Updated for U30.
Dubbell O'Seven
WF artificer 20
True neutral
36 point build
In-game name: Dubbell O'Seven on Sarlona
This is a 36 point casting/ranged/survivability focused artificer with a sorc PL. Went WF for survivability and easy button self-healing. Goals for the character are casting/ranged dps, survivability through high HP and quickened reconstruct, and self-sufficiency. Breakdowns on everything can be found below. I'd appreciate any feedback about the build. Thanks in advance.
Stats:
str: 8
dex: 16
con: 18
int: 18
wis: 6
cha: 6
All level up points in int.
+5 tome in dex required by level 21, +3 tome in dex required by level 16.
Feats:
1 point blank shot
3 rapid shot
4a precise shot
6 empower
8a maximize
9 spell focus evocation
12a imp crit ranged
12 adamantine body (arcance spell failure will be 0)
15 greater spell focus evocation
16a improved precise shot
18 insightful reflexes
20a quicken
21 combat archery
24 overwhelming critical
26 epic spell power electric/force
27 intensify
28 doubleshot
29 arcane warrior/harbinger of chaos
30 ruin
30 scion of the plane of air
Note: Empower is taken at level 6 so it can be swapped with precision if desired.
Skills: max spot, search, disable, open lock, UMD, repair, spellcraft, concentration, balance, jump
Spell List:
1st: Ablative Armor, Resist Energy, Conjure Bolts, Enchant Weapons, Enchant Armor
2nd: Elemental Weapons, Byeshk Weapons, Reinforce Construct, Toughen Construct, Elemental Prod
3rd: Stoneskin, Flame Turret, Insightful Damage, Adamantine Weapons, Positive Energy Infusion
4th: Protection From Elements, Lightning Motes, Thundering Armor, Armor of Speed, Cold Iron Weapons
5th: Radiant Forcefield, Prismatic Strike, Align Weapons, Silver Weapons
6th: Blade Barrier, Tactical Detonation, Deadly Weapons, Reconstruct
Enhancements:
Battle Engineer: 41 total
Core: 6 total
Battle engineer 1 (rune arm provides 8 spell power when charged to tier 1)
Infused weapons 1 (1 enhancement to weapon, 1 seeker, rune arm provides 8 spell power when charged to tier 2)
Infused armor 1 (1 enhancement to armor, 5PRR, -10% ASF, rune arm provides 8 spell power when charged to tier 3)
Infused weapons 1 (1 enhancement to weapon, 1 seeker, rune arm provides 8 spell power when charged to tier 4)
Infused armor 1 (1 enhancement to armor, 5PRR, -10% ASF, rune arm provides 8 spell power when charged to tier 5)
Master engineer 1 (2 int, 1 enhancement to weapon and armor, weapon provides implement bonus)
Tier1: 6 total
Weapon training - crossbow 2 (1 to hit)
Field engineer 1 (filler, 1 concentration, disable device, and open locks)
Thermal venting 3 (-30% rune arm cooldown)
Tier2: 8 total
Weapon training - crossbow 2 (1 to hit and damage)
Wracking shot 3 (5d6 vs constructs, loses immunity to sneak attacks, reduces fort by 10%, stacks 5 times)
Thaumaturgical conduits 3 (+33% rune arm charge rate)
Tier3: 6 total
Weapon training - crossbow 2 (1 to hit)
Arcane capacitors 2 (-25% rune arm charge decay)
Int 2
Tier4: 10 total
Weapon training - crossbow 2 (1 to hit and damage)
Endless fusilade 2
Rune arm overcharge 2 (stable charge tier 2)
Arcane capacitors 2 (-50% rune arm charge decay when moving)
Int 2
Tier5: 5 total
Weapon attachment 1 (0.5[W])
Rune arm overcharge 2 (stable charge tier 3)
Tactical mobility 2 (rune arm charge does not reduce movement speed)
Arcanotechnician: 28 total
Core: 4 total
Arcanotechnician 1 (1 universal spell power per point spent, 10 electric spell power)
