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  1. #1
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    Default Electric Critzilla



    Edit 5/14/2018 For a new and fairly advanced version of this build for veterans, see here!

    Unlike a traditional build, this will change enhancements, feats, and ED twists not only 1-20 as you level, but also 21-30 as you gain new abilities.

    As your spell pool and spell power grow, you can alter from SLAs to a mixture of SLAs and your more powerful spells. This build does ludicrous AoE damage, is fairly tanky (paladin version is very tanky), and self heals, CCs, and traps.
    ...

    Feel free to move a few levels around or even a class, lots of varieties work.

    Any Race (paladin 3 version is very friendly for new players, especially if Warforged/Bladeforged)

    Max Int (good int for new players), good Con, levels in Int

    Basic Build 12 Arti > 3 Sorc > 3 Any* > 2 Arti (recommended non-reaper build)
    Master of Knowledge/Simple hybrid 12 Arti > 3 Sorc > 5 Wiz (test hybrid non-reapre build to try MoK vs non-MoK)
    Undead MoK Variant 12 Arti > 1 Sorc > 7 Wiz (recommended non-reaper build, feat swap 2 construct body feats @ level 20 to Extend and Shield Deflection) (Credit for idea NoKills)

    To see an electric critzilla (reaper version below) build in action, see channelddo's 6 part video series on youtube!


    ----------------------------------------------------------

    Feats (hybrid given below, non-wiz drops MT feats)

    1 Maximize (150 SP)
    3 Empower (7SP)
    4 Construct Essence (Adamantine Body for WF (only warlock invocations and arcane spells are subject to ASF, not SLAs and not Arti spells)
    6 Completionist (non-completionists keep going on feat list and pick up Shield Deflection when you can instead)
    8 Arti Quicken
    9 Insightful Reflexes
    12 Imp. Construct Essence / WF: Shield Deflection (you can block and cast at the same time) (Human fits this in as well due to extra feat sometime)
    12 Arti Heighten
    15 SF:Evo
    16 Wiz MT (1% crit)
    18 GSF:Evo
    20 Wiz IMT
    21 Epic Spell Focus:Evo or Construct Exemplar (fleshies non-undead), wellspring (undead)
    24 Master of Artifice
    26 Spell Power:Electrical
    27 Master of Knowledge (90 SP, 60% Crit Multiplier) (skip to 30 feats for non-MoK builds)
    28 Hellball
    29 Dire Charge
    30 Scion of Fire
    30 Master of Air or Intensify or Burst of Glacial Wrath

    -------------------------------------------

    Enhancements

    Evolve enhancements as needed. Level 1-19 get what is useful out of AT, with air savant crit, sorc crit, and harper after you are done.

    This is a good spread for level 15:
    40 AT T5C4 everything useful
    8 Air Savant
    8 Harper (get this before you hit gh/vale for repeater use on lightning immune)

    From 15-20 pick what you think is best based on the class spread you picked!

    When we get Dire Charge at level 29, we will want Harper Know the Angles for tactical DC:
    8 Harper KTA

    --------------------------------
    Epic Destiny:

    Start in Draconic, twisting whatever, since draconic ability caster levels will be high (character level + 5 ED level + 2 sorc level = 27+), warlocks twist Empyrian

    At 24 with master of Artifice, try out Magister with Blue Draconic Heritage (lightning), Energy Burst (lightning), Evo Focus (draconic), (tactics after 29). (3 Max Air Caster levels, 3 Max Evo caster levels, 11 Caster levels, 20 SP, 3 DC, 10% Crit, 6 Tactics DC)

    -------------------------------

    Gear of Note

    LGS Lightning Spell Crit Dmg accessory (35% crit dmg)
    LGS Vacuum Main Hand (150 Enhancement, 7 Int (insight), 37 Exceptional) (make a hand axe for future swashbuckling builds)
    RNG Lightning Crit Ring (up to 25% Crit) or spell crit necklace
    PDK or other Tower Shield (Master's Touch for shield deflection proficiency) + Spell Power Augment (any for +24 SP implement)
    Tactics gear at 29: Epic Animated Rope + Legendary Pendant of the Warrior or epic boots of the innocent + epic spare hand/Spare Hand
    Heroic/Legendary Pansophic Circlet (Equipment 131, Insightful 65, Quality 15)
    Construct's Mantle (repair amp, Qual magnetism +36, 3 qual int)
    Prowess Ring/Fatal Flaw Repeater/Animus Runearm
    Heartwood Docent (sheltering/repair amp)
    Trapping: Spare hand + Spyglass

