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  1. #1
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    Default Is TRing a Mechanic into an Artificer a good idea?

    Hi, Im just getting back into DDO and wanted to try out the Artificer. I currently have a 12 rog / 6 fighter / 2 monk which is a heavy repeater focused mechanic that was waiting to be TRed into something.

    I already have a Greensteel Heavy Repeater and wanted to carry on using this, and also I want to play the Artificer class which gets free bonus feats that can be used on the ranged feats I used my fighter splash for.

    The only thing I would be losing is my 40+ reflex saves, but the Artificer can still disarm taps / open locks and use a ranged heavy repeater spec, plus it has loads of new stuff I really want to try out, and I already have loads of nice rogue and epic chrono equips on the character like tharnes + epic time sensing goggles.

    So is TRing a mechanic into a ranged specced Artificer a good idea to try out this class? I also have UMD focus on my Rogue and like to use that a lot, and the Artificer is also better for UMDing.
    Last edited by DDOisFree; 01-29-2012 at 09:32 AM.

  2. #2
    Community Member Ashlayna's Avatar
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    I'm going to go with a resounding Maybe. I am seriously considering, however, splashing my Mech with Arti levels, or maybe splash is a bad word here, as what I am really considering is a 14/6 build to get Battle Engineer on top of my Mech PrE. I already go heavily on my repeaters, and the BE bonus, +2 enhancement, would be nice. Not to mention no longer needing to spend money on bolts...

  3. #3
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    I went and purchased a new character slot instead, I dont want to lose my rogue and will just make a new Artificer.

  4. #4
    Community Member Cardtrick's Avatar
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    Well, if you change your mind, TRing a mechanic rogue into an artificer makes a lot of sense. You can reuse almost all the same equipment, which is certainly nice, and artificers really get a lot of benefit out of 34/36 point builds.

    The rogue active past life feat is one of the best choices for an artificer, especially a DPS-focused Helf artificer with rogue dilettante and human versatility -- the simultaneous combination of the sneak of shadows SA damage boost, human versatility damage boost (which now works as a percentage of damage and does amplify sneak attack damage), +3d6 sneak attack from rogue dilettante, and of course artificer endless fusillade leads to some really serious boss/burst DPS.

    On the other hand, an artificer is not a rogue. The playstyle will definitely be different. Artificers are much more "active" and click-happy, with their various spells, buffs, boosts, pets, and runearms. I would say the closest overall playstyle comparison is one of the 16 bard/2 fighter/2 rogue builds, if you've ever tried one of those, although it's still pretty different. Maybe try your new artificer for a few levels, and if you like it then TR your rogue?
    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.

  5. #5
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    I decided to stick to keeping my new artificer, and I really like it a lot.

    I made a warforged and am planning on this build:

    (Skill points into maxing all the class skills except repair).

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (20 Artificer) 
    Hit Points: 282
    Spell Points: 1280 
    BAB: 15\15\20\25\25
    Fortitude: 10
    Reflex: 10
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            16                    19
    Constitution         16                    18
    Intelligence         16                    21
    Wisdom                6                     6
    Charisma             12                    12
    
    Tomes Used
    +2 Tome of Dexterity used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     5
    Bluff                 1                     2
    Concentration         3                     5
    Diplomacy             1                     2
    Disable Device        n/a                  n/a
    Haggle                1                     2
    Heal                 -2                    -1
    Hide                  3                     5
    Intimidate            1                     2
    Jump                 -1                     0
    Listen               -2                    -1
    Move Silently         3                     5
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                3                     6
    Search                3                    10
    Spot                 -2                    -1
    Swim                 -1                     0
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Artificer)
    Feat: (Artificer Bonus) Point Blank Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 9 (Artificer)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Feat: (Artificer Bonus) Empower Spell
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    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 Battle Engineer I
    Enhancement: Arcane Empowerment
    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 Search II
    Enhancement: Improved Search III
    Enhancement: Improved Search IV
    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: Reconstructive Spellcasting I
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Reconstructive Spellcasting III
    Enhancement: Reconstructive Spellcasting IV
    Enhancement: Reconstructive Spellcasting V
    Enhancement: Reconstructive Spellcasting 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: 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 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
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    I'm sure thats ok, I didnt want to TR my rogue, the only reason I was thinking about it was due to getting a +4 con tome, so I thought that I'd like at least 2 TRs to get 36 points before using it. But I heard that in the next update, tome increases will carry over after a TR, so theres no need to do that.

