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  1. #101
    Hero Aashrym's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I'll prefer 7 rogue / 7 artificer / 6 ranger for a full time ranged build. Eladrin has stated that mech I and insightful damage not stacking isn't WAI so I'm working from the assumption that it'll be fixed before live.

    The combination of GTWF, Manyshot, Endless Fusillade, 4d6+18 sneak, enlarged PBS/sneak range I think will make this as optimal as a ranged as much as possible build can be with a decent amount of versatility for good measure.

    I'd worry with your bard/artificer/rogue build that your feats would be quite tight and you wouldn't have an alternative for those times that xbow DPS wasn't appropriate.
    I was thinking of trying something similar using deepwood sniper and see if how well the sniper abilities work with the artificer PrE, but I was going to skip rogue for more artificer and helf it with a rogue dilettante for the sneak attack. Maybe pop it 2 monk levels instead somewhere.

    It would be a pet project down the road tho, I want to play with the capstone too. It's feels more like a pnp arti to me.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  2. #102
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    Quote Originally Posted by Aashrym View Post
    I was thinking of trying something similar using deepwood sniper and see if how well the sniper abilities work with the artificer PrE, but I was going to skip rogue for more artificer and helf it with a rogue dilettante for the sneak attack. Maybe pop it 2 monk levels instead somewhere.

    It would be a pet project down the road tho, I want to play with the capstone too. It's feels more like a pnp arti to me.
    Deepwood sniper might mesh very well after the update as, iirc ,it doubles your short range yardage which will really shine with the changes to point blank shot doubling your base damage in short range, again iirc.

  3. #103
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    Default The Arti of War

    2 builds I was thinking of, I'd like to read some opining before actually rolling them.

    First build WF 16/2/2 Arti/Ftr/Monk (or rogue) 32 point bastard sword user
    Starting Str 16/Dex 8/Con 18/INT 14/Wis 6/Char 12
    In addition to the usual DPS boosting feats and feats required for the Battle Engineer take insightful reflexes. Room for at least 2 toughness. All level ups into strength.

    Second build WF 12/6/2 Arti/Kensai ftr/Monk
    Same basic starting stats, feats

    In each case, not including yugo potions, ship buffs etc, strength with readily available equipment and +2 tomes is at least 30 or 32. So respectable at least. HP are a little light in the low to mid 500's, but I think geared right, this can be a self buffing/self healing auxiliary tank, that can fall back and scroll heal if that's what is really needed. With the bastard sword, some incite from the vulkoor item, WF brute fighting if you so choose, plus the damage boosts from the rune arm and deadly weapon, you should be able to do enough damage to hold aggro fairly consistently. Also, in either build, you can max disable, search, UMD and a few others. Saves can be easily gotten into the mid 20s

    I chose monk over rogue in these builds because:
    2 extra feats
    +3 to will and fortitude

    You could do something similar with a dwarf and rogue, presuming you didn't have WF or monk. In fact, going dwarf if you don't have monk would let you save a feat through using dwarven axes.

    Sacrifice obviously is in damage from spells

  4. #104
    Hero Aashrym's Avatar
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    Quote Originally Posted by jandhaer View Post
    Deepwood sniper might mesh very well after the update as, iirc ,it doubles your short range yardage which will really shine with the changes to point blank shot doubling your base damage in short range, again iirc.
    That was my first thought. Increased PBS range among other things. With the change to PBS that ability looks a bit more useful than in the past.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  5. #105
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    Quote Originally Posted by jandhaer View Post
    Deepwood sniper might mesh very well after the update as, iirc ,it doubles your short range yardage which will really shine with the changes to point blank shot doubling your base damage in short range, again iirc.
    Normally 15m, DWS I adds 10m. So not quite double, just FYI. Still nice though...and also lends itself towards an easier Ranger TR if you want to do that for more +RangedDamage.

  6. #106
    Community Member Ebforest60's Avatar
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    Default 12Art/8Ftr TR

    I'm not sure if this will work out as a build, trying for Engineer and Kensai. The questions I have are:
    --would I be better off going Artificer/Mechanic?
    --if I take Halfling will the cunning/guile enhancements = HElf Rogue Dili?
    --is this online planner even accurate in the enhancements (it didn't allow spellcasting enhancements)?
    --since I'll have 2 rogue PL feats, does that even help an Art/Ftr build?

    Here is what I came up with...

