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  1. #1
    Community Member undercover69's Avatar
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    Post Requesting an Artificer build

    Hello forum!

    I'm totally a newbie when it comes to artificers, so I'm asking for your help.
    I have WF, monk and 32-pts build. Limited to no gear. Can get a couple +2 tomes hopefully.
    I'm looking for a build that can have a breeze from lvls 1-20 primarily.
    Decent at endgame desirable but secondary. I'm more concerned about getting there.
    No idea about enhancements or spells (except that people ask for deadly weapons, lol).
    Great at soloing and an asset in groups.
    Primarily ranged, secondarily melee capable if at all. Dunno about focusing on spells except quicken for reconstruct.
    Not sure what I could be using UMD on a self-healing arty.

    I've checked the Juggernaut but that seems totally gear and tome intensive. I also dont understand how to manage bow/arrows and repeaters/bolts effectively, as the build seems to suggest.
    I've checked the Dubbell O'Seven, not sure it's what I'm looking for actually. 36-pts, tomes, gear, etc.
    This build (http://forums.ddo.com/showthread.php?t=368722) seems to be similar to the above but more newbie friendly.
    The Artifact build (http://forums.ddo.com/showthread.php?t=364458) also seems interesting.

    Thanks a lot for any help!

  2. #2
    Community Member UurlockYgmeov's Avatar
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    Default Old but solid Arty build

    Couple of gear notes - bracers of wind, cloak of flamer, ring of master artifice and ring of the stalker all are excellent choices; the lifeshield of invulnerability docent from house d at level 5; elfcrafted docent for the arcane lore at level 10 (One of the only things that helps blade barriers) - Blue dragon docent is still the key (greater arcane lore) to the bast blade barriers IMHO starting at level 14.

    Many people swear by the Battle-Engineer - but I have gone more towards maxing electrical and using the electrical damage spells more

    Hope this helps! Happy questing! And btw - I would take Blade Barrier first, then when you can have blade barrier and one other memorized - I would have reconstruct memorized before Deadly (self - healz helps).

    H.Repeater selection? Low level - +0 scream of bleed (+'s will come from the bolts) and then +0 acid burst of puncturing and ghost touch of undead bane.

    Starting at level 10 - smiting, banishing, disruption, and paralyzing repeaters (heavy if you got them, light if you must) are the way to go.

    Hand of the Tombs (especially with masterful craftmanship I) allows you to have manslayer, disruption, and banishing or smiting active all at the same time.

    Lucid Dreams is one of the best choices because it gives you arcane lore (if you don't already have it slotted) and nothing is immune to its hit. I have seen full blasts hitting for 700-1000 each (x5 balls) - and it acts like a seeking missile, and stays around like a land-mine - takes a little to learn how to use it.

    True neutral allows you to use stability - which is a powerful enchantment.

    Also recent changes to the feat Precision are something that make it desirable - bypass 25% fortification and is it damage or attack bonus?

    Good Luck and hope this (tad bit dated) helps you!

    DeArti
    Level 20 True Neutral Warforged
    (20 Artificer)
    Hit Points: 312
    Spell Points: 1157

    BAB: 15/15/20/2525
    Fortitude: 11
    Reflex: 14
    Will: 11

    THINGS TO NOTE:
    Spell selections are based on rare scrolls, meaning take the ones here and buy the rest at vendor or AH.
    All of your attack spells are evocation school, things that make evocation better are good.
    The skill selections aren't really set in stone, you may season to flavor. I do recommend taking the base arti skills as listed. You may decide which is more important in Haggle or Repair.
    For feats, except for lvl15 (Improved Precise Shot) from level 12 on, I left options open for you to decide what is most important to you.

    Enhancement list at bottom.

