Results 1 to 9 of 9
  1. #1
    Community Member ~DarkNecromancer's Avatar
    Join Date
    May 2013
    Posts
    8

    Default Geridan | Classic Trapping Artificer

    Geridan is a simple, straight-forward, trap-disabling, crossbow-firing, attack dog-wrangling arty. The main goal is to serve the party as a trapper and to provide a nice bite of damage from a safe distance. I tried to focus on crossbow-use and runearms for damage, and largely ignored spells.
    As always, this build can be customize to your use.

    Code:
    [color=black]Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Geridan
    Level 25 True Neutral Warforged Female
    (20 Artificer \ 5 Epic) 
    Hit Points: 324
    Spell Points: 1197 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 10
    Will: 10
    
    Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 25)           (Level 25)
    Strength              8                  8                    8
    Dexterity            14                 19                   19
    Constitution         14                 14                   14
    Intelligence         18                 23                   26
    Wisdom                6                  6                    6
    Charisma             12                 12                   12
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Dexterity used at level 7
    +3 Tome of Dexterity used at level 11
    
    Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 25)          (Level 25)
    Balance               4                 15.5                 21.5
    Bluff                 1                  1                    7
    Concentration         6                 24                   30
    Diplomacy             1                  1                    7
    Disable Device        8                 31                   37
    Haggle                1                  1                    7
    Heal                 -2                 -2                    4
    Hide                  2                  4                   10
    Intimidate            1                  1                    7
    Jump                  0                  9.5                 15.5
    Listen               -2                 -2                    4
    Move Silently         2                  4                   10
    Open Lock             6                 27                   33
    Perform               n/a               n/a                   n/a
    Repair                4                  8                   14
    Search                8                 30                   36
    Spot                  2                 20                   28
    Swim                 -1                 -1                    5
    Tumble                3                  5                   11
    Use Magic Device      5                 24                   33
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+1)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Point Blank Shot
    Spell (1): Curative Admixture: Cure Light Wounds
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Resist Energy
    Spell (1): Conjure Bolts
    Spell (1): Repair Light Damage
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Storm Manipulation I
    
    
    Level 2 (Artificer)
    Spell (1): Ablative Armor
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Precise Shot
    Spell (2): Curative Admixture: Cure Moderate Wounds
    Enhancement: Charged Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Artificer Intelligence I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Spell Focus: Evocation
    Spell (2): Elemental Weapons
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Improved Use Magic Device I
    Enhancement: Combustive Spellcasting I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Toughness
    Spell (3): Flame Turret
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Artificer)
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Spot I
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Rapid Shot
    Spell (3): Positive Energy Infusion
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (4): Armor of Speed
    Enhancement: Artificer Intelligence II
    
    
    Level 10 (Artificer)
    Spell (4): Cold Iron Weapons
    Enhancement: Uncaring Master
    Enhancement: Corrosive Spellcasting I
    Enhancement: Acid Manipulation I
    
    
    Level 11 (Artificer)
    Spell (4): Curative Admixture: Remove Poison
    Enhancement: Glacial Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Quicken Spell
    Spell (5): Planar Weapons
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Repair Manipulation I
    
    
    Level 13 (Artificer)
    Spell (5): Silver Weapons
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Mighty Reconstruction I
    
    
    Level 14 (Artificer)
    Spell (5): Prismatic Stike
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Deadly Weapons
    Enhancement: Improved Spot II
    Enhancement: Improved Use Magic Device II
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Maximize Spell
    Spell (6): Blade Barrier
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 17 (Artificer)
    Spell (6): Tactical Detonation
    Enhancement: Artificer Intelligence III
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Spell (6): Mass Repair Critical Damage
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    Enhancement: Storm Manipulation II
    Enhancement: Flame Manipulation II
    
    
    Level 19 (Artificer)
    Spell (5): Mass Repair Serious Damage
    Enhancement: Deadly Acid II
    Enhancement: Deadly Ice II
    Enhancement: Force Manipulation II
    Enhancement: Repair Manipulation II
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Augment Summoning
    Spell (5): Radiant Forcefield
    Enhancement: Arcane Empowerment
    Enhancement: Improved Use Magic Device III
    Enhancement: Glacial Spellcasting II
    
    
    Level 21 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    Feat: (Selected) Great Intelligence
    
    
    Level 22 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    
    
    Level 23 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    
    
    Level 24 (Artificer)
    Feat: (Selected) Epic Spell Focus: Evocation
    (See the Epic Destiny Planner Link Below.)
    