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=3247
    
    Artificer 12 / Fighter 8
    Male Half-Elf - True Neutral
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Rogue (2)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Half-Elf
    Alignment Selected: True Neutral
    Class Selected: Artificer (Artificer 1)
    Abilities Raised: STR: 10, DEX: 18, CON: 15, INT: 16
    Skills Ranks Raised: Concentration +4 (4), Disable Device +4 (4), 
    Haggle +4 (4), Open Lock +2 (2), Search +4 (4), Spot +4 (4), 
    Tumble +1 (1), UMD +4 (4)
    Feats Selected: Toughness, Half-Elf Dilettante (Rogue)
    Enhancements Selected: Human Versatility I, 
    Artificer Crossbow Damage I, Artificer Damage Boost I
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Artificer (Artificer 2)
    Skills Ranks Raised: Concentration +1 (5), Disable Device +1 (5), 
    Haggle +1 (5), Open Lock +1 (3), Search +1 (5), Spot +1 (5), 
    UMD +1 (5)
    Enhancements Selected: Artificer Intelligence I, 
    Human Improved Recovery I
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Fighter (Artificer 2 / Fighter 1)
    Skills Ranks Raised: Jump +5 (5)
    Feats Selected: Point Blank Shot, Weapon Focus (Ranged)
    Enhancements Selected: Fighter Attack Boost I, 
    Fighter Critical Accuracy I, Racial Toughness I, Fighter Toughness I
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Artificer (Artificer 3 / Fighter 1)
    Abilities Raised: DEX: 19
    Skills Ranks Raised: Disable Device +1 (6), 
    Haggle +1 (6), Open Lock +1 (4), Search +1 (6), Spot +1 (6), 
    UMD +2 (7)
    Enhancements Selected: Elven Dexterity I
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Fighter (Artificer 3 / Fighter 2)
    Skills Ranks Raised: Balance +1 (1), Jump +3 (8)
    Feats Selected: Precise Shot
    Enhancements Selected: Improved Rogue Dilettante I, 
    Human Adaptability Constitution I
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Artificer (Artificer 4 / Fighter 2)
    Skills Ranks Raised: Disable Device +2 (8), 
    Haggle +1 (7), Open Lock +1 (5), Search +1 (7), Spot +1 (7), 
    UMD +1 (8)
    Feats Selected: Past Life (Sneak of Shadows), 
    Construct Essence
    Enhancements Selected: Artificer Damage Boost II, 
    Artificer Crossbow Attack I, Racial Toughness II
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Fighter (Artificer 4 / Fighter 3)
    Skills Ranks Raised: Balance +1.5 (2.5), Jump +2 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Human Versatility II, 
    Human Versatility III
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Artificer (Artificer 5 / Fighter 3)
    Abilities Raised: DEX: 23
    Skills Ranks Raised: Disable Device +3 (11), 
    Haggle +1 (8), Open Lock +1 (6), Search +1 (8), Spot +1 (8), 
    UMD +1 (9)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Artificer (Artificer 6 / Fighter 3)
    Skills Ranks Raised: Disable Device +1 (12), 
    Haggle +1 (9), Open Lock +1 (7), Search +2 (10), Spot +2 (10), 
    UMD +1 (10)
    Feats Selected: Rapid Shot
    Enhancements Selected: Artificer Battle Engineer I, 
    Half-Elf Rogue Dexterity I, Artificer Uncaring Master I
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Fighter (Artificer 6 / Fighter 4)
    Skills Ranks Raised: Balance +0.5 (3), Jump +3 (13), 
    UMD +1 (11)
    Feats Selected: Weapon Specialization (Ranged)
    Enhancements Selected: Fighter Critical Accuracy II, 
    Fighter Attack Boost II
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Artificer (Artificer 7 / Fighter 4)
    Skills Ranks Raised: Disable Device +2 (14), 
    Haggle +1 (10), Open Lock +1 (8), Search +1 (11), Spot +2 (12), 
    UMD +1 (12)
    Enhancements Selected: Artificer Crossbow Damage II, 
    Fighter Haste Boost I
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Fighter (Artificer 7 / Fighter 5)
    Abilities Raised: DEX: 25
    Skills Ranks Raised: Disable Device +1 (15), 
    Jump +2 (15), Search +1 (12)
    Feats Selected: Toughness
    Enhancements Selected: Elven Dexterity II
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Fighter (Artificer 7 / Fighter 6)
    Skills Ranks Raised: Disable Device +1 (16), Spot +2 (14)
    Feats Selected: Improved Critical (Ranged)
    Enhancements Selected: Fighter Kensei I, Kensei Specified Weapon Mastery I
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Artificer (Artificer 8 / Fighter 6)
    Skills Ranks Raised: Disable Device +1 (17), 
    Haggle +1 (11), Open Lock +1 (9), Search +1 (13), Spot +1 (15), 
    UMD +3 (15)
    Feats Selected: Improved Precise Shot
    Enhancements Selected: Human Greater Adaptability Dexterity I
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Artificer (Artificer 9 / Fighter 6)
    Skills Ranks Raised: Disable Device +1 (18), 
    Haggle +1 (12), Open Lock +1 (10), Search +1 (14), 
    Spot +2 (17), UMD +2 (17)
    Feats Selected: Quick Draw
    Enhancements Selected: Artificer Intelligence II
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Artificer (Artificer 10 / Fighter 6)
    Abilities Raised: DEX: 28
    Skills Ranks Raised: Disable Device +1 (19), 
    Haggle +1 (13), Open Lock +1 (11), Search +1 (15), 
    Spot +2 (19), UMD +2 (19)
    Enhancements Selected: Artificer Crossbow Attack II, 
    Fighter Haste Boost II
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Artificer (Artificer 11 / Fighter 6)
    Skills Ranks Raised: Disable Device +1 (20), 
    Haggle +2 (15), Open Lock +1 (12), Search +2 (17), 
    Spot +1 (20), UMD +1 (20)
    Enhancements Selected: Improved Rogue Dilettante II
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Fighter (Artificer 11 / Fighter 7)
    Skills Ranks Raised: Disable Device +1 (21), 
    Spot +1 (21), UMD +1 (21)
    Feats Selected: Toughness
    Enhancements Selected: Fighter Toughness II
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Artificer (Artificer 12 / Fighter 7)
    Skills Ranks Raised: Disable Device +1 (22), 
    Haggle +2 (17), Open Lock +1 (13), Search +2 (19), 
    Spot +1 (22), UMD +1 (22)
    Feats Selected: Augment Summoning
    Enhancements Selected: Fighter Haste Boost III, 
    Racial Toughness III
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Fighter (Artificer 12 / Fighter 8)
    Abilities Raised: DEX: 29
    Skills Ranks Raised: Disable Device +1 (23), Haggle +2 (19)
    Feats Selected: Dodge
    Enhancements Selected: Fighter Weapon Specialization I, 
    Fighter Toughness III
    Stats at End of Level 20:
    HP:388 SP:405 AC:20 FORT:14 REFL:15 WILL:10 BAB:+17/+17/+22/+27
    STR:12(+1) DEX:29(+9) CON:18(+4) INT:20(+5) WIS:10(0) CHA:10(0)
    Balance:13, Bluff:2, Concentration:11, Diplomacy:2, 
    Disable Device:29, Haggle:20, Heal:1, Hide:10, Intimidate:2, 
    Jump:17, Listen:2, Move Silently:10, Open Lock:23, 
    Perform: n/a, Repair:6, Search:26, Spot:24, Swim:2, Tumble:11, UMD:23
    I prefer the "other" planner but will have to wait to build an Artificer on that until it goes live.