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (34 Point) (Level 1) (Level 20)
    Strength 8 10
    Dexterity 16 19
    Constitution 16 20
    Intelligence 18 26
    Wisdom 6 8
    Charisma 8 10

    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

    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning (Helps the dog)

    Level 2 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 3 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Point Blank Shot

    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Rapid Shot

    Level 5 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 6 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Searrch (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness

    Level 7 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 8 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell

    Level 9 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precise Shot

    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 12 (Artificer)
    Ability Raise: DEX (Needed for Improved Precise Shot)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Skill Focus: Use Magic Device/Maximise/
    Feat: (Selected) Spell Focus: Evocation/Improved Crit Ranged/

    Note here: Featwise If you do not plan to use a MinII for everything I would take Improved Crit Ranged instead of spell focus, also UMD is pretty interchangeable with any other feat. Only take the spell focus if you plan on taking the great focus as well.
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill:: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Precise Shot

    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell

    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 18 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes/Greater Spell Evocation

    Level 19 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)

    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+4)
    Skill: Open Lock (+1)
    Skill: Repair (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell/Or whatever strikes your fancy



    For enhancements, start out with flame manipulation early and switch to force when you get blade barrier at lvl15
    You can lose a little Man/Crit for more scroll/Wand Damage as it does go a long way.
    It is imperative to get the rune arm enhancement line all the way.
    The ones marked (pre) are the prereqs for Battle Engineer which you take at lvl6

    Enhancement: Artificer Damage Boost I (pre)
    Enhancement: Artificer Damage Boost II (pre)
    Enhancement: Artificer Crossbow Attack I (pre)
    Enhancement: Artificer Crossbow Damage I (pre)
    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: Uncaring Master
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Kinetic Spellcasting I
    Enhancemment: 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: Deadly Kinetics VI
    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: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II

  3. #3
    Community Member undercover69's Avatar
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    Thumbs up

    Wow! Very informative. +1 rep!!!

    Could you provide the spells? I noticed you referred to them in:
    "Spell selections are based on rare scrolls, meaning take the ones here and buy the rest at vendor or AH."

    Doesn't a couple of levels in monk add to the survivability/soloability?

    Thank you very much!

    Edit: I just saw the http://ddowiki.com/page/The_Rare_Artificer_Scroll_List so no need to provide the spells. TY.
    Last edited by undercover69; 03-19-2013 at 01:07 PM.

  4. #4
    Community Member UurlockYgmeov's Avatar
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    Yep - one sec. But conjure bolts!!!! at level 20 is +6 bolts.

    I can't say - but would think that 2 levels of rogue would add evasion and backstab would be a better choice.

    Monk if you want to do hand to hand - but now you have to include Wis instead of making it a dump stat. Still worth looking into.

    Just saw the PS - good. wiki is helpful.

    Always buy and inscribe the repair - it helpful. Haven't had much use (yet) for mass or cause damage.

    I know choosing blade barrier and reconstruct can cause party conflict (what no deadly???) but being able to self heal is better for parties - takes less mana from healers. Plus Deadly has such a long casting time and cost lots of mana.....

    Also - if you can keep your dog neutral (no bad dog/ obedience - etc) use the stability on their docent - and if you can find a blue slotted magecrafted docent and get superior stability on it ml:12 (10 with masterful craftmanship) and then slot in heavy fort with a sapphire of heavy fort... you are golden! That dog will tank just about anything. Just also remember to buff the dog, resummon between quests (to keep from bugging) and feed, care, name (please not Fluffy - something mean - like warwrench :P ) and swap collars to help (so disruption or undead bane vs undead) and you are so golden. Seen arty dogs tank shroud end fights etc.

    Have fun!

    Quote Originally Posted by undercover69 View Post
    Wow! Very informative. +1 rep!!!

    Could you provide the spells? I noticed you referred to them in:
    "Spell selections are based on rare scrolls, meaning take the ones here and buy the rest at vendor or AH."

    Doesn't a couple of levels in monk add to the survivability/soloability?

    Thank you very much!

