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  1. #1
    Community Member Arriene's Avatar
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    Default The ANG (Annoying noise generator)

    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.
    Last edited by Arriene; 01-06-2013 at 09:34 AM.

  2. #2
    The Hatchery CThruTheEgo's Avatar
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    First off, welcome to the forums. And +1 for such a detailed write up as your first post.

    This is very similar to the build linked in my sig, take a look if you're interested.

    I'll be interested in seeing the gear details and what is lost/gained compared to my gearset. It doesn't look like you have improved deception anywhere, which is a huge asset if you're getting any significant sneak attack damage, from rogue dil or shadowdancer for example. Improved deception also has the defensive benefit of having mobs make their attacks facing away from you, and it procs A LOT with a repeater.

    What dilettante will you be using? And what will be your main ED with this build? I see you have 6 epic int listed so that narrows it to shadowdancer, draconic, or magister.

    Also, will you be listing enhancements at all? They are a lot tighter on a helf than a WF so I'm curious to see how you work them out.
    Last edited by CThruTheEgo; 01-05-2013 at 06:26 PM.
    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

  3. #3
    Community Member Arriene's Avatar
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    Never thought of using deception on an arti, good idea. Easiest way to include it would simply be dropping the noxious embers, and picking up golden guile instead. Your spells would crit 3% less, but thats more or less all I have noxious in there for, other than the clickie (I'm trying to cut down on my gear swaps).

    I'm planning on running in shadowdancer, since it doesn't feel right to me running a trapper with no evasion, but haven't tested it enough to give an ideal point split for it. So far as dilletantes go, rogue is the strongest choice in my eyes, the 3D6 extra sneak attack damage outweighs pretty much any other bonuses, to me.

    As for enhancements, I'll add in a rough framework for them, same time as I include the gear details.Though from looking over your gear set up, main thing you seem to be lacking is any form of offensive arcane lore, unless I just completely skipped over it.

    Another thing I noticed from looking through your thread is that precision doesn't triple spell cooldowns now. In other words, it should definitely be taken. I'd suggest putting it at 16, instead of improved precise shot, then using the arti bonus feat at 20 to get your IPS, since precision isn't an artificer feat.
    Last, but not least, thanks for the response
    Last edited by Arriene; 01-05-2013 at 06:56 PM.

  4. #4
    Community Member ZeebaNeighba's Avatar
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    The title was such a letdown . . . Anyone with a repeater can generate annoying noise, but you don't have anything else to help

  5. #5
    Community Member Arriene's Avatar
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    Quote Originally Posted by ZeebaNeighba View Post
    The title was such a letdown . . . Anyone with a repeater can generate annoying noise, but you don't have anything else to help
    You need to leave a runearm charging for a bit. The noise those things make is even worse than a repeater...

  6. #6
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Arriene View Post
    Though from looking over your gear set up, main thing you seem to be lacking is any form of offensive arcane lore, unless I just completely skipped over it.

    Another thing I noticed from looking through your thread is that precision doesn't triple spell cooldowns now. In other words, it should definitely be taken. I'd suggest putting it at 16, instead of improved precise shot, then using the arti bonus feat at 20 to get your IPS, since precision isn't an artificer feat.
    Last, but not least, thanks for the response
    Arcane lore is on the rune arm, I use Lucid Dreams and go fully force specced.

    As far as precision, I don't think it is that valuable. I can say from experience that I have no trouble hitting, even against the toughest enemies, so the +5% to-hit is unnecessary. Based on the info you've provided about your build, you won't have trouble hitting either. And the 25% fort bypass is situationally useful, at best, since most mobs do not have fort at all. Precision also cannot be used at the same time as IPS, which is definitely a bigger dps boost, but also situationally useful (to a much lesser degree though). Plus, I'd have to give up a feat to fit it in and it seems less significant than all the feats I currently have.

    It would certainly suit your build more than mine with the extra sneak attack, but I notice you do not have it either. So what feat would you give up for it?

    Personally, if I were going to go helf I would drop construct essence and quicken, and take insightful reflexes and precision. You will lose the emergency heal button, but precision emphasizes the natural strengths of the race. And if you're going shadowdancer for evasion, I can tell you that the boost you gain from insightful reflexes will make a huge difference. Since your int based, insightful reflexes will add about 10 to your reflex. If epic elite is your goal with this build I would strongly recommend it. If all you want to do is epic hard, then you can do without it.
    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
    Community Member Loriac's Avatar
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    Quote Originally Posted by Arriene View Post
    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
    You'd need to convert your damage per shot into expected damage by pro-rating the crits (which iirc is +40% of base damage for Needle's crit profile).

