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  1. #21
    Community Member Entelech's Avatar
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    For another item of potential interest:

    You can also drop into a Sword and Board mode if you're getting beat on too hard. You'll lose a ton of DPS of course, but gain a lot of durability with an Epic Templar's Bulwark or an Epic Hard/Elite Bastion from the High Road of Shadows quests...

    And the best part? It's free. Master's Touch grants free Tower Shield proficiency if you cast it while equipping the shield.

    Also, if/when the Enhancement Pass goes live, a pure Dwarf Artificer can take Stalwart Defender as a racial PrE without multiclassing, unless they change what they've already said they were planning to do.

    Going with a Torc of Raiyum-de, Concordant Opposition Greensteel, taking the Shield Mastery feat and using one of the aforementioned Tower Shields, taking the Construct Essence feat, wearing a Ring of the Master Artificer, Epic Cavalry Plate (for the temporary hitpoint proc), and an Axe of Famine ought to be simply disgusting. Just turtle up and roll slowly forward through the quest while all the trash dies from beating against your guard effects and Thundering Armor.
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  2. #22
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    Quote Originally Posted by unbongwah View Post
    My build concept is a little different from Artos's; I didn't want to completely give up using a repeater, despite dump-stating DEX, since you have to take some xbow enhs to get Battle Engineer anyway and Endless Fusilade only works with xbows. You can use Insightful Strikes to use INT instead of DEX for ranged to-hit; you won't have the ranged DPS of a dedicated ranged arty, but you'll still be able to put some hurt on distant targets before you go all hack-n-slash on them.
    Thanks a lot, I'll try this one, gonna check how it works in game and then I'll maybe do some swapping around with the feats :P

  3. #23
    The Hatchery sirgog's Avatar
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    I spoke to someone that seriously tried this back when Artificer was new. (They did it human + bastard sword style, but basically the same idea).

    They could not make it work.

    The biggest weakness? Most of the better runearms just don't work well at point-blank range due to facing issues and missed shots. So while a ranged Arti gets their big charged shot every seven seconds when they can afford to remain stationary, a melee one (maleficer?) misses out on that significant chunk of damage.

    Combined with being squishy and having little in the way of class-based melee abilities and you end up with a pretty anemic toon.


    That said - I would like you to prove me wrong here.
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  4. #24
    Founder LeLoric's Avatar
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    Quote Originally Posted by sirgog View Post
    I spoke to someone that seriously tried this back when Artificer was new. (They did it human + bastard sword style, but basically the same idea).

    They could not make it work.

    The biggest weakness? Most of the better runearms just don't work well at point-blank range due to facing issues and missed shots. So while a ranged Arti gets their big charged shot every seven seconds when they can afford to remain stationary, a melee one (maleficer?) misses out on that significant chunk of damage.

    Combined with being squishy and having little in the way of class-based melee abilities and you end up with a pretty anemic toon.


    That said - I would like you to prove me wrong here.
    I ran my tank through an arti life as a bastard using human artificer. It worked really well there was a few targeting issues with runearms at close range but never something you couldn't learn to adjust and make work well. Usually just something as simple as walking backwards when firing runearm was the key.

    It was often a series of swing swing swing swing while standing still then step backwards for a swing and runearm fire then stop and back to normal swings.
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  5. #25
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    Smile

    I like to point that the runic warrior path for the artificer basically gives you the dwarven axe proficiency, and the feats to go with it all while allowing you the runearm, spells, and the other fun things from the artificer

  6. #26
    Community Member Entelech's Avatar
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    As far as the runearms at close range thing goes, a lot of it relies upon having a critter hard targeted, then taking a step back as you fire. It takes a bit of practice.

    It also depends a lot on which type of runearm you use. I've never had much success with the Light Spirals ones, for example. Glorious Obscenity (the acid bolts) is my current favorite, although I have not played with Toven's Hammer or Lucid Dreams yet.
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  7. #27
    Community Member Book_O_Dragons's Avatar
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    My take on this build.
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (20 Artificer) 
    Hit Points: 222
    Spell Points: 1070 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 5
    Will: 11
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (28 Point)       (Level 1)          (Level 20)        
    Strength             18                 22            
    Dexterity             8                  8            
    Constitution         16                 16            
    Intelligence         14                 20            
    Wisdom                8                  8            
    Charisma              6                  6            
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  9                   14
    Bluff                -2                 -2                   -1
    Concentration         7                 26                   27
    Diplomacy            -2                 -2                   -1
    Disable Device        6                 28                   29
    Haggle               -2                 -1                    0
    Heal                 -1                 -1                    0
    Hide                 -1                 -1                    0
    Intimidate           -2                 -2                   -1
    Jump                  4                  6                    7
    Listen               -1                 -1                    0
    Move Silently        -1                 -1                    0
    Open Lock             3                 22                   23
    Perform              n/a               n/a                   n/a
    Repair                2                  5                    6
    Search                6                 28                   31
    Spot                  3                 22                   23
    Swim                  4                  6                    7
    Tumble               n/a                 4                    5
    Use Magic Device      2                 21                   22
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Power Attack
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Construct Essence
    Feat: (Automatic) Trapmaking
    