    -------------------------------------
    *Any 3 Classes: 3 Druid for more crit and 1 more caster level to free up an arti lvl for 4 sorc for wings no body feat allowed on warforged, fire sla for empyrian, 3 warlock for bigger crits + aura to fuel empyrian, 3 more sorc for wings/displacement, 3 Wiz for feat/invis+blur sla (invis > dire charge is great initiation), fighter for ranged feats + def stance, monk feats + evasion, pali def stance+ DG, 2 FVS 1 sorc to implement LGS and just rewards proc w/ lantern ring and wings, 2 arti 1 sorc for reconstruct+wings, etc. Pali is for face rolling EE/LE solo.
    --------------------------------------

    Lightning Immunes: You can break the DR of every lightning immune mob in the game except the wizard king with cold iron bolts from House D combined with the level 5 spell Planar Weapons for good/evil alignment. Insightful damage spell combined with harper Int to hit and Know the Angles will make short work of them, especially with Fatal Flaw repeater and banishing runearm Animus. You can still AoE daze them with lightning sphere, and pick them off one by one. For wiz king, you will want a silver slinger, or just a blunt weapon of beatdown. You can also try flame turret spell, but champions tend to 1 shot it.

    Also can take dragons breath/energy vortex of non-lightning element and use draconic in quests with lightning immunes. Here is a heroic elite dungeon in action!


    ----------------------------------

    Caster level Note: Arti SLAs and spells cap at level 10 generally. Master of Artifice/Air will raise that cap to 20. 14 Arti levels, plus being in an arcane sphere ED adds +5 Arti caster levels, +1 more electric caster level from sorc air savant core 1 will bring your electrical casting to the Master of Air/Artifice cap of 20.

    Blue Draconic Heritage Lightning will add 3 more caster and max caster levels to lightning spells. Master of Evocation will add 3 more caster and max caster levels to evocation spells (which includes lightning spells). Core 2 Air Savant will add 1 more caster and max caster level to lightning spells. This will add up to another +7 levels and max caster levels, for a total of 27 to lightning. This will increase the total damage die (damage) of your spells. Lightning bolt, for example, does 1d6 base damage per caster level. Cast at level 27, it will do a base of 27d6 damage.

    To see some face stomping, see Kuunkukka in action at level 30!

    ------------------------------------------------------------------------------------------------------------------------------------------------
    REAPER BUILDS!!!

    Edit 5/14/2018 I came up with a new and advanced version of the build, which uses chain AoE stuns instead of super healing. For a new and fairly advanced version of this build for veterans, see here!

    Reaper Note: Due to the self-healing nerf, you will need to super specialize into positive healing amplification (fleshy) OR repair amplification (warforged) healing. You will also really want evasion by level 9, since trap boxes will start appearing after traps starting in level 9 dungeons, and a single touch of a reaper trap will instantly kill you without evasion. Around level 12 champion abishai will also 1 shot you without evasion. Since all the groups will be filled with warlocks AoE, your daze on lightning sphere also won't CC very well, so you will also want tactical detonation (15 arti, 16 on WF if you take reconstruct first). Oh, and it was brought up that you want Wand and Scroll mastery now for better reaper self healing, but that comes from the tree anyways. Construct essence heroic feats give you partial positive and partial repair healing, and is not super specialized enough to be effective in reaper heroics.

    This leaves only 2 types of reaper builds that will work well 1-20. Super repair or super hamp evasion. I settled on 7 arti > 2 monk > X. By level 9 (36 AP) 8 AP will give 20 PRR in stance, and 28 AP will fill out AT to T4. Being centered will be the way to go, since at level 9 you will have a BaB of 6 which is only 6 PRR in light armor.


