Originally Posted by
Dagobahlt
Even this card collecting thing that I do not know what to do with???
Unfortunately, you missed your window of opportunity to do anything with the ACC, there will hopefully be future card events.
Anyway, I'm inferring you want a SWF+caster build, so let's go from there.
If you want to justify a Arti 15 so I only have TacDet for say Bard 3 Ftr 2 to replace the feat; OK, but I'd rather not.
Swashbuckler T5 is a big boost to melee DPS (Thread the Needle+Exploit Weakness+CdG); the downside is losing arty 16 (2nd lvl 6 spell slot, 4th bonus feat, +1 crafter lvl) and T5 Battle Engineer (I hate using RAs w/out Tactical Mobility).
Would such a farmer be good at lvl 23 so I can use the Raidbox (and what weapon? the Balizarde, Agony or Celestia (for Bard Crit bonus on the BastardSword)? Or is it best to stay at lv 21?
Well, as the Epic Farmer thread makes clear, you get more Challenge ingredients the lower your char lvl, presuming you're able to max the difficulty
If not Bard for SWF, should I take a Nightmare instead for a SWF Jugger? I've read mixed reports on Nightmare...
If you go for Nightmare or any other non-Finesseable melee weapon, you gain nothing from Swashbuckler, in which case you might as well drop bard. The problem is no other class / PrE has its DPS bonuses as front-loaded as Swashie, which would
Panther + 2 Owlbears + Hireling + Doggie + Summon so, Augment Summons would also be nice since I prefer 'soloing' so I can AFK or DC for RL Issues/Obligations.
I think this would make things more challenging rather than less, since dungeon scaling applies with hirelings. But if you really want Aug Summons, I would recommend farming an eRoderic and save the feat slot.
So here's one example of what you could do:
Code:
Swashoficer
16/3/1 Artificer/Bard/Fighter
True Neutral Human
Level Order
1. Bard 6. Fighter 11. Artificer 16. Artificer
2. Artificer 7. Artificer 12. Artificer 17. Artificer
3. Bard 8. Artificer 13. Artificer 18. Artificer
4. Bard 9. Artificer 14. Artificer 19. Artificer
5. Artificer 10. Artificer 15. Artificer 20. Artificer
Stats
32pt Tome Level Up
---- ---- --------
Strength 12 +1 4: INT
Dexterity 8 8: INT
Constitution 16 12: INT
Intelligence 18 16: INT
Wisdom 8 20: INT
Charisma 10 24: INT
28: INT
Skills
B A B B A F A A A A A 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
------------------------------------------------------------
Perform 4 2 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Concent 4 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 23
Spellcr 4 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 23
Disable 5 3 1 1 1 1 1 2 1 1 1 1 1 1 1 1 23
Search 2 1 3 1 2 1 1 1 1 1 2 1 1 1 1 1 1 1 23
Spot 2 3 3 3 3 1 1 1 1 1 1 1 1 1 23
UMD 4 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 2 2 3 3 3 3 3 19
Jump 4 2 1 1 8
Balance 4 2 1 7
Move Si 4 2 1 7
Swim 4 4
Tumble 4 4
Heal 2 2
------------------------------------------------------------
44 9 11 11 9 7 9 10 10 10 10 10 10 10 10 11 11 11 11 11
Feats
1 : Insightful Reflexes
1 Human : Least Dragonmark: Making
3 : Power Attack
6 : Cleave
6 Fighter: Great Cleave
8 Arti : Single Weapon Fighting
9 : Improved Single Weapon Fighting
12 : Improved Critical: Slashing
12 Arti : Maximize Spell
15 : Greater Single Weapon Fighting
16 Arti : Quicken Spell
18 : Spell Focus: Evocation
20 Arti : Empower Spell
21 Epic : Overwhelming Critical
24 Epic : Empower Healing Spell
26 Destiny: Perfect Single Weapon Fighting
27 Epic : Ruin
28 Destiny: Perfect Two Weapon Fighting
Enhancements (80 AP)
Human (3 AP)
- Damage Boost
- Improved Recovery
Battle Engineer (34 AP)
- Battle Engineer, Infused Weapons, Infused Armor, Infused Weapons II
- Field Engineer II, Thermal Venting III
- Thaumaturgical Conduits III
- Disable Construct I, Extra Action Boost III, Arcane Capacitors, Intelligence
- Rune Arm Overcharge, Arcane Capacitors, Intelligence
- Rune Arm Overcharge, Tactical Mobility
Arcanotechnician (13 AP)
- Arcanotechnician, Palliative Admixture, Thaumaturgical Battery
- Spell Critical, Wand and Scroll Mastery II
- Spell Critical, Shocking Vulnerability I
- Spell Critical
Swashbuckler (13 AP)
- Confidence, Swashbuckling
- On Your Toes I, Blow By Blow: Melee III
- Deflect Arrows, Fast Movement
- Elegant Footwork, Cannoneer
Kensei (4 AP)
- Kensei Focus: Light Blades
- Haste Boost III
Harper Agent (13 AP)
- Agent of Good I
- Harper Enchantment, Strategic Combat
- Versatile Adept III, Know the Angles III
- Versatile Adept II
Destiny (24 AP)
Legendary Dreadnought
- Extra Action Boost III, Constitution
- Momentum Swing III, Imp. Power Attack
- Lay Waste, Critical Damage III
- Anvil of Thunder
- Advancing Blows, Devastating Critical
- Master's Blitz, Headman's Chop
Twists of Fate (12 fate points)
- Energy Burst: Electricity (Tier 4 Draconic)
- Rejuvenation Cocoon (Tier 1 Primal)
LD specced for handaxes, hence IC:Slash + Headman's Chop + Anvil of Thunder. If you wished to use a different weapon, you'll need to spec accordingly.