    Edit: I just saw the http://ddowiki.com/page/The_Rare_Artificer_Scroll_List so no need to provide the spells. TY.

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    Spell focus Evoc helps with your rune arm dcs, if you intend to use the runearm try and fit them in.

    For spells your first stop should be in house Cannith to browse the spells sold there, second stop auction to see what is available. Make a list and buy any on auction you see cheap.

    Must haves include: Elemental Weapons at lvl 2, 1d6 of acid/fire/cold/electric for self, dog and party, Insightful strikes (uses int to hit on your weapon, good for things you have trouble hitting),

    Level 3s: Flame Turret (was still hitting for 75-100 on most monsters up until 20, not bad for 20 SP), Insightful Damage (int bonus to damage with repeater, almost always use this, stacks with elemental, deadly or DR breakers), Stoneskin

    Level 4 spells: Thundering Armor, Lesser globe of Invuln, Armor of Speed, not sure on order to take those in, all pretty darn useful.

    Level 5: Radiant Forcefield (great for when you are getting nailed) Planar weapons, Silver Weapons, Prismatic Strike, Tersers Transformation (can be a decent stat boost if you know you won't need to cast for a bit)

    Level 6 spells: Blade barrier first, deadly weapons second, Tactical Detonation, mass protection from elements, and globe of invulnerability all compete for third.

    On all level of spells get and inscribe dr breaker scrolls if you can, when you need those you tend to really need them.. though people need to carry their own DR breaking weapons. Having them prepped if you find an open slot from a spell you did not like can be handy.

    Most importantly do not take repair spells on levelups. These you can go buy at a vendor (perhaps not the 6th level one) and inscribe to get the bonus slot for. You won't lose a slot by taking them on levelups, but you won't find most of the spells previously mentioned on vendors.

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    Quote Originally Posted by smeggy1384 View Post
    Spell focus Evoc helps with your rune arm dcs, if you intend to use the runearm try and fit them in.


    Most importantly do not take repair spells on levelups. These you can go buy at a vendor (perhaps not the 6th level one) and inscribe to get the bonus slot for. You won't lose a slot by taking them on levelups, but you won't find most of the spells previously mentioned on vendors.
    as ive noticed lvling my arti : YOU DO LOST A SLOT if you dont take repair at lvl up, so unles they fixet that , make shure u do take them on lvlup

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    Quote Originally Posted by Dreadmaster1993 View Post
    as ive noticed lvling my arti : YOU DO LOST A SLOT if you dont take repair at lvl up, so unles they fixet that , make shure u do take them on lvlup
    Are you sure about that? What happened?

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    Runearms would uncenter a monk, does that not reduce their survivability? Not too sure if docents do or not.

    If you want evasion go with rogue, not really necessary though. You can use Ablative armor and Stoneskin to get through physical damage type traps, protection and resist spells help with elemental ones. Force traps can still hurt but they are not that common.

  9. #9
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by smeggy1384 View Post
    Runearms would uncenter a monk, does that not reduce their survivability? Not too sure if docents do or not.

    If you want evasion go with rogue, not really necessary though. You can use Ablative armor and Stoneskin to get through physical damage type traps, protection and resist spells help with elemental ones. Force traps can still hurt but they are not that common.
    agree.

    insightful reflexes nice!

    plus resistance (general) stacks with resistance (specific).

    so +5 resistance and +5 resistance (reflex) will give you a +10 to your reflex saves.

    And superior stability is essentailly +6 resistance so with +5 resistance (reflex) you would have +11 to your reflex saves.

    trapblast goggles from tangleroot are an excellent swap item and are BtA.

  10. #10
    Community Member Cap_Man's Avatar
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    Quote Originally Posted by undercover69 View Post
    Not sure what I could be using UMD on a self-healing arty.
    Hello Undercover!