    Reaper Repair based Evasion Warforged Electric Critzilla w/CC 7 Arti > 2 Monk > 9 Arti >1 Sorc 1 Monk Lawful (no gear requirements)
    Max int, dex for deflect arrows by lvl 8 (tomes +2), decent wis, con, charisma, Lawful

    1 Maximize
    3 Empower
    4 Adamantine Body free feat swap to Quicken @ level 9
    6 Completionist
    8 Monk Deflect Arrows (dex 13)
    9 Insightful Reflexes Monk Lightning Reflexes
    10 Arti Heighten
    12 PL:Wiz
    14 Arti Rapid Shot
    15 SF:Evo
    18 GSF:Evo Arti Precise Shot
    21 ESF: Evo
    24 Master of Artifice
    26 Electric Spell Power
    27 BoGW (if your gear is good enough to land it) or Intensify
    28 Hellball
    29 Dire Charge
    30 Scion of Fire
    30 Master of Air or Intensify

    The second reaper ready arti will be fully positive spell power/hamp based. To make this work will require 2 specific items, a GS heroic kama with 20 except./40 equip./60 comp. stacking HAMP, and a Jidz-Teka bracers with 50 insight HAMP in sun stance. Note that the planners for heroic GS show 10/20/30 and are not updated, but the item itself will be 20/40/60. Curative admixtures were patched and can now target you, although hitting an adjacent mob, player, wall, or floor also works. This still requires evasion by level 9, and we will pick up the third monk level for 10 more HAMP from core 2 Shintao. The race tree is used to store 0-12 AP.

    Reaper +SP/HAMP based Evasion Fleshy Electric Critzilla w/CC 7 Arti > 2 Monk > 8 Arti >1 Sorc > 1 Monk* > 1 Sorc Lawful (gear requirements)
    Max int, dex 13 for deflect arrows by lvl 8 (tomes +2), decent wis, con, charisma

    1 Maximize
    3 Empower
    4 Quicken
    6 Completionist
    8 Monk Deflect Arrows (dex 13)
    9 Insightful Reflexes Monk Lightning Reflexes
    10 Arti Heighten
    12 PL:Wiz
    14 Arti Rapid Shot
    15 SF:Evo
    18 GSF:Evo

    *If you will be taking this build into epics, take level 18 as 1 more arti level for reconstruct, and bonus feat construct essence, regular feat imp. construct essence, and then continue on epic feat list in OP, and swap to repair healing, then finish with 2 sorc.

    Under this setup, a dragonborn at level 12 for example would have 30% PL hamp, 20exceptional/40equipment/60% competence GS HAMP, 20% ship HAMP, 50% HAMP insightful (Jidz-Tet'ka) +10% Shintao for a total of 230% HAMP.
    Level 11 Scrolls of Heal will be cast at level 15 due to +4 caster levels from arti scroll mastery, with 75% additional from Wand and Scroll Mastery for 262 base healing.
    Reaper 3 streaking yields only 32% self-healing.
    Putting this all together, you will heal for 3.3 (Base + HAMP) x 262 (scroll of heal) x 32% = 276 points of self-healing at level 12 per heal scroll, on reaper 3, and will run in sun stance, centered. Combined with the healing admixture spells, you can full heal in seconds on reaper 3.

    This is the recommended heroic build if you have the gear to make it work, because reconstruct spell for repair healing simply takes too long to get, especially with a mandatory 2 monk splash making it level 17, and there isn't nearly as much repair amplification to make reconstruct scrolls work as well as heal scrolls. Reconstruct spell will be better in epics though, as it will be more convenient to use and powerful enough.


    Reaper Gear Notes:
    --------------------------------
    For fleshies, gearing with 5 piece slavers with ringsx2, trinket, belt, necklace and 3 piece abishai (helm, boots, gloves) will work best around level 8. This leaves bracers free for (Jidz-Tet'ka) (insightful healing amplification), and cloak free for heroic mysterious cloak (exceptional healing amplification), and you can cannith craft healing amplification(equipment) on robes. You will want a necklace/belt that are replaced at level 12 with iron beads necklace and belt of the healer.

    At level 12, it is easiest to leave a scroll of heal equipped main hand, and your 20/40/60 healing amplification (HAMP) greensteel kama off hand. This means you will want insightful magnetism on gloves, and normal-elite iron beads for magnetism/lightning lore which you can get from the GH saga. At this point you will no longer need the mysterious cloak or hamp robes, and can swap to slaver's cloak and slaver's robes to keep your 5 piece bonus. You will also no longer want 3 piece abishai by 12 since you will have 10 arti levels, and arti electric spells cap at caster level 10.