    In terms of rate of fire, 120 bolts per minute seems about right, based on twitch firing (autoattack comes in about 10% slower), however I still have to test whether that number goes up using rapid shot (which you have, but which I haven't yet taken on my arti).

    So as a rule of thumb, doubling your damage per shot gets you to a dps figure which excludes specials such as damage boost and endless fusilade.

    Endless fusilade is relatively straightforward to calculate in, you use up 8 seconds to fire 30 bolts, and you can activate twice a minute until you run out, so you have 44 secs x 2 bolts + 60 bolts = 148 bolts per min using that. An alternative way of looking at this is, during the time that EF is available, you can increase damage output by 23% vs. base, until you run out of uses.

    When you're switching to damage boost, assuming tier 2 only (as this is the pre-req for the PRE), you have 40 secs per minute at 1.15 damage and 20 secs at 1.0 damage, so 1.1x damage over the full minute (but this is on the 120 bolts per minute, as its exclusive with EF).

    Basically, given the numbers you've posted, I'd expect that you could sustain around 450dps whilst EF is available, dropping down to around 400ish using damage boost, and 360 normal (these are approximations, I haven't calculated these numbers properly).
    Last edited by Loriac; 01-06-2013 at 05:26 AM.

  8. #8
    Community Member Loriac's Avatar
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    Quote Originally Posted by Arriene View Post
    Though from looking over your gear set up, main thing you seem to be lacking is any form of offensive arcane lore, unless I just completely skipped over it.
    Noxious embers is probably best in slot item for an arti not using Lucid and not specialising in force: you need to wear arcane lore (preferably greater arcane lore) somewhere in order to get decent blade barrier crits. That plus the dragon cloak is probably close enough that you can forego the cannith challenge boots whilst using corruption.

    The only alternatives I'm aware of are the mindfury symbiont and the bracelet of madness, unless you're willing to slot via the docent.

    CThruTheEgo's build avoids this problem by focusing on force and not switching out runearms as far as I can tell, but its definitely a gear layout hurdle if you're not going down that road.

    If you have to slot improved deception, the seal of avithoul is probably a better placed item to use, and you can replace ring of the stalker with that. You could then slot out tharnes and replace with drow smoke goggles, and scroll true seeing if you ever needed to have that up.

    Edit: just realised that rahkir's set gives you 5% / +0.5, but I'd still suggest keeping noxious embers on - you end up with effectively major arcane lore with those 3 items (as I understand, the stacking is that you get 9% from greater arcane lore as its the bigger number, and you get +0.5 damage from rahkir's because thats the biggest number).

    Alternatively, you could review whether rahkir's set is giving you all that much - you're getting +8 int off the robes, and slotting archmagi is relatively easy (in fact, you could perhaps look to swap the +8 int and +8 dex so that dex is on your body and int on the trinket, allowing you to switch over to an erudition item which gives you 250sp vs. 200 from archmagi). You'd need to find a colourless slot to reslot the +1 exc Int, and you'd be good then I think.
    Last edited by Loriac; 01-06-2013 at 05:37 AM.

  9. #9
    Ultimate Uber Completionist Dalsheel's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    As far as precision, I don't think it is that valuable. I can say from experience that I have no trouble hitting, even against the toughest enemies, so the +5% to-hit is unnecessary. And the 25% fort bypass is situationally useful, at best, since most mobs do not have fort at all. Precision also cannot be used at the same time as IPS, which is definitely a bigger dps boost, but also situationally useful (to a much lesser degree though).
    Precision CAN be used with IPS
    25% fort bypass is very important on a toon with *8d6+items* Sneak attack damage, as all raid bosses have fortification nowadays.
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  10. #10
    Community Member Arriene's Avatar
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    Quote Originally Posted by Loriac View Post
    Noxious embers is probably best in slot item for an arti not using Lucid and not specialising in force: you need to wear arcane lore (preferably greater arcane lore) somewhere in order to get decent blade barrier crits. That plus the dragon cloak is probably close enough that you can forego the cannith challenge boots whilst using corruption.

