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  1. #1
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    Exclamation 36 pt build request

    First time post, please be gentle...
    I am seeking build advice from all the DDO guru's out there. Pure Arti with ranger/barbarian past lives.

    Partial to WF but due to U14 nerf I am open to Helf or others...
    Mainly solo/shortman, own all content/races/classes.

    Xbow/runearm ranged playstyle, traps/locks/umd ofc

    36 point build with +3 supreme tome, seeking solid guidance mainly pertaining to starting stats and feat selection order.
    Currently have a level 20 WF arti so I am familiar with enhancement lines (rune/repeater/etc).

    Thank you in advance for any insight, I just don't want to mess this up LOL. Need to hit 8 so i can use my stone =D.
    Last edited by CaptaiinCanuck; 07-31-2012 at 06:19 PM. Reason: added playstyle

  2. #2
    Community Member bward76's Avatar
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    Quote Originally Posted by CaptaiinCanuck View Post
    First time post, please be gentle...
    I am seeking build advice from all the DDO guru's out there. Pure Arti with ranger/barbarian past lives.

    Partial to WF but due to U14 nerf I am open to Helf or others...
    Mainly solo/shortman, own all content/races/classes.

    Xbow/runearm ranged playstyle, traps/locks/umd ofc

    36 point build with +3 supreme tome, seeking solid guidance mainly pertaining to starting stats and feat selection order.
    Currently have a level 20 WF arti so I am familiar with enhancement lines (rune/repeater/etc).

    Thank you in advance for any insight, I just don't want to mess this up LOL. Need to hit 8 so i can use my stone =D.
    +1 I am in same boat with my next life being Artificer and coming soon. I had always planned Robo Arty with Max Int and decent repeater damage. I don't know the extent of the WF nerfing.

  3. #3
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    What exactly happened to Warforged that nerfed them? Is this about the system-wide changes to poison and disease resistances, or were there further changes that also hit them? (In completely technical terms, WF actually got buffed relative to the game in the update.)

    Assuming that you're going for the standard feat selection of shooty feats, (Greater) Spell focus: Evocation, and Toughness (Barb past life), that leaves you four feats left.
    Are you intending to take Empower and/or Maximise metamagics?

    Did you want a Warforged body feat? Any other warforged feats?

    If not, I would start with Point-Blank shot, Past life: Barbarian, (B)Precise shot, Spell focus: Evocation, (B)Rapid shot. In that order. That should take you to the level you can get stoned at.
    Use the Artificer bonus feats at levels 12 and 16 for Imp crit: Ranged and Imp Precise shot respectively. That leaves more versatile slots for Greater Spell focus: Evocation and whatever else you were after?
    Last edited by Khatzhas; 07-31-2012 at 09:54 PM.

  4. #4
    Community Member jayboss1's Avatar
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    this is a build i used on a 1st life
    i advise that you dont use the build progression on this as things been taken at the wrong level and different from the one i actually had
    nevertheless the end result is still the same..........almost

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Neutral Drow Male
    (6 Rogue \ 14 Artificer) 
    Hit Points: 274
    Spell Points: 867 
    BAB: 14\14\19\24
    Fortitude: 9
    Reflex: 18
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    13
    Dexterity            16                    19
    Constitution         14                    17
    Intelligence         18                    29
    Wisdom                8                    11
    Charisma             10                    13
    
    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 Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    28
    Bluff                 4                     6
    Concentration         2                    29
    Diplomacy             4                     6
    Disable Device        8                    38
    Haggle                4                    25
    Heal                 -1                     1
    Hide                  3                     6.5
    Intimidate            0                     2
    Jump                  4                    12
    Listen               -1                     3
    Move Silently         7                     9
    Open Lock             7                    33
    Perform               n/a                   n/a
    Repair                4                    12
    Search                8                    42
    Spot                  3                    31
    Swim                  0                     4
    Tumble                7                    26
    Use Magic Device      4                    28
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Enhancement: Rogue Skill Boost I
    Enhancement: Improved Disable Device I
    Enhancement: Improved Search I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Artificer)
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Improved Spot I
    Enhancement: Artificer Energy of Creation I
    
    
    Level 3 (Rogue)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Improved Open Lock I
    
