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  1. #61
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    I may have missed something, but when you start taking Kensei abilities, I assumed it was just for the extra action boosts, but then you took core 2 and 3, which appear to provide little or no gain for this build without taking Exotiic Weapon Mastery to add Repeaters to the list of Focus Weapons. This would require 4AP (including the prereq Weapon Group Specialization). Where should they be pulled from OR would a different use of AP be better OR am I just missing something?

    Does Strike With No Thought apply to ALL weapons, instead of just those in the Focus group?
    Last edited by Jedamijo; 12-30-2017 at 08:44 PM.

  2. #62
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Jedamijo View Post
    I may have missed something, but when you start taking Kensei abilities, I assumed it was just for the extra action boosts, but then you took core 2 and 3, which appear to provide little or no gain for this build without taking Exotiic Weapon Mastery to add Repeaters to the list of Focus Weapons. This would require 4AP (including the prereq Weapon Group Specialization). Where should they be pulled from OR would a different use of AP be better OR am I just missing something?

    Does Strike With No Thought apply to ALL weapons, instead of just those in the Focus group?
    Yes the first part of strike with no thought is a passive bonus that applies to all weapons. So the 2 cores is basically for the +1 critical damage multiplier. The 1% double shot bonus doesn't apply since I didn't take exotic weapon mastery.

    The standard crit profile is 19-20x2 (4 multipliers). With improved critical this changes the range from 17-20 (adds 4 multipliers). Reconstructed Crossbows adds 1 to the range changing it to 16-20x2 (adds 2 multipliers). The 3rd fighter core changes the mulitplier to 16-20 x3 ( adds 5 multipliers). So arguably that 3rd fighter core adds more dps than the tier 5 reconstructed crossbows enhancement.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  3. #63
    Community Member Sarzor's Avatar
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    Am I correct to read that you use cloth armor (frozen tunic) for the entire life? Do you have problems with capping out MRR at 50?

    Similarly, if I go warforged, I would not then take mithril body?

  4. #64
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Sarzor View Post
    Am I correct to read that you use cloth armor (frozen tunic) for the entire life? Do you have problems with capping out MRR at 50?

    Similarly, if I go warforged, I would not then take mithril body?
    Yes I use the cloth strictly for the frozen tunic procs otherwise I would wear light armor. The MRR cap isn't an issue because I have high intelligence with insightful reflexes so I only ever fail my reflex save on a 1. Anything that isn't evadable doesn't get reduced by MRR (disintegrate, etc.) The PRR benefit of light armor vs. cloth is minimal for most heroic levels.

    For a warforged life you can take mithril body for a small PRR bonus. I would do warforged after you have several racial AP so you can take the repair amp for free.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  5. #65
    Community Member Sarzor's Avatar
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    Quote Originally Posted by slarden View Post
    Yes I use the cloth strictly for the frozen tunic procs otherwise I would wear light armor. The MRR cap isn't an issue because I have high intelligence with insightful reflexes so I only ever fail my reflex save on a 1. Anything that isn't evadable doesn't get reduced by MRR (disintegrate, etc.) The PRR benefit of light armor vs. cloth is minimal for most heroic levels.

    For a warforged life you can take mithril body for a small PRR bonus. I would do warforged after you have several racial AP so you can take the repair amp for free.
    Thanks. The main reason I was heistant to take mithril is the 5 dodge cap. With reaper bonuses and equipment I can run 15+ dodge easily.

    Also, I have 3 racials, so I can get the first two tier free, and give up a point elsewhere for the last. I'm just tired of running warlock.

  6. #66
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Sarzor View Post
    Thanks. The main reason I was heistant to take mithril is the 5 dodge cap. With reaper bonuses and equipment I can run 15+ dodge easily.