    I did play a 16 bard / 2 fighter / 2 rogue elf ranged character but a very long time ago and it was seriously gimped and deleted (long before TRs or epics existed). I have a low level bard too around level 6, but dont really enjoy playing it, nor my level 11 Cleric. I actually scroll and wand a lot for support on my rogue and arti along with repair spells and curative admixtures, plus I like being able to play a trapper and having some damage with the repeaters, but I find simply standing around and healing boring, I prefer 'battlecleric' type gameplay which the Arti can also do without people complaining which is nice.

    - If an Arti focuses on combat plus support healing, everyone appreciates it. If a cleric tries to do the same, everyone hates it
    Last edited by DDOisFree; 02-02-2012 at 05:32 AM.

  6. #6
    Build Constructionist unbongwah's Avatar
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    Here's my WF arty build:

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Artificer) 
    Hit Points: 302
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 11
    Reflex: 10
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            16                    19
    Constitution         16                    20
    Intelligence         18                    26
    Wisdom                6                     8
    Charisma              6                     8
    
    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: (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) Augment Summoning (swap for Spell Focus: Evocation before level 18)
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Empower Spell
    
    
    Level 9 (Artificer)
    Feat: (Selected) Precise Shot
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Heighten 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: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    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: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    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
    Enhancement: Artificer Wand and Scroll Mastery IV
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    This is my first arty; only lvl 9 so far, but so far it's been a blast. Heighten Spell is a placeholder; can't think of anything better. [Perhaps I'll keep Augment Summoning.] And I'm on the fence about my enhs; I'll doubtless respec them multiple times before I find the right mix.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #7
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by unbongwah View Post
    This is my first arty; only lvl 9 so far, but so far it's been a blast. Heighten Spell is a placeholder; can't think of anything better. [Perhaps I'll keep Augment Summoning.] And I'm on the fence about my enhs; I'll doubtless respec them multiple times before I find the right mix.
    Heighten is almost completely useless on an artificer. Max spell level is 6, and your most important DC-based spells are already level 6 (blade barrier and tac det). I guess there's marginal utility in getting +1 DC on prismatic strike. Almost anything else is more useful. I'd keep augment summoning for sure, or possibly swap it for SF:UMD if it's hard to fit UMD gear in your final layout.
    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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    Does rapid shot work on crossbows now and should I take that instead of weapon focus: ranged?

    I dont see the point in heighten with 6 spell levels and only 16 base INT on my build. I dont really think that 18 INT is needed on an Arti, as I'd rather dump some points into CHA so I dont have a UMD penalty. I considered extend, but that would be a waste too because arti weapon and armour buffs last 1 min per level for most of them.

    Augment summoning has always been rather meh to me, I tried it on my wizard, and didnt keep it. The pet is still useless on elites, and I would imagine so on epics too.

  9. #9
    The Hatchery Kilnedric's Avatar
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    Quote Originally Posted by DDOisFree View Post
    Does rapid shot work on crossbows now and should I take that instead of weapon focus: ranged?

    I dont see the point in heighten with 6 spell levels and only 16 base INT on my build. I dont really think that 18 INT is needed on an Arti, as I'd rather dump some points into CHA so I dont have a UMD penalty. I considered extend, but that would be a waste too because arti weapon and armour buffs last 1 min per level for most of them.