    UMD for scrolls:
    • Heal - In case of emergency for the fleshies
    • Greater Heroism - Say no more!
    • Restoration - Get those lost levels back!
    • Fire Shield - Hot/Cold
    • Displacement - Nah nah missed me
    • Raise dead - Prevent a wipe
    • Teleport - So that's how you get to the Portable Hole


    UMD is also used to equip Race or Alignment restricted gear. Like a blah blah blah Repeater of Pure Good rr Halfling.

  11. #11
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Cap_Man View Post
    Hello Undercover!

    UMD for scrolls:
    • Heal - In case of emergency for the fleshies
    • Greater Heroism - Say no more!
    • Restoration - Get those lost levels back!
    • Fire Shield - Hot/Cold
    • Displacement - Nah nah missed me
    • Raise dead - Prevent a wipe
    • Teleport - So that's how you get to the Portable Hole


    UMD is also used to equip Race or Alignment restricted gear. Like a blah blah blah Repeater of Pure Good rr Halfling.
    +1 teleport - never leave home without it! ummm... where am I again??? The world is now a giant pear???? Oh Oh! I'm FAaaaaaaaaaaaaaaaaaaaaaaaalliiiiiiiiiiiiiiiiinnnnn nnnnnnngggg!!!

  12. #12
    Community Member undercover69's Avatar
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    Thanks a lot guys. Too bad I'm out of reps to give today.

    I was thinking monk for the extra feats, not sure if it's necessary. Also better overall saves.
    Also won't I have trouble with encumbrance?

    Another thread I found useful is http://forums.ddo.com/showthread.php?t=345348.
    Last edited by undercover69; 03-19-2013 at 03:24 PM.

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    To add to what's been said already...

    Quote Originally Posted by undercover69 View Post
    I'm totally a newbie when it comes to artificers, so I'm asking for your help.
    I have WF, monk and 32-pts build. Limited to no gear. Can get a couple +2 tomes hopefully.
    I'm looking for a build that can have a breeze from lvls 1-20 primarily.
    Decent at endgame desirable but secondary. I'm more concerned about getting there.
    No idea about enhancements or spells (except that people ask for deadly weapons, lol).
    Great at soloing and an asset in groups.
    Primarily ranged, secondarily melee capable if at all. Dunno about focusing on spells except quicken for reconstruct.
    Not sure what I could be using UMD on a self-healing arty.
    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)
    Last edited by droid327; 03-19-2013 at 03:22 PM.

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    Don't splash. The capstone is amazing. Drinking store-bought jump pots for 20 minute jump. Store-bought haste pots for 2 minute haste. Displacement clickies for 2 minute casts. Shield clickies for 20 minutes. It's just flat-out amazing and worth more than the feats you'd get for splashing 2 fighter or 2 monk.
    Tajawuka 20 Bladeforged Paladin running divine ETR's (3 ranger/monk/fighter pl's, 3 martial epl's) - Toolbots working on Morninglord Cleric life #2 (3 wizard/sorc/druid pl) - Evisra 28 rogue

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    Quote Originally Posted by Darkrok View Post
    ...Store-bought haste pots for 2 minute haste...
    Haste does not stack with Reconstruct (WF arti) or Armor of Speed And the runspeed doesnt stack with Striding. So you're basically just drinking really expensive green water

  16. #16
    Community Member undercover69's Avatar
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    Quote Originally Posted by Darkrok View Post
    Don't splash. The capstone is amazing. Drinking store-bought jump pots for 20 minute jump. Store-bought haste pots for 2 minute haste. Displacement clickies for 2 minute casts. Shield clickies for 20 minutes. It's just flat-out amazing and worth more than the feats you'd get for splashing 2 fighter or 2 monk.
    It certainly is a cool capstone. Problem is evasion adds just that survivability needed to avoid a wipe. I'm not 100% certain but I think I'll splash. Thank you though.

    Quote Originally Posted by droid327 View Post
    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)
    Thanks a lot! Very informative too, really cool.

