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  1. #1
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    Default 18 Artificer 2 Rogue Dex Build

    I did not iterate the reasons upon posting of this current 34 point build. So please allow me to list various details and/or explain why created this setup. Posted below build

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (2 Rogue \ 18 Artificer) 
    Hit Points: 324
    Spell Points: 1013 
    BAB: 14\14\19\24
    Fortitude: 11
    Reflex: 17
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            17                    26
    Constitution         17                    20
    Intelligence         14                    18
    Wisdom                8                    10
    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               7                    18
    Bluff                -1                     1
    Concentration         5                    29
    Diplomacy            -1                     1
    Disable Device        6                    28
    Haggle                3                     6
    Heal                 -1                     1
    Hide                  3                     9
    Intimidate           -1                     3
    Jump                  4                    16
    Listen               -1                     3
    Move Silently         3                     9
    Open Lock             7                    32
    Perform              n/a                    n/a
    Repair                2                     5
    Search                6                    28
    Spot                  3                    24
    Swim                  4                     8
    Tumble                7                    13
    Use Magic Device      3                    31
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Point Blank Shot
    Feat: (Human Bonus) Precise Shot
    Enhancement: Human Versatility I
    
    
    Level 2 (Rogue)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Human Improved Recovery I
    Enhancement: Rogue Dexterity I
    
    
    Level 4 (Artificer)
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Force Manipulation I
    Enhancement: Human Versatility II
    Enhancement: Artificer Intelligence I
    
    
    Level 5 (Artificer)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Improved Use Magic Device I
    Enhancement: Kinetic Spellcasting I
    
    
    Level 6 (Artificer)
    Feat: (Artificer Bonus) Rapid Shot
    Feat: (Selected) Toughness
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Rune Arm Overcharge I
    
    
    Level 7 (Artificer)
    Enhancement: Human Improved Recovery II
    
    
    Level 8 (Artificer)
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Racial Toughness I
    Enhancement: Deadly Kinetics I
    
    
    Level 9 (Artificer)
    Feat: (Selected) Toughness
    Enhancement: Artificer Battle Engineer I
    
    
    Level 10 (Artificer)
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Racial Toughness II
    Enhancement: Improved Use Magic Device II
    Enhancement: Force Manipulation II
    
    
    Level 11 (Artificer)
    Enhancement: Racial Toughness III
    Enhancement: Kinetic Spellcasting II
    
    
    Level 12 (Artificer)
    Feat: (Selected) Skill Focus: Use Magic Device
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Deadly Kinetics II
    Enhancement: Force Manipulation III
    
    
    Level 13 (Artificer)
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Improved Use Magic Device III
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Enhancement: Human Greater Adaptability Dexterity I
    
    
    Level 15 (Artificer)
    Feat: (Selected) Past Life: Student of the Sword
    Enhancement: Kinetic Spellcasting III
    Enhancement: Deadly Kinetics III
    Enhancement: Force Manipulation IV
    Enhancement: Kinetic Spellcasting IV
    
    
    Level 16 (Artificer)
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 17 (Artificer)
    Enhancement: Improved Use Magic Device IV
    Enhancement: Deadly Kinetics IV
    Enhancement: Force Manipulation V
    Enhancement: Kinetic Spellcasting V
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Feat: (Artificer Bonus) Mental Toughness
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 19 (Artificer)
    Enhancement: Deadly Kinetics V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    
    
    Level 20 (Artificer)
    Enhancement: Kinetic Spellcasting VI
    Enhancement: Artificer Intelligence II

    My current toon is a 2nd life Human level 20 artificer w/ a fighter past life (not Half/Elf). This build is based on end game raiding purposes for primarily buffing and increasing damage output w/o have to rely on self buffed spells. My objective in essence to this build is to help increase the survivability this toon and whomever is considered the main tank and/or other needed classes in pending raids.

