Artificers are, when built properly, a jack of all trades style class - able to do a bit of everything. However, unlike a lot of jack of all trades, by staying as a pure artificer, you retain the amazing crossbow/runearm combination, allowing you to still put out some very noticable DPS. You won't do as much as that sorc, or the barb. And the manyshotting ranger will probably still outdo you while they're at their best. But when the sorc runs out of SP, they're done for. The ranger loses his DPS while manyshots on cooldown. And that barbarians really in trouble if he gets swarmed. Artificers don't have that issue. While they don't excel in any one area, they have something for EVERY area. This build attempts to capitalise on that. So without further ado, I present to you, the annoying noise generator! If you have any ideas for improvements, feel free to post them.
TL/DR: heres a shiney build.
The build:
Half elf, pure artificer 20
Stats
Note that this stat line up assumes the use of a +5 dex tome to qualify for combat archery, as well as +4 tomes in other important stats. Theres no rush to reach the 21 dex though, as combat archery is currently bugged. It also assumes 36 point build. For 32 point, drop con to 14, and for 28 point, drop starting int to 16 too, putting the remaining 2 points wherever you want (though I wouldn't recommend a 28 point artificer)
Str: 8
Dex: 16 + 5 tome = 21 + 2 ship +8 item = 31 (+ 2 yugo + 2 bard buffs = 34)
Con:16 +4 tome = 20 + 6 item + 2 insight + 2 ship = 30 (+2 yugo + 2 bard = 34)
Int: 18 + 4 tome +6 level = 28 +1 human + 3 arti int + 2 ship + 8 item + 1 exceptional + 3 insight + 6 epic = 52 (+ 2 yugo + 2 bard = 56)
Wis:8
Cha:8
Feats:
1: Point blank shot
3: Precise shot
A4: Construct essence (This ones a matter of personal preference. If you mostly raid, or group, you may prefer to rely on the groups healer, UMDing heal scrolls if necessary. I prefer to be able to throw a reconstruct in an emergency, so this ones staying in for me)
6: Rapid shot
A8: Maximise
9: Toughness
12: Quicken
A12: Improved critical: ranged
15: Spell focus: evocation
A16: Precision
18: Greater spell focus: evocation
A20: Improved precise shot
21: Insightful reflexes (At least until combat archery gets fixed)
24: Epic spell focus: evocation
Equipment:
Head: GS HP (neg/pos/pos - +1 str skills, +5 concentration, +10 diplo, +10 haggle, +6 wis, concordant opposition)
Goggles: Tharnes goggles (Sneak attack +5, True seeing, Search +15, spot + 15, Tharnes wrath)
Necklace: Noxious embers (Arcane lore, combustion +78, lesser maximise, efficient metamagic: extend)
Cloak: Adamantine cloak of the Dragon (Spellcasting implement +18, potency +76, Spell focus mastery +2, stealth strike)
Bracers: epic Bracers of the Claw (Heavy fort, insightful con +2, Greater Vulkoors might)
Gloves: epic Gloves of the Claw (Strength +6, enhanced intimidate +5, healing amp 30%, Greater Vulkoors might)
Belt: Rahkirs Sash (Greater efficacy, Archmagi, Archmage)
Boots: GS SP (Air/Air/Air - Wizardry VI, Air guard, +150 SP, Haste 3/Day, +6 cha skills)
Outfit: Spidersilk robes (Int +8, armour bonus +9, potency +72, Wizardry IX, resistance +6, concentration +15, Toughness)
Trinket: Planar focus of Prowess (Dex +8, Planar focus: Prowess)
Farming the Quiver of alacricity from Abbot will let you keep striding, without restricting your boot slot
Ring 1: Rahkirs ring (Int +6, exc int +1, incredible potential: 20% healing amp)
Ring 2: epic Ring of the Stalker (Exceptional sneak attack +3, Ghostly, Seeker +6, Manslayer, Yellow slot: Greater false life, Colourless slot: Con +6)
Runearm: Corruption of Nature (Insightful int +3, Corrosion +108, Potency +72, Rough hide +5, Rune arm imbue: Acid V)
Weapon: Needle, Quill-slinger (2.5[1d12], 19-20 x3, repeating light crossbow, +8 enhancement, ranged alacricity +20%, attack bonus +4, Phlebotomizing, Planar conflux)
Important numbers:
HP:20 heroic durability + 50 epic levels + 120 artificer levels + 250 con + 20 toughness item + 30 GFL + 45 GS + 27 toughness feat + 20 toughness enhancements + 10 battle engineer +10 argonessen favour= 602 (A little on the squishy side, but it shouldn't matter too much if you're careful, especially not with buffs from other party members)
Evocation DCs: 10 base + 21 int + 3 feats + 2 spell focus item + 5 epic destiny twists = 41 + spell level (+3 sorc PLs + 2 max int = 46 + spell level) This gives you DC 47 tactical detonations and blade barriers, which is pretty reliable even into some epic elite content. This should give you some minor CC ability, using tactical detonation and prismatic strike to keep stuff down while you wail on it with your repeater and runearm
Since I'm not familiar with rate of attack for repeaters, and calculating average damage with crits factored in, etc, seems horrible to me, I'll give the average damage for a single shot. If anyone wants to work out DPS, I'd be much obliged
Damage:
2.5[D12] base + 1[D12] deadly + 1[D12] point blank shot + 1[D12] combat archery + 8 enhancement + 2 battle engineer + 2 artificer enhancements + 21 int + 4 eClaw + 4 prowess + 2 ship buffs = 78.75 (+6 seeker = 84.75 x 3 = 254.25 on crits) + 3D6 rogue dilletante + 5D6 shadowdancer +13 Sneak attack items + 3D8 phlebotomizing + 2D10 runearm acid imbue = +65.5 (144.25 non crit, 319.75 crit) Not gonna be topping any dps counts, but its enough damage to be noticable, especially coming out of a repeater, and with the runearm charges added in there.
Summary
With good damage output, high spell DCs, no fail trap skills, and UMD, the ANG is a versatile ranged build that can quickly adapt to fill whetever role it is needed for. On top of this, buffs such as deadly weapons for the melees, and +1 for the casters makes this build a welcome addition to any raid, as well as being a competent soloer.