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  1. #1
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    Default 20 Artificer Self-sufficient build! (advice?)

    so, this is the best i could find for my play style, has max enhancments to its electrical and repair spells since itl do all its own healing and most of its spells are electrical, extend, empower, maximize all for use since buffs are a major plus for the artificer plus. i maxed dex. a +6 dex item ofc will be worn with it and a +6 con and +6 int item aswell. it can get traps as good as a rogue, it has good con, 300+ base hp at lvl 20. so tht cn be increased up to 500 if you are tht determined. this is my play style and id hope others would like to use this aswell. its fully self sufficient since since it has improved fortification it cn no longer be healed by positive energy so he must rely on himself and wizzys/sorcerers and his own wands to heal. which is a small trade for complete fortification. augmented summoning is in there too cuz its a must for the dog to be good and not die in a few hits.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Warforged Male
    (20 Artificer) 
    Hit Points: 302
    Spell Points: 1090 
    BAB: 15\15\20\25\25
    Fortitude: 11
    Reflex: 12
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            16                    22
    Constitution         16                    20
    Intelligence         16                    20
    Wisdom                6                     6
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +1 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +1 Tome of Intelligence used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     2
    Bluff                -2                    -1
    Concentration         7                    29
    Diplomacy            -2                    -1
    Disable Device        7                    29
    Haggle               -2                    -1
    Heal                 -2                    -1
    Hide                  3                     2
    Intimidate           -2                    -1
    Jump                  0                    -2
    Listen               -2                    -1
    Move Silently         3                     2
    Open Lock             7                    30
    Perform              n/a                   n/a
    Repair                3                    21
    Search                7                    29
    Spot                  2                    22
    Swim                  0                    -8
    Tumble                5                     5
    Use Magic Device      2                    21
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Adamantine Body
    
    
    Level 2 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 5 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 7 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Fortification
    
    
    Level 9 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Point Blank Shot
    
    
    Level 10 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Extend Spell
    
    
    Level 17 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Uncaring Master
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Charged Spellcasting I
    Enhancement: Charged Spellcasting II
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Reconstructive Spellcasting III
    Enhancement: Reconstructive Spellcasting IV
    Enhancement: Reconstructive Spellcasting V
    Enhancement: Reconstructive Spellcasting VI
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Shocks II
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Shocks IV
    Enhancement: Deadly Shocks V
    Enhancement: Deadly Shocks VI
    Enhancement: Mighty Reconstruction I
    Enhancement: Mighty Reconstruction II
    Enhancement: Mighty Reconstruction III
    Enhancement: Mighty Reconstruction IV
    Enhancement: Mighty Reconstruction V
    Enhancement: Mighty Reconstruction VI
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Artificer Energy of Creation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II

    please leave constructive critisizm. id like some feedback. i currently have the build up to lvl 6 with mithral body isntead of adamantine. ill switch tht over at a later time. but its completely optional. and no, artificers are not effected by arcane spell failure. which is a complete mistery to me as to why they arent.

  2. #2
    Community Member MsEricka's Avatar
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    I'll admit that I built my artificer VERY differently, so I'm biased towards what I did. But..

    Improved fortification is a no-go. Ever. Take anything but that. Empowered healing would be better even though you can't use it. What is your rationale for taking Improved Fort?

    Improved precise shot? Not really needed, get Quicken instead and you'll be happier with repairs that always go off, no matter how much damage you're taking.

    Add some force enhancements to take advantage of killer blade barriers.

    As for arcane spell failure, any spells that an artificer can cast is called an infusion. Infusions are prepared beforehand and thus really aren't spells. However! If you plan on using other arcane scrolls such as fireshield for example, those ARE affected by arcane spell failure.

  3. #3
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    Quote Originally Posted by MsEricka View Post

    Improved fortification is a no-go. Ever. Take anything but that. Empowered healing would be better even though you can't use it. What is your rationale for taking Improved Fort?

    Improved precise shot? Not really needed, get Quicken instead and you'll be happier with repairs that always go off, no matter how much damage you're taking.

    ehh, i sort of see where your comeing from but in all honesty, improved fort is very very useful. for me tht is. cuz i always have wands and pots and sp pots and ofc spells to heal me. i think being self sufficient is the way to go. if i decide i dont like it later i will trade it for quicken. improved precise shot is a amazing feat for ranged builds. especialy with the "many shot" ability tht works with repeaters. lets you hit every enemy in ur bolts paths. its way worth it. and great damage. is a much apperciated feat when you want to mow down mobs faster. and i do use scrolls but not many. i perfer self buffing to the use of scrolls 90% of the time.

