The rune arm in question isn't even bound to character so they could just buy them, run it on a tr and pass it to your Artificer assuming its not oversight.
The rune arm in question isn't even bound to character so they could just buy them, run it on a tr and pass it to your Artificer assuming its not oversight.
Sarlona
Since the runearm uses the Block animation to charge it sounds like you should be able to tumble around while charging so that you can move to the mob to unleash the power right in the middle of the monster group. The cone area of effect at higher charges sounds really nice.
Snipercannon, Shuricannon 2.0, Nethercannon
Outdated:Shiradi Shuricannon, Shiradi Warcannon...Throwers for the win!
Last edited by Coldin; 08-10-2011 at 01:08 AM.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
...i think my experimental wizzy arcane archer has found a new path entirely...
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
Draz in all forms of the Prophets of the New Republic and Lava Divers / Khyber Original / R.I.P. E. Gary Gygax 03/04/08 / Supporter of the AEA / Owner of 4 birthday cupcakes Thank you Cupcake /Drazell Bergost leader of the Khyberian Ham Authority / Support your local Qwijymart!
Just read through the thread again and noticed this post from before. This is a very interesting point.
From PnP, a 6th level Artificer has the ability to apply Metamagic feats onto spell trigger items (such as wands, and possibly Runearms) that they use by choosing to expend extra charges. At 11th level they get to apply Metamagic feats onto spell completion items (such as scrolls) with a higher UMD check needed.
If this is something that they will be able to do here in DDO in some form (not necessarily the same way as in PnP) then this might become a decent strategy.
Fire off an empowered, maximized, heightened wand of <whatever>, and while your wand is on cooldown charge up and blast with your Runearm once or twice (depending on the charge timer).
It will be interesting to see if the Runearms are good enough for this to be a viable strategy or not.
If this becomes a viable strategy, then now more than ever, with the introduction of Artificers, we REALLY need wand and scroll cases. The tech now exists, as proven by ingredient bags' new functionality in the crafting hall. So get to it Devs!
Last edited by Calebro; 08-10-2011 at 07:43 AM.
I would guess that the charge numbers and thus the damage of the shots depend on how long you charge. so if you charge for say 3 seconds you do more damage than you do when you charge for 1 second, since you have a higher charge level.
Keep in mind that Artificers, at least in PNP, could imbue weapons with a variety of effects - including increasing the base enhancement, changing it to act as if aligned (i.e. "good"), and so on.
They also received various repair spells and construct-only buffs (such as a DR 15/- buff).
I'm sure you could very easily make a nice Warforged TWF meleer if so inclined, that comes with self-heals.
Oh, and as a level 6 spell in PnP, the Artificer gets Blade Barrier fyi.
Or, you could go the crossbow / arm cannon route. Given the artificer's base stat of Int, I'm sure that would multiclass very nicely with, say, Mechanic I (+Int to damage with crossbows of all types, and ability to repair constructs).
artificers will be using a crossbow & the "rune arms" to cast spells
it could be different
Anyone know if these rune arms will keep you centered?