Palliative admixture 1 (AoE effect, provides 20 temp sp and 10 temp hp, cost 5 sp, cooldown 30 seconds)
Thaumaturgical battery 1 (gain 1 temp sp on spell cast)
Lightning bolt 1 (lightnint bolt SLA, 1 evocation DC)
Tier1: 6 total
Energy of creation 2 (60 sp)
Uncaring master 2 (no damage when defender dies)
Spell critical 2 (1% electric, fire, force)
Tier2: 5 total
Imbue defender 3 (15 electric spell power, 6 universal spell power, iron defender gets 15 PRR 15 doublestrike)
Spell critical 2 (1% electric, fire, force)
Tier 3: 6 total
Automated repairs 2 (AoE repair for 4d4+1 every 12 seconds)
Spell critical 2 (1% electric, fire, force)
Int 2
Tier 4: 7 total
Arcane engine 3 (15 electric spell power, 6 universal spell power, 10 universal spell power when near iron defender)
Spell critical 2 (1% electric, fire, force)
Int 2
Harper: 11 total
Core: 1 total
Agent of good 1 (1 to hit vs evil, 1 universal spell power)
Tier 1: 4 total
Harper enchantment 2 (1 weapon enhancement, 20 spell points)
Strategic combat I 2 (int to hit)
Tier 2: 6 total
Know the angles 3 (int based divine might)
Versatile adept 3 (3 melee/ranged/spell power)
Epic destiny:
Legendary Dreadnaught
Tier 1: 4 total
Extra action boost 2
Con 2
Tier 2: 5 total
Action boost damage 3 (30% damage boost)
Con 2
Tier 3: 5 total
Critical damage 3 (+6 crit damage)
Con 2
Tier 4: 2 total
Con 2
Tier 5: 6 total
Advancing blows 2 (+1 hit/damage on crit hit, stacks 5 times)
Devastating critical 2 (+1 crit multiplier on 19-20)
Con 2
Tier 6: 2 total
Master's Blitz PRR version 2 (7 ranged power for 15 seconds, 10% chance on hit to gain another stack, stacks 10 times, 30 PRR)
Note: To get blitz going, before I activate it, I usually tone down my damage by not using know the angles yet, make sure improved precise shot is on and try to have some mobs lined up, hit haste boost, then activate blitz. That usually ensures that I'll get a few stacks going and can build it up from there. If you can stand still, turn on archer's focus as well. A full stack of both archer's focus and blitz along with damage boost puts out a lot of consistent, high damage.
Twists:
1) energy burst electric (draconic incarnation tier 4)
2) evocation specialist (magister tier 2, +3 evocation DC's)
3) precise casting (draconic incarnation tier 2, +2 evocation DC's)
4) interrogation (divine crusader tier 1, +5 universal spell power, +1% crit chance)
Alternatives: energy sheathe electric (draconic incarnation tier 2), brace for impact (unyielding sentinal tier 1), fey form (shiradi champion tier 2)
Gear Set:
Weapon: Thunder-Forged Heavy Repeater (1st degree burns/dragon's edge/mortal fear/orange slotted meteoric star ruby/colorless slotted repair15)
vs fire immune mobs: Thunder-Forged Heavy Repeater (touch of shadows/dragon's edge/mortal fear/orange slotted meteoric star ruby/colorless slotted repair15)
Rune Arm: Knives Eternal (knife shot/spike guard/2d10 pierce imbue/impulse150/kinetic lore22/spiked - 3.5 pierce damage/yellow slotted disease10/green slotted poison10)
Armor: Shadowscale docent with shadow guardian upgrade (shadow phase x3/deathblock/ghostly/fort130/DR30 epic/DR60 epic below 75% health/blue slotted arcane spell failure -15%/green slotted armored agility2)
Goggles: EH Intricate Field Optics (int3/spot20/TS/green slotted wizardry10/colorless slotted globe of true imperial blood)
Helm: Sightless (true seeing/deathblock7/ranged power6/melee power6/PRR35/MRR35/con12/green slotted greater evocation focus/blue slotted good luck2)