    An Int/charisma skills wiz VI, 150 elemental mana permablur displacement clicky GS cloak perfectly hits the spot for the added mana reaper takes, as well as skill boost for traps and UMD boost for recon/heal scrolls.

    ------------------------------

    Tanky Reaper Electric Critzilla w/damage spam

    This is a super spam build for filling any role or roles in a reaper group, including soloing. While the prior builds have more CC with tactical detonation, this one has more tankyness, as well as non-lightning damage with warlock slas, as well as more HAMP.

    This will level like the others 1-12, with your first 28 ap in AT for blast rod (level 7), then 8 AP in shintao for PRR (level 9), then 12 more Ap into AT for motes (level 12). From 13-16 you fill in the ES tree. At the start of level 17, you swap to 33 ES (burst/blast), 23 AT (blast rod), 8 shintao (PRR). Pick up Shining through and beacon at 17, then some crit multiplier/feigned health from TS and more spell power 18-20, as well as LB SLA from AT at cap.

    7 Arti > 2 Monk > 3 Arti > 6 Warlock > 2 Arti Lawful

    Max int, dex 13 for deflect arrows by lvl 8 (tomes +2), decent wis, con, charisma, levels in int. Any race (wf take healer's friend). Recommended build for those who love spam! (gear requirements)

    1 Maximize
    3 Empower
    4 Quicken
    6 Completionist
    8 Monk Deflect Arrows (dex 13, tomes +2)
    9 Insightful Reflexes Monk Lightning Reflexes
    10 Arti Heighten
    12 PL:Wiz
    15 SF:Evo
    18 GSF:Evo
    21 Extend (for warlock displacement)
    24 Master of Artifice
    26 Epic Arcane Eldritch Blast
    27 Intensify
    28 Hellball
    29 Dire Charge (use know the angles in harper to get a super high DC, becomes a free stun)
    30 Scion of Fire
    30 Master of Air or BoGW (if your gear is good enough to land it)

    Now your rotation will be godly. Just chain eld. burst/eld. blast/blast rod sla/blast rod/lightning sphere sla/lightning sphere, lightning bolt SLA as you see fit endlessly. Feigned health from TS and 40 HAMP from ES will add another 63 hp to your heal scrolls, so they will hit for around 340 on reaper 3!



    ---------------------------------------------------

    Level 12 base of all 3 reaper builds, showing the ability to self-heal to full in seconds in reaper 3. The heal scroll and kama are almost never unequipped.

    Last edited by Tilomere; 05-14-2018 at 06:03 PM.

  2. #2
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    Do the arti and sorc lightning bolt SLAs share a cooldown?

  3. 06-06-2016, 12:11 PM


  4. 06-17-2016, 01:10 PM


  5. 06-21-2016, 09:34 AM


  6. 06-28-2016, 11:47 PM


  7. #3
    Community Member Ellihor's Avatar
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    Can you post any videos of the performance on cap?
    Ex player. This game had it's peak fun in 2011. After that, 2018. The rest is nostalgia from these 2 eras. I'd be lying if I didn't say I had some fun with MotU and in eGH, thought.
    YouTube: https://www.youtube.com/NethereseDDO

  8. #4
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Tilomere View Post
    No clue!
    No they don't
    Each sla seems to have it's own Cooldown.
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  9. 07-16-2016, 02:33 PM


  10. #5
    Community Member Vanhooger's Avatar
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    can you provide a video to see this in action?
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  11. 07-18-2016, 03:00 PM


  12. 07-24-2016, 08:31 AM


  13. #6
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    nice I also want to see this in action.
    finally a reason for me to buy and play the Artificer class!

    By the way why do you play in Magister and not in Draconic destiny??
    Last edited by Phil7; 07-09-2017 at 03:08 PM.

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    Quote Originally Posted by Tilomere View Post
    It makes warlocks look weak.
    I'm not sure "one shot entire dungeon" can be beat, which is exactly what warlocks are capable of in heroics and most of epics. :P

  15. 07-25-2016, 08:18 PM


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    Quote Originally Posted by Tilomere View Post
    I've been trying this enhancement out:

    Arcane Mechanism: While wielding a Rune Arm, +10/+15/+20 Electric Spell Power, +5/+10/+15 Universal Spell Power.

    It works now, but I can't seem to find any situation where it is worth using.

    Since you are a short range caster, a tower shield adding 15 to your MRR, and then doubling it versus reflex, and then providing 40% shield deflection cuts magic damage taken by 70%. Adding AC/15 PRR cuts physical damage taken by ~25%. In addition, depending on the shield it also adds tons of stats, DR when blocking, +8 all saves when blocking (PDK orb bonus), and 15% more elemental deflection.

    So it ends up being effectively 200 MRR, 20-40 DR, and up to +8 all saves, and a ton of stats versus 35 electric spell power. When you are already over 1k average spell power on SLAs/Spells already, it is doing 3% more damage at a cost of taking 30-200% more damage depending on type, on a short range character with no built in defenses.

    You can't get runearm spell power and tactical mobility from BE to move while it is charging since they are both T5 enhancements. Since all your spells are different arcs and shapes and close range, you need that mobility to get good spell damage. So you are never going to actually charge your runearm as a T5 AT while moving around to cast lightning spells.

    <5% of the time you use a runearm/repeater for lightning immune mobs. But 5% of the time getting 15 repair only useful spell power for 3 ap averages out to 1 repair spell power for 3 ap, which also isn't worth it.

    The rest of the build and enhancements I like a lot though so far at level 17. It makes warlocks look weak.
    Could you use Epic Arm of Archons for the 30 PRR/MRR on it and slot in the new trinket (something compass?) for insightful PRR/Quality MRR as a switch to help that problem when you do want to use a Repeater/Cannon, bearing you have no Defensive attributes on gear. Where does Mu'Rays Fire set with electric spell power vs high end lootgen now? I can't remember. May be to much gear switching during actual questing. However, the legendary docent from Search and Rescue is pretty nice for defenses until you get the Celestial Docent. I almost just left Heartwood in and the docent in the bank.
    Last edited by adrian69; 07-25-2016 at 08:39 PM. Reason: stuff about docent

  17. 07-25-2016, 11:19 PM


  18. 07-30-2016, 01:59 AM


  19. 08-03-2016, 10:05 PM


  20. 08-09-2016, 11:01 PM


  21. #9
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    Default Master of feats

    So with something like master of artifice. The max caster level of blast rod would go from 10 to 20. But to take advantage you have to cast as a 20 level artificer, it does not automatically raise it by 10?

    With 12 artificer plus ED levels I see where you get to 20 for that one, was just trying to understand how the master of feats worked as I have not taken them, but they only increase the potential max level of a spell if you cast at that level or above correct?

    I guess most everything seems to cap at 10 anyway for Master of Air or Artifice so try to hit 20 caster levels.

    I was thinking about Artificer 12/ Wizard 8, to get more benefit from undead form and wizard caster levels.
    Last edited by EinarMal; 08-11-2016 at 12:26 PM.

  22. 08-11-2016, 01:44 PM


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    Quote Originally Posted by Tilomere View Post
    Yes, so blue dragon T4 from draconic twist, evocation from magister T5, and sorc core 2 all give caster and maximum caster levels so you don't worry about those they take care of themselves.

    You add arti level, say 12 in your example, to the +5 bonus from being in a max level arcane sphere ED, to get 17. So you will cast at level 17 out of the 20 levels Master of Air/Artifice allow, plus 3 for draconic twist, and 3 for magister T5 for 23 total CL in magister, or 20 total CL in draconic.

    Your negative energy aura will cast at 8 for wiz, and 5 for being in a max arcane ED, for 13. Since it is +1 per 2 levels, you could drop a wiz level for Sorc, and it would heal the same amount. 1 Sorc would add another lightning caster level via Air enhancements, and a whole bunch of spell power, and 2% more crit.

    Arcane caster level gear will affect your negative healing spells and lightning bolt. Evocation caster level gear will affect all your damaging spells, but not healing. So maybe depending on your gear setup, the extra level of wiz could help with healing.

    The basic build with 14 total arti levels, and 5 from ED, and 1 more from sorc core 1 casts at the Master of Air/Artifice cap of level 20, +1 for sorc core 2, +3 for magister T5, and +3 for draconic T4 twist for 27.
    Yea I kind of like the undead version with 12 Artificer plus at least 7 wizard. I was thinking 1 more wizard might help a bit with non-electric stuff, like chain missle SLA maybe even firewall for lightning immunes vs. using a crossbow. Plus if you go AM and undead with a bit of PM and AT from atrtificer it gets hard to put much into sorcerer.

