter.
+5 tomes
Past lives
arty
barb
2x bard
cleric
fighter
3x monk
Paladin
Ranger
rogue
x3 warlock
Wizard
Druid
Past Racial
3x Bladeforged
3x PDK
Shader-Kai
Thanks in advanced
Hi guys
i'm coming back to ddo after years and i'm bringing in a friend of mine that is totally new to this game.We plan to play casual when we have time,just to enjoy the pleasure of doing quests and grow of characters,just the 2 of us,no time for guilds ,raids ecc ecc.i'm a veteran of d&d and i played ddo for years but i find difficult now to manage the huge amount of data requiered to do proper builds for us.
So we're looking for 2 builds that can work well together to assure maximum survivability and fun,and so i think healing spells,a tank and someone that deals with traps are necessary.I'm more oriented towards spellcasting characters,i find myself bored quickly by melee toons unless it's something very very intersting like the bard arcane archer i was working on when i stopped playing years ago.
I bought quests and even expansions years ago but for my friend this is a fresh start,so base free content only for now.
Thanks in advance for the help guys...i have to say that ddo is unique,nothing like it around and it's good to be back.
I don't see why not. You could use e.g. rgr 6 / monk 6 / <TR class> 8 as a template. Just play like a regular monkcher only slightly gimped by those 8 sorc levels.
There's a number of Arcane Warrior-ish builds out there. Something like Warforged ftr 6 / sorc 12 is a solid option, IMO: Kensei for DPS, Stalwart D for added survivability, buffs & Repairs from sorc lvls (inc. Reconstruct), etc. Bladeforged works even better, but I'm inferring you want an HTR not an ITR life since you already have all your BF PLs.My other idea is a melee'ish/tankiness build that I can use or can someone point me too that build? I have ASF items as well if shields are involved.
https://www.ddo.com/forums/showthrea...fferent-builds
https://www.ddo.com/forums/showthrea...e-Bladesingers!
https://www.ddo.com/forums/showthrea...r-First-Lifers
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
There's really only two things you need to solo / duo effectively: DPS and healing. If you don't mind using hirelings, you can even get away with no healing, with the added caveat you need to be able to keep your hires alive, for they are so very stupid and suicidal.Trap skills are a definite perk, though, both for the extra XP and for added survivability. Likewise having some form of crowd control makes it easier to deal with mobs.
So then it becomes a matter of figuring out what sort of toon you and your friend want to play. The best ranged build in the world is pointless for a player who only likes melee. So I would start by asking your friend what role(s) he likes playing, then head over to the Build Repository.
In your case, a Pale Trapper is still a solid option for someone who wants to play a caster with trap skills. Although the downside is you can't heal your partner unless they're also a PM or Warforged; and since he's a F2P newbie I'm inferring he doesn't have the latter yet. I'm also thinking a Warforged Artificer focused on Arcanotechnician and the new Renegade Mastermaker tree could be interesting for someone who wants a caster-focused Arty with extra durability. And Arties get Curative Admixtures to help keep their weak fleshy companions alive.![]()
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.