  4. #4
    Community Member MsEricka's Avatar
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    i perfer self buffing to the use of scrolls 90% of the time.
    But you can't self cast fire shield, Greater heroism, blur, displacement, jump, invis, true seeing, shadow walk etc. Those are commonly used spells that are all affected by ASF. Sure some come on clickies, and you can can take enhancements to reduce body ASF. But these are things you need to consider as a self sufficient build.

    Add in other common scrolls like teleport/greater teleport or dimension door. DD scrolls aren't cheap (typically) and they are not commonly found, failing on one sucks.

    Again, I see no point in using a feat on Improved Fortification as it has no benefits for you unless you're going to choose to not wear a fortification item which is just silly. Moderate fortification on a randomly found belt is ML7, on a warforged this means you can have heavy fort at level 7. A crafted moderate fort item would be even lower level. If you can take advantage of masterful craftsmanship then you're set. And at level 11 there is no reason to not wear the minos legens for heavy fort and 20 free HP.

    Not having Improved Fortification does not mean you are not "self sufficient". Self sufficient means you yourself can do everything you would typically get out of a party.

    I know what improved precise shot does, but you're not going to be pew-pew'ing everything in game. Perhaps at low levels it will be fantastic. At higher levels it will generate aggro you don't want and can't handle due to the lack of quicken and low concentration score. You'll end up running with it turned off all the time and swapping the feat out later.

    Overall, it's your build and you've built it for your playstyle. You asked for constructive criticism and got it.

  5. #5
    Community Member wax_on_wax_off's Avatar
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    Improved Precise Shot is an absolute must for any genuine ranged build, not taking it is gimping your ranged DPS beyond repair.

    I'm not sure what you mean by it "being useful at low levels" as the lowest level that you can take it is level 15.

    About the improved fortification feat though I completely agree, definitely don't take this. Absolutely, definitely not. Besides any practical reason not to take it (of which there are many) if anyone ever finds out that you have the feat then you will be black listed and ostracised. Trying to repair yourself without quicken is an excercise in futility in any truly challenging content (level 18+ elite/epic quests mainly). Definitely have quicken.

    Dump adamantine body too. The DR can be replaced by, for instance, a bladesmarked docent from sentinels of stormreach pack (and you save a bunch of APs). At later levels you can farm a bloodrage symbiot for the specific fights were invulnerability is ineffective. The AC will be useless after a very short period and even when it is useful you won't get much use out of it as you are a ranged build who shouldn't be getting hit at all.

    Swap Weapon Focus: Ranged for Point Blank Shot. PBS is amazing boost to your damage. Really, I'd take PBS at level 1 as it makes your crossbow so much more effective.

    I'd want maximise or empower at low levels to give yourself effective burst healing when you really need it.

    Feats suggestion:
    7 base: Point Blank Shot (1), Toughness (3), Maximise (6), Rapid Shot (9), Improved Critical: Ranged (12), Improved Precise Shot (15), Mental Toughness (18)
    5 artificer: Augment Summons (4), Precise Shot (8), Quicken (12), Empower (16), Improved Mental Toughness (20)

    MT/IMT are free slots where you can choose whatever you like but my current theory at the moment is that unless you have PL feats that you can put in these slots that MT/IMT are the best choices for general versatility regardless of what activity you're engaging in (more buffing, more blade barriers or more healing). Due to the low SP pool of artificers these feats don't seem to be the complete waste of space that they are on other classes that can comfortably get over 2000 SP.

  6. #6
    Community Member wax_on_wax_off's Avatar
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    Oh, regarding your enhancements, plan not to plan. I can tell just from a glance that they are very bad but the easiest way to learn what is good is to try different combinations to see what works best for you.

    Off the bat, you don't need more than 1 rank in the critical chance/damage lines for spells. The increase that points after the first give is less than 1% and Artificer is a class that is very tight on APs so there are definitely better places to spend them.

    Also, you might find that once you get reconstruct that you don't need maximum points in reconstruct lines. Possibly just 1 point to boost the repairs by 20% might be enough. Using that you get: 150 base *(1+0.75+0.2) = almost 300 health given back just by keeping a superior repair clicky going. Anyway, if you want to be self sufficient then you should try to do a majority of your self repairing through scrolls and just use reconstruct spell for the emergencies at which point 300 health back is plenty.

  7. #7
    Build Constructionist unbongwah's Avatar
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    I fail to see the point of Adamantine Body on this build. Want DR? You can cast Ablative Armor and later Stoneskin; or equip a docent with DR. Want AC? The MDB limit is only 1 and your DEX will probably be 30+ when all's said & done; I don't know if you can get good AC with an arty, but AB is actually a hindrance, not a help.