    So this build would have a fair amount of force damage (deep gnome entirely optional, and no completionist)

    Deep Gnome Artificer 12/Wizard 8
    Str 6
    Dex 8
    Con 18
    Int 20
    Wis 10
    Cha 10

    Levels:
    1 thru 12-Artificer
    13 thru 20-Wizard

    Feats: (7 +2 WB +3AB)
    1-Maximize
    3-Empower
    4-(AB) Extend
    6-Arcane Initiate
    8-(AB) Quicken
    9-Insightful Reflexes
    12-(AB) Heighten
    12-Mental Toughness
    13-(WB) Improved Mental Toughness
    15-SF Evocation
    17-(WB) Enlarge
    18-GSF Evocation
    21-Wellspring of Power
    24-Master of Artificer
    26-Epic Spell Power Electricity
    27-Master of Knowledge
    28-Hellball
    29-Dire Charge
    30-Master of Air
    30-Scion of Fire

    Enhancements
    AM -37
    PM -6
    Harper -12
    AT -25

    The Harper includes int to hit and damage, could probably drop that down.
    Last edited by EinarMal; 08-11-2016 at 02:16 PM.

  24. 08-11-2016, 02:50 PM


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    Quote Originally Posted by Tilomere View Post
    Yea, you can just cast insightful damage. You are an arti after all. The lack of shield deflection is going to hurt a bit on the Abishai quests. Maybe figure out where you are going to have construct essence feats to heal with in heroics, and what to swap them out to using free feat swap and a dragonshard.

    Getting both construct essence feats in heroics, and swapping them out to extend/shield deflection (req BaB 8) would seem to fit the bill.
    Hah yea good point, I have never played an artificer before I think it is the only class I haven't tried yet.

  26. 08-11-2016, 05:29 PM


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    Default Arti15/Wiz5

    How about Arti15 for lvl6 spell slot?

    You would be losing 6%crit and 50-ish spell power from Air Savant, but the SLA caster level would remain same as with 12arti/3sorc/5wiz hybrid approach. Tactical detonation would supplement the crowd control selection quite nicely.

    This would also make it less painful to strip some enhancement points in order to buff the racial tree (Bladeforged; Communion of Scribing comes to mind).

  28. 08-16-2016, 12:02 PM


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    Quote Originally Posted by Kuunkukka View Post
    How about Arti15 for lvl6 spell slot?

    You would be losing 6%crit and 50-ish spell power from Air Savant, but the SLA caster level would remain same as with 12arti/3sorc/5wiz hybrid approach. Tactical detonation would supplement the crowd control selection quite nicely.

    This would also make it less painful to strip some enhancement points in order to buff the racial tree (Bladeforged; Communion of Scribing comes to mind).
    I would consider going 3 paladin with this idea and save you the +1 heart.

    So, something like Artificer 15/Paladin 3/Sorc 2 if you want level 6 spells.

    It would be more survivable, better saves, and you can probably fit in enough AP for some sacred defender stuff. Less dps, but more survivability.

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    Quote Originally Posted by EinarMal View Post
    I would consider going 3 paladin with this idea and save you the +1 heart.

    So, something like Artificer 15/Paladin 3/Sorc 2 if you want level 6 spells.

    It would be more survivable, better saves, and you can probably fit in enough AP for some sacred defender stuff. Less dps, but more survivability.
    That is sound thinking. Wizard levels don't bring much to the table besides MoK@27, at least compared to even 2 levels of Sorcerer. Sadly, I already did a LR+1 to get rid of the Paladin levels and ran along with the 15/5 split. Currently at 18 and feeling good! I'll have to reconsider this decision if I start failing a lot of quests at epic levels.

    I'm pretty hyped for this build, even though reliance on one commonly resisted element and one whose spells are evadeable, makes me feel a bit nervous. So far I have canceled only one quest (ghosts of perdition, undead beholder at the end was immune and all the polar rays flying around got the better of me), and opted to postpone a few quests in order to maintain my Elite Bravery Streak. Still, with quest knowledge and thinking ahead, this seems to be quite a strong solo build. No need for hirelings even.

    So far, mana pool has been adequate. I tend to take a shrine at roughly 50% mana, so that I can spam Tactical Detonation where needed. I actually haven't respec'd for Communion of Scribing yet, but I expect it to be required when transitioning to Epic Elites. I fully expect this lightning bunny to maintain the EBB there.

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    Quote Originally Posted by Kuunkukka View Post
    That is sound thinking. Wizard levels don't bring much to the table besides MoK@27, at least compared to even 2 levels of Sorcerer. Sadly, I already did a LR+1 to get rid of the Paladin levels and ran along with the 15/5 split. Currently at 18 and feeling good! I'll have to reconsider this decision if I start failing a lot of quests at epic levels.

    I'm pretty hyped for this build, even though reliance on one commonly resisted element and one whose spells are evadeable, makes me feel a bit nervous. So far I have canceled only one quest (ghosts of perdition, undead beholder at the end was immune and all the polar rays flying around got the better of me), and opted to postpone a few quests in order to maintain my Elite Bravery Streak. Still, with quest knowledge and thinking ahead, this seems to be quite a strong solo build. No need for hirelings even.

    So far, mana pool has been adequate. I tend to take a shrine at roughly 50% mana, so that I can spam Tactical Detonation where needed. I actually haven't respec'd for Communion of Scribing yet, but I expect it to be required when transitioning to Epic Elites. I fully expect this lightning bunny to maintain the EBB there.
    Yea I think it is at least 5 wizard levels or skip wizard, as without T5 arch mage and master of knowledge probably better off with other splits. I am getting close to TR into this build, I am also curious how it will do with only one element and like you say most everything can be evaded. I am leaning towards art 12/wizard 7/sorc 1 now and going undead form since i have most of the gear for it. I can also use CM sla and have a little stronger arcane spells in theory for lightning immune.

  32. 08-17-2016, 03:37 PM


  33. #16
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    Would this build work with 12 arti/5 sorc/3 pally Bladeforged? I'm pretty sure it would but I just want to know

  34. 08-17-2016, 08:19 PM


  35. #17
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    Does 2 caster levels really add that much dmg? I'm not quite sure what a caster level does besides raise your spell pen

  36. 08-17-2016, 11:10 PM


  37. #18
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    Quote Originally Posted by Tilomere View Post
    Did you try feather fall (sorc or wiz spell) + repeater + KTA+insightful dmg?
    Yes, and I did I think 2 falls down until I got mobbed by the champion ice reavers. Those do BRUTAL damage. Not an inherent fail on the build, but I didn't feel like praying for better RNG against singleshot spells

    Don't get me wrong, I like champions and the added challenge/randomness they bring. In this instance, I just wanted more of the facerolling action as fast as possible. I would never have thought the Blast Rod was such an amazing spell, outshining the Lightning bolt even. Addictive.

    I'm still antsy about reaching high enough DC for epics. So far I have seen I think grand total of 2 evades (Ritual Sacrifice, forgot to swap back to Evo neclace back after pumping spell points with Torc), but still in heroics so what do I know. I feat swapped from Shield Deflection to Wizard PL feat and will have to look at what other options I have for upping the DC:s... Anyone got a link to definite layout for sources of upping the EVO DC:s?

  38. 08-18-2016, 02:44 AM


  39. #19
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    Have a question: Does the 3rd level Sorc air savant core actually also grant +1 Max level or is it just +1 Caster level on air/sonic?

    Planning a Arti-13/Sorceror-6/Wizard-1 Deep gnome (don't feel like burning a +5 heart on it).

    Caster level is 13 +5 Magister +3 Magister evocation +3 draconic evo +3 sorceror or 27
    Max caster level on SLAs is 10 +3 Magister +3 evo +1 sorceror (or is it 2) +10 MoA or 27 (or is it 28).

  40. 08-18-2016, 09:18 PM


  41. #20
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    Default some gameplay

    I recorded some badly chopped video for this build... and I made a mess of it with OBS. Main culprit I think is that NVSYNC decided to not work and I got a very choppy performance (fps dropped to sub 30 during recording where it's usually 55-60). I have a ghetto internet and I play from north Europe, so you'll have to excuse me for all the lag :/

    But at least you get a clearer picture how the numbers turn. 15arti/3wiz at this point: Spellcrit at 32, Electric Spellpower at 350-ish, mobs don't really do any damage on heroic levels at all.


  42. 08-19-2016, 02:16 AM


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