    Also, I have 3 racials, so I can get the first two tier free, and give up a point elsewhere for the last. I'm just tired of running warlock.
    Yeah I had a brain freeze there - that is the other reason I liked outfit vs. light is the dodge. The PRR benefit is small and MRR doesn't matter much on a high reflex evasion build.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  7. #67
    Community Member Sarzor's Avatar
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    Quote Originally Posted by slarden View Post
    Yeah I had a brain freeze there - that is the other reason I liked outfit vs. light is the dodge. The PRR benefit is small and MRR doesn't matter much on a high reflex evasion build.
    Yeah, I think I'll skip the mithril. I have plenty of PRR/MRR from past lives. If the cap gets too annoying there's enough room to fit in an additional feat later.

    Docent-wise I was looking at:
    Level 1-7 craft invulnerability/fearsome
    Level 8-14 Executioner's
    Level 15-18 Heartwood

    Solid choices?

  8. #68
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    Do you prefer the Light Boltslinger over Fatal Flaw?

    And do you have any recommendations for equip past level 20?

  9. #69
    The Generous huntdawumpus's Avatar
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    Question Enhancement questions

    I've been enjoying this build so far, but I'm partial to Arti's. :-D

    In Level 6, you take Field Scrapper x2. In Level 8, you take Battle Engineer: Field Scrapper x2.

    Was one of those supposed to be Field Engineer for +1 to Concentration, Disable Locks and Open Locks per point? Why do Field Scrapper at all instead of Thaumaturgical Circuits to boost rune arm recharge rate?

    Thanks,

    Evada Crafty on Sarlona

  10. #70
    Community Member C-Dog's Avatar
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    Quote Originally Posted by huntdawumpus View Post
    Why do Field Scrapper at all instead of Thaumaturgical Circuits to boost rune arm recharge rate?
    I was confused on that too until I walked the enhancements thru all the way.

    Sunder bonuses feed the DC of the Trip effect of Thunder-Shock Weapons (BE Tier 5). You can't get that 'til Char Lvl 12 at the earliest, so you could certainly go in a diff direction earlier and then re-spec.

  11. #71
    The Generous huntdawumpus's Avatar
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    Quote Originally Posted by C-Dog View Post
    I was confused on that too until I walked the enhancements thru all the way.

    Sunder bonuses feed the DC of the Trip effect of Thunder-Shock Weapons (BE Tier 5). You can't get that 'til Char Lvl 12 at the earliest, so you could certainly go in a diff direction earlier and then re-spec.
    Thanks!

    I had just wrapped up Completionist, and hadn't yet worked with the new Artificer enhancement trees. They've changed a bit.

  12. #72
    The Generous huntdawumpus's Avatar
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    Default Where's Infused Weapons (Core 2)

    At level 9, you take Battle Engineer: Infused Armor (Core 3), but that requires Battle Engineer: Infused Weapons (Core 2).

    I don't seem to be able to find where you take Infused Weapons in levels 1-8.

    Am I blind? I've been known to miss stuff in front of my nose.

  13. #73
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by huntdawumpus View Post
    At level 9, you take Battle Engineer: Infused Armor (Core 3), but that requires Battle Engineer: Infused Weapons (Core 2).

    I don't seem to be able to find where you take Infused Weapons in levels 1-8.

    Am I blind? I've been known to miss stuff in front of my nose.
    At some point I slightly reworked my enhancement spend and made a few mistakes in there trying to patch it. I will update the enhancements by this weekend. Basically at that point you are working towards the top of the tree so you just keep filling it in each additional level.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  14. #74
    The Generous huntdawumpus's Avatar
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    Quote Originally Posted by slarden View Post
    At some point I slightly reworked my enhancement spend and made a few mistakes in there trying to patch it. I will update the enhancements by this weekend. Basically at that point you are working towards the top of the tree so you just keep filling it in each additional level.
    I'm up to level 11, am enjoying this build, and am getting a feel for it. Either my twitch skills are low, or I need some more past lives, but R3 is just a bit beyond me. Generally few problems with R2 and hireling cleric.