    Likewise Improved Fort: why waste a feat to replicate a Moderate Fort item (which you can equip by lvl 5 if you craft it yourself) which also blocks all divine healing?

    And WF Ranged is just a waste of a feat slot.

    Oh, and Repair is a waste of skill pts; bumping up Balance would be more useful.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  8. #8
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    Why not pickup Insightful Reflex as well?
    With high int mod, the reflex save with the feat should be substantial enough to warrant it despite not having Evasion as pure, right?

  9. #9
    Founder Lifespawn's Avatar
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    Quote Originally Posted by MsEricka View Post
    I'll admit that I built my artificer VERY differently, so I'm biased towards what I did. But..

    Improved fortification is a no-go. Ever. Take anything but that. Empowered healing would be better even though you can't use it. What is your rationale for taking Improved Fort?

    Improved precise shot? Not really needed, get Quicken instead and you'll be happier with repairs that always go off, no matter how much damage you're taking.

    Add some force enhancements to take advantage of killer blade barriers.

    As for arcane spell failure, any spells that an artificer can cast is called an infusion. Infusions are prepared beforehand and thus really aren't spells. However! If you plan on using other arcane scrolls such as fireshield for example, those ARE affected by arcane spell failure.


    i was with you until i read the part in red and realized you didn't know what you were talking about.


    A true ranged build needs imp precise shot it ups damage greatly.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  10. #10
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    here is a revamped version of the build based on ya'alls advice. it actualy had an extra feat, so i was thinking either another toughness or UMD focus. but the build already has enough hp for a ranged build so i went with UMD focus for better use of the arti's skills. ya all say tht i shld take PBS, but if you have not noticed, it was already there -,- and then you said toughness, that too is already there, and yes i agree with all who say IPS is a must have for any good ranged build. and yes it generates aggro but when your dealing tht kind of damage and have all of the damage reducing spells that a arti has you really arent going to have as much trouble as other classes would have. especialy being able to self heal and all with quicken, which i added btw.. the enhancments i just threw together, nothing is set in stone. the build is currently at lvl 10 in game on ghallanda server and is named Emplisic, i so far like it and i had already made minor changes along the way. though it costs money i rather do tht then restart it completely. not like its a huge amount of money anyway. it uses mithral, and is going to use a greensteel repeater in a few lvls. which IMHP is the best most damage dealing weapon you cn have for a repeater build.
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Warforged Male
    (20 Artificer) 
    Hit Points: 302
    Spell Points: 1090 
    BAB: 15\15\20\25\25
    Fortitude: 11
    Reflex: 12
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            16                    22
    Constitution         16                    20
    Intelligence         16                    20
    Wisdom                6                     6
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +1 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +1 Tome of Intelligence used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     5
    Bluff                -2                    -1
    Concentration         7                    29
    Diplomacy            -2                    -1
    Disable Device        7                    29
    Haggle               -2                    -1
    Heal                 -2                    -1
    Hide                  3                     5
    Intimidate           -2                    -1
    Jump                  0                     1
    Listen               -2                    -1
    Move Silently         3                     5
    Open Lock             7                    30
    Perform              n/a                   n/a
    Repair                3                    21
    Search                7                    29
    Spot                  2                    22
    Swim                  0                    -2
    Tumble                5                     8
    Use Magic Device      2                    24
    
    Level 1 (Artificer)
    Feat: (Selected) Mithral Body
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Quicken Spell
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Skill Focus: Use Magic Device
    
    
    Level 9 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Extend Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Uncaring Master
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Charged Spellcasting I
    Enhancement: Charged Spellcasting II
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Reconstructive Spellcasting III
    Enhancement: Reconstructive Spellcasting IV
    Enhancement: Reconstructive Spellcasting V
    Enhancement: Reconstructive Spellcasting VI
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Shocks II
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Shocks IV
    Enhancement: Deadly Shocks V
    Enhancement: Deadly Shocks VI
    Enhancement: Mighty Reconstruction I
    Enhancement: Mighty Reconstruction II
    Enhancement: Mighty Reconstruction III
    Enhancement: Mighty Reconstruction IV
    Enhancement: Mighty Reconstruction V
    Enhancement: Mighty Reconstruction VI
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Storm Manipulation VII
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Artificer Energy of Creation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    P.S. ignore the lvls they are choosen at, this is thrown together and the feats are not set in stone as to when they can be choosen. this is defienently not the order i would take them in

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