    Level 25 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    Epic Destiny Planner Link:
    http://ddodestiny.info/#d/magister/s...o,p,q,t,v,z,aa
    Last edited by DarkNecromancer; 05-14-2013 at 05:56 PM.

  2. #2
    Community Member
    Join Date
    Sep 2010
    Posts
    589

    Default

    Do you have much in the way of gear available to you?
    Unless you are going in underlevelled, you generally won't need to push trap skills up through enhancements. A possible exception being Spot, which will always lag behind due to wisdom-based. If you are going into unfamiliar quests without people who know them, that might be worth it.

    Improved Fortification is not a good idea unless you will be exclusively soloing/with a static group. Its really annoying for healers as well as making you very vulnerable.

    You want Spell Focus: Evocation (Boosting DCs of Rune arm and spells.) not Spell Penetration (I don't think any of your spells have spell resistance applied to them anyway.)

    Spells: Remember that you can inscribe spells as a wizard. Don't take any spells while levelling that you couldn't get the scrolls from the Divine, Arcane, or Artificer vendor. Have a look at http://ddowiki.com/page/The_Rare_Artificer_Scroll_List to plan, or just buy everything you want, inscribe them all at level 1, and pick the level-up spells from the choices left.

    Also: stat-boost spells like Bull's strength, Mass Bear's endurance etc don't stack with items. At the level that you get those, anyone who actually needs that stat will probably have an item giving them more.

    Spellpower enhancements don't just affect your spells, they affect your Rune Arm damage. Might be worth picking that up of the right types.

  3. #3
    Community Member ~DarkNecromancer's Avatar
    Join Date
    May 2013
    Posts
    8

    Default Thanks so much for the detailed feedback!

    I didn't put any gear in the build because I assumed that people would know what gear they needed. I have a lot of plat saved up from other toons, so I was planning on mainly gearing from the AH.
    I put the AP into trap skills because I didn't know what else to put them in, and it's always handy to have a couple extra points for the hard traps.

    I went with improved fort because I wasn't really planning on getting healed. However, if it's that much of an aggravation to healers, the I'll drop it.

    Yeah, Spell pen was an iffy-choice. I wasn't sure how Artificer's worked with SP. Spell Foc: Evoc, makes a lot more sense.

    I've always played my Wizard like that, grabbing all the needed scrolls, inscribing them, and not worrying about choice. The spells here were just throwaway spells I thought that every Artificer would need.

    Again, these were mostly throwaway spells. I didn't really know what else to pick. Would it make any sense to get these spells earlier?

    Do you have any recommendations for which of the spell power trees I should go in? Or should I just generalize, and take as much of each tree as I can?

  4. #4
    Community Member ~swimmingjellycube's Avatar
    Join Date
    Apr 2013
    Posts
    52

    Default

    When posting code from the character planner, don't include automatic feats. If you're leveling up skills fairly consistently, you probably shouldn't include those either. It makes it easier to read.

    Typical crossbow artificers take Improved Precise Shot

    It is a feat that requires Precise shot and 19 Dex (often 16 and a +3 tome)
    Improved precise shot is valuable for ranged dps because it lets you hit multiple monsters in a line.

    Feats you have listed that you don't need:
    Mental toughness (and improved): It doesn't give very much sp for the cost of a feat
    Empower Spell: Artificers don't have very good dps spells, and empower was nerfed with the spell power changes
    Extend Spell: Extend doesn't apply to the main buffs that you will be passing out (weapon buffs)
    Spell Penetration (and greater): Artificers don't have cc spells that rely on spell penn.
    Heighten: Artificer spells only go up to level 6, so heighten is not as useful as it is for full casters.
    Improved Fortification: Better to get a fort item and still be healable by a divine in case of emergency

    Feats you have listed that you should keep:
    Toughness (unlocking toughness enhancements)
    Point blank shot (more dps)
    Rapid Shot (more dps)

    Optional:
    Maximize: It is sometimes nice to have a single meta, but most of your spells aren't worth the maximize.
    The best spells for you to cast are crowd control spells, and then use your rune arm and xbow for damage.

