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  1. #1
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    Default Artificer Build Suggestion Request

    Hello! After a rather long hiatus, I'm interested in jumping back into DDO for a spell. I'm interested in playing an Artificer and I would be very grateful if someone could be kind enough to suggest a solid build for me. I will be playing as a VIP and have 32-point builds unlocked, but pretty much no equipment to help this character out. So fancy tome intensive builds aren't really viable for me. I expect to be soloing most of the time and am generally fond of crafting, companions (the iron defender and flame turret are big appeals for me), and ranged damage. The Artificer capstone is particularly appealing to me, so I would want to stick with the class all the way to the end. My game knowledge and character building skills are rather weak, though, so I would be very appreciative if someone could point me toward a solid, generally fun build in this vein. Thank you in advance!

  2. #2
    Community Member Satyriasys's Avatar
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    Have you decided on a race?

    Warforged - best self healing
    Human - extra feat
    Drow - best Int and Cha

    You will want 19 dex for improved precise shot but I would suggest getting a +2 dex tome so you can start with 17.
    Get at least 14 con if you can
    The rest in Int

    Feats
    -------
    If you're not a Warforged you will want Construct Essence to repair yourself. (once you get reconstruct and decent repair power you'll be able to heal yourself pretty good)

    Max
    Empower
    Quicken
    Improved Crit: Piercing
    Precise Shot
    Improved Precise Shot
    Point Blank Shot
    Precision
    Rapid Shot
    Toughness
    Insightful Reflexes
    Since you like pets get Augment Summoning otherwise probably Spell Focus: Evocation

    For skills go for Search, Spot, Disable, Open Lock, Umd (After the enhancement pass you will want repair and spellcraft)

    For enhancements go for the Battle Engineer Prestige
    Force and Repair lines are very good.

    This will all change of course after the enhancement pass but we will most likely get a free respec.
    Last edited by Satyriasys; 05-10-2013 at 09:39 AM.

  3. #3
    Community Member Nutley99's Avatar
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    Check out this thread by CThruTheEgo. It's for a 36 pt build but he gives an option for modifying it to a 32 pt build. I've been following his build suggestions and having a great time without any twink gear to pass down.

  4. #4
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    Quote Originally Posted by Satyriasys View Post
    Max
    Empower
    Quicken
    I wouldnt bother with Empower. Artis wont have the SP pool to support spamming triple-meta offensive spells, and Max is enough to get your self-heals decent. Offensive spells are more useful for their CC than their damage, especially Tac Det, so I'd drop Empower and Augment Summons and pick up SF:Evo and GSF:Evo. That'll help with your runearm damage, too, make it harder to save for half.

    Other than that, yeah a pure Arti is pretty boilerplate. Max Int, as much Con as you can, enough Dex for IPS and to keep your to-hit decent, and you can pretty much dump CHA and STR and WIS. Trap skills, Concentration/Balance, and UMD since its a class skill. Your DPS is a combination of your buffed repeater, your runearm, and the odd offensive spell. Nothing really complicated about the playstyle, just get a decent repeater and a decent runearm, and pump out the damage as fast as you can while avoiding enemies.

  5. #5
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    Okay, looking at the Dubbell O'Seven build and the suggestions for scaling it down, this is what I came up with:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    An Artificer Yay!
    Level 20 True Neutral Warforged Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1128 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 13
    Will: 10
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 20)        
    Strength              8                  8            
    Dexterity            16                 21            
    Constitution         16                 16            
    Intelligence         18                 21            
    Wisdom                6                  6            
    Charisma              6                  6            
    
    Tomes Used
    +2 Tome of Dexterity used at level 15
    +3 Tome of Dexterity used at level 20
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               5                 16            
    Bluff                -2                 -2            
    Concentration         7                 26            
    Diplomacy            -2                 -2            
    Disable Device        8                 30            
    Haggle               -2                 -2            
    Heal                 -2                 -2            
    Hide                  3                  5            
    Intimidate           -2                 -2            
    Jump                 -1                  6            
    Listen               -2                 -2            
    Move Silently         3                  5            
    Open Lock             7                 28            
    Perform              n/a               n/a            
    Repair                4                  7            
    Search                8                 30            
    Spot                  2                 21            
    Swim                 -1                 -1            
    Tumble                5                 16            
    Use Magic Device      2                 21            
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    
    
    Level 2 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    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: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    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: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precise Shot
    
    
    Level 7 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+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: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Spell Focus: Evocation
    
    
    Level 9 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 10 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 13 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 16 (Artificer)
    Ability Raise: DEX
    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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 19 (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: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage I
    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: Uncaring Master
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    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: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Flame Manipulation V
    Enhancement: Flame Manipulation VI
    Enhancement: Flame Manipulation VII
    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 Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Ability Increases:
    4: Int
    8: Int
    12: Int
    16: Dex
    20: Dex

    I assumed I'd be able to find a +2 Dex tome by level 15, so I would be able to get Improved Precise Shot at 16. If I continue into epic levels, I figure I would be able to find a +3 Dex tome and get Combat Archery.

    Feat Selection:
    1: Augment Summoning
    3: Point Blank Shot
    4: Rapid Shot
    6: Precise Shot
    8: Spell Focus: Evocation
    9: Toughness
    12: Empower Spell
    12: Improved Critical: Ranged
    15: Greater Spell Focus: Evocation
    16: Improved Precise Shot
    18: Insightful Reflexes
    20: Quicken Spell

    I dropped Maximize, on account of the small Artificer SP pool and my own rather conservative playstyle. Would that be a big mistake? I also didn't fit in Precision, is that important? Is Rapid Reload something that would be important? Augment Summoning is probably the weakest choice, but is something of a personal choice.

    Skill:
    Every Level: Concentration, Disable Device, Open Lock, Search, Spot, UMD, Balance, Tumble
    Anything Extra: Jump
    Is the tumble a waste beyond a certain point?

    So, how would that build work? Any obvious mistakes or things that I would regret? And suggestions would be appreciated!

  6. #6
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    Quote Originally Posted by FriendGaru View Post
    Enhancement: Flame Manipulation I

    16: Dex
    20: Dex

    I dropped Maximize, on account of the small Artificer SP pool and my own rather conservative playstyle. Would that be a big mistake? I also didn't fit in Precision, is that important? Is Rapid Reload something that would be important?
    Is the tumble a waste beyond a certain point?
    Fire spellpower is a waste. It doesnt help your Flame Turret, which is a Summon not a Spell, and its completely redundant with Force line, except for Fire runearms (but there's not any worthwhile ones at endgame).

    Why are you trying to hit 21 Dex? Combat Archery? AFAIK its currently bugged...you can take Int on all levelups

    If you're going to drop one meta, drop Empower. Maximize gives you more bonus spellpower per extra SP spent.

    Precision is nice because it lets you break fort and crit things that normally are uncrittable.

    Rapid Reload is an autogrant for Artis.

    Tumble is a waste past one point They just make you tumble slightly farther. You should have feather fall on an item to prevent falling damage.

  7. #7
    Community Member Satyriasys's Avatar
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    A lot of the build has to do with your play style also and if you ask 10 people about a build you will get 10 different opinions so don't be afraid to experiment a bit.
    I for example use max, empower, quicken and never turn them off and have no trouble conserving sp but have good gear and that helps.

    Ive made a ton of artys as its my favorite class so any more questions you have feel free to ask.

  8. #8
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    Alright, Maximize instead of Empower. That's reasonable enough.

    Since I have no tomes going into this, I assume I'm not going to be able to find a +3 Dex tome in time for Improved Precise Shot, thus the ability score increase into Dex. Is there a way around this, or could I expect to come across a +3 tome? Is Improved Precise Shot really all it's cracked up to be? From the description, it sounds pretty situational, but it seems like pretty much every ranged build considers it essential.

    If Combat Archery is bugged, then I guess the level 20 Dex increase would be a bad choice. How is it bugged, anyways?

    Is there something I should drop to get Precision? I like summons, and I'll probably be soloing mostly with hirelings, so Augment Summoning seems like it should be worth it, but maybe it really is a waste?

    Okay, I won't bother with fire then. Acid instead? Not really a big deal regardless since enhancements are relatively painless to respec, right?

    What about the enhancement pass will make repair useful? It seems pretty unnecessary as things stand. What is spellcraft? Okay, if tumble is a waste, where should the extra skill points go?

    Thank you for the help! I'm not really a big fan of such character building minutia, but I'm also unfortunately the type who will be really frustrated if I find out too late I made a mistake.

  9. #9
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    Quote Originally Posted by FriendGaru View Post
    Alright, Maximize instead of Empower. That's reasonable enough.

    Since I have no tomes going into this, I assume I'm not going to be able to find a +3 Dex tome in time for Improved Precise Shot, thus the ability score increase into Dex. Is there a way around this, or could I expect to come across a +3 tome? Is Improved Precise Shot really all it's cracked up to be? From the description, it sounds pretty situational, but it seems like pretty much every ranged build considers it essential.

    If Combat Archery is bugged, then I guess the level 20 Dex increase would be a bad choice. How is it bugged, anyways?

    Is there something I should drop to get Precision? I like summons, and I'll probably be soloing mostly with hirelings, so Augment Summoning seems like it should be worth it, but maybe it really is a waste?

    Okay, I won't bother with fire then. Acid instead? Not really a big deal regardless since enhancements are relatively painless to respec, right?

    What about the enhancement pass will make repair useful? It seems pretty unnecessary as things stand. What is spellcraft? Okay, if tumble is a waste, where should the extra skill points go?

    Thank you for the help! I'm not really a big fan of such character building minutia, but I'm also unfortunately the type who will be really frustrated if I find out too late I made a mistake.
    As has been pointed out, this is just my own opinion...but FWIW:

    -Dex tome is likely to cost you around 300k+ on the AH, but its avaiable, at least on Cannith they usually are. If you're concerted, you can save up that much easily by the time you need it at L16. Farm mats in the Orchard, or Vale if you can hit it underleveled, if you want to powerfarm for plat. Worst comes to worst, you just take another feat at L16 and then use Fred to switch to IPS once you can get the tome.

    -I dont swear by IPS myself - I think a lot of it is residual from before the changes to Archers Focus, and the assumption that the way AF works now is a bug and will be corrected soon. 25% extra damage is definitely situationally useful over IPS. That being said, if you learn how to use your targeting right, IPS can be a big boost to your DPS. You probably want to have both on your hotbar, plus Precision, and swap accordingly.

    -Augment Summons is OK at low level, but the extra stats are negligible by endgame...when hirelings and especially your pet arent going to be much use, augmented or not. If you want to take it, take it at L1 and then swap it out at L12 or so for something else useful but with no prereq, like Precision or SF: Evo. Remember, though, you cant swap something in your L1 feat slot for something you couldnt have taken at L1.

    -Force and Repair are the two enhancement lines you should always have. The third is whatever your current main runearm is. Force will fully boost the three main offensive spells you'll be using (Tac Det, BB, and Pris Strike). If you like using Lighting Sphere/Blast Rod, then take Elec too. You can only swap enhancements every 3 days, but yeah its cheap, so you can change it whenever you acquire a new improved runearm.

    -EP will add +Incoming Repair, like fleshies have +Incoming Heal. It will also make the Repair skill give you Repair spellpower. Spellcraft gives you Universal spellpower. But the EP is so far off that I wouldnt worry about it right now, you'll probably be 20 long before it hits and you can always TR if you want to drastically overhaul your build at that time.

    -Skills for Arti: Spot, for ranged targeting; OL, DD, Search, for trapping; UMD, for UMDing ; Balance, to avoid interrupts, and Conc unless you want to Quicken EVERYthing; Jump, generally useful, especially for ensuring your runearm hits at point blank range. If you have more than 8 SPs per level, I'd put the rest in Bluff, especially if you ever plan to take Shadowdancer and get some sneak die. Or its also just useful to reduce threat, and as a ranged puller.

  10. #10
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    Okay, with those suggestions, how about this for a revised build:

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    An Artificer Yay!
    Level 20 True Neutral Warforged Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 14
    Will: 10
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 20)        
    Strength              8                  8            
    Dexterity            16                 19            
    Constitution         16                 16            
    Intelligence         18                 23            
    Wisdom                6                  6            
    Charisma              6                  6            
    
    Tomes Used
    +3 Tome of Dexterity used at level 15
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               5                 15            
    Bluff                -2                  7            
    Concentration         7                 26            
    Diplomacy            -2                 -2            
    Disable Device        8                 31            
    Haggle               -2                 -2            
    Heal                 -2                 -2            
    Hide                  3                  4            
    Intimidate           -2                 -2            
    Jump                  0                 10            
    Listen               -2                 -2            
    Move Silently         3                  4            
    Open Lock             7                 27            
    Perform              n/a               n/a            
    Repair                4                  8            
    Search                8                 31            
    Spot                  2                 21            
    Swim                 -1                 -1            
    Tumble                4                  5            
    Use Magic Device      2                 21            
    
    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
    
    
    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) Augment Summoning
    
    
    Level 4 (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: (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: 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: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precise Shot
    
    
    Level 7 (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 8 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Spell Focus: Evocation
    
    
    Level 9 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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 12 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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) Improved Critical: Ranged Weapons
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+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) Greater Spell Focus: Evocation
    
    
    Level 16 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    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: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    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 18 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    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) Insightful Reflexes
    
    
    Level 19 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    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 20 (Artificer)
    Skill: Bluff (+2)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell
    Ability Scores:
    All increases to INT.

    Feats:
    1: Point Blank Shot
    3: Augment Summoning -> Precision (When the former becomes negligible)
    4: Rapid Shot
    6: Precise Shot
    8: Spell Focus: Evocation
    9: Toughness
    12: Maximize Spell
    12: Improved Critical: Ranged
    15: Greater Spell Focus: Evocation
    16: Improved Precise Shot (If no +3 Dex tome is acquired, take Insightful Reflexes at this level and IPS at level 18)
    18: Insightful Reflexes
    20: Quicken Spell

    I swapped the locations of Augment Summoning and PBS, so that the former can be exchanged for Precision later. Empower dropped for Maximize. IPS, Insightful Reflexes, and Quicken can be shifted according to when I get a +3 Dex tome.

    Skills:
    Full: Balance, Concentration, Disable Device, Open Lock, Search, Spot, UMD
    At level 1, two ranks into tumble and two into jump. Jump every level thereafter.
    Anything extra goes into Bluff.
    If I'm lucky with INT tomes, then the few leftover points into Repair.


    How does that sound? Any other changes I should make?

  11. #11
    Community Member Satyriasys's Avatar
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    Honestly insightful reflex isn't as good on an arty as it is a wiz since you will have decent dex anyway. And some people argue spell focus: evo becomes trivial in later levels but really youll be fine with what you have there. Leveling and soloing should be a breeze.

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    What might be a better choice over Insightful Reflexes

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    Community Member Satyriasys's Avatar
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    Well I took wiz PL on mine. PL Magic Missles with full force enhancments and shiradi procs are a pretty nice addition to the arty's arsenal.

  14. #14
    Community Member Satyriasys's Avatar
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    I will also add that while Warforged are a good choice for arty because of repair spells you can get better stats on a Drow. They will have more Int and Cha.
    You really want as much Int as possible because of a buff you get which lets you use your Int bonus to damage with your Xbow. And Cha of course for UMD.
    With the Construct Essence feat and full repair enhancements you will be very survivable.

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    Quote Originally Posted by Satyriasys View Post
    Honestly insightful reflex isn't as good on an arty as it is a wiz since you will have decent dex anyway. And some people argue spell focus: evo becomes trivial in later levels but really youll be fine with what you have there. Leveling and soloing should be a breeze.
    Quote Originally Posted by FriendGaru View Post
    What might be a better choice over Insightful Reflexes
    Quote Originally Posted by Satyriasys View Post
    Well I took wiz PL on mine. PL Magic Missles with full force enhancments and shiradi procs are a pretty nice addition to the arty's arsenal.
    Eh I disagree. You'll have better DEX than a Wiz, yes, but its not like you have dex-to-damage, and you dont need to keep it equal to your INT just for your xbow to-hit. Insightful Reflex is probably going to mean an extra 4-6 or more on your Reflex save, which of course is the most important for avoiding big damage, which is the Arti's biggest problem. Well that, and getting freakin' danced, but INT cant help you there...

    Plus is nice being as close to a one-stat character as possible. As much as you can get based on INT, the more you get out of things like ED Int points and Diamonds of Exceptional Wisdom.

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    Oh and PL feats are nice, but I wouldnt suggest them unless an OP says they're available, of course

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    Okay, it sounds like my build is solid enough, then. Thank you for the help, everyone!

  18. #18

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    Quote Originally Posted by Satyriasys View Post
    Have you decided on a race?

    Warforged - best self healing
    Human - extra feat
    Drow - best Int and Cha

    You will want 19 dex for improved precise shot but I would suggest getting a +2 dex tome so you can start with 17.
    Get at least 14 con if you can
    The rest in Int

    Feats
    -------
    If you're not a Warforged you will want Construct Essence to repair yourself. (once you get reconstruct and decent repair power you'll be able to heal yourself pretty good)

    Max
    Empower
    Quicken
    Improved Crit: Piercing
    Precise Shot
    Improved Precise Shot
    Point Blank Shot
    Precision
    Rapid Shot
    Toughness
    Insightful Reflexes
    Since you like pets get Augment Summoning otherwise probably Spell Focus: Evocation

    For skills go for Search, Spot, Disable, Open Lock, Umd (After the enhancement pass you will want repair and spellcraft)

    For enhancements go for the Battle Engineer Prestige
    Force and Repair lines are very good.

    This will all change of course after the enhancement pass but we will most likely get a free respec.


    Improved Critical: Piercing...doesn't work w/ ranged weapons.. Improved Critical: Ranged is the feat you're thinking of..


    *edit: nevermind... others have corrected it in their posts of builds...
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    Embrace this moment, remember, we are eternal
    All this pain is an illusion"

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