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  1. #1
    Community Member goodspeed's Avatar
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    Default 18/2 art build

    Ive looked every which way and have almost nailed out all the ends to this class. Only thing im not completly sure on is feats. I was thinking shot on the run since like my ranger my arti is always moving. So id save 4 to hit, but the feat payment is a lil steep needing dodge, and mobility to get it.

    Also messed up. Monk 2 should be at lv 8 instead of 20. Just did it so to not screw up later levels on the planner.

    Anyway to start this build will have a few feat changes. It starts with ranger in the beginning for wand useage because I don't feel like making myself half assed at receiving any type of heal, Then barb for the leveling, then finally rogue when it's real group time and im not ****ing off everything making SA worthless.

    Id also slot toughness later as id take it at lv 1, but it's already compensated for that in the builder plan showing the end result. I wasn't to sure when to take 2 monk levels for the evasion on traps come epic so I decided at lv 7 and 8 after I got my fun lil turret. Then I could use the class feats for toughness and then swap the lv 1 toughness for insightful reflexes.

    Also resilience? It says it takes away dmg and to hit for saving throws. Would that affect reflex? And by how much?

    Enhancements wise I also wasn't to sure. I figured just max everything force for BB come end when fire and the like were worthless. I also wanted a double thing going. So since I needed arti dmg anyway for pre, I left skills and instead took human for that extra 5 to saves, or to hit, or even just more 20% dmg when the arti ran out.

    So what ya think? Open to all suggestions besides rogue lvs. It offers me very little compared to what the monk and rogue dili gives.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (2 Monk \ 18 Artificer) 
    Hit Points: 288
    Spell Points: 1016 
    BAB: 14\14\19\24
    Fortitude: 12
    Reflex: 17
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            16                    20
    Constitution         14                    17
    Intelligence         18                    26
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Intelligence used at level 4
    +2 Tome of Intelligence used at level 7
    +2 Tome of Dexterity used at level 17
    +2 Tome of Constitution used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    27
    Bluff                -1                     0
    Concentration         6                    27
    Diplomacy            -1                     0
    Disable Device        8                    36
    Haggle               -1                     4
    Heal                 -1                     0
    Hide                  3                     6
    Intimidate           -1                     0
    Jump                  1                    13
    Listen               -1                     0
    Move Silently         3                     6
    Open Lock             7                    29
    Perform              n/a                    n/a
    Repair                4                     9
    Search                8                    33
    Spot                  3                    23
    Swim                 -1                     0
    Tumble                n/a                   n/a
    Use Magic Device      3                    30
    
    Level 1 (Artificer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Ranger
    Feat: (Selected) Insightful Reflexes
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Artificer)
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 8 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 9 (Artificer)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 10 (Artificer)
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 15 (Artificer)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Artificer)
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Heighten Spell
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Damage Boost III
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Uncaring Master
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Disable Device I
    Enhancement: Improved Disable Device II
    Enhancement: Improved Disable Device III
    Enhancement: Improved Disable Device IV
    Enhancement: Improved Search I
    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: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Kinetic Spellcasting III
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Kinetic Spellcasting V
    Enhancement: Kinetic Spellcasting VI
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Deadly Kinetics III
    Enhancement: Deadly Kinetics IV
    Enhancement: Deadly Kinetics V
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Half-Elf Ranger Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Last edited by goodspeed; 01-15-2012 at 06:46 PM.
    Through avarice, evil smiles; through insanity, it sings.

  2. #2
    The Hatchery amnota's Avatar
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    Shot on the run does not apply to Xbows curently.
    Some people are like Slinkies
    They don't really have a purpose
    But they still bring a smile to your face
    When you push them down the stairs

  3. #3
    Founder Lifespawn's Avatar
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    Quote Originally Posted by amnota View Post
    Shot on the run does not apply to Xbows curently.
    it does but doesn't show in the inventory only in the rolls
    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.