    
    Level 4 (Rogue)
    Enhancement: Elven Perception I
    Enhancement: Elven Perception II
    Enhancement: Elven Keen Eyes I
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 5 (Rogue)
    Enhancement: Rogue Skill Boost II
    Enhancement: Improved Disable Device II
    Enhancement: Improved Open Lock II
    
    
    Level 6 (Rogue)
    Feat: (Selected) Point Blank Shot
    Enhancement: Racial Toughness II
    Enhancement: Improved Search II
    Enhancement: Improved Spot II
    
    
    Level 7 (Rogue)
    Enhancement: Rogue Mechanic I
    
    
    Level 8 (Artificer)
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Intelligence I
    
    
    Level 9 (Artificer)
    Feat: (Selected) Precise Shot
    Enhancement: Elven Perception III
    Enhancement: Improved Use Magic Device I
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand Heightening I
    
    
    Level 10 (Artificer)
    Feat: (Artificer Bonus) Construct Essence
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Rune Arm Overcharge I
    
    
    Level 11 (Artificer)
    Enhancement: Improved Concentration II
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Energy of Creation II
    
    
    Level 12 (Artificer)
    Feat: (Selected) Rapid Shot
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Wand and Scroll Mastery II
    
    
    Level 13 (Artificer)
    Enhancement: Artificer Intelligence II
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Improved Disable Device III
    Enhancement: Improved Open Lock III
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Improved Use Magic Device II
    Enhancement: Artificer Energy of Creation III
    
    
    Level 16 (Artificer)
    Enhancement: Artificer Damage Boost II
    
    
    Level 17 (Artificer)
    Enhancement: Artificer Intelligence III
    
    
    Level 18 (Artificer)
    Feat: (Artificer Bonus) Improved Precise Shot
    Feat: (Selected) Toughness
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Improved Use Magic Device III
    
    
    Level 19 (Artificer)
    Enhancement: Artificer Battle Engineer I
    
    
    Level 20 (Artificer)
    Enhancement: Artificer Energy of Creation IV

  5. #5
    Community Member deahamlet's Avatar
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    Look over in specialist section.

    Feats:
    Point blank shot
    Rapid shot
    Precise shot
    Precision
    Improved precise shot
    Improved crit (ranged)
    Sf:evo
    Greater sf:evo
    Maximize
    Empower
    Quicken
    Toughness

    Consider dropping either IPS or empower for insightful reflexes (better trap survivability) or adamantine body.
    36 pt two choices:
    18/14/18 (DEX/con/int) with all level ups in int
    Or
    17/16/18 with 1 level up in DEX, 4 in int, and 2 epic level ups in int

    Epic feats: combat archery, epic sf:evo

    Consider: draconic, Fatesinger, shadowdancer, shiradi, magister depending on your style. Shiradi with evo twists from draconic and magister is a nice option. Shadowdancer for evasion.
    Toons on Orien:
    Daemonav Atreides: WF artificer (TR 2/14)////Irullan Atreides: human FvS (TR 2/?!?)////Lorrellei Atreides: human ice/acid sorcerer////Aliademon Atreides: elf PM necro/enchant wizzie (TR 2/8)

  6. #6
    The Hatchery CThruTheEgo's Avatar
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    Take a look at this build: http://forums.ddo.com/showthread.php?t=386775

    I posted it just last night. 36 pt WF with max int, super survivability, and a casting/ranged focus. And I built it with a stone of experience in mind, as that is exactly what I will be doing as well. If you wanted to go for less survivability but more crossbow dps you can drop starting con to 14, increase starting dex to 18 and swap epic toughness for combat archery. This would lower base HP by 100 but gain +1[W] on any crossbow that you used.

    And WF didn't really get nerfed. Every race could have poison/disease immunity before the changes by carrying the appropriate item and swapping to it when needed. So WF suffer the same fate as all other races due to the changes. Poison/disease immunity was not the WF's greatest asset and not the reason to choose WF, imo. So very little has changed about them tbh.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  7. #7
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    Quote Originally Posted by CThruTheEgo View Post
    Take a look at this build: http://forums.ddo.com/showthread.php?t=386775

    I posted it just last night. 36 pt WF with max int, super survivability, and a casting/ranged focus. And I built it with a stone of experience in mind, as that is exactly what I will be doing as well. If you wanted to go for less survivability but more crossbow dps you can drop starting con to 14, increase starting dex to 18 and swap epic toughness for combat archery. This would lower base HP by 100 but gain +1[W] on any crossbow that you use
    Thank you, this is basically what I was looking for. Will keep an eye on your build thread for updates/changes/member insight!