    I plan on LRing into this build after I complete the gear list I have chose for him to better accommodate his over all to hit and damage output without relying on the insightful strikes and/or damage spells. (which free up those spell slots for other more beneficial spells/buffs to me and/or the raid group).

    A. Yes I know not all endgame base raids do not require a tank, so don't bother posting replies based on that fact alone, duh!)
    B. Yes I know their called Infusions not spells. For the purpose of this explanation, I am calling them spells. Get over it

    1. The 2 levels of rogue. A lot of questions why I did this:
    A. Evasion of course. Why?
    I. Several end game raids have reflex based damage that can/will kill characters if their HP cannot survive the hits. (hence 2 Toughness, explained lower). Examples as follows
    a. EADQ – spinning blades, MA – electrified floor, LoB – hounds, EvoN5/6 – control boxes that are beyond the traps, Fire breath, ToD – Fire based attacks, Abbot – several diff. Damages, etc...
    B. Large bonus to my skill points at 1st level.
    C. The extra 1d6 damage to dps output.
    D. Martial wep. proficiency's of the rapier, S.sword (EvoN6 pillars not attackable w/ any range typed weapons, even at point blank range)
    E. Why not 2 levels of Wizard? D4 vs. D6 – lose sneak attack, lose Martial weapon Prof. No evasion, etc..
    F. oh not to mention an extra stat increase of Dexterity from the rogue enhancement line.

    2. Picked up Fighter past life feat for the purpose of the following (besides the fact of using fighter to TR into Artificer):
    A. You gain +1 to attack rolls Each time you acquire this feat.
    B. You remember your martial prowess three times per rest, increasing your base attack bonus to your level and granting +4 to hit. (this can be activated in sync w/ artificer damage boost to increase damage output, circumvents the -4 movement penalties for a short period time)

    3. The 2 toughness feats. Why?
    A. Extra HP for higher difficulty raids (MA\LoB\Abbott Hard/Elite/Epic)
    I. The damage output of attacks, elemental damage, etc.. in the listed raids can/will hit a lot harder and w/o the evasion + HP, the survivability can be dramatically reduced based on difficulty of the raid.
    II. The ability to use Positive Energy Infusion spell on 1 or more other lower HP based toons and/or tank can become more viable w/o hampering your own HP below 500 HP. (which I have done multiple times, normally on the MT and OT - the extra 50 - 60+ HP on them can sometimes make a diff. in a pinch)

    4. Why I did not take construct essence.
    A. Construct Essence. - Yes even though Artificers have the repair/reconstruct spells that would allow them to heal themselves if they took the construct essence feat, In my opinion I consider this more con then pro for the following reasons.
    I. Pro – I gain the ability to heal myself for 50% of a repair/reconstruct spell
    a. Non WF = 0 Repair, Construct essence = 50% repair/reconstruct only.
    II. Con – I suffer a -25% penalty to incoming Pos. Energy Healing (PEH)
    III. multiple cons – I would have to do 1 and/or more of the following to make up the -25%
    a. spend a total 12 enhancement on Human recovery I,II, & III ( to gain +5% PEH overall)
    b. Ex: spend shroud ingredients and/or a ToD ring slot to gain 20% ( still at -5% PEH)
    c. find/craft more items/gear w/ Heal Amp that could have been replaced w/ more useful items/gear.

    5. No Augment summoning Feat. Why?
    A. Currently at end game raids I have found that most raids groups, the artificer pet/s have to be micromanaged. Which at times:
    I. can not only distract you from other more important roles required by you, but can possible hinder your own ability to maximize your damage output
    II. the pet attacking wrong target. Again micromanagement.
    III. Dieing! Which hit's your toon for HP/SP loss (again hence 2x toughness) Uncaring Master enhancements is still broken at this time whether you do or do not take the enhancement . You STILL take the damage/SP loss regardless.
    IV. Free's up a Feat slot for more important/useful feats.