    I'm saving right now for the arty, almost there! The cannith pack will have to wait

    Based on what you guys posted, and not too sure if I did it correctly, I came up with the following build:
    (Have to respec enhancements according to the spells I have at level)

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Artie 
    Level 20 Lawful Neutral Warforged Male
    (2 Monk \ 18 Artificer) 
    Hit Points: 296
    Spell Points: 1016 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 19
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            16                    19
    Constitution         16                    20
    Intelligence         18                    27
    Wisdom                6                     6
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Dexterity used at level 17
    +2 Tome of Intelligence used at level 17
    +2 Tome of Constitution used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    28
    Bluff                -2                    -1
    Concentration         3                     6
    Diplomacy            -2                    -1
    Disable Device        8                    32
    Haggle                0                    23
    Heal                 -2                    -1
    Hide                  3                     5
    Intimidate           -2                    -1
    Jump                  1                    12
    Listen               -2                    -1
    Move Silently         3                     5
    Open Lock             7                    28
    Perform              n/a                   n/a
    Repair                4                     9
    Search                8                    32
    Spot                  2                    22
    Swim                 -1                     0
    Tumble                4                     6
    Use Magic Device      2                    25
    
    Level 1 (Artificer)
    Feat: (Selected) Augment Summoning
    
    
    Level 2 (Artificer)
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Intelligence I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Point Blank Shot
    Enhancement: Artificer Damage Boost I
    Enhancement: Uncaring Master
    Enhancement: Flame Manipulation I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Improved Use Magic Device I
    Enhancement: Warforged Constitution I
    
    
    Level 5 (Artificer)
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Precise Shot
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Toughness
    Enhancement: Artificer Intelligence II
    
    
    Level 8 (Monk)
    Ability Raise: INT
    Feat: (Monk Bonus) Lightning Reflexes
    Enhancement: Warforged Constitution II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Insightful Reflexes
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    
    
    Level 10 (Artificer)
    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Racial Toughness II
    
    
    Level 11 (Artificer)
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Combustive Spellcasting I
    Enhancement: Flame Manipulation II
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Artificer Intelligence III
    
    
    Level 13 (Artificer)
    Enhancement: Artificer Crossbow Attack II
    
    
    Level 14 (Artificer)
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    
    
    Level 15 (Artificer)
    Feat: (Selected) Quicken Spell
    Enhancement: Combustive Spellcasting II
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Flame Manipulation V
    
    
    Level 16 (Artificer)
    Ability Raise: DEX
    Enhancement: Artificer Item Defense I
    Enhancement: Improved Use Magic Device II
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    
    
    Level 17 (Artificer)
    Enhancement: Deadly Flame III
    Enhancement: Deadly Flame IV
    Enhancement: Flame Manipulation VI
    Enhancement: Flame Manipulation VII
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Feat: (Artificer Bonus) Spell Focus: Evocation
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Improved Use Magic Device III
    
    
    Level 19 (Artificer)
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Combustive Spellcasting III
    Enhancement: Combustive Spellcasting IV
    Enhancement: Combustive Spellcasting V
    Enhancement: Combustive Spellcasting VI
    Bonus feat at 20 is GSF:Evo.
    What do you guys think? Am I really able to do elite traps with that?
    Last edited by undercover69; 03-19-2013 at 04:42 PM.

  17. #17
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by undercover69 View Post
    It certainly is a cool capstone. Problem is evasion adds just that survivability needed to avoid a wipe. I'm not 100% certain but I think I'll splash. Thank you though.



    Thanks a lot! Very informative too, really cool.

    I'm saving right now for the arty, almost there! The cannith pack will have to wait

    Based on what you guys posted, and not too sure if I did it correctly, I came up with the following build:
    (Have to respec enhancements according to the spells I have at level)

    Bonus feat at 20 is GSF:Evo.
    What do you guys think? Am I really able to do elite traps with that?
    Just first glance - change to true neutral. and if with +5 tools; +15 (or better gear) and max points in skills - yes - avoiding them - well - evasion good- but like elite VoN5 at level - have the HP to back it up - and some good d-spells.