    Augment summoning has always been rather meh to me, I tried it on my wizard, and didnt keep it. The pet is still useless on elites, and I would imagine so on epics too.
    Based on posts I've seen, Rapid Shot does work on crossbows. I think it's worth taking, but I'd drop Improved Mental Toughness (SP are not that crucial) or UMD Focus (gear + enhancements should get you high enough) before dropping Ranged Weapon Focus, personally.
    Ghallanda
    Thairos - ETRing Artificer * Khryll - 28 Clonk * Jarkxle - 28 Swashbuckler * Jaherian - 25 Druid

  10. #10
    Community Member MartinusWyllt's Avatar
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    A 2 monk splash is working well on my tr artificer so far. Evasion is working fantastically at level 9 and, with the dex for IPS I'm guessing evasion can stay useful.

  11. #11
    Community Member goodspeed's Avatar
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    I really wouldn't go lawfull or pure good on a pure arti.

    One because the umd they get can bypass anything.

    two. Theirs a couple of run arms as well as some other items where having those traits results in negitive levels. Mainly the obscenity which is a nice acid arm.

    And 3. While their aren't many, the ones that do have weapons that are your alignments bane really REALLY suck to run into. Those **** archers in sands come to mind. Get 3 or 4 of those **** things sniping at you from 400 yards out and that extra lil dmg starts to add up quick.

    Now if you splash monk (Which I did and I find very nice on a first life) you have to take lawful but id also go neutral. I didn't. Hence why I really hate those **** skellies.

    Also couple things.

    One insightful reflexes is a very nice spell. Even if you wanted nothing to do with traps, i'd still take it just for stuff whipping spells at you.

    Flame turret is just an awesome spell. This is the spell come lv 6. This spell actually makes you worth while in an undead delera grind because as we all know, piercing sucks against undead. Even with 3 rounds pumping. I say this because it takes a lil while to summon all the while usually things are swinging, or firing a stream of arrows at you forcing you to make alot of concentration checks. Quicken is hella nice for turret. Especially early on.

    Empower spell is eh. I can see it's use come lv 15 or so when you get BB and stuff, but honestly, I rarely ever use my arti's spells. Stuff just dies much to fast between my turret, by repeater specced with alot of elements, and my rune arm with a 75% clicky. I use my action points on dmg to hit, the pre umd, search disable, toughness, all that. I find im still strapped for points even without investing into a line early on. So you could prolly get away with taking that later.

    I took 2 levels of monk because I got 2 extra feats from it, and evasion, and the first path of an animal, and water stance for an extra 2 to saves. I can shoot my reflex up sky high. Even more now that I farmed out that madness chain item for him and crafted the reflex on it.

    Now I could of went pure but I gotta tell you, their are some quests, mainly von5 comes to mind, where evasion has saved my ass like no tomorrow. It's definitely a hell of a security blanket to have. And with it, ive no doubt in my mind ever that I will have any problems in a trap, finding the trap, or disabling the trap.

    Anyway just lil tips. Also use scrolls to your advantage. A scroll/pot/wand is like having the spell in your hotbar. The timers scale, the effects scale. I'm up to **** near 1 minute of haste a pot. I'd be awesome if extend worked on them.(.hint) Anyway, their's a ton of ways to jack up to hit expecially as a umd arti, meaning you can take and basically have a barbarian str modifier via int with a simple spell. Lots of clicking involved but hellofa fun class.
    Through avarice, evil smiles; through insanity, it sings.

  12. #12
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    I actually went True Neutral on mine, I forgot to set that in the chargen program.

    I'm also missing evasion a lot, but want to try a 20 pure Arti first, and will then TR it into a LN 2 Monk / 18 Arti if I want to have Evasion instead.

  13. #13
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    Wow, my Artificer was very lucky the last two days.

    Yesterday I did 5 subterranean runs and won a roll for Tira's Splendor on the fifth run.

    Today I did devils assault elite and got an Animus drop for me on my first attempt! Then I went to flag and complete mindsunder, and on my first completion I won a roll for the Lucid Dreams and got a Quarforged Docent

    My Arti is level 19 and nicely geared already. I'm using the easy to obtain LMP items too - Sora Kell set and Windhowler Bracers.

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