    The quicken vs. Empower feat – I have considered that swap-out due to having a possible higher concentration skill total based on gear/stats.

    Gear list I seek to complete soon
    https://docs.google.com/open?id=0B58...NjY2IxYzUxNGI5

    I hope this will clear up for most of the reasons for this build. I may/may not have covered all aspects of this build, But I do hope this will clarify any confusions and/or misconceptions of it.
    Last edited by Grandesa; 01-14-2012 at 01:40 PM.

  2. #2
    Community Member darkkjean's Avatar
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    Sry. not beeing rude, but in my personal opinion, i did't like it.
    a rogue splash only for evasion, dont sound good for me. if is a splash for a wizard, for skills, its another thing.
    but seriously, losing the capstone enchancement just for evasion, really dont pay off.
    capstone enchancement is awesome. sure evasion is good, but ur point should be disarm traps, not evase them.

    also, since u gonna be a ranged character, ur point is not beeing hitted, u dont need 2 toughness feats.
    also, u will need empower spell. and i dont see point for mental toughness.

    for flesh characters, construct essence is a must for sel heal.
    thats the feats that i consider needed for arties:
    Lvl1 toughness /past life bard /Barbarian dilletant

    point blank shot
    construct essence
    augment summon (in low lvls, thats help alot with ur pet.
    rapid shot
    empower spell
    maximize spell
    improved critical: ranged
    precise and improved precise shot.

    i really hope that i could be usefull.
    Thelanis/Main: Ehlensar - 1st life Bard16/fighter 4 /2nd H.Elf artificer 20/epic 10
    JaneFlower - 1st life pally4/sor16/ H.Orc Fighter9/barb 6 //Marklahr H.Orc Cleric 10/fighter2
    Archmond - Drow Pale Master 15 /Rahvena - Human Warlock 18/Petito - Full Completionist

  3. #3
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by darkkjean View Post
    sure evasion is good, but ur point should be disarm traps, not evase them.
    Evasion is good for more than just traps, you know. I prefer a monk splash to rogue on an arty for the extra feats & higher saves & possibly better AC; but I won't fault anyone for wanting Evasion.
    for flesh characters, construct essence is a must for sel heal.
    I dunno, I agree with those who think it's a trap; you take a big penalty to divine healing for partial Repairability. I suppose it might help for lower-level soloability; but once your UMD is high enough, Heal scrolls + human heal amp + arty W&S Mastery should be all you need.

    I'm also a bit puzzled as to why OP went DEX- instead of INT-based, as the latter boosts an arty's DPS from both spells (higher DCs) & repeaters (Insightful Dmg). I also consider WF Ranged, MT, & SF UMD to be wasted feats; extra metamagics or the Making DMs if going for crafting make more sense, IMHO.

    In any case, here's my take on a boring ol' crafting human arty:

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 10
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            17                    19
    Constitution         14                    16
    Intelligence         17                    26
    Wisdom                8                    10
    Charisma              8                    10
    
    Tomes Used
    +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
    
    Level 1 (Artificer)
    Feat: (Human Bonus) Least Dragonmark of Making
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Lesser Dragonmark of Making
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 9 (Artificer)
    Feat: (Selected) Greater Dragonmark of Making
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    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)
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Feat: (Artificer Bonus) Empower Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Artificer Improved Rune Arm Use IV
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Arcane Empowerment
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Charged Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Kinetics I
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Enhancement: Artificer Wand and Scroll Mastery IV
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #4
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    build updated w/ more info based on the 18 Artificer 2 rogue Dex DPS build

  5. #5
    Community Member darkkjean's Avatar
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    Quote Originally Posted by darkkjean View Post
    a rogue splash only for evasion, dont sound good for me. if is a splash for a wizard, for skills, its another thing.
    Quote Originally Posted by Grandesa View Post