Neck: Sage's Locket (evocation focus5/spellcraft15)
Trinket: Epic Litany of the Dead (turn the page/profane abilities2/attack4/damage4/light of dawn/yellow slotted draconic soul gem/green slotted resistance8)
Cloak: Legendary Construct's Mantle (repair amp56/quality int3/repair21/quality magnetism36/green slot)
Belt: Belt of Braided Beards (teleport/int12/spell resistance35/lesser displacement/acid resistance40/cold resistance40/blue slotted vitality/green slotted blindness immunity)
Ring Swap: EE Consuming Darkness (seeker12/combat mastery5/green slotted wis8)
Gloves: Sanctified Gages gloves (UMD5/2d6 light damage/deadly11/greater dispelling guard/yellow slotted fear immunity/green slotted str6)
Boots: GS Smoke2 mef/eea/eefa (10HP/150SP/dex skills2/cha skills4/int skills6/blur/displacement clicky x2)
Ring: Strange Tidings (dex12/deception/sneak attack to hit8/sneak attack damage16/UMD7/diversion20/green slotted sonic resistance40/blue slotted cha8)
Bracers: Dissolution (corrosion156/acid lore20/acid absorption30/conjuration focus5/blue slotted HP40/green slotted con2)
Quiver: Epic Quiver of Alacrity (concentration -50/speed15/ranged and spell threat -15%/insightful sneak4/doubleshot8)
Dog's Docent: Shadowscale docent with shadow guardian upgrade (shadow phase x3/deathblock/ghostly/fort130/DR30 epic/DR60 epic below 75% health/blue slotted con8/green slotted defense16)
Dog's Collar: Grave Wrappings (2d12 untyped/d3 neg levels on vorpal/imp destruction/stunning10)
Note: Gear set is outdated because lootgen is a pita. Legendary Construct's Mantle and Epic Litany are key named items. From lootgen, you want to include an electric spell power item, a set of lootgen gloves with insightful electric spell power or insightful force spell power, int and insightful int, evocation focus and insightful evocation focus.
Final Stats:
str22: 8base, 3tome, 6item, 1exc, 2profane, 2ship
dex38: 16base, 5tome, 12 item, 1exc, 2profane, 2ship
con47: 18base, 5tome, 12item, 2insight, 1exc, 2profane, 5destiny, 2ship
int66: 18base, 5tome, 7levels, 2capstone, 2battle engineer, 2arcanotechnician, 14item, 6insight, 1exc, 3quality, 2profane, 2yugo, 2ship
wis22: 6base, 3tome, 8item, 1exc, 2profane, 2ship
cha22: 6base, 3tome, 8item, 1exc, 2profane, 2ship
HP:
120 base
100 epic levels
25 heroic durability
20 improved heroic durability
10 draconic vitality
10 traveler's toughness
60 legendary dreadnaught
504 con47
40 false life slotted
20 vitality
10 GS Smoke2
20 hag's apothecary ship buff
919 TOTAL
48 Yugo pot
987 self buffed
SP:
845 artificer base
80 magical training
20 past life sorc
20 harper enchantment
60 energy of creation
1092 int58
250 wizardry10
150 GS Smoke2
2517 Base SP
Fort/Reflex/Will Saves:
6/6/12 base
5/5/5 epic
8/8/8 item
2/2/2 good luck
1/1/1 alchemical
4/4/4 greater heroism
3/0/0 game hunter ship buff
0/2/0 chronoscope ship buff
0/0/2 grandmaster's dojo ship buff
18/0/0 con47
0/25/0 int60
0/0/6 wis22
47/53/40 TOTAL
Evocation DC's:
16 base
28 int66
1 sorc PL
2 spell focus feats
6 evocation focus item
2 insightful evocation focus item
2 greater evocation focus augment
1 archwizard ship buff
3 magister evocation specialist
2 draconic incarnation precise casting
4 scion of the plane of air
1 lightning bolt SLA
68 DC blade barrier and tactical detonation (67 DC prismatic strike)
Dodge:
2 combat archery
4 scion of the plane of air
6 TOTAL, MDB is 5
Max dex bonus on adamantine body is 5 with blue slotted armored agility and fencing master ship buff.