  4. #4
    Community Member ariel7's Avatar
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    Quote Originally Posted by Lifespawn View Post
    it does but doesn't show in the inventory only in the rolls
    Sounds like my accountant.
    Nightbreak - Thelanis.

  5. #5
    Community Member goodspeed's Avatar
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    well ****. Back to the board.

    Ok new build up
    Last edited by goodspeed; 01-15-2012 at 06:46 PM.
    Through avarice, evil smiles; through insanity, it sings.

  6. #6
    Community Member mondo's Avatar
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    I was considering rogue or monk levels as well, but in further reading and research I am seeing the hit to level 6 spells is quite costly. So I am second geussing, evasion or two 6th level spells, hmmmm.
    Gemdeath (Gimp Completionist)
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  7. #7
    Community Member djsonar919's Avatar
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    In my opinion, and I've expressed this many times in other posts about 18/2 builds, is that going two levels of anything is severely hampers an Artificer end game. The reason I say this, is not only for the same reasons stated above, but also for the extra rune arm damage, an extra class bonus feat and as well as one of the best capstones in the game. Yes, evasion is nice. I'll give that to you. However, after capping an Artificer 3 almost 4 times, I have yet to really have a need for it. All the traps in DDO are pretty much avoidable. The ones that aren't, all have a "safespot" where you can stand to disarm them. (Except for like one or two traps that I can think of, and it's not even detremental to the party if you can't get them.) If you are scared to jump through traps, practice the quest on casual or normal first and bump up the difficulty from there until you get good at jumping through the traps.

    I do understand that it's all about playstyle so whatever works for you is cool as long as you are having fun. I'm just putting my two coppers in.
    TR'd: Oloam | Wudiso | Nurinil | Dolurth | Quoer | Alyinsa
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  8. #8
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by djsonar919 View Post
    All the traps in DDO are pretty much avoidable. The ones that aren't, all have a "safespot" where you can stand to disarm them.
    You realize Evasion is for more than just traps, right?
    Last edited by unbongwah; 01-26-2012 at 04:05 PM.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
    Community Member goodspeed's Avatar
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    I ended up going helf with 2 monk level splashes taking toughness for both.

    It definitely is a great deal of fun. And I very much enjoy the word evade popping up as lightning and whatever else streaks into the group.

    It was a tough call though, I mean that capstone is nice just for the increased base attack scroll. I think I'll probably go pure on the second life. See which I find more enjoyable. But for this life one main thing came to mind, and that was surviving raids to get all the loot. I felt the master arti raid alone was reason enough. Plus I like to farm sentinals alot.

    I also took a look at spells. Which is why I did it after lv 6 as turret is pretty much the main spell for all fun leveling. After looking a bit more I found i'd give up 2 lv 6 spells and 1 lv 5. Lv 5 didn't really matter as I could slot all the ones I wanted anyway, but lv 6 would of been nice to have the detonation with the BB and deadly weapons. Course I could always switch em out for solo or group play.

    I found id get my 5th lv spell (notably silver) at lv 14 which means id be in time for vale quests and devil farming.

    So with a few small setbacks everything seemed logical. Their was only really 1 drawback in that a couple rune arms mainly the glorious obscenity and that one from devil assault gave a negative level when equipped. Well also the litany. Now I could have gone rogue but it just overlapped way way to much. Especially when I could take the dili. So I considered it a worthwhile tradeoff. The main rune arms my eyes were set on didn't have the negs on them.

    And monk not only gave 2 feats (hey I like feats even if I have more then enough) but the added trap monkey teir 1, plus water stance. I'm finding it to be very enjoyable. I even thought of taking handwraps and meleeing using my int modifier for dmg with finess to use dex for hit, but I haven't had to do that yet. I think id's work somewhat well when perceiving dmg sucks against a target.

    Anyway thanks for all insights.
    Through avarice, evil smiles; through insanity, it sings.

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