    Alternatively, you could review whether rahkir's set is giving you all that much - you're getting +8 int off the robes, and slotting archmagi is relatively easy (in fact, you could perhaps look to swap the +8 int and +8 dex so that dex is on your body and int on the trinket, allowing you to switch over to an erudition item which gives you 250sp vs. 200 from archmagi). You'd need to find a colourless slot to reslot the +1 exc Int, and you'd be good then I think.
    The main reason for these three items wa the effective major arcane lore, though of the three, the embers would be easiest to drop - I'd already planned to use that slot for any emergency swaps, such as torc for when low on sp, or GS skill items and clickies. The rahkirs ring also provides me with some bonus hamp, as I slotted it with the +20%, which I try to stack as much of as possible - the build has worse amp than a warforged without it. Archamge set was just a tidy bonus to add in there.

    As for the seal of avithoul, I'd originally planned to use one, but found that I needed the slots on eStalker for GFL and con +6 - I'd have to loose some other vital peice of equipment otherwise (though, with epic altars still broken, Avithoul is better in the slot for now, unless you've already augmented your eStalker)

    I'm also finding I use blade barriers less and less as my spell DCs get higher - I find it easier and safer to drop a tactical detonation, then pew pew away, letting me get off some fully charged runearm shots. The tactic also stops any melees you're grouped with being annoyed at your kiting.

    Finally, on the swapping dex and int, as I mostly use the spells for CC purposes, the +4 to hit/damage and some minor PRR is worth more too me than the erudition set bonus, though its definitely a good option if you enjoy using your spells. If I was still using my blade barriers a lot, I'd probably do the same.

    Quote Originally Posted by IxidorGR View Post
    all raid bosses have fortification nowadays.
    My line of thought exactly - precision will be giving the DPS boost when I want it most. It also helps against those pesky undead, and with shadowdancers grim precision will let me look at 40% fort bypass.

    So far as feats go, empower is the only one I could really feel happy about losing - not having quicken doesn't feel right to me, especially not when tackling higher difficulties, I don't want to worry about a stray hit ruining a crucial spell. I did consider insightful reflexes, but out of all the remaining feats, I'd say that the epic spell focus would be the safest loss for it - losing one DC will hurt, but as most good arti spells target ref saves (which are weak on a lot of endgame mobs) the drop from 47 DC to 46 shouldn't hurt too much, unless you're running EE, in which case a proper CC arcane should be making sure the lower DC isn't an issue

  11. #11
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    Some thoughts on the subject:
    - Combat Archery is currently bugged - it doesn't provide +[W] it should; since there's no ETA on getting it fixed, there's no rush in meeting the dex requirement and one can reuse the feat slot.

    - Archer's Focus vs. IPS - i've played around with both on my previous artificer life and for me personally the extra 30% single target damage was more useful than situational multi target damage; again, description of Archer's Focus is bugged - you don't need to stay still to build up charges.

    As for the feat choices, I'd drop Combat Archery (until it's fixed) and Empower and pick up Precision and Insightful Reflexes - fortification bypass and better reflex save to back up your evasion at the cost of one metamagic feat and 2% dodge .
    Last edited by Miztof; 01-06-2013 at 09:26 AM.

  12. #12
    Community Member Arriene's Avatar
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    Quote Originally Posted by Miztof View Post
    Some thoughts on the subject:
    - Combat Archery is currently bugged - it doesn't provide +[W] it should; since there's no ETA on getting it fixed, there's no rush in meeting the dex requirement and one can reuse the feat slot.

    - Archer's Focus vs. IPS - i've played around with both on my previous artificer life and for me personally the extra 30% single target damage was more useful than situational multi target damage; again, description of Archer's Focus is bugged - you don't need to stay still to build up charges.

    As for the feat choices, I'd drop Combat Archery (until it's fixed) and Empower and pick up Precision and Insightful Reflexes - fortification bypass and better reflex save to back up your evasion at the cost of one metamagic feat and 2% dodge .
    Ah, if combat archery is still bugged, then I'd definitely drop it for insightful, at least until it gets fixed. So your idea for the feat swaps is definitely seeming like the best choice

    Also added in equipment details to the original post, useful past lives, saves, and to hit calculations are on their way now
    Last edited by Arriene; 01-06-2013 at 09:35 AM.

  13. #13
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Arriene View Post
    The main reason for these three items wa the effective major arcane lore, though of the three, the embers would be easiest to drop - I'd already planned to use that slot for any emergency swaps, such as torc for when low on sp, or GS skill items and clickies. The rahkirs ring also provides me with some bonus hamp, as I slotted it with the +20%, which I try to stack as much of as possible - the build has worse amp than a warforged without it. Archamge set was just a tidy bonus to add in there.