  7. #107
    Community Member Jay203's Avatar
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    by far the one i like the most is still 7 arty/ 7 rogue/ 6 ranger
    bluff/sneak attack + int mod to damage + deepwood sniper shot is just FUN~
    gotta find a way for better survival tho... i guess it's time to look into gears...
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  8. #108
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    Default artificer / bard

    Start out artificer for the ability points Helf for heal enhancements and Barb Dil
    STATS:
    Str 10
    DEX16
    CON16
    INT 16
    WIS 8
    CHA 8
    Take arti to 8
    take bard to 6 i think 6 is Inspire Greatness may be 8
    Finish Arti

    Because of high dex this would be a TWF / ranged build interchangeable for diff. situations i would do only one TWF feat and take the rest in archery enhancing feats no need for construct essence as bards can heal. am only using bard for song buffs and heals really so low cha dont matter too much imo, was thinking of this on lamma but i think loss of arti capstone would be a real breaker on dmg.

  9. #109
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    hmmm okay Am doing bard artificer myself


    This is my weapon of choice...Crossbow of Music




    wiht a good old fashoin custome logo





    on a serious side, anyone have any ideas on how these two could match?
    Last edited by silvertrit; 08-22-2011 at 10:25 PM.

  10. #110
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by silvertrit View Post
    on a serious side, anyone have any ideas on how these two could match?
    I'd say Human Artificer12/Bard8....next big target for bard isn't until 14 and 12 arty gives you 5th lvl spells also Art12 also nets you most of the important enhancements except 2 related to your rune arm charge...an alternative is Bard14/Arty6 which is just enough to get Int to xbow damage with WC or SS2...also just enough Bard levels to get Tier 3 Inspire courage.

    Either Way:

    Battle Engineer and Warchanter (Spellsinger could bring some much needed SP and the concen/umd bonuses don't hurt)

    Dex 17
    Con 14
    Int 17 (optional: drop to 16 make Cha 11)

    Feats (Not in Order)

    1 PBS
    2 Rapid Shot
    3 PS
    4 IPS
    5 IC: Ranged
    6 Toughness
    7 Augment Summoning

    Bonus (14/6 takes WF:Ranged or Maximize depending on Bard PrE)

    1 Maximize
    2 Extend
    3 WF:Ranged (for Warchanter)

    Note: If metas not working on Arty spells is WAI they'd become far less useful...not sure what I'd take in their place. Otherwise the above is my suggestion...currently construct essence is relatively pointless especially on a class designed to utilize UMD to its maximum potential so I didn't bother with that. Hopefully they reveal a enhancement line that improves it (ie. The Living Metal Line adds Repair Amp & reduces Heal penalty as well as allowing for construct specific spells and equipment to be used)

    Note: Multiclassing is fun but I have to clarify...everything that makes an Arty great is based on class level so be wary about multiclassing...but don't be afraid to either

    UMD Fun: (assuming 12Arty/8Bard SS): 23(Ranks) +3(Arty Enhance) +5/6 (Cha mod) +2 (SS) = 33/34 not bad...not bad at all. IIRC the main target is 39 UMD so a GS cha skills item (+1, +2, +3 = +6 :P) and your good to go and thats not even including Arty skill boost.
    Last edited by Failedlegend; 08-23-2011 at 01:36 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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