  8. #8
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by CaptaiinCanuck View Post
    Thank you, this is basically what I was looking for. Will keep an eye on your build thread for updates/changes/member insight!
    Glad it works for ya. I will point out that I took some feats (empower, IPS, insightful reflexes) at regular feat levels so that I could swap them out easily if I decided they weren't doing much for me. So the feat order may not be perfect, but because of using the stone of experience you'll be twenty again before you know it and feat order won't matter. But tbh I think I'll want to keep them all anyway.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  9. #9
    Community Member bward76's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Glad it works for ya. I will point out that I took some feats (empower, IPS, insightful reflexes) at regular feat levels so that I could swap them out easily if I decided they weren't doing much for me. So the feat order may not be perfect, but because of using the stone of experience you'll be twenty again before you know it and feat order won't matter. But tbh I think I'll want to keep them all anyway.
    Thanks, I will be basing my life#7 off this build.

  10. #10
    Community Member ShadowFlash's Avatar
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    I worked up this 34-point build about a week ago. I paid a lot of attention to feat/leveling order, which is why I'm listing it. Complete discussion on feat order and starting stats are here....
    http://forums.ddo.com/showthread.php?t=386239

    Modified for 36-point.

    Race: Warforged
    Pure Artificer
    Starting Stats (36-point)
    STR 8
    DEX 16
    CON 18
    INT 18
    WIS 6
    CHA 6
    Level up's in INT except for +1 DEX@ lvl 12 and +1 DEX@ lvl 20
    You will be -1 DC from maximum this way, but it allows the endgame choice of DC vs. HP easily depending on style/gear/ED, without sacrificing combat archery.

    Feats:
    1: Point Blank Shot
    3: Insightful Reflexes
    4: Maximize
    6: Toughness (or PL:Berserker's Fury)
    8: Precise Shot
    9: Precision
    12: Spell Focus: Evocation
    Improved Critical: Ranged (earliest possible)
    15: Improved Precise Shot (earliest possible)
    16: Quicken
    18: Greater Spell Focus: Evocation
    20: Rapid Shot
    21: Combat Archery
    24: Epic Spell Focus: Evocation (or Epic Toughness)

    If you plan on taking epic toughness, do not take PL:barb, as it will not qualify you for the feat. Combat Archery (and it's +1 DEX level-up) can be swapped to level 24 if desired also.

    I have maximize at level 4 mainly because I originally was working with a PL:wizzy active at 3 instead of insightful reflexes (which should only be a 3-5 improvement at endgame), but I think it's still a decent spot for it. Be VERY careful moving around feat order, as the artificer bonus feat list can make things difficult. This is the reason for pushing rapid shot all the way back to level 20.

    ShadowFlash
    Last edited by ShadowFlash; 08-02-2012 at 12:39 PM.

  11. #11
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Feats:
    1: Point Blank Shot
    3: Insightful Reflexes
    4: Maximize
    6: Toughness (or PL:Berserker's Fury)
    8: Precise Shot
    9: Precision
    12: Spell Focus: Evocation
    Improved Critical: Ranged (earliest possible)
    15: Improved Precise Shot (earliest possible)
    16: Quicken
    18: Greater Spell Focus: Evocation
    20: Rapid Shot
    21: Combat Archery
    24: Epic Spell Focus: Evocation (or Epic Toughness)
    Insightful reflexes is definitely not needed as early as level 3. The difference between dex and int is not great enough until much later in the leveling process to make this feat even worth taking. In the early levels your crossbow is you primary source of dps which is why it is more important to take feats to boost this (i.e. point blank shot, rapid shot, and precise shot). I would definitely not leave rapid shot until level 20. It is not until very late in leveling that your spell dps really takes off. Here is what I would recommend for feat order:

    Feats:
    1: Point Blank Shot
    3: Rapid Shot
    4: Precise Shot
    6: Toughness (or PL:Berserker's Fury)
    8: Maximize
    9: Precision
    12: Spell Focus: Evocation
    Improved Critical: Ranged (earliest possible)
    15: Insightful Reflexes
    16: Improved Precise Shot
    18: Greater Spell Focus: Evocation
    20: Quicken
    21: Combat Archery
    24: Epic Spell Focus: Evocation (or Epic Toughness)