PRR:
40 adamantine body with 20 BAB
10 infused armor (battle engineer core 5)
35 Sightless
85 TOTAL (45.95% damage reduction)
MRR:
35 Sightless
35 TOTAL (25.93% magic damage reduction)
Force Spell Power:
23 ranks
10 epic
60 epic universal spell power
30 scion of the plane of air
5 interrogation
3 tome
28 int66
4 harper
50 arcanotechnician
48 implement
150 knives eternal
6 GS Smoke2
15 spellcraft
2 good luck
1 elite spider cult mask
3 forbidden library ship buff
4 GH
20 superior impact pot
20 arcane warrior
482 TOTAL with 29% crit chance
150 maximize
75 empower
75 intensify
782 with metamagics
40 rune arm charge tier 5
822 with metamagics and fully charged rune arm
Electric Spell Power:
23 ranks
10 epic
60 epic universal spell power
40 scion of the plane of air
5 interrogation
3 tome
28 int66
4 harper
100 arcanotechnician
20 epic spell power acid
48 implement
163 lootgen
77 insightful lootgen
36 quality (Legendary Construct's Mantle)
6 GS Smoke2
15 spellcraft
2 good luck
1 elite spider cult mask
3 forbidden library ship buff
15 shrine to the devourer ship buff
4 GH
25 superior electric pot
20 arcane warrior
708 TOTAL with 25% crit chance
40 rune arm charge tier 5
748 with fully charged rune arm
Repair Spell Power:
23 ranks
10 epic
60 epic universal spell power
30 scion of the plane of air
5 interrogation
3 tome
28 int66
4 harper
50 arcanotechnician
48 implement
6 GS Smoke2
15 slotted
2 good luck
1 elite spider cult mask
3 forbidden library ship buff
4 GH
25 superior mending pot
20 arcane warrior
327 TOTAL - providing 641 HP quickened reconstructs
40 rune arm charge tier 5
367 with fully charged rune arm
To-Hit:
15 artificer BAB
5 epic
3 enhancement from battle engineer cores
4 crossbow training
1 harper enchantment
28 int66
4 profane
12 enhancement
4 competence from Adamantine Cloak of the Wolf
2 tactical training room ship buff
75 Total
5 advancing blows
6 vs evil from harper cores
up to 85 situationally
NOTE: Some info below this point is from pre-U19 and may be outdated. I will update at some point in the future.
See
post #46 for options on converting this build into a 32 point version.
See
post #55 for my comments on building an arti only for leveling a past life, not built for endgame.
Alternative Build Options:
WF offers the greatest survivability by far, due to quickened reconstructs, as well as more options for spell power due to having fewer racial enhancement lines that are worth taking. Helf offers less survivability but better crossbow dps through the rogue dilettante and human versatility damage boost. Helf will spend more AP on racial enhancements which limits their ability to spend on spell power enhancements. Helf also has the option of picking up 1 more spell DC by taking human adaptability int and swapping combat archery with great int. These two races are optimal for this build. See
this post for a good summary of the differences between WF and helf.
Helf:
For all out ranged dps and one more spell DC but with less survivability, self-sufficiency, and lower spell/runearm dps, go helf w/ rogue dil for 3d6 sneak attack. Start with dex16, con16, int18. Feats: drop quicken and pick up precision, drop epic toughness and pick up great int. Base HP of 602. Enhancements: drop repair1, healer's friend1 and 2, improved UMD2-4, and acid 7/2/1; swap WF con for human adaptability con; pick up human greater adaptability int, imp rogue dil2, human versatility damage boost2, and human improved recovery1 (heal amp).
Human:
Human offers an extra feat but there really isn't anything else you need, and human does not get the extra sneak attack damage that helf does through the rogue dil, making helf the better choice. Human also offers the same option of 1 more spell DC as helf.
Halfling, Elf, Drow:
Halfling, elf, or drow would all allow for the possibility of combat archery much more easily, but I don't think they offer much beyond that making helf the better alternative overall. I must admit, I have not worked out these options fully, but here is my brief opinion. Halfling sneak attack enhancements are
very expensive and helf does more damage for less cost. The con penalty to elf reduces the survivability with no other benefit. Drow suffers the same con and survivability penalty as elf, but does gain 1 DC, though I'm still not sure that is worth it imo.
Thanks for reading and thanks in advance for any feedback.
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Adding the following quote here for safe-keeping in case the Lamannia forums aren't available when it's needed.
As of U29, per the release notes: