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  1. #1
    Community Member UurlockYgmeov's Avatar
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    Default Just pimped out a vetII (level 9) arty and his dog... here's the gear

    Koboldowar with Dogowar and their trusty companion Mimicowar...

    comments? suggestions?

    trinket: Thaarak Fang (+4con / yellow: Feather Fall)
    goggles: resistance +5
    head: clever +6 bandana (MCI)
    bracers: Bracers of Wind (Level 7) (tier 2: blur/Magnetism/Lightning Lore)
    cloak: Cloak of Flames (Level 7) (tier 2: fire spell power/fire lore)
    gloves: Gloves of the Falcon (old version spot/dex)
    belt: Spare Hand (Level 7) (tier 2: open/disable)
    docent: deathblock battle docent of construct fort 10% w/ blue: heavy fort (MCI)
    ring: Ring of Master Artifice (Level 7) (tier 2: auto repair – repair lore and spell power – repair clickie)
    ring: Ring of the Stalker (Level 11) (tier 3: manslayer.seeker.sneak attack)(MCI)
    repeater: lacerating acid burst
    runearm: Recoyle (force II – anathema)
    necklace: deadly 6
    boots: Speed V (or VI with MC)
    Dogowar: Docent – same; Collar: scream of bleed

    swap: search +11 (ring)
    swap: persuasion (for UMD)


    WF Arty
    Artificer 10
    True Neutral Warforged

    Stats
    . . . . . . . .32pt . . Level Up
    . . . . . . . .---- . . --------
    Strength. . . . .8. . . .4: INT
    Dexterity . . . 17. . . .8: INT
    Constitution. . 16
    Intelligence. . 17
    Wisdom. . . . . .6
    Charisma. . . . .6. . .


    Skills
    . . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10
    . . . . .------------------------------
    Concent . . . . . . . . .1 .1 .1 .1 .1 . 5
    Disable . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    Open Lo . 2. 1. 1. 2. 2. 1. 1. 1. 1. 1. 13
    Repair. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    Search. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    Spot. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    Tumble. . 1. . . . . . . . . . . . . . . 1
    UMD . . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 13
    . . . . .------------------------------
    . . . . .28. 7. 7. 8. 8. 8. 8. 8. 8. 8


    Feats
    .1. . . . : Point Blank Shot
    .3. . . . : Augment Summoning
    .4 Arti . : Empower Spell
    .6. . . . : Adamantine Body
    .8 Arti . : Precise Shot
    .9. . . . : Precision

    Spells

    1. Repair Light Damage, Ablative Armor, Conjure Bolts, Static Shock
    2. Repair Moderate Damage, Elemental Weapons, Insightful Strikes, Lightning Sphere
    3. Repair Serious Damage, Insightful Damage, Flame Turret
    4. Repair Critical Damage, Armor of Speed, Lightning Motes


    Enhancements (40 of 40 AP)
    Warforged (4 AP)

    • Improved Fortification
      1. Inscribed Armor III

    Arcanotechnician (26 AP)

    • Arcanotechnician
      1. Static Shock III, Uncaring Master, Spell Critical
      2. Imbued Defender III, Shocking Vulnerability III
      3. Lightning Sphere III, Automated Repairs III
      4. Blast Rod III

    Battle Engineer (7 AP)

    • Battle Engineer
      1. Crossbow Training, Thermal Venting II
      2. Thaumaturgical Conduits II

    Harper Agent (3 AP)

    • Agent of Good I
      1. Strategic Combat
    Last edited by UurlockYgmeov; 12-03-2015 at 01:35 PM. Reason: my kobold powered spell checker is on a Union Break. BAZINGA!

  2. #2
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    Livmo's Avatar
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    Quote Originally Posted by UurlockYgmeov View Post
    Koboldowar with Dogowar and their trusty companion Mimicowar...

    comments? suggestions?
    Got an L7 light repeater with acid vulnerability passed to me in ToEE. Very nice. The 1st upgrade is seeker +4 and maiming I think. 200 mushroom skins. It will be a long while till I get 200 (approx 28 runs based on my drop rate) to get 1st upgrade for the seeker. However, just the base version is good for my L9 arty. Also it looks cool.

  3. #3
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    You can twink out your rune arm a bit more. Craft masterful craftsmanship on it and you drop the min level by 2, which you can then throw something else on. Unfortunately, both ranged alacrity and persuasion (my favorite things to put on a rune arm) are +2, which means they would raise Recoyle's min level to 11 even with Masterful Craftsmanship.

  4. #4
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Livmo View Post
    Got an L7 light repeater with acid vulnerability passed to me in ToEE. Very nice. The 1st upgrade is seeker +4 and maiming I think. 200 mushroom skins. It will be a long while till I get 200 (approx 28 runs based on my drop rate) to get 1st upgrade for the seeker. However, just the base version is good for my L9 arty. Also it looks cool.
    was looking for one - elec or fire (blast rod / turret) but no joy.

    Quote Originally Posted by gwonbush View Post
    You can twink out your rune arm a bit more. Craft masterful craftsmanship on it and you drop the min level by 2, which you can then throw something else on. Unfortunately, both ranged alacrity and persuasion (my favorite things to put on a rune arm) are +2, which means they would raise Recoyle's min level to 11 even with Masterful Craftsmanship.
    Have Hand of Tombs (MCI) but was doing ToEE - so no need. nice thing about Recoyle - adds to force damage with with elemental prod...

  5. #5
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    missing: deadly, GFL
    what's the cloak for? Fire Trap?

    skill rings: I use a set of ML5 (+10) items, and another set of ML9 (+13) items

  6. #6
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by cru121 View Post
    missing: deadly, GFL
    what's the cloak for? Fire Trap?

    skill rings: I use a set of ML5 (+10) items, and another set of ML9 (+13) items
    +10 spot from gloves, +10 disable and open lock from belt, +11 search swap ring. (I miss my old NML trapper rings ;( )


    thanks for the reminder (fixed in OP) necklace: deadly +6

    wish there was room to fit in GFL - but might swap out boots for cannith crafted version ---
    GLF Boots (MCI) ml:9 - but the rock guard in the ml:4 boots proc's ALLOT - and great guard for low level.

    Cloak is for Flame Turret - which btw - dog autorepairs! it is a stationary tanq - that draws aggro like .... ummm... Paladins in Shavarathe!

    striding / speed probably would be better to swap boots out for.

  7. #7
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    I've never heard about Flame Turret benefiting from spell power.

  8. #8
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by cru121 View Post
    I've never heard about Flame Turret benefiting from spell power.
    like a flame benefits from jetfuel! :P

    with 48 fire spell power: 20-90 (no cloak)
    with 110 fire spell power: 35-120 (with cloak)
    (level 9 Arty in ToEE Heroic Elite Part 1 vs. bandits)

    but I've been wrong before.

  9. #9
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    I'll post my suggestion for a nice setup at level 9.

    I spent a bit too long on this, but I like trying to optimize gear

    I'm sure you've already considered using the ML:11 Cannith Items, but I'll post them anyways as once you start twinking you might as well go full out!
    All the craft-able items will have Masterful Craftsmanship I on them.
    I haven't listed all the stats on the items, only what is different/improved from what you currently have.

    Without further ado, here is the list:

    Bracers: Bracers of Wind (Level 11) - +2% dodge +1% lightning crit, +12 Lightning Spell Power

    Belt: Spare Hand (Level 11) - +3 Open Lock +3 Disable Device

    Ring: Ring of Master Artifice (Level 11) - +25 Spell Points, +1% Repair Crit, +12 Repair Spell Power, Improved Auto-Repair

    Cloak: Cloak of Flames (Level 11) - +12 Fire Spell Power, +1 Fire Critical, +5% Fire Absorption, +1 AC.

    Goggles: Goggles of Perception - +10 Search, +2 Attack Bonus, Colorless Augment (Master's Gift?)

    Gloves: +6 Dexterous Gloves - +2 Dexterity

    Trinket: Scarlet and Blue Ioun Stone (unsuppressed) - +2 Disable Device, +2 Search, +2 Spellcraft, 2 Repair

    Head: Mushroom Cap - +1 Good Luck, +10 HP, +6% Negative Absorption

    Boots: Feather Falling Boots of Ranged Alacrity with Green Augment - Heavy Fortification (Augment), +5% Attack Speed

    Docent: Gorgon Docent - +4 AC, Earthern Guard

    Necklace and second ring are the same.

    Gained from new items:

    +13 Search, +2 Attack, +2 Dexterity, +3 Disable Device, +3 Spellcraft, +3 Repair, +5% Attack Speed, 6% Negative Energy Absorption, +10 HP

    Loss:

    -4 resistance
    -25% Movement Speed (Can use Expeditious Retreat clicky/UMD?)
    -10% Fortification (Is more than 100% needed at level 9?)

    Net gain with upgrades + new items:

    +2% Dodge
    +1% Lightning, Fire and Repair Critical Chance
    +12 Lightning, Fire and Repair Spell Power
    +25 Spell Points
    +5% Fire Absorption
    +5 AC
    +2 Attack
    +13 Search (16 if using MCI swap item)
    +6 Disable Device
    +4 Open Lock
    +3 Spellcraft
    +3 Repair
    +1 all other stats
    +2 Dexterity
    +10 HP
    +6% Negative Energy Absorption
    +5% Attack Speed

    -4 resistance
    -25% Movement Speed
    -10% Fortification

    +Earth Guard
    +(Improved) Auto-repair
    No swapping involved except for UMD



    If you want more resistance there's Possibility of:

    Docent: Filtration Module - +1 AC, +7 Repair, +10 Acid Resist, +3 Resistance (Augment)

    Use +3 Constitution Augment in Goggles.


    Changing the total to:

    +10 Repair
    +10 Acid Resistance
    +6 AC
    -1 Constitution
    -1 Resistance
    No Earthern Guard

    This means also you'd have to swap in an XP item.


    For the collar I like to use Skin of Mockery as it allows me to give the pet some added ability points. The Gorgon docent could also be useful to add some constitution. These are more for defensive purposes.

    I haven't tested this, but I imagine that the self-damage portion on vicious might not function on pets. So there's a possibility of Fanged Wraps being quite good.
    Throw in a Ruby of the Vampire Slayer and you gain Ribcracker III, +3 Enhancement bonus and deal Bane/Light instead of Sonic/Bleed (Which is more resistable)
    Finally I imagine that the heroic version of Epic Thrall of the Fire Temple would be best in slot until you can equip the epic version. I haven't seen it yet, though, so I can't be positive.

    EDIT: Looks like the loot from ToEE has been revealed and while the heroic version of the collar isn't as good as I thought it would be it's still a viable contender to the other collars/handwraps available at this level. Link to the collar is here: Thrall of the Fire Temple
    Last edited by Madja; 04-16-2015 at 03:25 PM.

  10. #10
    Community Member UurlockYgmeov's Avatar
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    more answer later:

    - it does exist. :P However Heavy Fortification is massively important for dogs survival ... period.

    Great changes - for level and min/max. If was willing to spend resources on more then would follow most of your suggestions. This list was something that most people could just throw together.

    SO if you are reincarnating into an Arty - this would be a great setup for lv9/10, but would suggest the Quiver of Alacrity, which provides 10% ranged alacrity and 30% striding at level 1. Very much easy to get nowadays...

    Like the suggestion of fanged wraps and skin mockery.

  11. #11
    Community Member kmoustakas's Avatar
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    This coming from my 2nd artificer life, working on epic to get 3rd colours of the queen and I already have 3x +1 skills from shadowdancer prepping to tr into artificer again.

    For helmet you want cove helmet with superior false life and +10 search minimum level 9. If you don't care about false life, you could easily go +5 sneak attack. Considering an int build, +10 search will be more than enough all the way.

    Runearm: since you are already wearing bracers of wind, disciplinator is the best runearm for that level. The runearm shot is by far the best in the game and it doubles as a construct beater, switching to hand of tombs when fighting undead.

    As for armor, I can never get around to removing gorgon docent, although crafted with superior stability and masterful it's also pretty good.

    edit: Puppy really loves that docent of defiance, just so you know. And then it loves BIG TIME cormyrean collars starting level 16

    edit2: If only we could get them to fix the titan runearm, it would be concesus best runearm until toven/lucid
    Last edited by kmoustakas; 04-17-2015 at 05:37 AM.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  12. #12
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by kmoustakas View Post
    This coming from my 2nd artificer life, working on epic to get 3rd colours of the queen and I already have 3x +1 skills from shadowdancer prepping to tr into artificer again.

    For helmet you want cove helmet with superior false life and +10 search minimum level 9. If you don't care about false life, you could easily go +5 sneak attack. Considering an int build, +10 search will be more than enough all the way.

    Runearm: since you are already wearing bracers of wind, disciplinator is the best runearm for that level. The runearm shot is by far the best in the game and it doubles as a construct beater, switching to hand of tombs when fighting undead.

    As for armor, I can never get around to removing gorgon docent, although crafted with superior stability and masterful it's also pretty good.

    edit: Puppy really loves that docent of defiance, just so you know. And then it loves BIG TIME cormyrean collars starting level 16

    edit2: If only we could get them to fix the titan runearm, it would be concesus best runearm until toven/lucid
    I should sit down and redo this posting for lv12, 15, and 18.... But for first lifers.

    If my main was doing another Arty life - then Lucid Dreams by far - also Hand of the Tombs w. a 3Pos h.repeater for undead (talk about a mini-gun shooting rays of disintegration....) The Disciplinator or Animus with either the OOZINATOR (OozeII) or MinII for Constructs and Banishable creatures.

    Another fun runearm: Toven's Hammer and Titan's Fist

    which cap are you referring to ? Treasure of Crystal Cove or 3BC Plundered Pirate Hat?

  13. #13
    Community Member kmoustakas's Avatar
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    Crystal cove helmet for sure. Superior false life and +10 to a skill at minimum level 9 are amazing. I just wish they put spellcraft on that list of skills already

    edit: Runerms. When you reach level 17 which is where you can craft masterful and equip tovens and lucid, things become a lot more clearer. I think toven's is better because when the lightning strike procs it will do a huge amount of damage. It's similar to 'banish' or 'smite' and it works even when the mob has higher hp than 1000. Also, the +2 int and torc effect are really useful. On the other hand, the runearm shot is evadeable which sucks but at least it goes straight so it doesn't get wasted on walls/terrain.

    Question: why would you use 3xPos repeater with the hand of tombs runearm? Both effects work on the 20 so basically it's the same thing. Unless it's for overkill purposes in which case kewl For low levels I would be tempted to use a trap the soul repeater along with the appropriate runearm for constructs, undead and banish... but again, lit2 kinda would do the same thing overall.
    Last edited by kmoustakas; 04-18-2015 at 02:46 AM.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  14. #14
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    Quote Originally Posted by UurlockYgmeov View Post
    like a flame benefits from jetfuel! :P

    with 48 fire spell power: 20-90 (no cloak)
    with 110 fire spell power: 35-120 (with cloak)
    (level 9 Arty in ToEE Heroic Elite Part 1 vs. bandits)

    but I've been wrong before.
    Nice. Is Fire Lore important as well? (Does it crit?)

  15. #15

  16. #16
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by kmoustakas View Post
    Crystal cove helmet for sure. Superior false life and +10 to a skill at minimum level 9 are amazing. I just wish they put spellcraft on that list of skills already

    edit: Runerms. When you reach level 17 which is where you can craft masterful and equip tovens and lucid, things become a lot more clearer. I think toven's is better because when the lightning strike procs it will do a huge amount of damage. It's similar to 'banish' or 'smite' and it works even when the mob has higher hp than 1000. Also, the +2 int and torc effect are really useful. On the other hand, the runearm shot is evadeable which sucks but at least it goes straight so it doesn't get wasted on walls/terrain.

    Question: why would you use 3xPos repeater with the hand of tombs runearm? Both effects work on the 20 so basically it's the same thing. Unless it's for overkill purposes in which case kewl For low levels I would be tempted to use a trap the soul repeater along with the appropriate runearm for constructs, undead and banish... but again, lit2 kinda would do the same thing overall.
    Overkill for powerful undead.... It has been my experience that nothing really resists the combined proc'ing of both the disruption and greater disruption.

    Trap the soul weapons weren't proc'ing very much when I ran Arty last - so that h.repeater has sat gathering dust in the cache... found The Oozinator (aka The Puddinator) much more dps and fun.

    Disrupting Weapons

    Effect: While wearing this item, your melee and ranged weapons gain Vorpal Effect: On an attack roll of 20 which is confirmed as a critical hit this weapon will completely destroy an undead. Powerful undead may resist the vorpal effect until sufficiently damaged.
    Found on: Hand of the Tombs

    Disruption

    Suffix
    Base price modifier: +5
    Effect: On Hit: 4 to 24 Bane damage to Undead
    On Vorpal Hit: If an undead struck by this weapon his fewer than 1000 Hit Points it is instantly slain, If the undead has above 1000 Hit Points, it takes 100 damage.

    Greater Disruption

    Suffix
    Effect: On Hit: 4 to 24 Bane damage to Undead
    On Vorpal Hit: If an undead struck by this weapon his fewer than 2000 Hit Points it is instantly slain, If the undead has above 2000 Hit Points, it takes 200 damage.
    Found on:



  17. #17
    Community Member Oxarhamar's Avatar
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    Looks good, pudding weapons my favorite.

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