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  1. #1
    Hero
    Join Date
    Apr 2007
    Posts
    22

    Default Electric Shock (WIP)

    This is my First build ever. Would like some feedback and ideas for improvement. New to the builds, usually just pick one that is posted like the Superior Soul for FvS.

    This is my tentative build for when I TR. Would like your imput. This build would prolly benefit from prestige from Wiz. This is a pure Artificer build. Its very versatile in that you can change the enhancements from Electric to whatever fits your needs.

    Could not decide between Adamantine or Mithral Body, went with Adamantine for the additional DR. Upon looking at it, hp is kinda low but things like Minos and GS items should makeup for that. But again, just a WIP build and would like ideas.

    This is a 36pt build, I am not lucky with +3 tomes (Have yet to see one even drop!). Doing VoD/HoX, and Reaver's til 20 completions to get some +3's this life before TR'ing into this build.

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Larkta Melodieux
    Level 20 True Neutral Warforged Female
    (20 Artificer) 
    Hit Points: 272
    Spell Points: 1206 
    BAB: 15\15\20\25\25
    Fortitude: 10
    Reflex: 15
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             13                    15
    Dexterity            13                    15
    Constitution         17                    19
    Intelligence         18                    28
    Wisdom                6                     8
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     9
    Bluff                -1                     1
    Concentration         7                    28
    Diplomacy            -1                     1
    Disable Device        8                    33
    Haggle               -1                     2
    Heal                 -2                     0
    Hide                  1                    -2
    Intimidate           -1                     1
    Jump                  3                     9
    Listen               -2                     0
    Move Silently         2                     9
    Open Lock             5                    26
    Perform              n/a                    n/a
    Repair                4                    10
    Search                8                    33
    Spot                  2                    23
    Swim                  1                    -1
    Tumble                2                    -1
    Use Magic Device      3                    24
    
    Level 1 (Artificer)
    Feat: (Selected) Adamantine Body
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Favored Soul
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Repair Light Damage
    Spell (1): Static Shock
    Spell (1): Conjure Bolts
    Spell (1): Curative Admixture: Cure Light Wounds
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Storm Manipulation I
    Enhancement: Repair Manipulation I
    
    
    Level 2 (Artificer)
    Spell (1): Shield of Faith
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Augment Summoning
    Spell (2): Elemental Weapons
    Enhancement: Artificer Damage Boost I
    Enhancement: Charged Spellcasting I
    Enhancement: Deadly Shocks I
    Enhancement: Mighty Reconstruction I
    
    
    Level 4 (Artificer)
    Feat: (Artificer Bonus) Point Blank Shot
    Spell (2): Repair Moderate Damage
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Spell (2): Lightning Sphere
    Enhancement: Charged Spellcasting II
    Enhancement: Storm Manipulation II
    Enhancement: Artificer Intelligence I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Rapid Shot
    Spell (3): Repair Serious Damage
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Artificer)
    Spell (3): Blast Rod
    Enhancement: Deadly Shocks II
    Enhancement: Storm Manipulation III
    Enhancement: Warforged Inscribed Armor II
    
    
    Level 8 (Artificer)
    Feat: (Artificer Bonus) Precise Shot
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Warforged Damage Reduction II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Toughness
    Spell (4): Armor of Speed
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Charged Spellcasting III
    
    
    Level 10 (Artificer)
    Spell (4): Repair Critical Damage
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage II
    
    
    Level 11 (Artificer)
    Spell (4): Lightning Motes
    Enhancement: Repair Manipulation II
    Enhancement: Warforged Inscribed Armor III
    
    
    Level 12 (Artificer)
    Feat: (Selected) Improved Damage Reduction
    Feat: (Artificer Bonus) Maximize Spell
    Spell (5): Radiant Forcefield
    Enhancement: Artificer Intelligence II
    
    
    Level 13 (Artificer)
    Spell (2): Toughen Construct
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Mighty Reconstruction II
    Enhancement: Storm Manipulation IV
    Enhancement: Repair Manipulation III
    
    
    Level 14 (Artificer)
    Spell (5): Prismatic Stike
    Enhancement: Charged Spellcasting IV
    Enhancement: Reconstructive Spellcasting III
    Enhancement: Mighty Reconstruction III
    Enhancement: Storm Manipulation V
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Damage Reduction
    Spell (6): Reconstruct
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Skill Boost II
    Enhancement: Storm Manipulation VI
    
    
    Level 16 (Artificer)
    Feat: (Artificer Bonus) Quicken Spell
    Spell (6): Deadly Weapons
    Enhancement: Charged Spellcasting V
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Shocks IV
    Enhancement: Storm Manipulation VII
    
    
    Level 17 (Artificer)
    Spell (6): Tactical Detonation
    
    
    Level 18 (Artificer)
    Feat: (Selected) Insightful Reflexes
    Spell (6): Globe of Invulnerability
    Enhancement: Charged Spellcasting VI
    Enhancement: Deadly Shocks V
    Enhancement: Warforged Damage Reduction III
    
    
    Level 19 (Artificer)
    Spell (2): Reinforce Construct
    
    
    Level 20 (Artificer)
    Feat: (Artificer Bonus) Empower Spell
    Enhancement: Arcane Empowerment
    Enhancement: Artificer Intelligence III

  2. #2
    Hero
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    Apr 2007
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    Default

    SO far playing this with a 32pt build to test it out. Don't have any tomes to spend on this guy. Have him almost lvl 5 and he is pretty tough. Liking it so far.

    My lvl 2 lightning spell does about 10-15dmg non-crit which is nice.

    Any ideas for improvement be great.

  3. #3
    Community Member
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    Dec 2009
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    381

    Default

    Point blank shot i would put as the first or second feat, the damage you gain from that is great. Augment summon i would put right up there beside it, possibly before it if you won't have groups for an elite streak starting right away. Level 1 pet with it is a great tank.

    I'd not bother with precise shot since you are not going for the improved one, early on you can just mow the front mobs down in the first hit or two and the third bolt goes on to hit whatever is behind them. If all 3 aim for the back mob and it dies in one hit 2 bolts do nothing. Hear it has its uses in some places.. my arti has precise shot and will get improved in the next level or two.

    Looks pretty darn tough though.

  4. #4
    Hero
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    Apr 2007
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    Default

    I take Adamantine Body at creation as required by the feat. And I do take Point Blank and Augment Summon next as soon as I am able to.

    If Precise Shot is not recommended... What should I sub that for? Skill Focus: Disable? Couldn't decide what to sub it for.

  5. #5
    Community Member Hadrian's Avatar
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    Mar 2006
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    Default

    1) Don't take one of the body feats. It's a complete waste of a feat, unless you plan to focus on high AC very early on and swap it out around level 8-10 when you can no longer reasonably keep up.

    Stone Skin will give you your DR.

    I'd take a look at some other artificer builds to get an idea of the feats you should be looking at. Drop the armor/dr/mitigation feats and enhancements. Replace them with more caster/archer feats.

    I understand that you want to be self sufficient and survivable, but those feats aren't going to help you to accomplish that.

    2) Consider adding a bit more dexterity. You need 19 to get improved precise shot, and it will be an important feat if you plan to use crossbows as a primary weapon. It will also help by giving you a little bit more to-hit.

    I believe I started with:

    Strength 8
    Dexterity 18
    Constitution 16
    Intelligence 17
    Wisdom 6
    Charisma 8

    3) Shock damage enhancements make sense early on, but it's more likely you'll want to enhance your blade barrier when you're high enough in level to select the spell.

  6. #6
    Hero
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    Is the puppy at lvl 20 with max Plating enhancements & Intim able to hold agro good enough? I grabbed the DR stuff for when I pull agro from puppy.

    If he is able to keep agro, then id go for the Shot on the Run/Mobility/Dodge Feat line so that I can move and shoot. Is that feat even worth getting? Not going for the DR feats will free up the 3x feats required for this line.

    Switching to Human would allow me to get extra feats to get both Rapid Shot & Shot on the Run feat lines. Went with WF for the self-repairing ability, Immunities, and not needing air (Cant tell ya how many times i've died to this, also frees up the need for underwater action item). Saves me from taking Construct Essence feat or buying expensive pots. This will help me out when I solo. So id like to keep the WF.

    If I don't go with the Shot on the Run line, I can pickup Imp Crit: Ranged, Rapid Shot, And either A Spell Focus, Spell Penetration, Or Mental Toughness (for SP) feats. Which one should I take though?

    The flexibility of this build allows me to pick the type of dmg I want. Was thinking electric for the Motes spell that gives an additional 1.15x dmg to further electric spells.

    Dropping the WF DR/Body enhancements frees up approx 18 AP which I can use to specialize in another Elemental type of dmg... Prolly go with Fire or Force (most likely Fire... I like to blow things up, plus it helps with the later lvl spells). May even drop the Lightning all together and pair Fire up with Force to enhance Prismatic Strike & Tactical Detonation spells. Would both Fire and Force stack to enhance them at same time?

    Wasn't sure on the BB cause it would drain his SP a lot. I don't rely a lot on SP Pots, though I do have my Bauble. And arching the Tactical Detonation spell sounds cool.

  7. #7
    Community Member
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    At level 15 my pup can sometimes hold agro on crowds.. more often that not it can't. Best solution is just shooting one at a time and using my single target rune arms. Vs bosses i usually pull agro after a few volleys, but that first few seconds of not being whacked on helps. Stoneskin and mass protection from elements helps too.

    As for the shot on the run line that's not much use, unless you intend to only go solo.. maybe then. Not having much of an issue hitting so far, though if i was could use insightful strikes and go for mobile shooting rather than feats.

  8. #8
    Hero
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    Well I take rapid shot at lvl 6 so thats another feat I can use for something else...

    Improved precise Shot req 19 Dex.. is that with gear or base stat + Tomes?

    Does anyone know if I do force/Fire enhancements, since Prismatic strike does both would they stack together and enhance it twice?
    Last edited by Chanteur; 09-27-2011 at 03:02 AM.

  9. #9
    Community Member Morgueman's Avatar
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    May 2011
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    Default

    Quote Originally Posted by Chanteur View Post
    Well I take rapid shot at lvl 6 so thats another feat I can use for something else...

    Improved precise Shot req 19 Dex.. is that with gear or base stat + Tomes?

    Does anyone know if I do force/Fire enhancements, since Prismatic strike does both would they stack together and enhance it twice?
    19 dex and 11 bab for Imp PS. Thats with base stats and tomes not from any other source.
    Why is the fear of long words called hippopotomonstrosesquippedaliophobia?
    MyDDO: http://my.ddo.com/morgueman/

  10. #10
    Hero
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    Apr 2007
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    With your input I did some tweaking... THis is what I came up with... Calling it "Elemental Shock" Since it can be any 2x types of elementals...

    This build focuses on prismatic Strike Spell as its focus. But is versatile.

    Again, is a WIP so any ideas be great.

    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Larkta Melodieux
    Level 20 True Neutral Warforged Female
    (20 Artificer) 
    Hit Points: 272
    Spell Points: 1206 
    BAB: 15\15\20\25\25
    Fortitude: 11
    Reflex: 19
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    19
    Constitution         16                    19
    Intelligence         18                    29
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    16
    Bluff                -2                     0
    Concentration         7                    28
    Diplomacy            -2                     0
    Disable Device        8                    33
    Haggle               -2                     1
    Heal                 -2                     0
    Hide                  3                     5
    Intimidate           -2                     0
    Jump                  3                    14
    Listen               -2                     0
    Move Silently         4                    16
    Open Lock             7                    28
    Perform              n/a                    n/a
    Repair                4                    10
    Search                8                    33
    Spot                  2                    23
    Swim                  1                     9
    Tumble                4                     6
    Use Magic Device      2                    23
    
    Notable Equipment
    Minos Legens
    Supreme Tyrant Green Steel Weave Cloak  of Mineral
    Supreme Tyrant Green Steel Goggles of Lightning
    Voice of the Master
    Mysterious Bauble
    Litany of the Dead
    Epic Diabolist's Docent
    Supreme Tyrant +5 Green Steel Great Crossbow of Lightning
    
    Level 1 (Artificer)
    Feat: (Selected) Augment Summoning
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Favored Soul
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Repair Light Damage
    Spell (1): Conjure Bolts
    Spell (1): Curative Admixture: Cure Light Wounds
    Spell (1): Inflict Light Damage
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Flame Manipulation I
    Enhancement: Repair Manipulation I
    
    
    Level 2 (Artificer)
    Spell (1): Shield of Faith
    Enhancement: Artificer Damage Boost I
    Enhancement: Combustive Spellcasting I
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Force Manipulation I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Point Blank Shot
    Spell (2): Elemental Weapons
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Mighty Reconstruction I
    Enhancement: Flame Manipulation II
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    Spell (2): Toughen Construct
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Spell (2): Fire Trap
    Enhancement: Combustive Spellcasting II
    Enhancement: Deadly Kinetics I
    Enhancement: Artificer Intelligence I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Toughness
    Spell (3): Repair Serious Damage
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Artificer)
    Spell (3): Flame Turret
    Enhancement: Deadly Flame II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Force Manipulation II
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    Spell (3): Insightful Damage
    Enhancement: Artificer Intelligence II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Spell Focus: Evocation
    Spell (4): Armor of Speed
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Combustive Spellcasting III
    
    
    Level 10 (Artificer)
    Spell (4): Repair Critical Damage
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage II
    
    
    Level 11 (Artificer)
    Spell (4): Inflict Critical Damage
    Enhancement: Flame Manipulation V
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Repair Manipulation II
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Selected) Insightful Reflexes
    Feat: (Artificer Bonus) Maximize Spell
    Spell (5): Prismatic Stike
    Enhancement: Deadly Flame III
    Enhancement: Flame Manipulation VI
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    
    
    Level 13 (Artificer)
    Spell (5): Radiant Forcefield
    Enhancement: Combustive Spellcasting IV
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Mighty Reconstruction II
    Enhancement: Repair Manipulation III
    
    
    Level 14 (Artificer)
    Spell (4): Lesser Globe of Invulnerability
    Enhancement: Combustive Spellcasting V
    Enhancement: Reconstructive Spellcasting III
    Enhancement: Deadly Flame IV
    Enhancement: Mighty Reconstruction III
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Reconstruct
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Skill Boost II
    Enhancement: Deadly Flame V
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Quicken Spell
    Spell (6): Deadly Weapons
    
    
    Level 17 (Artificer)
    Spell (6): Tactical Detonation
    Enhancement: Artificer Intelligence III
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Spell (6): Globe of Invulnerability
    Enhancement: Combustive Spellcasting VI
    Enhancement: Kinetic Spellcasting II
    Enhancement: Kinetic Spellcasting III
    Enhancement: Deadly Flame VI
    Enhancement: Flame Manipulation VII
    Enhancement: Force Manipulation VII
    
    
    Level 19 (Artificer)
    Spell (2): Reinforce Construct
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Kinetic Spellcasting V
    Enhancement: Kinetic Spellcasting VI
    Enhancement: Repair Manipulation IV
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Empower Spell
    Spell (6): Deconstruct
    Enhancement: Arcane Empowerment
    Enhancement: Reconstructive Spellcasting IV
    Enhancement: Mighty Reconstruction IV

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