    
    Level 5 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 6 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 7 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 9 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    
    
    Level 10 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Skill Mastery
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell
    
    
    Level 17 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 19 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell
    Increase Strength at lvl 24 and you will be able to take overwhelming critical. You MUST have already read a +3 Str tome before taking the level or you will need to lesser reincarnate.

    You will not be using insightful strikes/damage because your Int will be lower than your strength most of the time.

    Make sure to take the Battle Engineer PrE for the extra damage.

    If you get 32 point builds start with 16 int instead of 14.
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  8. #28
    Community Member buddabopp's Avatar
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    If you make a meleeficer make sure you get glorious obscenity lucid dreams or corruption of nature for your primary rune arm as they all work pretty well at close range

    another tip i can give for the meleeficer is to consider 2 lvls of fighter yes you do loose out on the capstone but, the 2 feats from fighter as well as the heavy armor proficiency also the toughness enhancement you get will increase your durability by a large margin for you meleeing.

    I have ran a meleeficer up to 25 and it is fun and can work quite well however the major problem with them is durability (hence my prior recommendation of 2 fighter lvls) Personally i went 16 arti 2 monk 2 fighter wearing heavy armor and switching to a shield when incoming damage is large and with the 4 extra feats it allowed for more toughness feats and now my melleficer sits at a constant 800 hp and about 60 AC (not much but helps), as well as 40 prr (again not much but helps).

    Also liberal usage of displacement scrolls helps alot as well.

  9. #29
    Community Member 9Crows's Avatar
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    the close up runearm shot can be an issue ,if you jump and fire you wont break your charge cycle and you will always hit

  10. #30
    Community Member Therigar's Avatar
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    Quote Originally Posted by buddabopp View Post
    I have ran a meleeficer up to 25 and it is fun
    The challenge in DDO is that very few characters can be skilled at everything. With every build there come choices and tradeoffs. Each player has to select from among those choices and make those tradeoffs in a way that builds the character they most want to play. What one person might do, and maybe even do well, another person might not be able to make work at all. A great deal depends on how a character is played and what it is that the player hopes to achieve with the build.

    Having said those things, if it were me I might consider going with a somewhat traditional melee character set up for starting stats. At 28 points it is very tight and the natural choices for the artificer class might not get a person to where they want to be.

    While rune arms give a lot of added boost to weapons and can be powerful in their own right, fighting with one-handed weapon (even if it gives glancing blows) is normally the worst possible combat style there is. I would not do that.

    Instead, I would fight with rune arm plus repeating crossbow at range switching to two-weapon fighting for melee. This is similar in style to how many rangers operate, shooting mobs as they close and then switching to two weapons for close combat.

    To get there I would start the character with 16 STR 16 DEX 16 CON and 10 INT. As I said, this is not intuitive. Most people will want you to build the artificer with high INT in order to benefit from the various spells that you will have. And, they will rightly point out that your offensive spells will lose significantly if a difficulty check is needed.

    This is what I would be willing to trade off in order to get a stronger melee character.

    There are two epic feats that I would be trying to qualify for. One is Overwhelming Critical and the other is Combat Archery. Combat Archery is, AFAIK, currently broken. But, if it works as it is supposed to work it could be worthwhile to you.

    OC requires a base STR of 23 plus the feats Cleave and Great Cleave. Cleave requires the feat Power Attack. Meanwhile, CA requires a base DEX of 21.

    From 16 as starting stats it is unlikely that you can get to both of those. This is a limitation of the 28 point build. Because you want to be melee focused I would suggest that you concentrate on OC.

    What this means is that you would take every stat increase during leveling in STR. You would still need a +1 STR tome. Using a +1 tome for STR and DEX will be to your advantage. They are not completely cheap but they are not out of sight expensive either.