    This makes you much more lethal with a crossbow when it counts the most, early on. Insightful reflexes will be taken when it will actually add a somewhat meaningful amount to your reflex. It's not a big deal to put off IPS until 16, even if you are not using a stone of experience, but even less so if you are. This does put quicken off until 20 which some may not be comfortable with, but at these levels you shouldn't be failing too many concentration checks, especially with a concentration item which is easy enough to fit in. Through crafting concentration can be slotted anywhere so it shouldn't be too hard to have on.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  12. #12
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    ...snip...
    As I said, originally the insightful reflex spot held an active wizzy PL, and I just did a quick adaptation to a 36-point build without it. I think however, that it is still useful while leveling, as INT will most definately be higher most of way until final gearing. By the time an Xbow arty is optimally geared/twisted, the difference in reflex save should be only 5ish at most, making it more valuable for the journey, not the destination...just my prefernce...meh, dosen't matter much either way, as I don't even see it as essential on an arty chasing combat archery anyhow.

    Quicken until 20 however, is the precise reason I sacrificed rapid shot until the end. Quickened BB's and Recons at level were essential to me. I've been told that the increase in DPS from rapid shot, while definately worthwhile, is not as relevant as one would think to obtain early. It still is a point of contention in my mind as well.

    ShadowFlash

    Edit: Yes, the stone does put a bit of a different spin on leveling that I didn't reall spend time considering.
    Last edited by ShadowFlash; 08-02-2012 at 02:53 PM.

  13. #13
    Community Member bward76's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    Quicken until 20 however, is the precise reason I sacrificed rapid shot until the end. Quickened BB's and Recons at level were essential to me. I've been told that the increase in DPS from rapid shot, while definately worthwhile, is not as relevant as one would think to obtain early. It still is a point of contention in my mind as well.
    Its been a while since I played a cleric, but hasn't BB casting speed been improved dramatically several months ago? you still feel you need to speed up the casting? Is this for full bore running through quests or does it have a tactical advantage to kiting or something?

    thanks for you input so far.

  14. #14
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by bward76 View Post
    Its been a while since I played a cleric, but hasn't BB casting speed been improved dramatically several months ago? you still feel you need to speed up the casting? Is this for full bore running through quests or does it have a tactical advantage to kiting or something?

    thanks for you input so far.
    well, recon is point #1 for sure, but I mentioned BB for the same reason. For me, I wait until the last possible moment if possible to cast BB...dungeon alert..harried...etc...so any chance of failing a concentration check in those do-or-die scenarios (that I purposely create for maximum effectiveness) bugs me a lot. For this same reason, I think a no-fail recon is extremely important as an Oh #### button as well. A lot of WF sorcerers still take quicken for this sole reason as well...nothing to do with casting times (and they'll typically have even higher conc). Again, just my personal preference

    ShadowFlash

  15. #15
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by ShadowFlash View Post
    As I said, originally the insightful reflex spot held an active wizzy PL, and I just did a quick adaptation to a 36-point build without it. I think however, that it is still useful while leveling, as INT will most definately be higher most of way until final gearing. By the time an Xbow arty is optimally geared/twisted, the difference in reflex save should be only 5ish at most, making it more valuable for the journey, not the destination...just my prefernce...meh, dosen't matter much either way, as I don't even see it as essential on an arty chasing combat archery anyhow.
    Just to put some numbers to the discussion: assuming same gear and tomes throughout the leveling process and a starting 16 dex, 18 int, the only difference between dex and int will be level up points and artificer int enhancements. So assuming all level ups are taken in int and all int enhancements are taken as soon as they are available, then insightful reflexes will add the following level specific bonuses:

    Level 1: 1
    Level 4: 2
    Level 8: 3
    Level 12: 4
    Level 20: 5

    And if you put 2 level up points into dex for combat archery, then these numbers go down by 1. So the benefit definitely gets better as the levels go higher. IMO 12 is the earliest this feat should even be considered.

    You mention a fully geared/twisted arti with an at most benefit of 5ish from insightful reflexes. The build I linked in my post above focuses on int for casting DC's and ends up with an unbuffed int of 48 and dex of 26 giving an insightful reflexes benefit of 11. That's a pretty significant difference imo. I don't go for combat archery but that would only lower it by 1 and still make insightful reflexes worthwhile. A full breakdown can be found in the link provided.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

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