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  1. #1
    Community Member Freewolf's Avatar
    Join Date
    Jun 2009
    Posts
    22

    Default Crafting/Archer Artificer Build

    So I built an artificer just for the crafting. But after playing around with her a bit I am enjoying the artificer and the bonus to the repeating crossbow. So I thought I would spec something out more and get some feedback.

    Now the main purpose of this build is for crafting.
    Followed by soloing for leveling.

    Given the soloing I made this build focus on archery, self-buffing, self-healing, and UMD. I will TR the toon at 20 after solid crafting XP, into something more formidable.

    For crafting I went human for the dragonmarks (why they are taken early). I know Construct Essence is debatable, but I am taking it for self-healing. Thus some enhancements both into repair and human adaptability to offset things. I figure at the higher levels I will be in a party more and will likely swap it out for Empower or Maximize.

    Any feedback or suggestions would be most welcome. First time asking for it here on the forums.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    RueMeridian Shannara
    Level 20 Neutral Good Human Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1177 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 10
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity            17                 19                   19
    Constitution         13                 15                   16
    Intelligence         17                 24                   26
    Wisdom                8                 10                   10
    Charisma              9                 11                   12
    
    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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                 15                   16
    Bluff                -1                  1                    2
    Concentration         5                 26                   27
    Diplomacy            -1                  1                    2
    Disable Device        7                 31                   32
    Haggle                3                 24                   25
    Heal                 -1                  0                    1
    Hide                  3                  4                    5
    Intimidate           -1                  1                    2
    Jump                 -1                  8                    9
    Listen               -1                  0                    1
    Move Silently         3                  4                    5
    Open Lock             7                 27                   28
    Perform              n/a                n/a                   n/a
    Repair                5                 31                   34
    Search                7                 31                   35
    Spot                  3                 23                   27
    Swim                 -1                  0                    1
    Tumble                4                  5                    6
    Use Magic Device      3                 24                   32
    
    Level 1 (Artificer)
    Feat: (Selected) Point Blank Shot
    Feat: (Human Bonus) Rapid Shot
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Curative Admixture: Cure Light Wounds
    Spell (1): Repair Light Damage
    Spell (1): Master's Touch
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Storm Manipulation I
    
    
    Level 2 (Artificer)
    Spell (1): Static Shock
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Least Dragonmark of Making
    Spell (2): Repair Moderate Damage
    Enhancement: Uncaring Master
    Enhancement: Charged Spellcasting I
    Enhancement: Reconstructive Spellcasting I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Construct Essence
    Spell (2): Toughen Construct
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Spell (2): Elemental Weapons
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Improved Use Magic Device I
    Enhancement: Deadly Shocks I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Lesser Dragonmark of Making
    Spell (3): Flame Turret
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Artificer)
    Spell (3): Positive Energy Infusion
    Enhancement: Artificer Skill Boost I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Mighty Reconstruction I
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    Spell (3): Curative Admixture: Remove Disease
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Greater Dragonmark of Making
    Spell (4): Armor of Speed
    Enhancement: Charged Spellcasting II
    Enhancement: Storm Manipulation II
    Enhancement: Artificer Energy of Creation I
    Enhancement: Artificer Wand and Scroll Mastery I
    
    
    Level 10 (Artificer)
    Spell (4): Lightning Motes
    Enhancement: Improved Search I
    Enhancement: Improved Search II
    Enhancement: Improved Use Magic Device II
    Enhancement: Deadly Shocks II
    
    
    Level 11 (Artificer)
    Spell (4): Cold Iron Weapons
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Spot I
    Enhancement: Improved Spot II
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Toughness
    Spell (5): Planar Weapons
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Racial Toughness I
    
    
    Level 13 (Artificer)
    Spell (5): Prismatic Stike
    Enhancement: Artificer Intelligence II
    
    
    Level 14 (Artificer)
    Spell (5): Radiant Forcefield
    Enhancement: Racial Toughness II
    Enhancement: Improved Search III
    Enhancement: Improved Spot III
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Deadly Weapons
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Artificer Wand and Scroll Mastery II
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Augment Summoning
    Spell (6): Tactical Detonation
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 17 (Artificer)
    Spell (6): Reconstruct
    Enhancement: Human Improved Recovery II
    
    
    Level 18 (Artificer)
    Feat: (Selected) Extend Spell
    Spell (6): Blade Barrier
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 19 (Artificer)
    Spell (5): Align Weapons
    Enhancement: Human Greater Adaptability Charisma I
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Skill Focus: Use Magic Device
    Spell (5): Silver Weapons
    Enhancement: Arcane Empowerment
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Blessed Be

    Phillip

  2. #2
    Community Member
    Join Date
    Aug 2011
    Posts
    3

    Default

    I presently have a level 13 human "mastermaker" style Artificer (less DEX, more INT and CHA than your guy) with all of the Dragonmarks of Making. The feat's craft skill bonus stacks incredibly well with the native craft bonus, making this the only crafting character I've had that was able to make useful gear that wasn't cheaply available on the AH and without requiring other toons to feed him essences to level up (although you can never have enough essences). Right now his craft skills are at 40, and that's without ANY outside help or mass-buying essences on the AH. As a side note, I don't think it's possible for a character's craft skill to keep up with his current experience level and chest/quest loot without either outside help or running quests at/below level, which is obviously not the trend at least in the early-mid level game.

    In my opinion, I would take the Dragonmarks just for the extra Repair clickies. These are a godsend for healing yourself and your dog. For just 3 extra APs, you can get two extra daily uses of each of the Marks, not counting whatever gear bonuses you may acquire. As you mention, a moderate investment in repair spellpower (and possibly the spell critical enhancements) gives you huge returns, especially on your construct pet. If you enhance your pet for AC, hit points, intimidation, and damage reduction, he can be a very effective tank / off-tank. The investment in Repair is also warranted on the Inflict side of the ledger -- there are more opportunities in DDO to use Inflict than you may think, and you will absolutely devastate enemy constructs, with or without Wrack Construct.

    So don't listen to the Dragonmark haters (of which there are PLENTY). Pairing the Dragonmarks of Making with a human Artificer is the way to go. The sheer quantity of FREE spells from the dragonmarks are wonderful, allowing you to use your spell points for other things, like blasting and buffing. And once you get Reconstruct (the Greater Dragonmark spell), well ... you essentially have your own little Lay on Hands for you and robodog.

    Also, I agree with your emphasis on electric spellpower. Pair it with Maximize and even a relatively innocuous spell like Blast Rod will become awesome, especially if you can land Lightning Motes (level 4 spell) first to make the targets more vulnerable.

    Basically, I focused my enhancements on electric, repair, the runearm feats (get an electric runearm and get more mileage out of your enhancements!), spellpoints, extra dragonmarks, and intelligence. I skipped the crossbow stuff and battle engineer to be more of a caster, and am enjoying a 30 INT First-Life, no-tome situation where I have almost as many spellpoints as dedicated casters AND all the other Artificer goodies. To me it was worth taking a slight DPS reduction, and I did pick up some of the crossbow archery bonus feats.

    I do wish for a higher DEX from time to time (mainly for Reflex saves), but honestly, with the way they changed to-hit I feel that Insightful Strikes is not necessary even for a low-DEX ranged character.

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