    So, 16 in each of STR, DEX and CON with 10 in INT. No stat increases in INT, instead all in STR. INT grows with enhancements, tomes and items. You'll be able to cast all the spells, the DC on them will be low. It will matter in epic but you won't care because you'll be operating primarily as a melee and your spells will be mostly for self buffs, etc.

    Non-artificer feats are Toughness, Power Attack, Cleave, IC:Slashing, TWF, ITWF, GTWF, Great Cleave and Overwhelming Critical (in that order). Artificer feats are Augment Summoning, Empower, Maximize, Quicken and Heighten (in that order).

    Anyway, that is how I would approach the build if I were to try it. If I had 32 points to build from I'd put the extra 4 points into INT to start at 14. If I had 34 or 36 points I'd start INT at either 15 or 16.

    It actually becomes somewhat intriguing as a multiple TR build.

  11. #31
    Community Member Therigar's Avatar
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    One more thing. If you decided you wanted to try for both epic feats you'd be short on feats in the heroic levels. CA also requires Point Blank Shot. The solution is to splash 2 levels of fighter.

    To make that all work from 16 start on stats you'd need at least +3 tomes in STR and DEX. 16+3+4 stat increases gives 23 STR. 16+3+2 stat increases gives 21 DEX.

    If you are serious about trying to get to that point you can always buy +3 tomes from the DDO store using Turbine Points. You could also just wait until you had the funds to buy the from the AH or quest until you found them.

    In any case, regardless of what you choose to do, best of luck with the build.

  12. #32
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    I am playing dwarven melee artificer and really like it. But first i have to say, that this is my 6th life, so i have 36 point build with +3 tome to all stats and few nice items, what new player will not have. 28 point build could be doable too, if you are not rushing dungeons with elite strike for bravery bonus.

    For me, is artificer more caster, than fighter. I know, that my melee damage will not be super, but i dont care. Melee damage is only one part of my damage, but still could be respectable. Artificer damage contains weapon + spells + rune arm + pet. And when i want play artificer, i will not play him as "crippled" barbarian, but as "true" artificier using all his potencial.

    So my way of playing melee artificer.

    Abilities:
    15 - strength is not my main ability, but enough for power attack and small attack bonus
    8 - dexterity is not needed for melee artificer, so basic value
    18 - constitution. I like a lot of hit point and later i want epic toughness
    17 - intelligence is main ability for me (weapon damage, spell DC, traps, ...). Later all level ups here
    13 - a lot of people leave wisdom on artificier at basic value, but i like highier wisdom, for extra will saves and bonus to spot. For new player low wisdom (and lower spot) could be really bad, when he doesnt know trap positions
    6 - i would like to have more charisma, but dont have points for it

    Feats (level / name):
    1 Power Attack - bonus to damage is very nice and i still need it for aritificer prestige
    3 Tougness - i like take this feat soon. With enhancements i can have nice bonus to hit point from start
    4 Augment Summoning - i want little better pet, so i want this feat
    6 Insightful Reflexes - for better reflex saves
    8 Skill Focus: Use Magic Device - for melee artificer i dont need ranged feats, so why not this feat with my low charisma
    9 Two Handed Fighting - for extra damage from glancing blows
    12 Improved Critical: Slashing Weapons - more melee damage
    12 Maximize - preparation for blade barrier + other good spells
    15 Past Life: Arcane Initiate - i want this feat for bonus to DC for my spells and nice active (boosted with force line enhancements). I like this feat. I used it on my ranged artificer together with rune arm and can add nice extra damage
    16 Spell Focus: Evocation - bonus to DC for my spells and needed later for epic destiny
    18 Improved Two Handed Fighting - more extra damage from glancing blows
    20 Empower Spell - more damage from spells (mostly blade barrier)
    21 Epic Tougness - more hit points is always good to have and i am dwarf
    24 Greater Two Weapon Fighting - end of line for extra damage from glancing blows

    Because i am Intelligence, no Strength focused, i am not going for cleave/greater cleave/OC line and still dont have more feats for my build.

