Hello,
Looking for feedback and comments on this HC build. Thanks...
I am a casual player who loves builds and trying to think of ways of synergizing classes. I also played in HC season 3 and loved it for many reasons, except for the lag! Currently testing this build as a first lifer (currently lvl 7) on Sarlona and generally just using items this character farms (though I will grab my Ratcatcher at level 8)... its been fun so far, generally soloing elites at level or above and "normal" r1 in groups, because its Inquisitive so its easy. I am trying to come up with a decent yet survivable Inquisitive build which would work nicely on HC and that would have some neat abilities. I also have tried to compensate for a lack of KtA by (hopefully) optimizing Ranged Power, Burst Damage and Survivability.
INQUISITIVE 14 Ranger 6 Artificer
Race> Aasimar (Fallen)
18 Action Boosts (Endless Fusilade + No Holds Barred)
Permanent Ranged Power at level 20 (no items) = 50
Shiradi Champion
Starting Stats (32 point build)
STR 8
DEX 16
CON 16
INT 14
WIS 16
CHA 8
All level ups in DEX.
LEVELLING
Arti (1, 6-8, 19-20) Ranger (2-5, 9-18)
Level 1 - Artificer Trap Skills, Rapid Reload, Conjure Bolts, FEAT PBS
Level 3 - Ranger Rapid Shot, Favored Enemy UNDEAD, FEAT Precision
Level 5 - Ranger Precise Shot, JUMP
Level 6 - Artificer Rune Arm, FEAT Dodge
Level 8 - Artificer Bonus Feat Weapon Focus (+2 Ranged Power)
Level 9 - Favored Enemy (Evil Outsider), FEAT Mobility
Level 12 - FEAT Improved Critical Ranged
Level 13 - Ranger EVASION (and at this point I will drop medium armour for light)
Level 15 - Ranger Improved Precise Shot, FEAT Shot on the Run (+3 Ranged Power)
Level 18 - Ranger FOM Spell, FEAT Power Critical
Level 20 - Artificer Adamantine Weapon Spell
ENHANCEMENTS
Inquisitive 41, Battle Engineer 23, Aasimar 16
Inquisitive (41)
All Cores (+20 Ranged Power)
T1 Duel Shooter, True Law
T2 Crossbow Adept, Wand/Scroll II, Observation, True Law
T3 Crossbow Adept, Shoot First*, Improved Observation, +1 DEX
T4 Crossbow Adept, Ask Questions Later*, Martial Inquisition (+5% Doubleshot), Greater Law, +1 DEX
T5 No Holds Barred (+5/+15** Ranger Power), Improved Uncanny Dodge, Optimistic (+10 Ranger Power), Diplomatic Immunity
* can be changed after you get Diplomatic Immunity
Battle Engineer (23)
1st Core only
T1 Weapon Training, Field Engineer III,
T2 Weapon Training, Wracking Shot III, Caustic Shot I, Extra Action Boost III
T3 Weapon Training
T4 Battle Mastery (Endless Fusilade**), Agility Engine II (+6 Doubleshot)
Aasimar (16)
All Cores +2 WIS
T1 Counsel I, True Resilience III, Aasimar Improved Healing
T2 none
T3 Aasimar Improved Healing
T4 Fallen Ascendant Bond (+10 Ranged Power)
Planned Epic Feats
Level 21 - Overwhelming Critical
Level 24 - Combat Archery
Level 27 - Blinding Speed
Level 30 - Epic Will?
Shiradi Champion (24)
- Healing Spring and extras (9)
- Prism/Rainbow/Double Rainbow (6)
- Pin (2)
- Stand and Deliver (2)
- Nerve Venom (3)
- Rain of Arrows (1)
- Hunt's End (1)
Planned Epic Destiny Feats (first lifer)
Level 26 - Toughness
Level 28 - Toughness
Level 29 - Toughness
Legendary Feat
Scion of Arborea
THOUGHTS and CONCLUSION
Thought long and hard about taking Rogue levels for SA but think that FOM is really strong and the Adamantine Weapon spell will be useful. No extra to hit and damage stance like KtA is a big down-side, but am counting on (eventually) using level 3 Artificer scrolls (Insightful Damage) for INT to damage which will be better than nothing. I think spending 16 AP into Aasimar for not only +10 Ranged Power but also +40 Healing Amp is worth it as it will directly impact Shiradi Champion abilities, which is where this build should shine in epics over other non-Primal class Inquisitors. Healing Hands in r1 has saved my own life countless times but where it shines is healing others who are in trouble, and trouble in HC can be fatal. I also would have loved to go FvS but the 3 free ranged feats plus evasion from Ranger is difficult to forego. A pure Warforged Artificer (or 18 Arti 2 splash) would also be excellent, especially if you can get lucky and farm the boots from Death House! Ranger also gives full BAB which gives marginally better attack (this build only starts with 16 DEX) and, I believe, attack speed. I opted for Shot on the Move not only because of the extra Ranged Power but also the effective +4 to hit while moving. Skill-wise, I think it can be an effective trapper in heroics even with a base 14 INT (with INT items, trapper items, Heroism pots, etc) but will probably not be that good in epics; which is a shame as by maxing all of the trapper skills this build has nothing left for Balance, Heal, Jump or Swim.
I think it can work, be survivable with evasion, dodge and Healing Hands, have pretty good base Ranged Power and have a few good extra abilities. However, it has no cc. None! But it can spam No Holds Barred/Endless Fusilade for 9 minutes.
EDIT SKILLS: Disable Device, Unlock Doors, Search, Spot and UMD which is all I can take each level as a 14 INT Artificer or Ranger.