    To recap the Enhancement edits I've found, plus an additional:

    1. Field scrapper x2 specified for levels 6 and 8
    2. BE Infused Weapons Core 2 missing
    3. BE Infused Armor Core 3 for level 9, but can't be taken until level 12 when you get 6th Artificer level


    Except for 1st level, I'd suggest using Shield Scrolls instead of Nightshield. You get the same protection from Magic Missiles, and +4 to armor class, which can make a huge difference in AC in early levels. At 2nd level, you can already craft a higher resistance bonus than you get with Nightshield.

    Thanks for the fun build!

  15. #75
    Community Member C-Dog's Avatar
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    Quote Originally Posted by huntdawumpus View Post
    I'm up to level 11, am enjoying this build, and am getting a feel for it. Either my twitch skills are low, or I need some more past lives, but R3 is just a bit beyond me.
    How many PL's do you have, and for what bonuses? OP specifically comments...

    Quote Originally Posted by slarden, in 2nd post, re "What if I am new or 1st-lifer?" View Post
    ...Ranged builds benefit tremendously from past lifes
    ... I would suggest at a minimum you try for the following:

    - 3 ranger lifes
    - 3 monk lifes
    - 3 primal lifes (double shot)
    - 3 arcane lifes (enchant weapon).

    Nice to haves
    - 3 paladin lifes for Healing Amp
    - 3 divine lifes for brace
    - 3 martial lifes for skill focus...
    I'm running a 2nd life version of this atm (with none of the above PL's, natch), and find R1 is usually(!*) no problem, nor R2 depending on the quest.

    (* I ran into problems in the 2nd-to-last quest of Catacombs, where you climb the levels w/ the barriers - even with a healer hire, successive rapid waves of undead were just too much, too many chances for Reapers to spawn with them, and the area starts off very tight for kiting.)

    Of course, since this is not for a long-term Reincanation train plan (just aiming for Legend), I'm not investing in all the CC gear, and relying on a Vorpal of Deception. Skellies and Zombies tend to shrug off piercing, sometimes I'm seeing only 1 point/hit, and just have to grind them down. :/

  16. #76
    The Generous huntdawumpus's Avatar
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    Quote Originally Posted by C-Dog View Post
    How many PL's do you have, and for what bonuses? OP specifically comments...


    I'm running a 2nd life version of this atm (with none of the above PL's, natch), and find R1 is usually(!*) no problem, nor R2 depending on the quest.

    (* I ran into problems in the 2nd-to-last quest of Catacombs, where you climb the levels w/ the barriers - even with a healer hire, successive rapid waves of undead were just too much, too many chances for Reapers to spawn with them, and the area starts off very tight for kiting.)

    Of course, since this is not for a long-term Reincanation train plan (just aiming for Legend), I'm not investing in all the CC gear, and relying on a Vorpal of Deception. Skellies and Zombies tend to shrug off piercing, sometimes I'm seeing only 1 point/hit, and just have to grind them down. :/
    I'm Completionist (1x) with an extra Artificer life. Thought I had 3 Artificer, but must've messed up a reincarnation.

    Have 1 Shadar-kai, Colors of the Queen (3x), Fortification (3x), Brace (1x).

    I play at most 1-2 hours per day, so leveling can be slow, and I grind gear when I feel like it until I get bored. Don't feel the need to be uber, just strong enough to be useful and not completely left behind by the zergers.

    For that Catacombs level, I'd suggest bringing your dog. He's useful until about 6th level. At the very least, he can distract some of them while you get things sorted out. I have a high crafting score, and typically craft bludgeon onto a repeater, just so I don't have to switch weapons for skeletons.

  17. #77
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    Did you ever plan to do the table from 20-30?

  18. #78
    Community Member Thoden's Avatar
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    Default This build is solid

    Slarden, your builds are always great, but I'm having a particularly good time with this one. I have to say as well that I agree with your choice of Shot on the Run-- I never stop moving, and all of my shots are landing just fine. Thanks!
    Balladeer Blackcloud (don't step on my Blue Slaad shoes!), Phantom Company (now you see us, now you don't).
    My Alts on Sarlona include Archi Medes, Pythagoras (Knows the Angles!), Techmech, Deepshade, and Doctrine.

  19. #79
    Community Member C-Dog's Avatar
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    Default Original in Char Planner format

    I have to say as well that I agree with your choice of Shot on the Run-- I never stop moving, and all of my shots are landing just fine. Thanks!
    Not sure it's going to change much - altho' on paper it's a "-4 penalty", the way the formula works (as I understand it) it's at best a 1 in 20 diff - and if your Int is good enough, you'll rarely see that as a miss on a 2.

    However, the +3 Ranged Power still adds in, and may be the best DPS boost available by that level.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~

    When I went to make mine I used a character planner and started w/ the original from the OP in this thread - for those who prefer that layout, here's a token of my appreciation, that same original version from the OP*, but in char-planner format (99.9% original, at least - perfection not guaranteed, but I tried)...

    (* Jan '20 Edit: The OP states that this build is still valid "for fleshies" even after recent changes. He also states that, for Hard Core, he would go Warforged with a slightly diff mix for better survivability.
    See: https://www.ddo.com/forums/showthrea...=1#post6289505)

    Slarden's Reaper Original
    12/6/2 Artificer/Fighter/Monk
    Lawful Neutral (non-specific race - see comments in OP)

    Level Order
    1. Artificer. . . .6. Monk. . . . . .11. Artificer . . .16. Fighter
    2. Artificer. . . .7. Fighter . . . .12. Artificer . . .17. Artificer
    3. Fighter . . . . 8. Artificer . . .13. Artificer . . .18. Artificer
    4. Fighter . . . . 9. Fighter. . . . 14. Artificer. . . 19. Artificer
    5. Monk. . . . . .10. Artificer . . .15. Fighter. . . . 20. Artificer


    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . 14. . . . . . . . 4: INT
    Dexterity . . . 16. . . .+3. . . .8: INT
    Constitution. . 16. . . . . . . .12: INT
    Intelligence. . 16. . . . . . . .16: INT
    Wisdom. . . . . .8. . . . . . . .20: INT
    Charisma. . . . .8. . . . . . . .


    Skills
    . . . . . A. A. F .F. M .M. F .A .F. A. A. A. A. A. F .F. A. A. A. A
    . . . . . 1. 2. 3 .4. 5 .6. 7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4. 1. . . . 3 .1. . .2 . . 1. 2. 1. 1. 1. . .1. 1. 2. 1. 1. 23
    Disable . 4. 1. . .2. . .2. 1 .1 . . 2. 1. 1. 1. 1. 1 . . 2. 1. 1. 1. 23
    Search. . 4. 1. 1 .½. ½ .1. 2 .1 . . 2. 1. 1. 1. 1. 1 . . 2. 1. 1. 1. 23
    Spot. . . 4. 1. . . . 3 .1. . .2 . . . .3 .1 .1 .1 . . 1 .1 .2 .1 .1 .23
    UMD . . . 4. 1. . . . . . . . .3 .1. 4. 1. 1. 1. 1. . .1. 1. 2. 1. 1. 23
    Jump. . . 1½ ½ .4. 1 .1. . . . . .3. . . . . . . ½. 3 .2. . . . . .18
    Open Lo . 4. 1. . . . . . . . . . 1 . . 1. 4. . .1 . . . . . 2. . .2 .16
    Tumble. . ½. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ½
    . . . . .------------------------------------------------------------
    . . . . .28. 7. 5 .6. 8 .8. 6 .9 .7. 9. 9. 9. 9. 9. 7 .8 10 10 10 10



    Feats
    .1. . . . : Point Blank Shot
    .3. . . . : Skill Focus: Use Magic Device
    .3 Fighter: Rapid Shot
    .4 Fighter: Precise Shot
    .5 Monk . : Precision
    .6. . . . : Insightful Reflexes
    .6 Monk . : Dodge
    .9. . . . : Combat Casting
    .9 Fighter: Weapon Focus: Ranged
    10 Arti . : Improved Critical: Ranged
    12. . . . : Mobile Spellcasting
    14 Arti . : Improved Precise Shot
    15. . . . : Weapon Specialization: Ranged
    16 Fighter: Mobility
    18. . . . : Quicken Spell
    20 Arti . : Shot on the Run

    Spells
    Artificer
    1. Repair Light Damage, Conjure Bolts, Enchant Weapons, Enchant Armor, Resist Energy
    2. Repair Moderate Damage, Elemental Weapons, Byeshk Weapons, Admixture: Cure Moderate Wounds
    3. Repair Serious Damage, Adamantine Weapons, Admixture: Cure Serious Wounds, Admixture: Remove Disease
    4. Cold Iron Weapons, Armor of Speed
    5. Radiant Forcefield


    Note - re Enhancements, there are some irregularities as posted on the first page (all in the Battle Engineer tree). Regarding those, the OP stated...

    Quote Originally Posted by slarden View Post
    At some point I slightly reworked my enhancement spend and made a few mistakes in there trying to patch it... Basically at that point you are working towards the top of the tree so you just keep filling it in each additional level.
    So, below is the "original", w/ notes re those items, plus the "obvious" patches (i.e. pre-req's, etc.). All are noted below, so feel free to "re-patch" them if you prefer.


    Enhancements (78 of 80 AP) Errors

    Battle Engineer (39 AP)
    • Battle Engineer, Infused Weapons, Infused Armor
      1. Crossbow Training, Field Scrapper III
      2. Crossbow Training, Wracking Shot III, Caustic Shot I, Extra Action Boost III, Action Boost: Power III
      3. Crossbow Training, Shatter Defenses III
      4. Crossbow Training, Endless Fusilade, Agility Engine III
      5. Reconstructed Crossbows, Thunder-Shock: Crossbow, Unlock Potential, Tactical Mobility

    Kensei (17 AP)
    • Kensei Focus: Crossbows, Spiritual Bond, Strike with No Thought
      1. Extra Action Boost III
      2. Improved Dodge III, Ascetic Training: Agility III
      3. Athletic Mastery II

    Harper Agent (12 AP)
    • Agent of Good I, Intelligence
      1. Harper Enchantment, Strategic Combat
      2. Know the Angles III
      3. Strategic Combat

    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Stalwart Defensive Mastery I

    Arcanotechnician (4 AP)
    • Arcanotechnician
      1. Wand and Scroll Mastery III

    Shintao (1 AP)
    • Bastion of Purity

    Leveling Guide (Errors)
    1. Hrp0 Agent of Good I; Hrp1 Harper Enchantment
    2. Hrp1 Strategic Combat; Hrp2 Know the Angles I, II, III
    3. Hrp0 Intelligence; Hrp3 Strategic Combat
    4. Arc0 Arcanotechnician; Arc1 Wand and Scroll Mastery I, II, III
    5. Shi0 Bastion of Purity; BE0 Battle Engineer; BE1 Crossbow Training
    6. BE1 Field Scrapper I, II*; (Bank 2 AP) (* & see these comments)
    7. SD0 Toughness; SD1 Durable Defense I, II, III; SD1 Stalwart Defensive Mastery I; SD0 Stalwart Defense
    8. BE0 Infused Weapons*, BE1 Field Scrapper III; BE2 Crossbow Training; (* "Field Scrapper x2" double-listed, Infused Armor is pre-req, AP math stays the same)
    9. BE2 Action Boost: Power I, II, III; BE3 Crossbow Training (re "Infused Armor" - not possible until Arti 6, Char Lvl 12. "X-bow Training" moved up from Lvl 9)
    10. BE2 Extra Action Boost I; (Bank 1 AP)
    11. BE2 Extra Action Boost II, III; (Bank 1 AP)
    12. BE0 Infused Armor*, BE4 Crossbow Training; BE4 Endless Fusilade; (* see Lvl 8 notes)
    13. BE2 Wracking Shot I, II, III; BE2 Caustic Shot I;
    14. BE4 Agility Engine I; BE3 Shatter Defenses I*, BE5 Reconstructed Crossbows; BE5 Unlock Potential; BE5 Thunder-Shock: Crossbow; (* Originally listed Lvl 18, this is needed for required 30 AP spent, and also is a pre-req for Thunder-Shock)
    15. Ken0 Kensei Focus: Crossbows; Ken1 Extra Action Boost I;
    16. Ken1 Extra Action Boost II, III;
    17. Ken0 Spiritual Bond; Ken2 Improved Dodge I, II; Ken0 Strike with No Thought;
    18. BE4 Agility Engine II, III (*re "BE3 Shatter Defenses I", see Lvl 14; "Thunder Shock" double-listed)
    19. Ken2 Improved Dodge III; Ken2 Ascetic Training: Agility I, II, III;
    20. BE5 Tactical Mobility; Ken3 Athletic Mastery I, II; (Bank 2 AP)

    And that leaves 2 AP unaccounted for. Go crazy.


    Thanks again, S!
    o7


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~

    Slarden, your builds are always great, but I'm having a particularly good time with this one.
    +1, 100%, this is a gem.

    For my 1st run I tweaked it some, to achieve 3 goals:

    1) Only a 32 point build, and only had a +2 Dex Tome, so adjusted starting stats and the level-added stat points as needed.

    2) Maximize early levels with Artificer as dominant class, to get a better shot at a good crossbow. Didn't have one starting out, and can't craft a Vorpal crossbow, so having almost all levels 1-15 (except 8, 9, 10, & 14) offering repeating cross-bows in the loot lists was a blessing.

    This order sacrifices a (very) little in front-loading power, but this is the best shot at solving that.

    Alternate Level Order (for maximizing Arti loot lists)

    1. Artificer . . . 6. Fighter. . . . 11. Artificer . . .
    2. Artificer . . . 7. Monk. . . . . .12. Artificer. . .
    3. Fighter . . . . 8. Fighter. . . . 13. Fighter . . . .
    4. Monk . . . . . .9. Fighter . . . .14. Fighter. . . .
    5. Artificer . . .10. Artificer. . . 15. Artificer . . .

    3) For my purposes, I wanted a Monk past life, so I finished the above with Monk rather than Arti. Lost all the upper-level spells, of course, and some UMD, but didn't slow down the crossbow DPS afaict.

    For any interested, posting that build here: https://www.ddo.com/forums/showthrea...=1#post6079660
    Last edited by C-Dog; 07-06-2022 at 03:36 PM. Reason: adding Enhancements w/ Leveling Guide; '22 add links

  20. #80
    Community Member C-Dog's Avatar
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    U 38 change: https://www.ddo.com/en/update-38-release-notes

    o Battle Engineer

    Shatter Defenses and Thunder-Shock Weapon now includes half your Artificer Level in its DC calculations.
    (this adds 1/2 Arti level to previous formula)

    This will make Tier V TSW that much better. Don't see any other changes that jump out as significant for this build.


    W/ regard to the new Renegade Mastermaker tree, ~6 points to get to Core 2 (Level 3 Arti, Character Level 8) does seem like it could be attractive against casting Reapers/etc.- not sure what you'd sacrifice for that:

    Cores:
    • Core 1: Each Core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power, and +5 Repair Spell Power.
    • Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to Armor Class and Immunity to Magic Missiles.

    Tier 1:
    • Curative Admixture: Cure Light Wounds SLA: 4/3/2 Spell Points, 12/8/6 second cooldown.
    • Easily Fixed: Gain +10 Healing Amplification and +20 Repair Amplification.
    • Supporting Construction: While in Medium or Heavy Armor or Adamantine Body, get +2/4/6 Physical Resistance Rating
    • Skills: +1/2/3 Repair, Heal, Balance.
    • Toughness: +5/10/15 Maximum Hit Points

    So, for 6 AP (w/ a only the minimum of 2 into Toughness?), you're getting:
    • +30 HP
    • Immunity to Magic Missiles
    • +10 HAMP (+20 if WF)
    • +5 Positive Spell Power
    • +4 AC

    (Tier 2+ mostly seem to lean toward Melee attacks)
    Last edited by C-Dog; 04-11-2018 at 03:14 PM.

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