    Have fun storming the castle!

  18. #18
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    Quote Originally Posted by undercover69 View Post
    It certainly is a cool capstone. Problem is evasion adds just that survivability needed to avoid a wipe. I'm not 100% certain but I think I'll splash. Thank you though.

    ...


    I'm saving right now for the arty, almost there! The cannith pack will have to wait

    ...

    Feat: (Selected) Augment Summoning

    ...

    Feat: (Artificer Bonus) Weapon Focus: Ranged Weapons
    Are you just running to 20 and then TRing? Or are you going to stick with it into Elite?

    Cannith pack lets you unlock Arti with 150 Cannith favor. The Cannith pack offers 225 total favor between the 21 Heroic and Epic challenges and the 5 standard quests/raids. You could probably unlock Arti without ever needing to run the quests/raids on Elite - they made 6-starring much more plausible on many of the Cannith challenges in U17. You sound like you run with groups frequently enough, so the favor shouldnt be that hard to hit.

    If you can show a little patience with your current build (or maybe even get in a Ranger or Sorc life before TRing to Arti) to get the in-game unlock, you can make your TP go a lot farther...

    If your Arti is just a 20-and-done, then there's less point in staying pure for the capstone. Still, Monk doesnt offer a whole lot since Artis arent feat-starved and rune-arms will disable anything that requires you to stay centered. Rogue splash for Evasion at least gives you 1d6+3 Sneak damage (x3 with Repeaters), which isnt bad in Heroic considering your dog will end up getting aggro on many mobs and can Bluff somewhat reliably, plus a few more skill points to play with.

    Also, Rogue wont lock you into Lawful alignment, which a) precludes using Anarchic weapons and their teal equivalents, which are super nice for things like Devils and Vampires and Quori, and b) precludes you from using Stability, which apparently a lot of people like but I never saw the point of, considering Artis are not going to have good ACs anyway, and Stability doesnt stack with the Resistance spell, but YMMV of course depending on your playstyle. If you're going to UMD, though, True Neutral is a good idea to avoid any neg levels with aligned and Taint of Evil/Chaos weapons or runearms (Glorious Obscenity, Animus).

    If you're intending to do much Epic at all, though, then definitely stay pure. You can go Shadowdancer for evasion, or better yet, just dont stand where you get hit by AoEs The few traps that you cant disarm without getting hit dont really warrant losing the capstone just for Evasion.

    Drop Haggle for Conc. You dont want to have to spend 10 extra SPs on every spell just to keep it from being interrupted, Artis are short on blue and you said "lite gear" so I'm going to assume no Torc or conc-opp. And plat is not hard to come by anyway.

    Aug Summons is definitely a "nothing better to take" feat. It gets less and less useful at higher levels. Not saying dont take it, just probably dont take it at L1 Even though its more useful at lower levels, other feats are still more useful than it - I would probably take it as my very last feat at 20, just for the little extra for the dog and hireling, or as a mid-level filler while you wait to meet the BAB requirements for IC:R or IPS or something.

    WF: Ranged? Is that a prereq for something? I forget...the +1 attack alone is not worth it. I would take Dodge for 3% dodge before WF: Ranged for +1 attack. If you have 19 base dex for IPS already, your to-hit will be just fine. Heck, Precision will give you more to-hit bonus, and Fort piercing as well.
    Last edited by droid327; 03-19-2013 at 11:14 PM.

  19. #19
    Community Member undercover69's Avatar
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    Quote Originally Posted by droid327 View Post
    Are you just running to 20 and then TRing? Or are you going to stick with it into Elite?

    Cannith pack lets you unlock Arti with 150 Cannith favor. The Cannith pack offers 225 total favor between the 21 Heroic and Epic challenges and the 5 standard quests/raids. You could probably unlock Arti without ever needing to run the quests/raids on Elite - they made 6-starring much more plausible on many of the Cannith challenges in U17. You sound like you run with groups frequently enough, so the favor shouldnt be that hard to hit.