    As for the seal of avithoul, I'd originally planned to use one, but found that I needed the slots on eStalker for GFL and con +6 - I'd have to loose some other vital peice of equipment otherwise (though, with epic altars still broken, Avithoul is better in the slot for now, unless you've already augmented your eStalker)

    I'm also finding I use blade barriers less and less as my spell DCs get higher - I find it easier and safer to drop a tactical detonation, then pew pew away, letting me get off some fully charged runearm shots. The tactic also stops any melees you're grouped with being annoyed at your kiting.

    Finally, on the swapping dex and int, as I mostly use the spells for CC purposes, the +4 to hit/damage and some minor PRR is worth more too me than the erudition set bonus, though its definitely a good option if you enjoy using your spells. If I was still using my blade barriers a lot, I'd probably do the same.



    My line of thought exactly - precision will be giving the DPS boost when I want it most. It also helps against those pesky undead, and with shadowdancers grim precision will let me look at 40% fort bypass.

    So far as feats go, empower is the only one I could really feel happy about losing - not having quicken doesn't feel right to me, especially not when tackling higher difficulties, I don't want to worry about a stray hit ruining a crucial spell. I did consider insightful reflexes, but out of all the remaining feats, I'd say that the epic spell focus would be the safest loss for it - losing one DC will hurt, but as most good arti spells target ref saves (which are weak on a lot of endgame mobs) the drop from 47 DC to 46 shouldn't hurt too much, unless you're running EE, in which case a proper CC arcane should be making sure the lower DC isn't an issue
    Based on what you've stated about your playstyle, I'd say taking up three slots to effectively get major arcane lore isn't worth it. You don't use blade barrier much, which is an arti's primary dps spell since it is a persistent AoE. You use tactical detonation mainly for crowd control (which I agree is basically what it's best used for). And you're willing to give up both empower and epic spell focus. So for not being casting focused, that is a lot of slot investment for a minor boost in casting dps.

    You can craft a con6 of GFL belt with a large guild slot for an extra 20 hp which avoids needing the stalker ring slots. And I'm sure you can find a 20% heal amp ring with something else useful on it, or just keep rakhir's for the exc int also. I'll have to look the gear over when I have more time to provide better feedback.

    EDIT: I know the major arcane lore affects the rune arm also, but Rock Boots is more effective for that purpose and only takes one slot.

    And yep, precision does work with IPS, I was confusing it with archer's focus.

    Combat archery is currently broken, but so is LRing. So you don't need to take it now, but if you're planning to keep this character as listed, I would still build for it. LRing is basically like playing Russian Roulette with your ED xp. No ty.
    Last edited by CThruTheEgo; 01-06-2013 at 10:45 AM.
    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

  14. #14
    Community Member Arriene's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Based on what you've stated about your playstyle, I'd say taking up three slots to effectively get major arcane lore isn't worth it. You don't use blade barrier much, which is an arti's primary dps spell since it is a persistent AoE. You use tactical detonation mainly for crowd control (which I agree is basically what it's best used for). And you're willing to give up both empower and epic spell focus. So for not being casting focused, that is a lot of slot investment for a minor boost in casting dps.

    You can craft a con6 of GFL belt with a large guild slot for an extra 20 hp which avoids needing the stalker ring slots. And I'm sure you can find a 20% heal amp ring with something else useful on it, or just keep rakhir's for the exc int also. I'll have to look the gear over when I have more time to provide better feedback.

    EDIT: I know the major arcane lore affects the rune arm also, but Rock Boots is more effective for that purpose and only takes one slot.
    I was probably a bit unclear in my post - I wouldn't give up epic spell focus for it, since I like my high DCs, and I've got the +6 ref from magister as my third ED twist (though I'll probably lose it soon), which together with lithe pushes my ref save high enough for most content. If you didn't want those twists though, and assuming combat archery finally gets working, epic spell focus becomes the easiest to lose feat.
    Ref with current build:
    8 base + 10 dex + 6 resistance + 4 GH + 6 lithe + 6 unearthly reactions = 40

    Empower on the other hand, I'd be willing to lose since if I feel like properly blasting, I'll give up my evasion and switch to draconic initiate. In fact, my current version of the build took 2 monk levels, and is running in draconic pretty much all the time. This version was from back before epic destinies came out though, so is somewhat outdated now. The build I've posted is more a plan of how they'll eventually be, only without the past lives posted, since most people won't want to grind them out.

    The boots of corrosion, however, I never thought of using before. I may have to rework to see if I can fit those in, though it'll mean losing critting power on blade barrier on the rare occasion I do actually use it. They might let me fit in some of the gear from the new chain as well, which should give some nice bonuses, as well as permanent trapping items, so I don't have to worry about forgetting to swap in my DD item.

  15. #15
    The Hatchery CThruTheEgo's Avatar
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    Here's what I came up with after looking the gear over.

    Drop Tharne's and Stalker ring for Drow Smoke goggles and Avithoul Seal. You lose true seeing (just scroll it) and spot (meh) but gain imp deception (a must have for your build imo).

    Drop Rahkir's Sash for a crafted con6 of GFL belt with a large guild slot. If you haven't already slotted your Stalker ring you'll need to slot these somewhere else anyway.

    Use Epic Rock Boots to boost the rune arm along with some great defensive guards which go well with your sneak attack.

    This leaves you needing to slot your GS sp item somewhere. The best I can come up with for that is to put it in the neck slot and just swap between the GS and Noxious Embers as needed. I know you said you were trying to minimize swaps, but that's the best I see so far.
    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

  16. #16
    Community Member Arriene's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Here's what I came up with after looking the gear over.

    Drop Tharne's and Stalker ring for Drow Smoke goggles and Avithoul Seal. You lose true seeing (just scroll it) and spot (meh) but gain imp deception (a must have for your build imo).

    Drop Rahkir's Sash for a crafted con6 of GFL belt with a large guild slot. If you haven't already slotted your Stalker ring you'll need to slot these somewhere else anyway.

    Use Epic Rock Boots to boost the rune arm along with some great defensive guards which go well with your sneak attack.
    The main issue with the large guild slot is that my guild is too low level for it, as of yet. Another option though could be slotting con +6 and GFL on the boots. This would let me keep the rahkirs set, though I wouldn't have the advantage of the augment slot, and I'd probably have to avoid running ToD.

  17. #17
    Community Member Loriac's Avatar
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    If you're dropping rahkir's sash, you can drop the ring too and slot in avithoul and stalker at the same time. This frees up the goggles slot, and possibly the belt slot. The GS item could be switched over to goggles, or even the belt if you're wearing rock boots too (as they have a couple more slots you can use).

    Edit: to be honest, I'd also review the bracers / gloves slots. PDK gloves + a convalescant bracer of superior parrying could be slotted instead of the claw set; this means you lose the set bonus of +4 damage, but conversely preserves the 20% heal amp and gives you better saves and AC. The question is whether the 3% loss of dps (vs. a 360 dps baseline) is made up for by greater survivability, and I think this comes down to your playstyle.

    The increased saves also potentially allow you to change twist from unearthly reactions to Dragonhide (1 is no longer an automatic fail for fort saves) or something else you prefer. For example, boulder toss apparently works well as a single target damage ability because it is powered up by the force line, and is a nice offensive twist for an arti.

    If you really wanted to, you could also get a moderate AC by changing to light armor - lithe would provide an additional 6ac on top of whatever the armor gave you, and your dex is high enough that you'd get reasonable use out of some of the top end stuff. This would require further shuffling however to retain the Int bonus (on my set up, I've switched Int away from the body onto the goggles, which would also be an option if that slot was freed up as above).

    Thats one of the things I find quite interesting about the arti - the gear layout is as much a part of the general build direction as feats and enhancements. I also prefer minimising item swaps on my gear, but it makes it challenging to come up with something that is both suitable for how you play and optimised at the same time.
    Last edited by Loriac; 01-06-2013 at 06:28 PM.

  18. #18
    Community Member Arriene's Avatar
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    Starting thinking about trying to include some of the gear from the new(ish) pack in my equipment set... those bracers, gloves and armour together give some very nice bonuses, though I'd probably need to go with a min 2 GS if I did, in order to keep my heavy fort. I'd also have to live without the +30% hamp from Claw set, or the 20% from rahkirs if I wanted to keep my +2 exc con. Might actually make it worth giving up construct essence, and relying on scrolls.
    Advantages of the swap:
    +9 seeker (Yum)
    Permanent trapping items
    Constant blur
    Superior false life
    Much higher AC (Better armour bonus, with a max dex I won't be filling out any time soon and heightened awareness 4/5)
    +1 to all saves (Resistance +7 instead of 6)
    Some minor PRR

    Losses:
    Claw set (static +4 damage)
    4 strength
    Heavy fort needs reslotting
    Toughness item
    2 int (From spidersilk robes +8 down to Rahkirs +6)
    15 concentration
    30% hamp from claw gloves
    20% hamp from Rahkirs

    What do you guys think? Worth making the swap, or would I be better off going down Loriacs route, with the loot gen bracers and PDK gloves, though I'd still need to reslot Heavy fort (Those extra shroud runs are starting to look unavoidable )? Loriac's idea does seem very nice though, some good ideas in there, though reslotting everything could get a little tricky

  19. #19
    Community Member Loriac's Avatar
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    Just to give a bit of an overview on where I'm coming from with some of my suggestions, I thought I'd outline what I'm looking to equip on my arti by the time he hits L24.

    My arti is WF, which means that I end up having to slot ring of master artifice instead of stalker, but my current thinking on (my desired) layout is as follows:

    head: GS conc opp, 25hp, 100sp [this attempts to combine hp and sp, as I can't fit in 2 gs pieces]
    goggles: +8 Int, +13 disable device [currently +13 spot, will change out once I find one with DD]
    trinket: tier 3 spyglass with toughness slotted
    neck: charisma +7, greater luck (+5 resists, +1 good luck) - if you can get a major luck version thats even better
    bracers: wind tier 3 with exc. Int +1; swap out to convalescant of sup parrying if not using tovens
    cloak: dragon cloak
    belt: +8 dex, +13 balance
    gloves: PDK
    boots: rock tier 3, with exc. Con and GFL slotted
    R1: master artifice tier 3 with Con +6 and Heavy fort slotted
    R2: avithoul (+2 insightful dex variant) / swap to ring of the stalker if fighting humanoids
    body: fleshmaker's docent with arcane lore upgrade (gives 10% heal amp amongst other things)
    runearm: archaic (I prefer not having a huge bug on my arm lol) / corruption epic hard / tovens

    The intention behind this layout is to have flexibility across force, electric, and acid, and to be able to use the 3 top end runearms situationally as appropriate (this is backed up by 7/1/1 ap spend on all 3 lines).

    This layout trades absolute top end dps (e.g. bonus from claw set, planar conflux and so on) for much greater flexibility and less swapping on the go. There are also relatively few 'fixed' items in the layout and if you know you're not going to use either Tovens or Corruption in a particular quest, you can shuffle out the bracers or the boots as appropriate (to this end, I'll probably double up on GFL, slotting it into both boots and bracers).

    One aspect that my layout doesn't emphasise is seeker - until I get my hands on a needle, the x2 crit profile on normal repeaters makes seeker meh at best compared to other bonuses imo.

    I think its well worth checking out the new gear thats been introduced over the last few updates, even the lootgen stuff. Major luck is an interesting attribute on gear (+6 resistance, +2 good luck) and attribute bonuses go up to +8/+2; this is a key reason why a lot of the old epic gear is being outshadowed by the new stuff.
    Last edited by Loriac; 01-06-2013 at 09:33 PM.

  20. #20
    Community Member Singular's Avatar
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    Default great ideas!

    I play a fleshy artie. I'm level 24 (the last 5 levels rocket by). My item choices:


    head: PDK
    goggles: Alchemist's Lore/Tinker's Finesse
    trinket: Epic Spyglass
    neck: GS hp displacement clickie (+45 hp)
    bracers: Wind Howler Bracers
    cloak: dragon cloak (tier 2, want 3)/mantle of the world shaper
    belt: junk bonus, see below
    gloves: PDK
    boots: boots of the woodsman
    R1: Epic buccaneer
    R2: ring of the stalker (tier 2, want 3)
    body: PDK - for the set bonus. The str takes care of all that pesky encumberance arties have with carrying all the clickies and repeaters and so on, the con boosts xp, the superior false life is wonderful. Finally, the +3 to hit and damage is sweet!
    runearm: archaic/tovens/hand of the tombs (for breakables)

    When I get the Planar Focus: Prowess and Needle set (a +4 to hit/dam) I will change

    armor to: epic Calvary plate (and change my feat: heavy armor for something useful)
    gloves: Tinkerer's set
    goggles: Tinkerer's set
    belt: concord opp + spell point boost
    boots: displacement hp item (+45)
    necklace: Stalwart's necklace or Verrit's necklace (for the +2 action boosts)

    So it's a very fun work in progress!

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