    Feats you should consider:
    Quicken (quickened reconstruct since you're warforged) (basically required)
    Precise shot
    Improved Precise shot (requires 19 dex)
    Spell Focus: Evocation (more dc for rune arm and crowd control part of spells)

    **Note that with the enhancement pass, casting artificers like what you have detailed may become better than currently.


    Quote Originally Posted by DarkNecromancer View Post
    for trapping and providing support with crossbows and such.
    Code:
                      Starting            Ending
    Abilities        Base Stats         Base Stats
    (32 Point)       (Level 1)          (Level 20)
    Strength              8                  8
    Dexterity            14                 16
    Constitution         14                 14 
    Intelligence         18                 21
    Wisdom                6                  6
    Charisma             12                 12
    
    1
    Feat: (Selected) Empower Spell
    3
    Feat: (Selected) Mental Toughness
    4
    Feat: (Artificer Bonus) Extend Spell
    6
    Feat: (Selected) Point Blank Shot
    8
    Feat: (Artificer Bonus) Improved Mental Toughness
    9
    Feat: (Selected) Toughness
    12
    Feat: (Artificer Bonus) Rapid Shot
    Feat: (Selected) Spell Penetration
    15
    Feat: (Selected) Greater Spell Penetration
    16
    Feat: (Artificer Bonus) Heighten Spell
    18
    Feat: (Selected) Maximize Spell
    20
    Feat: (Artificer Bonus) Improved Fortification
    

  5. #5
    Community Member ~DarkNecromancer's Avatar
    Join Date
    May 2013
    Posts
    8

    Default Revised Artificer

    Here is the revised build based on what you guys have given me so far. Are there any other things in weird spots? Should I take some stuff earlier? Please, tell me below. I love hearing from you guys! Thanks, again.

    Code:
    [color=black]Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Automoton 
    Level 25 True Neutral Warforged Female
    (20 Artificer \ 5 Epic) 
    Hit Points: 324
    Spell Points: 1197 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 10
    Will: 10
    
    Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 25)           (Level 25)
    Strength              8                  8                    8
    Dexterity            14                 19                   19
    Constitution         14                 14                   14
    Intelligence         18                 23                   26
    Wisdom                6                  6                    6
    Charisma             12                 12                   12
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Dexterity used at level 7
    +3 Tome of Dexterity used at level 11
    
    Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 25)          (Level 25)
    Balance               4                 15.5                 21.5
    Bluff                 1                  1                    7
    Concentration         6                 24                   30
    Diplomacy             1                  1                    7
    Disable Device        8                 31                   37
    Haggle                1                  1                    7
    Heal                 -2                 -2                    4
    Hide                  2                  4                   10
    Intimidate            1                  1                    7
    Jump                  0                  9.5                 15.5
    Listen               -2                 -2                    4
    Move Silently         2                  4                   10
    Open Lock             6                 27                   33
    Perform               n/a               n/a                   n/a
    Repair                4                  8                   14
    Search                8                 30                   36
    Spot                  2                 20                   28
    Swim                 -1                 -1                    5
    Tumble                3                  5                   11
    Use Magic Device      5                 24                   33
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+1)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Point Blank Shot
    Spell (1): Curative Admixture: Cure Light Wounds
    Spell (1): Enchant Armor
    Spell (1): Enchant Weapons
    Spell (1): Resist Energy
    Spell (1): Conjure Bolts
    Spell (1): Repair Light Damage
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Storm Manipulation I
    
    
    Level 2 (Artificer)
    Spell (1): Ablative Armor
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    
    
    Level 3 (Artificer)
    Feat: (Selected) Precise Shot
    Spell (2): Curative Admixture: Cure Moderate Wounds
    Enhancement: Charged Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Artificer Intelligence I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Spell Focus: Evocation
    Spell (2): Elemental Weapons
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Improved Use Magic Device I
    Enhancement: Combustive Spellcasting I
    
    
    Level 6 (Artificer)
    Feat: (Selected) Toughness
    Spell (3): Flame Turret
    Enhancement: Artificer Battle Engineer I
    
    
    Level 7 (Artificer)
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Spot I
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Rapid Shot
    Spell (3): Positive Energy Infusion
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use II
    
    
    Level 9 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (4): Armor of Speed
    Enhancement: Artificer Intelligence II
    
    
    Level 10 (Artificer)
    Spell (4): Cold Iron Weapons
    Enhancement: Uncaring Master
    Enhancement: Corrosive Spellcasting I
    Enhancement: Acid Manipulation I
    
    
    Level 11 (Artificer)
    Spell (4): Curative Admixture: Remove Poison
    Enhancement: Glacial Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Quicken Spell
    Spell (5): Planar Weapons
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Repair Manipulation I
    
    
    Level 13 (Artificer)
    Spell (5): Silver Weapons
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Mighty Reconstruction I
    
    
    Level 14 (Artificer)
    Spell (5): Prismatic Stike
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Deadly Weapons
    Enhancement: Improved Spot II
    Enhancement: Improved Use Magic Device II
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Maximize Spell
    Spell (6): Blade Barrier
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 17 (Artificer)
    Spell (6): Tactical Detonation
    Enhancement: Artificer Intelligence III
    
    
    Level 18 (Artificer)
    Feat: (Selected) Toughness
    Spell (6): Mass Repair Critical Damage
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    Enhancement: Storm Manipulation II
    Enhancement: Flame Manipulation II
    
    
    Level 19 (Artificer)
    Spell (5): Mass Repair Serious Damage
    Enhancement: Deadly Acid II
    Enhancement: Deadly Ice II
    Enhancement: Force Manipulation II
    Enhancement: Repair Manipulation II
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Augment Summoning
    Spell (5): Radiant Forcefield
    Enhancement: Arcane Empowerment
    Enhancement: Improved Use Magic Device III
    Enhancement: Glacial Spellcasting II
    
    
    Level 21 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    Feat: (Selected) Great Intelligence
    
    
    Level 22 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    
    
    Level 23 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    
    
    Level 24 (Artificer)
    Feat: (Selected) Epic Spell Focus: Evocation
    (See the Epic Destiny Planner Link Below.)
    
    Level 25 (Artificer)
    (See the Epic Destiny Planner Link Below.)
    Epic Destiny Planner Link:
    http://ddodestiny.info/#d/magister/s...o,p,q,t,v,z,aa
    Last edited by DarkNecromancer; 05-07-2013 at 09:13 AM.

  6. #6
    Community Member ~DarkNecromancer's Avatar
    Join Date
    May 2013
    Posts
    8

    Default

    Essentially, what I'm wondering is: Is there something I take in the build that seems risky, or some vitally important thing that a crossbow/runearm/trapper should have that I may have missed? If it seems good and fine, then I'd like to hear that as well.

  7. #7
    Community Member
    Join Date
    May 2013
    Posts
    2

    Default

    I am also leveling up my first Artificer at the moment and think you should work in Insightful Reflexes and Improved Critical Ranged. You could get rid of the 2nd Toughness and maybe Augment Summon.

    My path so far (wrong order likely):
    1: Point Blank Shot
    3: Precise Shot
    4: Rapid Shot
    6: Toughness
    8: Maximize
    9: Spell Focus Evocation
    12: Improved Critical Ranged, Insightful Reflexes
    15: Quicken
    16: Improved Precise Shot

  8. #8
    Community Member ~DarkNecromancer's Avatar
    Join Date
    May 2013
    Posts
    8

    Default

    Quote Originally Posted by Gidra View Post
    I am also leveling up my first Artificer at the moment and think you should work in Insightful Reflexes and Improved Critical Ranged.
    Alright, thanks. I've edited the original build. I just didn't see that feat earlier.

  9. #9
    Community Member
    Join Date
    Oct 2007
    Posts
    897

    Default

    For stats I went 16/16/16 dex/con/int. Extra points into cha/str. You need 19 dex for IPS, so 14 starting would be problematic. I ended up putting one level up into DEX to clinch IPS, and the rest into INT (though I found a +3 upgrade by lvl 15). Even if you had a +5 laying around, you could not use it until 19 so would postpone IPS 4 levels.

    For my Artificer I took Improved Crit Ranged and Improved Precise Shot basically as soon as they became available (12 & 15 respectively I believe). I find that Augment Summoning is very useful, and spec'd my dog for evasion/sneak attack/trip. Augment Summoning also improves your flame turret. Initially I made the mistake of spec'ing force/fire, not realizing the turret was counted as a summons and did not benefit from the fire line. As far as spell damage goes force is always going to be a safe bet because your best spells are are boosted by that line. I went 7/1/1 force (lucid/archaic/tac det/blade barrier) and 7/1/1 acid (just because I like the +6 seeker on glorious obscenity). I maxed concentration rather than taking quicken and do not miss it, but then I went human with UMD scroll healing so would not benefit from a quickened reconstruct. One thing that is kind of weird about non-human builds is you cannot use the artificer damage boost at the same time as endless fusilade (human versatility is on a different timer).

    At mid-high levels, blue dragon scale, or elf crafted armor are nice (you cannot use scepters). Also red slotted impulse on a cannith crafted repeater is nice. And you can use Lucid Dreams (level 19 rune arm) at level 17 with masterful craftmanship.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload