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Originally Posted by
droid327
To add to what's been said already...
WF Arti is pretty solo friendly even at 28 points. Its also pretty effective when you just "follow the pattern" of the class...it gives you pretty much all the feats you'll need, or enough extra feats to take them.
-You can get +2 tomes across the board by 20, thats no problem, if you know how to work the AH. You shouldnt have to pay more than ~75k for a +2 Tome, and odds are you'll get some +1 to +2 Tomes as quest rewards and can shop for a much cheaper +1 tome on the AH.
-Work on your crafting, too, if you havent already. Artis get a bonus, plus there's no really good named options for repeaters at low-mid levels like there is for melee and bows. Fearsome Docent (of Invuln) will be your go-to until Invuln stops working - Fearsome is an unbelievably effective mod for a ranged build. The only downside is mobs can make other nearby mobs aggro on you when the Fear effect wears off and they re-aggro on you.
-Arties by nature peak early, though they're effective in Epic as well when played right. Not a faceroll class in EE though.
-Spells you can reassign in tavern, so no great worries there - figure out what works best. Google "rare artificer scroll list", though, to see which ones you should be getting with your level-ups, because they're hard to find as scrolls to inscribe. If you do that, you should be able to fill your spellbook.
-Enhancements are pretty obvious, too. Get all the xbow enhancements and Battle Engineer, that's a given. Electrical is your element early on; Force is your element later, or Acid if you go with an Acid runearm. Put a point into Fire for your Flame Turret, also. You'll probably want to max out the Runearm enhancement lines, too, and all the usuals like Toughness etc. will fill out your card.
-Runearms are a major part of your DPS, but which ones you can access is dependent on what packs you have access to. Lucid Dreams or Toven's Hammer is what you're shooting for by 20. Strinati's will probably get you up to 18 (and thats not BoA so you can shop for it). Hand of Tombs works wonders vs Undead. Some nice ones in Gianthold Tor, too, for L14-18ish.
-Spells, obviously all your buffs. Offensive spells are going to be Blast Rod (line AOE), Lightning Sphere (circular AOE), Flame Turret (AoE DOT) and eventually Tac Det and Pris Strike (DPS/Debuff/CC, boost with Force line). BB too, again with Force, but I never really got into the habit of using it...They're all Evoc, so its worth it to spend the feats on SF and GSF: Evoc. Evoc Focus from gear will help with spells, but not with runearms.
-Dont take Maximize too early - Artis dont have a lot of SPs, so you're better off casting your offensive spells more often, and supplementing with runearm/repeater/pet damage, than just having 10-12 aoe "nukes" per rest. Plus you probably wont need it for healing once you get Reconstruct, that's an insta-heal already with a Ring of Master Artifice.
-Max Int, its your stat for EVERYTHING except to-hit...Insightful Reflexes makes it your stat for Reflex save too, which is useful.
-Dont bother with melee unless you want to go Juggy, really...STR is probably going to be a dump stat, so your melee to-hit wont be great, even though Insightful Damage will still give you your INT bonus to damage. If you really want to have a melee backup, craft Finesse onto a rapier so you'll get DEX to-hit (like with your xbow). A Tier 3 L12 Elemental Rapier of Air crafted with Finesse and a Mark of Master Craftsmanship will come out to L16, same as Envenomed Blade. Thats probably your best bet unless you want to look at raid gear with innate DEX to-hit. Finesse Rapier of Bleed or Finesse Rapier of Pure Good (UMD:20) with a Red Augment slot is your pure-crafted, no-feat-required melee option.
-Your dog is nice, but dont rely on him - by endgame he's just good for a little extra DPS, not really a viable tank. Gorgon Docent is the old standby, Giantcraft Docent is not a bad option now either for more DPS. Debuffing-on-hit collars (Roaring, stat damage, etc.) are very nice, since his attack rate is kinda slow for pure damage mods to be as effective as they are on a repeater or a TWF build. Remember, any handwrap can become a collar, too. Cormyrian handwraps at L16 up his awesome factor by a lot.
-If you dont have the Cannith pack, that should be your first purchase. Until then, just hoard your daily tokens and try to get Ring of Master Artifice (SPs, repair power, proc heal), Bracers of Wind (elec power, Blurry), Ring of the Stalker (Seeker, Manslayer), and Rock Boots (flesh-to-stone proc), in that order, at L12. That pack is just pure awesome for Artis. Substitute Windhowler Bracers if you have it and want to for more ranged DPS, but you'll definitely want to find Electrical power somewhere else for your offensive spells.
-Pure arti gets 12 feats, plus their freebies. Toughness, Insightful Reflexes, PBS, IC:R, PS, IPS, SF:Evoc, GSF:Evoc, Maximize, then probably three out of Empower, Quicken, Dodge/Mobi/Spring Attack for all the Dodge bonus (you're squishy and will have no AC). Dont ever take Extend (Arti buffs are not compatible) or Heighten (Artis only get up to L6 spells and your CC ones are L5/6 already)