    Enhancements (name / value):
    Artificer Damage Boost II - needed for prestige enhancement
    Artificer Crossbow Attack I - needed for prestige enhancement
    Artificer Crossbow Damage I - needed for prestige enhancement
    Artificer Improved Rune Arm IV - for me must have. More dps and more fun
    Artificer Rune Arm Overcharge II - again must have. Much more dps
    Artificer Battle Engineer I - we dont have other prestige enhancements for artificer and still have good bonus for melee artificer, so why not
    Arcane Empowerment - capstone enhancement. I am not very big fun of this enhancement, but i am pure artificer, so why not "little" better buffs and other clickables
    Dwarven Axe Damage II - because i am dwarf and for extra melee damage
    Dwarven Constitution II - i like more hit points
    Dwarven Spell Defence II - because i am dwarf and i like better saves
    Racial Tougness III - more hit points is good to have
    Improved Use Magice Device IV - my starting charisma is low and i need good UMD for healing scrolls and other goodies
    Force Manipulation VII - i like Lucid Dreams rune arm and boost for blade barrier, so i max this line
    Kinetic Spellcasting I - little more damage for spells and rune arm
    Deadly Kinetics I - little more damage for spells and rune arm
    Repair Manipulation I - a little love for my pet
    Artificer Intelligence II - better DC for spells and rune arm, more melee damage and better trap skills
    Artificer Wand and Scroll Mastery IV - better healing with scrolls and other goodies

    Playstyle:
    At lvl 1 just learn master touch spell and buy bunch of the best healing potions what you can get. Or you can buy cleric hireling, what is cheaper. From lvl 1 you can use Amber Great Axe (starter weapon) with master touch. Later the best dwarven axe what you can get + rune arm. Buff yourself and your pet with ship buffs (when you have guild) and other good buffs. Dont forget always buff pet too and always have at least one repair spell keep him alive. Good is have one repeating crossbow in inventory, for situations, where ranged damage is "needed".
    From lvl 6 you can have Flame Turret, what is awesome spell for next few levels. And with combination dwarven axe + rune arm + flame turret + pet + buffs you can play till blade barrier. And blade barrier is again break point (the same as flame turret at lvl 6).

    When you have highier inteligence than strength and you have free spell slot, learn Insightful Damage spell and us it. But flame turret i always first, when you will get lvl 3 spells (character lvl 6).
    At lvl 6 you can learn another good lvl 3 spell - Curative Admixture: Cure Serious Wounds. Very good healing spell, especially in group. You need any healing until you can use healing scrolls and i dont recommend learning Construct Essence feat. Really dont. It is not good as it looks on first sight.

    Important is not jumping to the group of enemies, but let tank pet and flame turret. Choose you targets wisely and dont forget use you runearm. Runearm is really awesome thing. In one of my previous life i played ranged artificer, but mostly like ranger. I used only x-bow and later blade barrier. Everything have changed, when i have got Lucid Dreams. From this moment i used rune arm permanently and i like artificer much more. So dont forget use rune arm . It need little training know how to target with each rune arm, but its worth it.


    If i would want play melee artificer with 28 point build, i would go like this:
    14
    8
    16
    17
    11
    6

    Feats almost the same as on 36 point build, but instead wizard past life feat i would take Improved Two Handed Fighting at lvl 15 and at lvl 18 Greater Two Handed Fighting. Epic Feats are free, so possibly Greater Spell Focus: Evocation and Epic version, or Cleave / Greater Cleave (i would prefer spell focus).

    Enhancements you can have the same, there is no problem. Spell damage line could be different, depends on your prefered rune arm. But force line buff blade barrier too and Lucid Dreams is so nice ...


    We will see, what happens, when enhancements will be reworked. I hope for good prestige line for melee artificer and possibly counts few melee feats as bonus feats.

  13. #33
    Build Constructionist unbongwah's Avatar
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    Posts
    19,465

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    Last weekend I made a dwarven artificer who focused on melee + ranged dmg - sorta like an arcane equivalent to a ranger - and had a lot of fun. It's a 32-pt build and I'm not sure what I'd do differently to downgrade it to 28 pts, but thought I'd post it anyway:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1128 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 11
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    17
    Dexterity            16                    20
    Constitution         14                    16
    Intelligence         16                    25
    Wisdom                8                    10
    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
    +3 Tome of Dexterity used at level 11
    
    Level 1 (Artificer)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Point Blank Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Precision
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Rapid Shot
    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: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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: 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
    I'm on the fence about the order of some of the feats; in particular whether I should take Maximize sooner. I haven't decided on epic feats yet either, but I was thinking SF:Evo (to open up Evo Specialist from Magister) and Combat Archery. I also considered Power Atk/Cleave/GC instead of the THF chain. So far this build is still in the experimental stage - which means I'm just making it up as I go along.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  14. #34
    Community Member FooWonk's Avatar
    Join Date
    Mar 2010
    Posts
    206

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    My bastard-ificer has been my favorite character.

    If it weren't that I really wanted evasion and highest possible diplomacy,
    I'd have gone dwarf. Instead, I went helf and splashed 2 monk.

    The only regret from the splash is that I am tight on level 6 spells.

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