    E. Why not 2 levels of Wizard? D4 vs. D6 – lose sneak attack, lose Martial weapon Prof. No evasion, etc..
    when i mean a splash for a wizard, i mean a wizard that take 1 or 2 lvls of rogue to get trap skills and evasion and insightfull reflexes. not a artificer taking 2 lvls of wizard, theres no point.

    about ur build explanations, sure, it will work. but would make it diferent.
    if augment summon get useless, just swap it at highter lvls, lockania sure will help.
    rogue still seems only for evasion in my view. 1d6 dmg helps, but if thats the question, take helf rogue dilletant for 3d6.

    also, u say toughness for extra HP. the first one, to take the racial toughness line, sure,ok. but the second one, i can't see 22hp worth a feat. same as mental toughness. Sure is not useless, but theres better choices to take.
    anyway, is just my opinion.
    Thelanis/Main: Ehlensar - 1st life Bard16/fighter 4 /2nd H.Elf artificer 20/epic 10
    JaneFlower - 1st life pally4/sor16/ H.Orc Fighter9/barb 6 //Marklahr H.Orc Cleric 10/fighter2
    Archmond - Drow Pale Master 15 /Rahvena - Human Warlock 18/Petito - Full Completionist

  6. #6
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    Updated build with a few extra reasons for this build and would like more feedback based on the current information in the original post.
    Added link to Endgame gear list which I am in current process of crafting/slotting/ and/or obtaining. Feel free to post suggestions on this as well, and I will try to answer any reason/s why i chose this gear list for this build.

    This is not a leveling or 28/32 point build. IT IS based on my current level 20 HUMAN 2nd life Artificer 34 pt. Build with a past life of fighter only, not bard, not wiz, not monk, not rogue, etc...

    I would like to hear from people who HAVE played or has an current Artificer.
    Last edited by Grandesa; 01-14-2012 at 01:46 PM.

  7. #7
    Community Member Cardtrick's Avatar
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    I still prefer pure to multi-classing on an artificer, but setting that aside for the moment:

    Quote Originally Posted by Grandesa View Post
    Updated build with a few extra reasons for this build and would like more feedback based on the current information in the original post.
    Splash choice
    Nothing in the first post really explains why you're going with 2 rogue rather than 2 monk. Is it just for the few extra skill points?

    Changing from human with a 2 rogue splash to half elf with rogue dilettante and a 2 monk splash would get you:

    - somewhat less skill points (-1 per level and -12 at first level, I think)
    + more sneak attack damage (3d6, average 10.5, rather than 1d6 +3, average 6.5)
    + extra feat (lose one human feat, gain 2 monk feats)
    + better saves
    + small bonus to either flanked enemy to-hit or HP (way of hound or way of tortoise)
    + better healing amp

    You'd still get evasion and the dexterity enhancement.

    Stats

    I don't really like your choice of going dex focused rather than int focused. At endgame, with decent gear, to-hit shouldn't be much of an issue, but squeezing out as much damage as possible is a huge focus. The best way to get high damage on an artificer is to go int-based and use insightful strikes. It boosts both the spellcasting and the repeater side of things. It also gets you more skillpoints, making the choice of rogue vs. monk for a splash even simpler. You still need enough dex to get improved precise shot, which means your to-hit will be plenty high anyway.

    Probably start at 16 dex and put one level up there, unless you have a +3 tome available. Drop Con and Str a bit to boost Int to 17 or 18 and put the bulk of your level ups there. Adjust enhancements as necessary, depending on gear, to end up with even scores.

    Feats
    Your feats seem a bit iffy to me. You lack several that I consider very nice or even essential for an artificer:

    Empower
    Insightful Reflexes (if you switch int-focused rather than dex-focused)
    Augment Summoning
    Quicken
    Quick Draw


    And you have several that I think are borderline useful at best:

    Mental Toughness (Increase your Int instead. 105 SP is not worth a feat.)
    Skill Focus:UMD (Shouldn't be necessary with gear and arti bonuses, and you can get the same effect with 3 APs anyway.)
    Fighter Past Life (I guess the clicky's kind of nice, since as a non-capstone artificer you can't use max-level divine power/divine favor clickies, but still not worth a feat to me)
    Weapon Focus Ranged (Only +1 to attack and not a prereq for anything? Pass.)
    Last edited by Cardtrick; 01-14-2012 at 03:47 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  8. #8
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    @OP: I don't get the dex focus, get int. I do like the con though.
    @unbongwah: I like this build, more than OP's. One simple improvement: starting 16 dex and 18 int results in more skill points.

  9. #9
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    I'm wondering why you would pickup the Quickdraw feat?
    http://ddowiki.com/page/Quick_Draw
    as it states on the feat itself, this does NOT apply to ranged weapons, only Thrown, Repeaters are not considered thrown weapons. No offense intended, and if its becuz of the rapidshot thing?

    I don't want to rain on anyone's parade who thinks they can increase the rate of fire on their artificer, but the 10% ranged alacrity, haste, the Quiver of Alacrity from Abbot or any kind of item/spell does NOT increase the rate of fire of the Endless Fusillade.

    Not only have I tested this w/ multiple items, including a Crafted repeating hvy crossbow of 10% ranged alacrity, the quiver of alacrity from Abbot (accursed Ascension chamber), haste boost, action boost, haste spell, singly and certain ones/options combined, etc.. and if ya don't believe me Try the Following test, video record it and please post a link explaining how you were able to increase the amount of bolts released from the Endless Fusillade.

    Use any training dummy, conjure only 100 bolts even, use the fussilade action boost and the result will always be 30 bolts no matter what boosts, items, etc that you try, and if for any reason it goes beyond 30? please tell me how you did this. Link Video.

    I have tested this with, without the quiver, with and without haste spell, with and without fighter haste boost, with/without the 10% alacrity repeater, and every time I still only burned 30 bolts not more, not less.
    Without knowledge comes uncertian assumptions ( and we know what happens when we assume what we do not know)

  10. #10
    Community Member domandi's Avatar
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    quickdraw can be really helpful when quickly swapping items like wands/scrolls/clickies. Wand whipping with quickdraw is super fast.
    Bhask the Unseen 21 Rog(tr 3), Tangoh 15 Barb(tr life 3),Domand d'Jorasco 18/2(tr4 )sorc/paly BF, Nilock 20(tr life 3), Domandi 20/8 1st life shuriken thrower.

  11. #11
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Grandesa View Post
    I'm wondering why you would pickup the Quickdraw feat?
    http://ddowiki.com/page/Quick_Draw
    as it states on the feat itself, this does NOT apply to ranged weapons, only Thrown, Repeaters are not considered thrown weapons. No offense intended, and if its becuz of the rapidshot thing?
    I don't think anyone's suggesting it for some effect on rate of fire (since it has none).

    The real benefit of Quick Draw is that it drastically lowers the activation times of action boosts and scroll/weapon/item swaps. That's a really nice bonus on most characters, but it's especially good for artificers, since they're less feat-starved than most classes and their play style involves a lot of item switching and action boosting.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  12. #12
    Community Member goodspeed's Avatar
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    why the lawful and good? I mean I can see why on a monk splash because you gotta, but on a rogue?

    I mean you could dodge any extra dmg from some weapons, use stability, no worries of neg levels from items or rune arms like glorious. I wish monks could be neutral. They seem to be anywhere else.
    Through avarice, evil smiles; through insanity, it sings.

  13. #13
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    I did not concern myself w/ choosing the actual alignment on the builder (I think the builder defaults to that), right now my current Artificer is TN which i prefer on all my toons as much as possible.

    and TY for the response on the quickdraw, I see how that would benefit the artificer class. I will take that option and info as noted.
    Without knowledge comes uncertian assumptions ( and we know what happens when we assume what we do not know)

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