    If you can show a little patience with your current build (or maybe even get in a Ranger or Sorc life before TRing to Arti) to get the in-game unlock, you can make your TP go a lot farther...
    My idead is to stick long enough to gather the 20 epic dungeon tokens and then TR.
    Quote Originally Posted by droid327 View Post
    If your Arti is just a 20-and-done, then there's less point in staying pure for the capstone. Still, Monk doesnt offer a whole lot since Artis arent feat-starved and rune-arms will disable anything that requires you to stay centered. Rogue splash for Evasion at least gives you 1d6+3 Sneak damage (x3 with Repeaters), which isnt bad in Heroic considering your dog will end up getting aggro on many mobs and can Bluff somewhat reliably, plus a few more skill points to play with.
    That seems to be an option.
    Quote Originally Posted by droid327 View Post
    Also, Rogue wont lock you into Lawful alignment, which a) precludes using Anarchic weapons and their teal equivalents, which are super nice for things like Devils and Vampires and Quori, and b) precludes you from using Stability, which apparently a lot of people like but I never saw the point of, considering Artis are not going to have good ACs anyway, and Stability doesnt stack with the Resistance spell, but YMMV of course depending on your playstyle. If you're going to UMD, though, True Neutral is a good idea to avoid any neg levels with aligned and Taint of Evil/Chaos weapons or runearms (Glorious Obscenity, Animus).
    Didnt know about these eqs.
    Quote Originally Posted by droid327 View Post
    Aug Summons is definitely a "nothing better to take" feat. It gets less and less useful at higher levels. Not saying dont take it, just probably dont take it at L1 Even though its more useful at lower levels, other feats are still more useful than it - I would probably take it as my very last feat at 20, just for the little extra for the dog and hireling, or as a mid-level filler while you wait to meet the BAB requirements for IC:R or IPS or something.

    WF: Ranged? Is that a prereq for something? I forget...the +1 attack alone is not worth it. I would take Dodge for 3% dodge before WF: Ranged for +1 attack. If you have 19 base dex for IPS already, your to-hit will be just fine. Heck, Precision will give you more to-hit bonus, and Fort piercing as well.
    Forgot to mention, I'd trade aug summoning for power critical at high levels. WF is a pre of PC.
    Last edited by undercover69; 03-20-2013 at 12:33 AM.

  20. #20
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    Quote Originally Posted by undercover69 View Post
    My idead is to stick long enough to gather the 20 epic dungeon tokens and then TR.
    Then you really really want Cannith challenges, or at least a hoarde (40+) of free Universal Challenge Tokens. Time is Money is the premiere way to grind Epic Tokens. Like one every 10 minutes (2 runs at 5 mins apiece), with little challenge once you know what you're doing.

    Quote Originally Posted by undercover69 View Post
    Forgot to mention, I'd trade aug summoning for power critical at high levels. WF is a pre of PC.
    I dont think it works that way. You can only trade a feat for another feat that you would have qualified for at the same level. PC requires BAB 4, so you cant take it at L1.

    So if you take Augment Summons at L1, you can only trade it for another feat you qualify for at L1. Also, since you dont take WF till AFTER Augment Summons, it wouldnt count as a prerequisite for PC in your L1 slot anyway...

    Plus, PC is not a great feat anyway, especially when it has another lackluster feat as a prereq. Again, you're probably better off with Dodge/Mobility for the dodge chance, or heck, Combat Casting/Mobile Spellcasting might even be a better pair so you can drop Tac Dets and Pris Strikes and Reconstructs while kiting, without having to jump...

    If you're really set on PC, though, just take WF at 1 and Augment Summon at some level after 6, when your BAB is 4. That will let you swap it out at 20.
    Last edited by droid327; 03-20-2013 at 02:04 AM.

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